wrastler118 wrastler118

Why this game will never be as good as it should be?

Why this game will never be as good as it should be?

Rage quits
Desyncs
Constant Disconnects
The fact that if you disconnect, you can't rejoin the game, even though pretty much every other online game in the world allows this
All the game play bugs
The fact that when a new update comes out, it actually makes the game worse
The fact that when you complain about the games constant problems, the thread gets locked.

27,290 views 52 replies
Reply #26 Top

Wow. So you guys are complaining about online issues that seem to have been fixed for the majority of people a while ago? Here we go with the "my opinion's better than everyone elses' argument again..........

Thing is, most people now have way better online connectivity and far less lag. If you are playing with people consistently from across different parts of the world, that might be part of the problem. Or maybe you guys are goingon to really high ping servers, or maybe even (I am NOT pointing any fingers) have bad internet connections. I'm not ruling out the game just has problems for you guys, but the thing is that saying the game is crap for this when comparing to most other people who don't have this issue isn't a very good thing to do. It invites people like me into saying you should pay attention.

You should pay attention.

Also, peer to peer was, as GPG and Stardock repeatedly stated, "necessary" for the game. Like it or not, that's not something you can fault them with.

Reply #27 Top

Come on this has already been discussed at length, the root almost all the problems is the game is simulated by all players.

Look up why but this is the reason we have peer to peer and that the host client configuration would not fix much the game would still run at the highest ping between players (actually its worse) and almost the same bandwith would be required.

Because the engine is simulated the game is able to look better and feel more 'realistic' than LOL and HON.

I do think that more gpg staff should be put on fixing up the bugs though (im shure the mods for fixes could be cobined and intergrated in 2 days (followed by a month of testing but still).

Reply #28 Top
  • People share internet connection with their family
  • Family downloads and browse
  • People are full of spywares/malwares/useless background services
  • People update windows while playing
  • People install antivirus software/firewall, thinking it will resolve their problems. But it only adds more.

And then, people complain on forums about connectivity and lag. You really never suspect all the useless/nocive background processes running on your system.

Not saying p2p was a good choice. It is part of the problem. But a mysterious lag is always caused by a player having no clue about computing.

Reply #29 Top

If I'm playing a game which is lagging because of another player's connection that is the developer's poor design choice, end of story.  Can't keep blaming the players when most players aren't at fault.

And if the netcode in this game is so great all of a sudden, why isn't everybody playing 5 vs 5s?  Everyone is still ducking this question.

Reply #30 Top

If I'm playing a game which is lagging because of another player's connection that is the developer's poor design choice, end of story.  Can't keep blaming the players when most players aren't at fault.
End of quote

Wow.

Gnomechomp, please make sure you never buy anything I work on ever again. Seriously. 

Reply #31 Top

Quoting Frogboy, reply 30

If I'm playing a game which is lagging because of another player's connection that is the developer's poor design choice, end of story.  Can't keep blaming the players when most players aren't at fault.


Wow.

Gnomechomp, please make sure you never buy anything I work on ever again. Seriously. 
End of Frogboy's quote

Rofl Go frogboy man. Please don't become discouraged though. These people hardly represet how people online feel. All the problems I feel are player made at this point. Forced Desyncs, disconnects (ragequits) and other things. These happen every game. I have to agree that GPG is a slow patcher but instead of releasing buggy patches they release them perfectly the first time which is a first in most games. I play WoW and played EvE and their patches for a day or so just maul the game's connectivity while this isn't the same with Demigod. I remember one week on EvE where i couldn't even go online for a week because there was an error.

People need to be patient. You may be the costumer but certaintly almost aren't always right. Expecially when you blame the developers for MAKING you (massive lol at that) play such a horrible of a game.

Reply #32 Top

Quoting GnomeChomp, reply 29
If I'm playing a game which is lagging because of another player's connection that is the developer's poor design choice, end of story.  Can't keep blaming the players when most players aren't at fault.

