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How to fix the Multiplayer in Demigod

By on November 22, 2009 11:17:04 PM from Demigod Forums Demigod Forums

HOST DEDICATED SERVERS    

Have lower to higher RANKED SERVERS. Have servers evaluate player rankings and have dedicated servers reject over-ranked players trying to join lower ranked servers and vice versa. Players would have to "fight" thier way up to the higher level servers. This would "BALANCE" games. Players would always be playing people within thier skill sets.

     The dedicated servers will keep cycling maps with varying amounts of slots available..always maxing the slots. (This meaning if it is a 5v5 map...10 slots open and and will start once filled. No player is in control of slots. Nor can they see what demigods other players choose. They would only see names and rankings.

If players get over a certain threshold of disconnects, they would only be able to join the lowest ranked servers until thier threshold is back within tolerance.

There are a multitude of ways to make this happen with cost in mind.

1. Have dedicated servers in different geographic areas.

2. Have each server with slots and a que.

3. As a game progresses and some one "rage quits" or disconnects..the slot is open and a player in the que with the same demigod is brought in at the same level and items.

4. Disconnected player gets a loss.

5. New connected player gets neither win or loss but gets exp and favor.

6. Players that leave cause no desync issues with others as there is no peer to peer involved.

7. Custom could be hosted peer to peer.

Add dedicated "Clan servers" in which players that form a Clan can rent. Minimum Clan size and upfront fee for X number of months (I would say 6 mos to a year). Dedicated admin for each "Server" (Server would be based on total slots hosted with LIVE players concurrently). Clan ranks would be captured from these servers based on minimum settings defined by Clan community or SD.

 

 

Final note: I know the peer to peer methodology is for cost savings. I would say that there would be community interest in hosting dedicated ranked servers. This could be implemented as a beta program and I believe that you will find it more successful than you might think.

   

 

 

 

 

0 Karma | 58 Replies
November 25, 2009 7:48:29 AM from Demigod Forums Demigod Forums

Ha, now that all the flirting is out of the way.

Stardock has said it will host elemental on it's own dedicated servers. It has said this is because of AFTER all the connection hassles it had with demigod, it would never try do the same conn setup.

If stardock is going to use dedicated servers for elemental though, why not simply entertain the idea or possibility that these servers could somehow be used for demigod?

Sure demigods netcode was intentional designed differently. Sure everything was done to try fix all the problems associated with it, and it now works pretty well. But client/server dedicated servers as utilized in other MOBAs have many more pros in their favour then cons.

Why not utilise those programming ninjas to at least see if it is possible, or at least a guestimate of cost?

November 25, 2009 4:31:31 PM from Demigod Forums Demigod Forums

Bit late for dedicated servers to be implemented, but they are better than a shitty p2p system

November 30, 2009 5:32:25 PM from Demigod Forums Demigod Forums

Quoting CynicalCharm,
Bit late for dedicated servers to be implemented, but they are better than a shitty p2p system



Actually, the P2P system works very well in an RTS game, and the same "shitty" system that you now hate is the same system that powered your enjoyment in SC, WC3, SupCom, and many other RTS games. The reason Demigod failed to implement P2P in a good way was just the bad netcode.

December 9, 2009 11:32:51 AM from Demigod Forums Demigod Forums

Quoting vindKtiv,
Actually, the P2P system works very well in an RTS game, and the same "shitty" system that you now hate is the same system that powered your enjoyment in SC, WC3, SupCom, and many other RTS games. The reason Demigod failed to implement P2P in a good way was just the bad netcode.
There's no way the netcode is so bad that you go from zero lag splitting a 56k connection (warcarft 3) to needing full on broadband to play this game.

December 11, 2009 2:22:20 AM from Demigod Forums Demigod Forums

Quoting vindKtiv,

Quoting CynicalCharm, reply 52Bit late for dedicated servers to be implemented, but they are better than a shitty p2p system


Actually, the P2P system works very well in an RTS game, and the same "shitty" system that you now hate is the same system that powered your enjoyment in SC, WC3, SupCom, and many other RTS games. The reason Demigod failed to implement P2P in a good way was just the bad netcode.

 

A system that relies on others connection and pc stability vs A system that relies on a server farm not crashing.

 

hmmm.

 

The only other game I remember playing rts p2p on was COH and that was equally annoying.

December 11, 2009 3:00:17 AM from Demigod Forums Demigod Forums

Actually, most RTS games are based on P2P technology, primarily for the synch mechanic.

December 11, 2009 8:08:03 AM from Demigod Forums Demigod Forums

Quoting Ironrock,
  It is best to speak of what we would like to see happen.

I would like to see ya'll stfu about demigod going server and downing p2p. If you don't like it than avoid games that uses this technology; it isn't that hard you know. Demigod isn't going severside so stop complaining and deal with it.

December 11, 2009 11:42:11 AM from Demigod Forums Demigod Forums

Dedicated servers are not going to happen for DG, I think anyone with smarts will know that.

But it doesn't stop people from pointing out the flaws of p2p and why dedis have the advantage (and would of been better tbh)

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