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My proposal to all video game producers/companies

Ok, i came to this revelation last night when enjoying a great battle on Planetside, the new MMOFPS brought to you by Sony Online Entertainment (SOE).

We were in a massive battle with one of the other groups over a few bases. Keep in mind, there are close to 2500 people on the server at this point, easily 500 in this battle. After 2 hours of fighting, the base getting turned over and over, there was a possibility that we would be able to get the maximum amount of XP points possible, 5 seconds left on the hack. All of a sudden: "You have left the world".

*Begin Rant*
I pay 10$ a month to play a videogame, and that is on top of the 50+ i payed to purchase it. I hate the concept, but i love first person shooters, and this is a great one. The server crashed on us, ruining a GREAT battle, and everyones moods.
*End rant*

*Begin Logic*
SOE owns planetside, and the servers it runs on. SOE also owns a tiny little game known as Everquest, and the servers it runs on. SOE is a subsidiary of Sony, the largest electronics manufacturer and distributer in the world. Sony essentially owns Best Buy, the largest electronics chain that has the greatest markups in the history of electronics sales. There is absolutley no reason that Planetside shouldnt be running on a FLAWLESS server, with up to date technology, and on the fastest available internet connection to be able to support the massive amounts of players that have paid massive amounts of money to play this game.

Here is another tasty piece of information, Planetside is written very differently than every other game available. It was designed to support fully, 56k players. Like any good company, SOE did not want to push away any amount of a market, so they wrote the netcode to provide the capabilities for 56kers to play. Essentially what it does is you load the level onto your home pc, you run around and send the packets to the server of where you are, it then registers them and sends that info back out to the other players. So, a 56ker can run up to you, flawlessley, with no lag on their system, kill you, but it doesnt register with your computer until that 56k piece of poo modem finishes transferring the packets. Ive died in the middle of nowhere on a continent because a 56k player killed me 5 minutes earlier.

Here is my proposal:

Take this into consideration, all videogames for the PC, and Mac (god forgives you if you use one), have a small rectangle on the bottom of the box that tell you minimum required hardware and software, and the reccomended. Manufacturers and Developers: Please begin to implement a "Broadband Only" system for MMO videogaming. If you know your game will be hurt, and the netcode wasted because of people who were willing to spend 500$ for a videocard, but were to cheap to get, at minimum, 256k DSL, start using line tests to the users IP, and check if their internet access can handle the load needed to play the game. It is very simple, you make the user agree to the test to be able to install the game, durring this test you send a 1, 3, 5, and 10mb packets to the user and then recieve packets from the user to determine their line speed. If the test does not prove that their computer can handle the internet workload, then have a simple popup that says, I am sorry, but (Insert Corporate name here) did not design this application to corrispond with your current internet capabilites. And offer a open box trade in deal or refund for those poor people that wont read the Minimum specs and see; Internet Access: Broadband, minimum 256k/s Down, 128k/s Up.

Many games do this for graphical settings, you cannot run a game like UT2k3 with Onboard video, you are forced to upgrade to use the game, so should internet access be governed. If you cannot meet the manufacturers requierments, you should have to upgrade. I am sorry, but I do not believe that the majority of people playing these MMO games should be forced to deal with under-qualified netcode just to try and provide a level playing field for all gamers. The producers of Unreal sure did not make their game so that onboard video will produce the same functionality as a GeForce FX.

To quote the popular phrase, those onboard graphics card users are "$hit out of Luck."

SOE should tell 56kers that they are SOL, and to try again when they upgrade their internet to the current status quo of the target market.

Thank you, and goodnight.




All rants may be posted here, or sent to:

Erik Selden
AIM: Jazz227
ICQ: 38023790
seldene@stu.beloit.edu
 
First off, I'd be willing to bet there is a much greater margin of dial-up users than you think.

Second No company pushes away paying customers cause another paying customer says so that i can think of. Especially when they will both continue to pay and just be bitter about it. Just like you will most likely continue to play if you like the game in spite of the fact that there is almsot no chance in hell sony is going to tell 56k'ers to take a flying leap.