And if the netcode in this game is so great all of a sudden, why isn't everybody playing 5 vs 5s?  Everyone is still ducking this question.
End of GnomeChomp's quote

I'll answer it. Because people's SYSTEMS can't handle it. People with slower internet connecttions REGARDLESS of how great the netcode is aren't going to be able to play these games. Plus demigod makes even my computer lag in 5 on 5's. And I played Forged Alliance probally the most intensive game you can possibly get on this computer.

Althought the computer is 2 years old but people can't afford a new computer every year.

Reply #33 Top

"Gnomechomp, please make sure you never buy anything I work on ever again. Seriously. "

Don't worry, I already made that decision roughly April 09.

"People with slower internet connecttions REGARDLESS of how great the netcode is aren't going to be able to play these games."

Again totally missing the point.  Its not whether people with poor connections can play the game well or not, its whether their poor connections are breaking the game for other players with perfectly adequate connections.  Wouldn't happen in a client/server game, like HoN or LoL.  Only happens in P2P, where every players performance is instantly brought down to whichever player has the crappest machine/connection.

Reply #34 Top

Quoting Frogboy, reply 30

If I'm playing a game which is lagging because of another player's connection that is the developer's poor design choice, end of story.  Can't keep blaming the players when most players aren't at fault.
Wow.

Gnomechomp, please make sure you never buy anything I work on ever again. Seriously. 
End of Frogboy's quote
I am not even out of college for game designing yet, and I'm already going to say it. Don't buy anything I work on either XD.

Reply #36 Top

Well if there is issues with lag. Why not let the client say where the player is connected from...thats kind of discriminating but if its gonna be p2p since its "impossible" to make it "client server" at least make it possible for regional games to occur in strict fashion.  Generally people don't read game titles TBH

And for forums not representing how people feel thats BS.  I feel like if I don't say how I feel then nobody will care, and by that logic the game will continue to be the same.  TBH if you can't change peer to peer make it better.  If you could make regional channels like Battlenet that would be SWEET. East players making games for east players. this whole world wide thing is great and all but it gimps my experience with smooth fluid action.

Its not my computer, my computer maintains like a 8 throughout the match, and my ping is around 100

Reply #37 Top

Quoting GnomeChomp, reply 33
Again totally missing the point.  Its not whether people with poor connections can play the game well or not, its whether their poor connections are breaking the game for other players with perfectly adequate connections.  Wouldn't happen in a client/server game, like HoN or LoL.  Only happens in P2P, where every players performance is instantly brought down to whichever player has the crappest machine/connection.
End of GnomeChomp's quote

You're trying to insinuate that a better Developer would not allow this situation to occur by using the Client/Server connection model, whereby one player's performance or connection doesn't effect anyone else's but their own. You're currently doing a horrible job. And while you're correct in that Client/Server would remove this problem, it has it's own list of problems that would hinder more than help.
Unless the game is incredibly popullar, there wouldn't be a great deal of servers available. Infact, as it stands, if Demigod was a client/server model with the current community numbers there would most likely be more players than available places on servers. Don't believe me? Check out Unreal Tournament 3. That's what happens when a Client/Server game goes wrong. I can't play the game - not because I don't have people to play with - but because most of the servers left running with actual people playing on them are privately owned and locked. The freely available ones are a ghost town. And unlike Stardock, there are no refunds offered for it based on those grounds.

The game is P2P. Deal with it.

Reply #38 Top

Quoting GnomeChomp, reply 35
You are doing game designing at college, why does that not surprise me?
End of GnomeChomp's quote
Actually I'm doing game art, and the design is just a bonus. Why should I care if you are surprised or not?

Reply #39 Top

This is silly.  You guys are all welcome to your opinions on whether P2P or Client/Server is superior, but blanket statements like "Demigod will never be good because it is p2p" is a giant load. I only need to point to this games closest sibling, Supreme Commander, to rule out that whole line of thinking.

