JaggedSac said:
Probably not the bolded. Probably need to invite them to your game. |
Friend codes!! Yay!!!
JaggedSac said:
Probably not the bolded. Probably need to invite them to your game. |
Friend codes!! Yay!!!
yeah, if you wanna play with random people you will have to pick a "playlist". but don't worry, if enough people want a certain playlist, auto-patching will ensure you that, as soon as possible (if budget allows, I suppose), they'll be implementing said playlist.
the words above were backed by NUCLEAR WEAPONS!
JaggedSac said:
You are describing P2P. That is exactly how Live/Halo matchmaking works. Perhaps you are thinking we might be thinking distributed P2P with no single host box? This P2P that is being talked about is still using the client/server model. But there is no server involved, just a Peer that is handling all the other Peer's requests. |
Okay, I can't let this go.
In a peer-to-peer system, there are NO servers. Clients are updated AS they receive info from other clients, with no regard to synchronization via a server. There is no server, so EACH client is authoritative over its representation on remote machines.
There is NO server in a peer-to-peer model. Don't make me break out the Networking 101 dictionary on you, man. Get it right.
Ever play Bolo on a Mac? That's a good example of a peer-to-peer game. You can't have peer-to-peer and have a server. If it has a server, it's NOT peer-to-peer. The matchmaking is done peer-to-peer in games like CoD:MW2. The GAME is not.
Using "peer-to-peer" to describe CoD:MW or CoD:MW2 is a misnomer, and causes confusion in the discussion. The real difference between the two is that one allows anyone to set their machine as a host (MW), and the other (MW2) autoselects the host for best network performance, and to recover from the host dropping. The MW2 model IS better, for all but clan matches set up on machines with a lot of bandwidth -- and its mostly the clan folks... the dedicated players, who are the people that are complaining (of course).
I stand by my claim that MW2 will be less laggy for "everyday" CoD players, even if the few clan players have a slightly more laggy experience. Since it'll be the same for all parties, it shouldn't be a big deal.
The whining is unwarranted.
| Procrastinato said: I stand by my claim that MW2 will be less laggy for "everyday" CoD players, even if the few clan players have a slightly more laggy experience. Since it'll be the same for all parties, it shouldn't be a big deal. The whining is unwarranted. |
Dedicated servers aren't just about the lag...
My Mario Kart Wii friend code: 2707-1866-0957
| Procrastinato said: I stand by my claim that MW2 will be less laggy for "everyday" CoD players, even if the few clan players have a slightly more laggy experience. Since it'll be the same for all parties, it shouldn't be a big deal. The whining is unwarranted. |
Eh.... No....
Sorry man, you are way off base here. Plus peer to peer is a proper description of MW2 system, though one peer will indeed be running whats known in the vernacular as a listen server, it is still basically a peer 2 peer connection because peer in this case refers to the fact that it will always be a retail end-user running the listen server from his home machine. Terms have different meanings in different context, this is why a dictionary will have multiple entries for the same word. Such is the case here, it is not us who fail to realize the "networking" definition of p2p is, it is you who fail to understand the context.
Secondly, why on earth would you claim MW2 would be less laggy for "everyday" players? Do you come from some alternate universe where people typically have OC-48 fiber optic connections to mae.east in their home or something? Not a bad place to hail from I suppose, lots of us in this universe are still stuck on shitty DSL or cable with 512kbit/s uploads or less. Even for people with 2mbit/up connections, once you start getting close to a full game, everyones latency will start spiking through the roof because many home connections start suffering frm increased latency once the upload passes 50% capacity. For some it starts at 25% of capacity.
Go play GTA4 multiplayer on PC, then come back and tell me listen servers from home machines are any good heh.
The MW2 model is NOT better, in any way, shape , or form.... and I dispute your assertation that "hardcore" players are the ones who suffer and are complaining the most. This hurts the casual player the most, making it much more random on whether you find a good game with good people... and when you do finally luck out and find a good playing environment.... you cant somply return to the same spot tomorrow... you have to play host-finding-roulette every single time you connect.
Fun. And casual-friendly...... (or not?).