Third When dealing with online games sh!t is bound to happen because of the amount of variables. Who says they arent on the best system & the best connection with 4919581958193819481294% redudancy? Maybe a main router got DoS'd or something, you cant hold thme responsible for everything its a risk you take when you play these online fashion games.

Try your best to enjoy the game and give constructive criticism and hope someone listens ( they wont ) and until they do DONT SUPPORT THEM.
 
SOE Also owns Star Wars Galaxies. That's a lot of insanely popular, insanely busy online games going at the same time. I do completely agree with your post though. Edit: As far as how you're paying a lot of money and shouldn't have to be subject to disconnects and lag and all that bull crap.
 
How about a rating of OC3 connections only?

EDIT: I'm tired of being killed by you slow broadbanders. 😛
 
agree with Maleficus. There is not way in hell they are going to disclude the non broadband population because it is alot more people globally, then you think. Many people dont have the option to even get broadband in their area. They want a pay to play, you think a company is going to say no?

And about the server, while it shouldn't have crashed, hosting 500 people in one game is bound to have problem here and there. There are a hundreds of different variables and they can't build a redundency for all of them in a live game.

now what seems weird to me is that you are reliant on another person's connection speed. I thought they did away with that sort of netcode. Most cases now, all the action happens in real time on the server. Server game events should happen as the server recieves the signal for them. If a person shoots, they send a signal to shoot, WHEN the server recieves that signal it will update the event to that exact time on the server, not whats happening on the client. Thats why a slow user may fire at a target in front of them but the signal gets there slow and the target has moved already, not hold that target there just because the shooter is slow.

I think I said that all screwy but you know what I mean.
 
The netcode is reversed, its stupid and a horror to deal with. On a daily basis i get killed by 56kers 10-15 times, and i ALWAYS die when im the safest i could be. It sucks when it says you have been knifed on the global chat, and yet you never even saw the dude with the knife.
 
You can have 500 people shooting at each other on the same map, same server??? :Q Bye, bye BF1942, hello Planetside.
 
Here is another tasty piece of information, Planetside is written very differently than every other game available. It was designed to support fully, 56k players.

How is it written differently? *EVERY* MMOG that is out there is written for 56k... more than half their users are using 56k.

So, a 56ker can run up to you, flawlessley, with no lag on their system, kill you, but it doesnt register with your computer until that 56k piece of poo modem finishes transferring the packets. Ive died in the middle of nowhere on a continent because a 56k player killed me 5 minutes earlier.

Absolutely NOT! If you think this is the way these games work, then you have absolutely no clue. A 56k or slower user will NOT affect your gameplay. EVERYTHING is sent to the server first (maybe excluding text msgs)... if somebody fires a shot, that gets sent to the server first, which then registers what happens, and then sends the results to your computer. If the other computer is lagging, then all you see is them lagging, but yourself aren't affected by it. Sounds like your death was due to *YOUR* lag. You were lagging, and the other person wasn't... while you lag, your character is pretty much stopped from what he's doing... so the other guy ran up to you, shot you, and ran away... when you unlagged, you finally got caught up with all the packets, and realized you were dead.
 
(The game rocks, its very balanced now and will be better in the next couple of months, but the netcode sucks ass. Im on 5mb cable and i lag in fights and the server Emerald (east coast), supporting 2500 people at the MAX, crashes at least once, daily.
 
MoralPanic, you are very wrong.

I dont lag. 5mb cable doesnt lag, and in every other game i play, even to european servers, i ping MAX 80.

This code is written differently, ask anyone who plays.
 
Originally posted by: ThinkTankDesign
The netcode is reversed, its stupid and a horror to deal with. On a daily basis i get killed by 56kers 10-15 times, and i ALWAYS die when im the safest i could be. It sucks when it says you have been knifed on the global chat, and yet you never even saw the dude with the knife.
That's just insanely retarded. I dont advocate excluding dial up users but giving them the benefit over broadband users? 😕
I think one major game used that type of netcode (old Doom?) and it was a horrible experiment. I thought every FPS learned from that mistake.
 