These techs both have pros and cons, trade offs and limitations.  RTS games have traditionally used p2p systems for a lot of reasons that, when you compare the technologies, p2p is a natural fit for the genre.

 

Demigod being p2p means that all players always see the same thing on screen.  This has good aspects (no warping or client side hacks) and bad (all players limited by the slowest speed, reconnecting is basically impossible).   When I'm playing RTS, syncing is a good thing for me.  It means I know what I see is always what's really happening.  How often does that go out the window in a FPS?  "I swear I shot that guy right in the head!"  No, you didn't, on his screen he had already moved. 

Right now the biggest problem with Demigod and its P2P system is upload bandwidth.  That is, many people with fast connections don't realize their upstream is shit.  Being p2p, you need to be able to send game state data as fast as you can receive it.  That's why larger games get worse because people are hitting the ceiling on those tiny upstream allocations their isps sell. Even worse, if you're sharing your bandwidth with anybody else in the house/dorm, it only takes 1 p2p/torrent app to swallow what little upstream you had to begin with.

Yeah, p2p certainly isn't perfect, but there is a reason it's popular with this genre.

 

Reply #40 Top

Quoting Techubus, reply 39
This is silly.  You guys are all welcome to your opinions on whether P2P or Client/Server is superior, but blanket statements like "Demigod will never be good because it is p2p" is a giant load. I only need to point to this games closest sibling, Supreme Commander, to rule out that whole line of thinking.

These techs both have pros and cons, trade offs and limitations.  RTS games have traditionally used p2p systems for a lot of reasons that, when you compare the technologies, p2p is a natural fit for the genre.

 

Demigod being p2p means that all players always see the same thing on screen.  This has good aspects (no warping or client side hacks) and bad (all players limited by the slowest speed, reconnecting is basically impossible).   When I'm playing RTS, syncing is a good thing for me.  It means I know what I see is always what's really happening.  How often does that go out the window in a FPS?  "I swear I shot that guy right in the head!"  No, you didn't, on his screen he had already moved. 

Right now the biggest problem with Demigod and its P2P system is upload bandwidth.  That is, many people with fast connections don't realize their upstream is shit.  Being p2p, you need to be able to send game state data as fast as you can receive it.  That's why larger games get worse because people are hitting the ceiling on those tiny upstream allocations their isps sell. Even worse, if you're sharing your bandwidth with anybody else in the house/dorm, it only takes 1 p2p/torrent app to swallow what little upstream you had to begin with.

Yeah, p2p certainly isn't perfect, but there is a reason it's popular with this genre.

 
End of Techubus's quote

 

Very well said!

Reply #41 Top

"but there is a reason it's popular with this genre."

The genre being RTS? Demigod isn't an RTS.  The difference being in DG you are supposed to have more players.

"I only need to point to this games closest sibling, Supreme Commander, to rule out that whole line of thinking."

Bad analogy, people don't play SupCom any higher than 3 vs 3. 

I'm not arguing that P2P is always a no-go, only that it is a terrible idea for a game supposed to have more than 6 players.  Demigod usually falls flat on its face every time you start a game with 8 players or more.

Pretty much EVERY game in HoN or LoL is 10 player and works perfectly.

I only said P2P was 1 of things holding DG back, the others being a total lack of multiplayer options and the fact the dev team doesn't give a damn about this game/doesn't talk to the publisher.

Reply #42 Top

Quoting GnomeChomp, reply 41
"but there is a reason it's popular with this genre."

The genre being RTS? Demigod isn't an RTS.  The difference being in DG you are supposed to have more players.

"I only need to point to this games closest sibling, Supreme Commander, to rule out that whole line of thinking."

Bad analogy, people don't play SupCom any higher than 3 vs 3. 

I'm not arguing that P2P is always a no-go, only that it is a terrible idea for a game supposed to have more than 6 players.  Demigod usually falls flat on its face every time you start a game with 8 players or more.

