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Thread: Are you kidding me, these servers suck. | Forums

  1. #21
    Quote Originally Posted by IV-70 View Post
    1 i'm giving you this, although in most cases it just up to the community to not let this happen. But with dedicated servers you will then face half empty rooms when they rage quite, how much more fun is this?
    2 lol, as if dedicated servers dont give advantages to certain players, right?
    3&4 just reason why there is more lag than necessary in MP, they would lag on dedicated server too.

    On paper, p2p gives you the opportunity to play in almost lagg free rooms with just players in your vicinity. Aussies wouldnt have to play eachother on CAL servers or where ever UBI plans to put their dedicated server, no, they would play on their own p2p servers.
    The flawed matchmaking just doesn't allow this to really happen, filling up rooms way too fast, so groups dont have to play against eachother or not play in small rooms(2on2), because there is no good fitting players for this particular room.
    #1 how can a community stop a host(witch no one know who it is) from quitting? And if 1 person rage quits in a dedicated server the room stays open and someone new fills that spot, good rooms stay full all the time.(you never have a tough time finding a full room with dedicated servers)
    #2 yes players closest to the servers get a advantage ,but not the god like super advantage of being a host in this game, plus you can pick a room that lags the least for you and stick to that room
    #3and4 dedicated servers don't lag because 1 person is on wifi/crappy connection (only the person lagging lags) where p2p if the host lags then everybody lags and if your ISP throttles p2p protocols then only p2p protocols get effected and dedicated servers would still play fine

    p2p hosting only works if the game is doing COD numbers. For games like this its much harder to find a good host than it would be if it was a dedicated server .plus on paper dedicated servers are even better as a dedicated server can be placed in australia and then the aussies could have lag free games regardless of weather or not there is someone nearby with a uber connection (because the dedicated servers are uber connections)
    Last edited by Hammer_420; 06-20-2012 at 09:35 PM.
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  2. #22
    Any of you guys actually sit through the thirty minutes of credit after campaign?
    Somewhere there it says who did 'connectivity'. I forgot the name but might give you guys somebody to rage at.
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  3. #23
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    Quote Originally Posted by Hammer_420 View Post
    #1 how can a community stop a host(witch no one know who it is) from quitting? And if 1 person rage quits in a dedicated server the room stays open and someone new fills that spot, good rooms stay full all the time.(you never have a tough time finding a full room with dedicated servers)
    #2 yes players closest to the servers get a advantage ,but not the god like super advantage of being a host in this game, plus you can pick a room that lags the least for you and stick to that room
    #3and4 dedicated servers don't lag because 1 person is on wifi/crappy connection (only the person lagging lags) where p2p if the host lags then everybody lags and if your ISP throttles p2p protocols then only p2p protocols get effected and dedicated servers would still play fine

    p2p hosting only works if the game is doing COD numbers. For games like this its much harder to find a good host than it would be if it was a dedicated server
    1 just dont leave the room? you know you could be the host and by this srew up the room. if the community would follow this simple rule than we would have alot less issues. Even in other video game in which i know i'm not the host, i dont just leave the game, no, i play on till end. i dont let my team mates down, even if they are jsut randoms. Dont hate the game hat the players.
    2 here you got 1!!! player having the advantage, the host of this particular game, on other side you have whole teams haveing this advantage. Maybe i never saw this uber host powers, making me underestimate 'em.
    3&4 matchmaking pi.kks host, if there would be just a better host selection and a server list, we would not have to deal much with. If mathcmaking wouldnot rush its selection so much.

    MGO worked pretty good with a player count of <1'500. but there we were able to search for rooms and there was no matchmaking forcing people in certain rooms just to the reason to fill it up. There were alot of small rooms with minimum lagg for certain people. The community sorted it out itself. Bad host, no1 joins or stays in for long, while others had a good reputation of being able to host, so there rooms were populated. Those rooms worked for certain people whiel others had bad latency in 'em, so they rather palyed in another good room.

