Earlier quoted context omitted.
How popular is your online game? P.S. Someone the other day asked why I don’t post much to HN (and don’t put much effort in when I do). This kind of junk is exactly why!
It was reasonably popular and got picked up by a publisher and perhaps you have played it, but I won't talk about that. The problem with your original assertion is that you have ignored the virtual world player types as described by Richard Bartle and positioned the Achiever view as the sole one of import, subsequently question begging your way to a narrow conclusion about what quality is. I will explain further but…
Half-Life and Team Fortress Networking
51–57 of 57 posts
Re: Half-Life and Team Fortress Networking
#52It is a 17-year-old article. Did the fundamentals stayed the same or has there been any significant paradigm shifts in how game networking is done?
Re: Half-Life and Team Fortress Networking
#53Here’s a nice white paper from Valve with diagrams on lag compensation, prediction, authoritative server, etc: https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
I've made an interactive demo that lets you tweak the different knobs and see what happens: http://www.gabrielgambetta.com/client-side-prediction-live-d...
Re: Half-Life and Team Fortress Networking
#54Earlier quoted context omitted.
Yup. I hate how online matchmaking these days has made away with the community feel that picking your own server provided.
I still play a short list of favorite servers in BF4. This is a game from just a couple of years ago. Are you saying some newer games only have random matchmaking and no joining a favorite server?
Re: Half-Life and Team Fortress Networking
#55> "The days of needing to do such things as manually type in IP addresses to connect to remote servers are coming rapidly to a close. Therefore, it is important for you to provide a seamless user experience for your gamers as they go on-line." >> I miss the days of playing CS-1.5 and having to use gametiger.com to find servers to play in. Lots of pool_day and de_dats.
Yup. I hate how online matchmaking these days has made away with the community feel that picking your own server provided.
People built communities by just being on the same server often. Friendships were made, guilds too. But now all you have is 12 other little kids all free-for-alling shotguns for a brief 5 minute instant gratification fest
Re: Half-Life and Team Fortress Networking
#56> "The days of needing to do such things as manually type in IP addresses to connect to remote servers are coming rapidly to a close. Therefore, it is important for you to provide a seamless user experience for your gamers as they go on-line." >> I miss the days of playing CS-1.5 and having to use gametiger.com to find servers to play in. Lots of pool_day and de_dats.
Yup. I hate how online matchmaking these days has made away with the community feel that picking your own server provided.
Re: Half-Life and Team Fortress Networking
#57Earlier quoted context omitted.
Yup. I hate how online matchmaking these days has made away with the community feel that picking your own server provided.
Another downside of current gen matchmaking is just how SHORT games are. Back when I played Halo 1 pc's multiplayer, you could watch a single Blood Gulch CTF game go on for an entire WEEK before one team got the 7 captures required to win on that server. It created a really interesting dynamic where attempts at the flag were each unique events, requiring planning, preparation, camaraderie and teamwork in a game witho…