Pretty much EVERY game in HoN or LoL is 10 player and works perfectly.

I only said P2P was 1 of things holding DG back, the others being a total lack of multiplayer options and the fact the dev team doesn't give a damn about this game/doesn't talk to the publisher.
End of GnomeChomp's quote
firstly stfu and gtfo

secondly,I dont know what you are talking about. Last couple of 4v4 and 5v5 I had went off with little to no lag at all.

Reply #43 Top

All I have to say is I see nut sweat on Xaviorsfist's chin. And this game might of sold alot of copies but I also know alot of people who put this game on the "Fuck I wish I would spent all that money on rubbing alchohol and killed myself instead" List.

Reply #44 Top

Quoting l2ubberl7ucky, reply 43
All I have to say is I see nut sweat on Xaviorsfist's chin. And this game might of sold alot of copies but I also know alot of people who put this game on the "Fuck I wish I would spent all that money on rubbing alchohol and killed myself instead" List.
End of l2ubberl7ucky's quote
we all wish that for someone on this forum to do :ninja:

Reply #45 Top

What I dont understand is people conceding as the giants attack their citadel. I mean is waiting the couple of minutes really that hard? I mean just sit there and watch the rythm of the giants attack. Its quite soothing really

Oh and Supreme Commander was a Peer to Peer game and it was fine. To be honest its just the way the game is. Client server doesnt solve all your problems it only solves one. We still have to get rid of the WoW players ;)

Reply #46 Top

 dont really care too much, since no good can come out of this thread, but the game is simulated look up what this accually means.

There can be no host every computer must do the same ammount of work. You could in therory almost half the required bandwith for everyone appart from the host who would have to use 4 to 6 times the current bandwidth.

Unlike non simulated games where people just get updated with whats happening at the host and send what they do in (i think this is roughly how it works) and more importanly the person wiht the poor connection can just have his game updated at a slower rate so only his game is effected.

Since its simulated everyone need upto date data about the decisons made for the game to indetically simulated on everyones systems. The host client moddle would potencially double the max pings in the game (fine for the US players but there are also no benifits over peer to peer either) and for people with poor connections it may be even harder for them to get games.

For example currently the ping from the US to aus is about 250 ms if someone in the US was to host a game and 2 aus players were to join the ping between them would be 500 ms (unplayerble lag).

And i think i have said there are benifits to having this game simulated. Peer to peer just a a resault of trying to achive a low lag simmulated game.

 

 

Reply #47 Top

Quoting GnomeChomp, reply 41

Bad analogy, people don't play SupCom any higher than 3 vs 3. 
End of GnomeChomp's quote

Thats because its shit 4v4 and the gaming code is soo that bad that it lags almost instantly with processing all the input while at the same time saving all your queues etc.

Also no-one on Supreme Commander is that patient

Reply #48 Top

Don't worry, I already made that decision roughly April 09.
End of quote

Ah good. So that means all this time you've just been trolling. No need to have to endure your endless largely unwarranted complaints on the forums. If you have future complaints, address them with official support channels, gnome.

Reply #49 Top

Quoting _Golgoth_, reply 47

Quoting GnomeChomp, reply 41
Bad analogy, people don't play SupCom any higher than 3 vs 3. 

Thats because its shit 4v4 and the gaming code is soo that bad that it lags almost instantly with processing all the input while at the same time saving all your queues etc.

Also no-one on Supreme Commander is that patient
End of _Golgoth_'s quote

 

What?  I haven't played SupCom in many moons but I remember 4v4 on Seytons being very popular and working quite well.

 

Reply #50 Top

Quoting Frogboy, reply 48

Don't worry, I already made that decision roughly April 09.
Ah good. So that means all this time you've just been trolling. No need to have to endure your endless largely unwarranted complaints on the forums. If you have future complaints, address them with official support channels, gnome.
End of Frogboy's quote

He has already said he doesn't even play demigod, so all he is doing is wasting everyones time.