    Picture this, pop up a room(maybe even with a few friends) on a server like US EAST 1, you will start with a low player count, playing 2on2 , but also waitng for more people to join in. You can give it a small distribtion , so other can easily search and decide for your room. While matchmaking just puts players in that fit for this particular room. If succesful, those that played in your room will look for again next time. Guys from other parts of the world prolly never even try to get in your room. if you are from region with low player count, (especially at the time you play) you can play in a small room with alot less lagg, not forced to play in FULL rooms with guys from other parts of the world. But just putting a regiuon filter wont cut it either, especiallly with GRFS low player count. When is someone in your region? can a west coast player play with guys from the east coast? make those regions everybody wants even smaller than this? jsut states, or cities? And is a guy across the street with bad internet really better than a guy from another country with a bit o distaance lagg? Should an all aussie room really be hosted in the US or EU? You might say than they need to put designated servers in australia too, spread 'em all over the world, but isnt p2p all about this, it creates close servers when and where they are needed?

    Yes the way higher player count of COD can mask those problems, it can rely on a lazy matchmaking system based on p2p. But p2p isnt the big problem here, it can actually be much better than designated server, in my opnion.
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  4. #24
    ppl are talking about how these servers suck and i agree that why i made this petition

    http://www.change.org/petitions/ubis...icated-servers Please sign
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  5. #25
    Quote Originally Posted by IV-70 View Post
    1 just dont leave the room? you know you could be the host and by this srew up the room. if the community would follow this simple rule than we would have alot less issues. Even in other video game in which i know i'm not the host, i dont just leave the game, no, i play on till end. i dont let my team mates down, even if they are jsut randoms. Dont hate the game hat the players.
    2 here you got 1!!! player having the advantage, the host of this particular game, on other side you have whole teams haveing this advantage. Maybe i never saw this uber host powers, making me underestimate 'em.
    3&4 matchmaking pi.kks host, if there would be just a better host selection and a server list, we would not have to deal much with. If mathcmaking wouldnot rush its selection so much.

    MGO worked pretty good with a player count of <1'500. but there we were able to search for rooms and there was no matchmaking forcing people in certain rooms just to the reason to fill it up. There were alot of small rooms with minimum lagg for certain people. The community sorted it out itself. Bad host, no1 joins or stays in for long, while others had a good reputation of being able to host, so there rooms were populated. Those rooms worked for certain people whiel others had bad latency in 'em, so they rather palyed in another good room.

    Picture this, pop up a room(maybe even with a few friends) on a server like US EAST 1, you will start with a low player count, playing 2on2 , but also waitng for more people to join in. You can give it a small distribtion , so other can easily search and decide for your room. While matchmaking just puts players in that fit for this particular room. If succesful, those that played in your room will look for again next time. Guys from other parts of the world prolly never even try to get in your room. if you are from region with low player count, (especially at the time you play) you can play in a small room with alot less lagg, not forced to play in FULL rooms with guys from other parts of the world. But just putting a regiuon filter wont cut it either, especiallly with GRFS low player count. When is someone in your region? can a west coast player play with guys from the east coast? make those regions everybody wants even smaller than this? jsut states, or cities? And is a guy across the street with bad internet really better than a guy from another country with a bit o distaance lagg? Should an all aussie room really be hosted in the US or EU? You might say than they need to put designated servers in australia too, spread 'em all over the world, but isnt p2p all about this, it creates close servers when and where they are needed?

    Yes the way higher player count of COD can mask those problems, it can rely on a lazy matchmaking system based on p2p. But p2p isnt the big problem here, it can actually be much better than designated server, in my opnion.
    What about ISP's that throttle p2p protocols? In canada that's about 80% of the population ,in USA that % is much lower but there are still ISP's that throttle there too.