I am going to LMAO when IW official MW2 forums start lighting up at launch with complaints about lag, and complaints about the current host getting pissed and instead of ragequitting just fire up a fat torrent and lag everyone to death while they walk around and 0 ping.
Xelloss said:
Eh.... No....
Sorry man, you are way off base here. Plus peer to peer is a proper description of MW2 system, though one peer will indeed be running whats known in the vernacular as a listen server, it is still basically a peer 2 peer connection because peer in this case refers to the fact that it will always be a retail end-user running the listen server from his home machine. Terms have different meanings in different context, this is why a dictionary will have multiple entries for the same word. Such is the case here, it is not us who fail to realize the "networking" definition of p2p is, it is you who fail to understand the context. Secondly, why on earth would you claim MW2 would be less laggy for "everyday" players? Do you come from some alternate universe where people typically have OC-48 fiber optic connections to mae.east in their home or something? Not a bad place to hail from I suppose, lots of us in this universe are still stuck on shitty DSL or cable with 512kbit/s uploads or less. Even for people with 2mbit/up connections, once you start getting close to a full game, everyones latency will start spiking through the roof because many home connections start suffering frm increased latency once the upload passes 50% capacity. For some it starts at 25% of capacity. Go play GTA4 multiplayer on PC, then come back and tell me listen servers from home machines are any good heh.
The MW2 model is NOT better, in any way, shape , or form.... and I dispute your assertation that "hardcore" players are the ones who suffer and are complaining the most. This hurts the casual player the most, making it much more random on whether you find a good game with good people... and when you do finally luck out and find a good playing environment.... you cant somply return to the same spot tomorrow... you have to play host-finding-roulette every single time you connect. Fun. And casual-friendly...... (or not?). I am going to LMAO when IW official MW2 forums start lighting up at launch with complaints about lag, and complaints about the current host getting pissed and instead of ragequitting just fire up a fat torrent and lag everyone to death while they walk around and 0 ping.
|
You have a fascinatingly pieced-together concept of how these systems work.
Procrastinato said:
Okay, I can't let this go. In a peer-to-peer system, there are NO servers. Clients are updated AS they receive info from other clients, with no regard to synchronization via a server. There is no server, so EACH client is authoritative over its representation on remote machines. There is NO server in a peer-to-peer model. Don't make me break out the Networking 101 dictionary on you, man. Get it right. Ever play Bolo on a Mac? That's a good example of a peer-to-peer game. You can't have peer-to-peer and have a server. If it has a server, it's NOT peer-to-peer. The matchmaking is done peer-to-peer in games like CoD:MW2. The GAME is not. Using "peer-to-peer" to describe CoD:MW or CoD:MW2 is a misnomer, and causes confusion in the discussion. The real difference between the two is that one allows anyone to set their machine as a host (MW), and the other (MW2) autoselects the host for best network performance, and to recover from the host dropping. The MW2 model IS better, for all but clan matches set up on machines with a lot of bandwidth -- and its mostly the clan folks... the dedicated players, who are the people that are complaining (of course). |
I think using peer to peer to describe any current online game(at least for games with more than 2 players) using your definition would be a falacy. I don't know of any recent game that does not have one single entity handling the game updates. Perhaps I, and others on the net, was considering the "host" in these situations to be a peer because it was handling both client requests, creating it's own game altering data, and also running the exact same software as the clients. But, it appears, that you are correct.
I guess the correct terminology for MW2(and most Live games) would be, player hosted matches created using a peer 2 peer matchmaking system. I will, from now on, use this terminology to describe Live's service. As it does seem more correct. No more people bitching about console P2P crap I guess :)
Xelloss said:
Sorry man, you are way off base here. Plus peer to peer is a proper description of MW2 system, though one peer will indeed be running whats known in the vernacular as a listen server, it is still basically a peer 2 peer connection because peer in this case refers to the fact that it will always be a retail end-user running the listen server from his home machine. Terms have different meanings in different context, this is why a dictionary will have multiple entries for the same word. Such is the case here, it is not us who fail to realize the "networking" definition of p2p is, it is you who fail to understand the context.
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The bolded is what I though. Then I thought I was wrong after reading Procrastinato. What is right people?