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16 réponses à ce sujet

#1
Zorinho20_CRO

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No,I don't wanna hire anyone,but I know that on BSN lurk all kinds of experts in different fields.

So,I would be immensely grateful if someone adept in programming,game engines in particular,would answer me one simple question.

Why does matchmaking in DA:MP suck?

 

 


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#2
Zorinho20_CRO

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We obviously cannot except answer from Bioware,don't we?



#3
Silversmurf

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The 'why' would interest me.

 

If anyone has a way of investigating it.

 

If you-know-who does in fact have a 'server browser' , maybe he has a way of testing/checking them... ?? 



#4
Kenny Bania

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I lol'd.


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#5
TheThirdRace

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It's just an observation I made a long time ago, but the way the commands are acknowledged by the game is slightly different from ME3MP.

In ME3MP, all the commands you typed to move, shoot, dodge, etc., were done on the client first then executed on the host. To sync between players, you sometimes saw rubber banding.

In DAMP, all the commands you type to move, attack, use an ability, etc, are done on the host first then executed on the client.

The upside is you see a lot less rubber banding since you don't see yourself move then move back because the host isn't in sync.

The downside is it makes every command you type lag... It can make playing the Virtuoso a pain to play songs, you literally enter song combinations faster than the travelling between the client -> host -> client can take it. That's one of the reasons why the characters are so sluggish and irresponsive.

That's just my quick observation, take it with a grain of salt...

#6
Zorinho20_CRO

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It's just an observation I made a long time ago, but the way the commands are acknowledged by the game is slightly different from ME3MP.

In ME3MP, all the commands you typed to move, shoot, dodge, etc., were done on the client first then executed on the host. To sync between players, you sometimes saw rubber banding.

In DAMP, all the commands you type to move, attack, use an ability, etc, are done on the host first then executed on the client.

The upside is you see a lot less rubber banding since you don't see yourself move then move back because the host isn't in sync.

The downside is it makes every command you type lag... It can make playing the Virtuoso a pain to play songs, you literally enter song combinations faster than the travelling between the client -> host -> client can take it. That's one of the reasons why the characters are so sluggish and irresponsive.

That's just my quick observation, take it with a grain of salt...

Ok,we are moving towards something.

More quick observation,please.

And dear Biower devs,you can join in discussion too.



#7
Silversmurf

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Final Fantasy 14 server checked every command before allowing the player to execute.

 

Hoped to never encounter that again.

 

But if the host has to verify everything on a p2p before allowing execution thats just ......ugh.



#8
nanotm

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some games are like your playing on hyper speed but your toon keeps jumping around the map bouncing from spot to spot especially if your run around holding down the right mouse button and using skills will often fail, sometimes this can be funny because you can literally fade out then suddenly get back up with full health due to the time delay (except the time from down to into the fade which moves at the same warp speed as everything else) I played one game where it took so long for the hok to get back to me I had entered the fade 9 times before the end of round 1, the game didn't get any better but I must have been self ressed about 100 times from fade watching in this fashion (I only hung about because it was the first game I had managed to get into in two hours with out suffering ctd)  funny thing games like that I often get the feeling that the host is using some game tampering software especially as they never seen to take any damage and are bouncing around seeming to one shot everything /

 

the me3mp system had its faults but one of those wasn't a problem where a new person joining the game caused the rest of you to start suffering from major lag that was all down to the server load levelling systems being poor/



#9
Cirvante

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I read somewhere that a lot of the problems stem from Bioware trying to make an RPG work on the Frostbite 3 engine, which is supposedly better suited for shooters. Add to that Bioware's track record with multiplayer netcode, their general aversion to more complex matchmaking options and the fact that the game is p2p and not server-based. Also probably rushed and obviously not beta-tested by the player community.


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#10
Zorinho20_CRO

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I read somewhere that a lot of the problems stem from Bioware trying to make an RPG work on the Frostbite 3 engine, which is supposedly better suited for shooters. Add to that Bioware's track record with multiplayer netcode, their general aversion to more complex matchmaking options and the fact that the game is p2p and not server-based. Also probably rushed and obviously not beta-tested by the player community.

Yeah, Frosbite worked great for Battlefield-shooter with a lot of destruction and dedicated servers,which  DA isn't.

Maybe Biower plans to turn Mass effect into FPS with dedicated servers,now when BF franchise went down/j



#11
akots1

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I'm curious to know whether multiplayer for Garden Warfare is also as bad as for DAIMP. It is the only other RPG-type game for FB3.

 

IMO, you cannot blame the engine. Other games using Frostbite work mostly fine. It is more like that netcode is crooked and beyond redemption. I hope none of the programmers who wrote it are working on netcode for Andromeda as that would be a disaster.



#12
nanotm

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I suspect the largest part of the problem comes from region locking and the auto load balancing with the servers, EA didn't have dedicated server space for them either, they utilised a variety of cloud host providers (limewire /aws etc) with adaptive load sharing across the servers being done on a demand basis (meaning some games just crashed you to the menu screen) it seems they tried a different approach with daimp and chances are it would of worked if national networks were all the same (but there not, we have people here running on sub 5meg connections trying to host games on their i3/2gb ram laptops.....) ive hosted games where I ended up lagging after a particular dropin happened yet the run after it was fine for me although it seemed like the difficulty got dialled right down with the mooks being slow to do anything (which of course they were due to the round trip data times) but every time those dropins were using vpn to bypass the region lock..... hopefully the same people did the netcode for both games and will do it for the next title so perhaps this time they will learn from those mistakes and do a better job /



#13
shackleshotgun

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As silly as the initial post is, I can't help but agree somewhat. I can no longer play DAIMP due to a "You Have Lost Your Connection To The Session" error EVERY. TIME I try to find a match, It's been happening ever since that final PC DragonsNDonuts stream,. I tried every solution known to mankind and the conclusion was that it is no way my fault. So yeah, it sucks.

 

I don't think it has much to do with programmers but people above who made some questionable decisions.



#14
Zorinho20_CRO

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I'm curious to know whether multiplayer for Garden Warfare is also as bad as for DAIMP. It is the only other RPG-type game for FB3.

 

IMO, you cannot blame the engine. Other games using Frostbite work mostly fine. It is more like that netcode is crooked and beyond redemption. I hope none of the programmers who wrote it are working on netcode for Andromeda as that would be a disaster.

 play GW sometimes and to find match there is even harder task than in DAMP.

"We have found really nice server for you"- Lost connection and like that 10 times in a row.

BF 4 is fine,but only 'cos it has dedicated servers.Don't think DAMP is so popular that someone would pay for server rent,but who knows.

As silly as the initial post is, I can't help but agree somewhat. I can no longer play DAIMP due to a "You Have Lost Your Connection To The Session" error EVERY. TIME I try to find a match, It's been happening ever since that final PC DragonsNDonuts stream,. I tried every solution known to mankind and the conclusion was that it is no way my fault. So yeah, it sucks.

 

I don't think it has much to do with programmers but people above who made some questionable decisions.

Yeah,I like to wrap lots of my post like joke,but would cry on this one.



#15
Wavebend

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I'd say lack of dedicated servers, peer hosted match, the way the game purposely syncs all interactions from the client with the host, engine badly rewritten for rpg


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#16
TormDK

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I blame the 3rd worlds poor interwebz.



#17
Zorinho20_CRO

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I blame the 3rd worlds poor interwebz.

I read some old post and thought where is this Torm guy,don't see him around any more and then,you show up.

But,I would expect more constructive comment from you.