Dedicated Server

I thing with out a dedicated server , the game will not go in the top10 of rts games.

The "RakNet" - Software will work ok for 1vs1 or max 2vs2, but not for more.

With a dedicated server : facilitated connection , advanced security, .......

I hope my suggestion is considers.

 

43,207 views 15 replies
Reply #1 Top

I think you mean a custom / dedicated facilitator? Because there is no 'server' int the way other RTS's have it. Everyone is technicly spoken a client and server while playing.

But some API to create you're own facilitator would be nice. I would personally be very interested to create some stuff with that.

Reply #2 Top

WC3 uses a peer-to-peer variante, too.

Reply #3 Top

Because there is no 'server' int the way other RTS's have it. Everyone is technicly spoken a client and server while playing.

 

Most (if not all) RTSes are peer-to-peer. I don't think I've ever seen one where you didn't have to port forward to host.

Reply #4 Top

Quoting Nokthra, reply 2
WC3 uses a peer-to-peer variante, too.
That's why you could use external software as Garena to play.

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Reply #5 Top

World in Conflict was hosted on dedicated servers :)

 

So, Garena is something like Hamachi?

As far as I´ve unterstood this, we´ll have something like that with ImpulseReactor. Be aware, that the devs are still pimping it :)

 

 

Reply #6 Top

Quoting kryo, reply 3

Because there is no 'server' int the way other RTS's have it. Everyone is technicly spoken a client and server while playing.
 

Most (if not all) RTSes are peer-to-peer. I don't think I've ever seen one where you didn't have to port forward to host.

One of the best ones is not, and it partially contributes to it being one of the best.

World in Conflict.

GODDDDDDDDDD no lag is so awesome.  It's worth buying World in Conflict to finally play an RTS without any lag.  No one player with a crappy computer and 56k slowing hte hwole game down for everyone.  No delay with commands.

Reply #7 Top

Quoting kryo, reply 3

Because there is no 'server' int the way other RTS's have it. Everyone is technicly spoken a client and server while playing.
 

Most (if not all) RTSes are peer-to-peer. I don't think I've ever seen one where you didn't have to port forward to host.

 

I agree that demigod brings some evolution, but when you want to dominate the market, make a sucessfull tournament rts game, a company should point to the best solution, best service that can be provided. As demigod works right now works, not very well, but works, but i will wait and see how easly it can be hacked by malicious users.

Dedicadted servers would be the best solution, and you can't argue agains that. It costs more, is true, but so does everything you want to be top notch.

Reply #8 Top

It is too late to change anything.  What they have decided is going to be around with the game forever.  It would be a waste of time and money to change over to anything else.

As for the current peer to peer setup, it's just ok.  If you have a slow computer or slow network then it ruins the game for everyone else.   Last night I was playing with someone with a simspeed of -1, I quit the game 5 minutes in because it was too laggy.

Reply #9 Top

Quoting Blitz64, reply 8
It is too late to change anything.  What they have decided is going to be around with the game forever.  It would be a waste of time and money to change over to anything else.

As for the current peer to peer setup, it's just ok.  If you have a slow computer or slow network then it ruins the game for everyone else.   Last night I was playing with someone with a simspeed of -1, I quit the game 5 minutes in because it was too laggy.

 

That's quite it. Its done, works for almost everyone, and will get better with better connections and PCs. People with sim speed below 3, in my experience really slow the game down. Below zero it just makes the game gow slow motion untill the end.

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Reply #10 Top

Quoting kryo, reply 3


 

Most (if not all) RTSes are peer-to-peer. I don't think I've ever seen one where you didn't have to port forward to host.

 

This, and it's that way for a reason.

Reply #11 Top

Most RTS's are client/server with some peer functionality. 

Warcraft 3 is hybrid (client/server in connections with some data peer to peer), Starcraft is mostly client/server, Sins of a Solar Empire is purely client/server, CoH is client server, and on and on.

Demigod is pure peer-to-peer. You can't have a "dedicated" server because there is no "server" in the game in the first place.

Reply #12 Top

I know.  It's just fun to tell you to do it. ;[

 

I know it'd require recoding so much netcode, so it woudln't happen.  But it'd be so nice if it was client/server.

 

And WiC is substantially different.  IT's more like FPS's.  There is no desyncing to worry about, because the server is checking everything and that's all that matters.  Theres no slowing down to keep in sync..

Reply #13 Top

Whatever Battle.net is, I tend to think of that as the ideal. :P

 

(but Blizz has lots of money so it's not surprising that their online client is great...and it wasn't always that way)

Reply #15 Top

WC3 still requires users connecting to the host, which makes you require forwarding ports.  If the host lags in WC3, everyone lags.  Same if a player lags, it lags everyone.

 

In WiC, only the lagger lags.  It's like.. so amazing it made me want the cry the first few games I played of it.