It hasn't.
dude, srsly... you quote guys that say the truth and just say "not true", not even an explanation/counter argument.
if that is your way of handling a discussion i'll just leave this here:
P2P fucking sucks.
no it doesnt.
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That's interesting. I'd assume by that then, that UDP is a safer method (since you technically can't receive incomplete packets, otherwise it drops) but it runs the risk of being laggy (or unstable) in a game environment.
quite the contrary. both is UDP considered "unsafe" since it's a stateless connection, and there is no such thing as an "incomplete" packet. an incomplete packet is a corrupt packet, and a corrupt packet can occur either way (both in stateless and in stateful communication).
little explanation: stateful communication means that you first "establish connection". the so called handshake is pretty much that, a handshake between the two transmission partners, "getting to know each other" and the intention of transmitting data. in stateful communication, each sent packet will be numbered and each received packet will get acknowledged (though they can be acknowledged en bloc). this means the client can tell that a packet if missing if he got packets number 1-14 and 16-30. he can then specifically ask the partner to re-send packet 15. In UDP, there is no handshake, and neither is there acknowledgement of received packets. In UDP you simply send messages to your intended target without regard for loss (actually, it is expected that there probably will be loss at some point). On top of that, since there was no handshake etc. the two transmission partner never tried to find out how fast they might be able to interact with one another and UDP has no inherent congestion control. If your partner sends packets faster than you can receive them, there might be packet loss.
For all these reasons, UDP is mainly used in real-time applications, where outdated/lost packets are more or less irrelevant (VoIP, Streaming, Gaming). |
It is news to me that my connection makes other people lag in P2P.
which leads me back to my initial post.
there is no "your" and "the other persons" connection in P2P. there is only "your shared" connection. |
No one here claimed that this stuff doesn't happen in a S-C environment, nor that S-C is the holy grail of networking. This is mostly a QoL issue. As others have already pointed out, relics networking is "meh", to put it carefully.
i don't understand what exactly you mean by "relics networking".
pretty much everything in the game is done via steam.
i onced dropped in a match because the steam server i was connected to restarted. i got connected to another steam server, but the game ended like a drophack used to end the game (this is vCoH steam version). i'm not quite sure how much of this is relics fault and how much of it is valves, but again, steam provides the network, only thing relic does is call the steamworks API do get stuff done.
Yes, and I personally never had any problem with battle.net and that was back in the day when I still dialed in with a modem. Maybe I was excessively lucky or the people responsible at blizzard are just damn good at their job. Fact remains that I have trouble staying connected in relic games despite a uber 1337 h4x0r connection.
Since this hopefully won't be relics last game and they're the second worst at this network stuff right after Paradox Development Studio (who are literally stuck in 1989) I hope someone at relics snaps their fingers and hires a couple of guys to deal with it or something.
meh, my bnet experiences were mixed... most of the times it was fine, but i experienced quite a few drops and lagfests too (was only playing broodwar though). overall, my experiences in vCoH and CoH2 so far are not that bad (excluding games with guys that literally had an average of below 0.2fps... how bad does your machine have to be to deliver those kinds of numbers? i mean, thats 1 frame every 5 seconds... and i have encountered more than 1 guy with those kinds of numbers). lags and drops do happen though, and would even with a client/server architecture (and i don't think the percentage would drop much).
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Yup.
We're happy to answer questions when we can, and have time. But if your question is simply a disguised insult or rhetorical point, then we're not going to deal with it. Treat us like we're professional game developers who spend a lot of time and effort making things, and we'll treat you like people who love the game and know a lot about it.
That's how a mutually constructive relationship works best.
in this case, you are completely right. the way the "questions" were asked implied not only discontent, but pretty much insulted the idea the developers had.
still, i can understand at least part of the frustration, since even from beta (can't talk about alpha, did not have access to the forums) some of the constructive criticsm was met with nicely phrased "lol, no."'s, or was outright ignored. even if seemingly 90+% of the other players agreed (and i'm not talking about balance stuff or ridiculous demands that would entail months of extra work, but "simple" stuff like for example UI details).
on another occasion i was warned by ImperialDane that my thread (on the sony forums) might be closed, because a troll was refusing to read my first post (which had examples, with images) and demanded examples, because he only read my TL;DR section, and i insisted he read my first post (Dane said that I was the one who was trolling, probably because he didn't agree with what i had written).
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maybe at some point i'll continue to write my program to grab the stats files (it should not be TOO hard to write a simplified "combat simulator" that could calculate a simple form of battle as in conscripts using hit the dirt in yellow cover from 30 range vs. grenadiers in green cover with vet 1 or something similar), but at the moment i can't be bothered to... basically haven't done any work on it since beta stress test.
as for darkblades site, dunno how accurate that one is atm. |
i AM being helpful.
if i didn't make myself clear with my first post: no matter how neatly you arange it on a nice plate, a pile of dog crap will never become a 5 star menu.
the raw computing power of the hd4k, in combination with the seemingly not too optimized coh2 coding will never be sufficient to run it at a decent FPS level.
of course he can try to install 20 different kinds of drivers and re-install windows and steam, and re-download the game and so on. or you can tell your chef to take the pile of dog crap and replace it with a piece of kobe beef. saves a lot of time and nerves. |
well, the game is running, isnt it? even if the FPS are unacceptable... you are at the absolute minimum needed to run the game, don't expect the game to run smooth. even if it might help with the performance, no amount of rolling back drivers or formatting your system or whatever will magically make your graphics card faster. integrated graphics have always (and probably will always) sucked in comparison to a dedicated solution. |
Right now when you click the automatch button, it makes a noise that sounds exactly like my stomach growling, so it makes me think I'm hungry and that I should stop playing CoH 2 and get something to eat. Please fix this Relic.
just be glad they didn't put in something even weirder... like bear mating calls or something like that. imagine you starting automatch up, and suddenly 4-5 horny bears are knocking at your door :-/ |
you should probably get a real GPU instead of a glorified calculator.
or, to put it in laymans terms: there is no way you can get your bobby car to run the quarter mile in under 10 seconds, no matter which tires (drivers) you use. |