Unless we have access to current w/l ratios there is no point in discussing this since you don't have the stats to back up a point.
Stats for every patch, and a multitude of elos, would be very nice to have.
Unfortunately Relic seems to keep balance stats a secret on porpuse. People can't properly complain/argue about balance if they don't even know that there is an imbalance. |
Because client-server in an RTS game is impractical. There isn't a single RTS game on the market right now that's client-server. The closest is SC2, and even then the server is only used to validate and route information. No calculations are being made server-side.
Why? Think about it. An RTS works by communicating commands between players. Each player has an exact copy of the game state, and simply processes the commands (move orders, build orders, etc.) it receives from the other player(s). In an RTS, though, that can mean processing potentially hundreds of individual commands at once, since there can be dozens of units on the screen and commands being made at any given time.
When all you're doing is sending basic commands, that's actually really easy to do. It only takes a few hundred kilobits a second to relay that information to a player. But if you try to get a server involved, everything increases exponentially. You have to send your commands to the server. Then the server has to process the game state with those commands and determine the state of the game at the next tick. Then the server has to send the entire game state to both players. Both players have to receive that game state so that they can continue playing. And because the server is running the game and the clients are just running shell instances of it, the information that has to be sent is exponentially larger, and grows rapidly the more units the server has to process.
That's why client-server doesn't work in RTS games. SC2 compromises nicely by routing messages through servers, which makes drop detection and some aspects of anti-cheat better, but doesn't do anything about latency. The only reason SC2 has better latency in general is because matchmaking is limited to the server you're on, and the player base is so much larger so the matchmaker can favour lower-ping matchups much easier.
On the other hand, client-server works great in MOBAs like LoL and Dota 2 because there are far less player-controlled units per game (usually 10-20, up to a max of about 50 or so in a 5v5 match) and far larger game sizes (pretty much every match is a 5v5). This means you're using less server CPU time and bandwidth for 10 players in a MOBA than you would for 2 players in an RTS. Economically and technically, it just doesn't make sense.
EDIT: For another perspective, read the first answer in this thread: http://gaming.stackexchange.com/questions/65049/how-long-is-starcraft-2s-typical-input-delay-compared-to-other-competitive-game
He explains it a lot better that I could.
Thanks for the detailed explanation! |
he said "we are working on other improvements". that means, "yes, we are working on it". he just left off the word yes because its implied.
Oh, ok i thought he was reffering to other improvements to the game besides fixing lag. That seems to have been a missunderstanding on my part then. Although i still question why in 2013 p2p is still used over servers. |
That's not what I said at all.
Well you said that you are currently working on other things. You also explained that there will always be "some" lag. I didn't see any "Yes, we are working on it", in your first post.
I have the impression that coh2 has quite a lot more input lag than any other rts.
But it is very good to hear that you are working on it, although there will always only be so much you can do when automatch matches me with someone in China. That is p2p right there. |
We are working on other improvements, but they aren't in a position where they're close enough to talk about.
It's also worth noting that command delay or input lag will always exist in everything to do with human and computer interaction. The goal is to get it to as close to unnoticeable as possible, which obviously we aren't at yet.
How ever until SkyNet wins and we're all machines, there's always going to exist a lag of some kind between human and computers.
So basically this is a fancy "no, we have no intentions of fixing the current input lag"? |
the soviet industry nerf is not enough imo
So only your engies have to spend some more time building and everything else stays the same, right?? |
It's a very similar system to some free-to-play games, where they release new abilities and upgrades every few months, and to stay competitive you need to buy them.
AAAAnd that is the exact problem: A full price title with a f2p/p2w dlc model. |
Non doctrinal units? But you know that you can't sell these, right? MVGame |
I had a similar bug in sc2. My cursour split up into smaller sections or a bar. I assume that you use windows, i am not sure what the categorys are called in English, but they should be something like that:
Go to "System Control" -> "Hardware and Sound" -> "devices and hardware" -> "mouse" -> "cursor" and change the setting (e.g. display larger mouse cursor), then change it back to your usual setting.
That is what worked for me, hope it helps! |
Why would anybody spend 3.99 if they aren't pretty much guaranteed a win against an evenly good opponent? Marketing 101, next up is a commander that counters the new commanders. MVGame |