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 COD:Modern Warfare 2 lauch party

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post Oct 26 2009, 10:13 AM

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I think its important to remember that all the hate at this game is solely from the PC gaming crowd (Console fellas are still "lol wtf whiners")

So, if they do make a launch party that is aimed at the console gamers, it'll probably be well received.
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post Oct 26 2009, 11:23 AM

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QUOTE(Cheesenium @ Oct 26 2009, 10:53 AM)
The main CoD crowd in Malaysia is still PC.
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After all this crap, do you seriously think the organizers would include the PC version as well (Which is delayed by 2 days based on the Steam announcement)
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post Nov 4 2009, 11:41 AM

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QUOTE(Cheesenium @ Nov 4 2009, 11:28 AM)
Because there are people out there that want to spend RM200+ for a piece of crap.
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So? Its their money and their choice.
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post Nov 4 2009, 12:59 PM

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QUOTE(Cheesenium @ Nov 4 2009, 12:46 PM)
Yes,but some still dont know that this game is crap.
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Even then, they may or may not believe the game is crap. If they buy it without realizing that its crippled, then its really their own fault for buying blindly without researching.
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post Nov 4 2009, 02:05 PM

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QUOTE(Cheesenium @ Nov 4 2009, 01:17 PM)
Why i cant do that?

You are not running this forum any way.
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For the very same reason he can call you on it.

You can continue your doom call however much you want (As long as its relevant and doesn't border on trolling), but if ppl call you out on it, you have to take that as well, since they have every right to be annoyed by your actions as well.


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post Nov 6 2009, 03:52 PM

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QUOTE(Cheesenium @ Nov 6 2009, 03:38 PM)
It's always like that,because there is a need of having all the calculations synchronised.

If one computer lag,everyone lags.
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Erm no, its mainly because dedicated servers don't actually have to do all the other calculations that make a game, a game.

It only needs to have an abstraction of the "map" and "dots" representing the information about each player and perhaps some extra calculations for dynamic effects on the map (Like the train in TF2, the round timer, etc.)

It does not do any 3D rendering which is where the bulk of a game's processing power is required.

As a result, a simple server can manage multiple hosts at once without having performance issues (Long time ago, during LAN parties, we'd use ridiculously old PCs to act as dedicated servers and they performed fine).

When you're using Client-server (P2P is actually much different, AFAIK, only Demigod uses this method), the host PC has to manage all that information ON TOP of handling the actual game all at once. This means, the "servers" overall performance is severely reduced as a result.

The whole "calculations synchronised" part is true for all multiplayer games and whether or not its using dedicated servers or Client-server hosts, it will be the same, just that Client-server hosts need to run the game at the same time which reduces its overall ability to function as a server.
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post Nov 6 2009, 04:02 PM

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QUOTE(Cheesenium @ Nov 6 2009, 03:59 PM)
Thats true,but without the dedicated server,there is no middle men to synchronise everything.

Thats why one lag,everyone lags.
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Dude, no its not... its the EXACT SAME way. Its just that the middle man is sitting on the back of someone who's playing and is stealing his chips.

With a Client-server setup, only if the number of players gets too high whereby the "server" cannot handle the number of connections or if the internet connection gets too congested will everyone start to lag.

Dedicated servers are basically an external infrastructure to handle all this which streamlines the experience. Functionally they are identical to Client-servers, just that performance wise, they do not.
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post Nov 6 2009, 04:13 PM

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QUOTE(Cheesenium @ Nov 6 2009, 04:09 PM)
Then,why is everyone complaining when there is a lagger,say in DoW2?

It's quite a common problem in most RTS,and it's one of the reason im against IWNet.

Dedicated servers would have prevented everyone from lagging together with the lagger.
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Actually, laggers also affect dedicated servers. They're not magically immune to them either.

When someone lags, the server has to "anticipate" what they were planning to do and basically do it for them so the game can continue. This incurs quite a large performance hit on the server as well.

Now, when you are playing with a Client-server, that performance hit is more noticeable than in a dedicated server where the server has more resources to work with.

But yes, dedicated servers are not actually immune to this effect, just that they have a higher tolerance for it (This is why some more "pro" servers only allow <100 ping players to play in them so as not to compromise the game for others)
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post Nov 6 2009, 04:22 PM

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QUOTE(Cheesenium @ Nov 6 2009, 04:18 PM)
Thats why i think dedicated servers are much better for a FPS game,than a P2P system.

Gawd knows what IW was thinking.P2P system have low tolerance with lagging,less players and technically no way to control idiots in the game.

I dont even know IWNet have drop in in the middle of the game feature.
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... and I did not disagree with you on that fact... Just saying that your reasoning for why dedicated > client-server was erroneous.
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post Nov 7 2009, 05:37 PM

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QUOTE(syNcv9 @ Nov 6 2009, 10:29 PM)
BTW, in CoD4, if one lags, everyone won't lag if the dedicated server g_antilag is disabled. Because g_antilag makes the ping synchronized.
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No, that's not what it does.

Antilag features in games basically control how a game looks like when its lagging (Look up tickrates for CSS). So a game with VERY good antilag features will always appear smooth and normal when the person is lagging. Problem is, if this system is too good (Like with Halo), its almost impossible to deduce whether what you're doing is actually whats happening since the game is predicting too much and what you're seeing isn't even close to what's happening in the game.


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post Nov 7 2009, 05:46 PM

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QUOTE(sarahaniff @ Nov 7 2009, 05:43 PM)
but in hamachi i think we can ping each other rite. hmm.gif
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"Pinging" is a feature of networks in general. I could ping you now too if I wanted to.

Its not some super feature of some game services or shit. Its like the most basic feature in connectivity.

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