Originally posted by: ThinkTankDesign
MoralPanic, you are very wrong.

I dont lag. 5mb cable doesnt lag, and in every other game i play, even to european servers, i ping MAX 80.

This code is written differently, ask anyone who plays.

I'm not wrong. Tell me, how exactly does a lagging 56k user kills you? How can somebody who's lagging, and not getting their packets sent to the server, kills you?
 
yeah, moral has a point......oh well, they should make a seperate area for 56kers and one for those with sufficient bandwidth, make it more enjoyable for everyone
 
Originally posted by: ThinkTankDesign
MoralPanic, you are very wrong.

I dont lag. 5mb cable doesnt lag, and in every other game i play, even to european servers, i ping MAX 80.

This code is written differently, ask anyone who plays.

while I don't think it was you lagging, dont confuse Ping/latency with bandwidth. 2 different things. You can have a horrible ping and very high bandwidth, and vice versa (although ping can be effected by bandwidth if the packet size is too large)
 
Read my post. The level loads to your HOME PC. With a lagless environment everything is normal. However, what happens when the 56k guy lags, is all the people on his screen freeze, not him, he can run around and knife people, it deals the damage on the screen, and on his pc. When his packets finally transfer, the server is bombarded with his info, and it updates. It has been exploited many times, however it is controlled better now. Essentially if im fighting a guy, and he freezes up at home, he can still play, but everything he does is delayed getting to the server, so instead of it appearing that he has 5 second trigger lag on HIS screen, YOU see his trigger lag, and all of a sudden he goes schitzo on you and unloads a full clip in a matter of a second. Ive been in a friendly transport, over the ocean and all of a sudden lose 120HP from a battle that happened 5 minutes earlier.
 
Originally posted by: Lithium381
yeah, moral has a point......oh well, they should make a seperate area for 56kers and one for those with sufficient bandwidth, make it more enjoyable for everyone
No with normal netcode like BF1942, Quake, UT2K3, MOH, etc etc etc the clients connection speed only adversly effects the client not anyone else. Read what I said

"I thought they did away with that sort of netcode. Most cases now, all the action happens in real time on the server. Server game events should happen as the server recieves the signal for them. If a person shoots, they send a signal to shoot, WHEN the server recieves that signal it will update the event to that exact time on the server, not whats happening on the client. Thats why a slow user may fire at a target in front of them but the signal gets there slow and the target has moved already, not hold that target there just because the shooter is slow. "

With this normal netcode, a 14.4k user wouldn't to anything to you but raise your frag count 😉 Ever notice people lagging? Their character just stands there because the server has not recieved instructions from the lagging person to move the character. It has no bearing on your performance at all.
 
I think the situation here and the difference between a normal real time FPS is because of the volume of people here. They must have built netcode like this to deal with the insane amount of people. Normal MP games, you load the map and all the player data from the server. If you had to do that for 500+ people even T1 users would be lagging to death with all the update info, not to mention a long enough load time to go watch a movie. To my understanding, those normal games send the updated character info for every player and event going on to each client, thats why with the more people, there is also more possibility of client side lag (not to mention the HUGE amount of nadwidth a server would need).

With a MMORPG I believe it updates events and people in your radius of effect only, thats maybe why each client may effect one another.
 
Originally posted by: ThinkTankDesign
Read my post. The level loads to your HOME PC. With a lagless environment everything is normal. However, what happens when the 56k guy lags, is all the people on his screen freeze, not him, he can run around and knife people, it deals the damage on the screen, and on his pc. When his packets finally transfer, the server is bombarded with his info, and it updates. It has been exploited many times, however it is controlled better now. Essentially if im fighting a guy, and he freezes up at home, he can still play, but everything he does is delayed getting to the server, so instead of it appearing that he has 5 second trigger lag on HIS screen, YOU see his trigger lag, and all of a sudden he goes schitzo on you and unloads a full clip in a matter of a second. Ive been in a friendly transport, over the ocean and all of a sudden lose 120HP from a battle that happened 5 minutes earlier.

come on dude, 5 minutes later?

i have this game, and i also notice the lag problems as well.
 
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