    I only play siege but whenever I'm the host suddenly I can can take shots and actually survive time and time again where I should normally be dead while at the same time dropping people like I .was playing a lan match. I tend to go 10-1 when I am superman but under normal conditions I tend to go 4-2...
    MGO had better lag compensation, so much so that being host in that game could actually hurt your gameplay... Also the players hosting don't have the bandwidth that dedicated servers have so IMO dedicated servers rule compaired to p2p
    in fact when I gamed on pc my clan and also most other big clan would rent dedicated servers even though the games allowed for player hosting...this still happens in pc gaming because most people who have played on both know that dedicated servers are better, heck even if the p2p host has a uber connection the game still suffers as the machine hosting the game is also using a lot of its resources playing the game (drawing the graphics and such) where as dedicated servers use uber computers with uber connections that are dedicated to 1 thing. Hosting.
    Last edited by Hammer_420; 06-20-2012 at 11:03 PM.
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  6. #26
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    Quote Originally Posted by Hammer_420 View Post
    What about ISP's that throttle p2p protocols? In canada that's about 80% of the population ,in USA that % is much lower but there are still ISP's that throttle there too.

    I only play siege but whenever I'm the host suddenly I can can take shots and actually survive time and time again where I should normally be dead while at the same time dropping people like I .was playing a lan match. I tend to go 10-1 when I am superman but under normal conditions I tend to go 4-2...
    MGO had better lag compensation, so much so that being host in that game could actually hurt your gameplay... Also the players hosting don't have the bandwidth that dedicated servers have so IMO dedicated servers rule compaired to p2p
    in fact when I gamed on pc my clan and also most other big clan would rent dedicated servers even though the games allowed for player hosting...this still happens in pc gaming because most people who have played on both know that dedicated servers are better, heck even if the p2p host has a uber connection the game still suffers as the machine hosting the game is also using a lot of its resources playing the game (drawing the graphics and such) where as dedicated servers use uber computers with uber connections that are dedicated to 1 thing. Hosting.
    You would be suprised how low the amount of transfered data actual is, you don't need such an uber connection as many might think. Also servers normally dont have such high performence processors.

    Still, considering the frame drops on GRFS, which might be an indication my PS3 hitting its maximum, you are prolly right here.
    While i still think p2p can be highly effectiv at finding good located servers and by this create almost lagg free REGIONAL rooms,
    Factoring the limited processor performance of our consoles, i'm now curious too about how dedicated servers would work out, thinking you are right. Although we prolly never see.

    I feel enlightened now, lol

    ps maybe i'm always host, no clue how my enemies think about my play, but the most rooms on GRFS are the smoothest i ever saw in any shooter. Just a few rooms are terriblely laggy, way worse than other shotters. Since i'm traveling alot, sometimes taking my PS3 with me, i also can say i see no difference off where i play.Whether its LA, NY, UK, HK, JP i rarely get in those bad rooms.But i mostly play in groups.
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  7. #27
    Quote Originally Posted by PublicVermin View Post
    I burned myself of the stove, i will continue to burn myself until Maytag give me a bandage! lol

    Makes no sense, sell the game to GameStop, get the 28 bucks get a different game, and cut your losses. Stop being a Debbie Downer
    The difference here is if it is MayTags fault that you are getting burned than it is recalled and you can get it fixed for free or even replace. With a video game you get nothing but excuses.
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  8. #28
    Quote Originally Posted by konvict1981 View Post
    The difference here is if it is MayTags fault that you are getting burned than it is recalled and you can get it fixed for free or even replace. With a video game you get nothing but excuses.
    And just what do you think a patch is? It's a free fix.
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  9. #29
    Quote Originally Posted by OneBadHuskerFan View Post
    And just what do you think a patch is? It's a free fix.
    And this is true, but a patch usually fixes one problem and causes ten more. People are just tired of not being able to do something they love. Once the patch comes out and the game is playable all will be good again. At least for the fan base that stuck around.
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  10. #30
    Senior Member PublicVermin's Avatar
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    Quote Originally Posted by konvict1981 View Post
    And this is true, but a patch usually fixes one problem and causes ten more. People are just tired of not being able to do something they love. Once the patch comes out and the game is playable all will be good again. At least for the fan base that stuck around.
    i understand it's hard to wait (especially for the poeple with crippling problems), but the patch will be released in less than 2 weeks, you've waited this long (which should'nt happen anyways), so what's another two weeks?
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