Reason this game svcks = Bad Netcode.

Post » Fri Jun 25, 2010 10:40 pm

The games with the greatest netcode and don't use dedicated servers are the halo series and call of duty(for the most part)

Call of duty uses demonware netcode which is what alot of games used to use, now activision bought them so I assume they have exclusive access to the code and will not share it. It makes me angry that activision is basically ruining online gaming by becoming a monopoly. Its still peer2peer, but besides bungies netcode, its probably the best on the market today.

Since EA is a direct competitor to activision, there is no hope for any EA games having this good system.

http://en.wikipedia.org/wiki/Demonware

talk about greedy... but then EA could of easily asked dice to help out

DICE relys on dedicated servers for every game they have made, I don't think that would have helped much.

Besides, the battlefield games require alot more bandwidth than normal games because of all the destructible stuff, and all the players. These games with 12 players can easily get by with a P2P system because not much data is transferred.

Playing call of duty as a client uses less than 50Kbps most of the time, and playing as host uses between 500-700kbps depending on what is going on. This game doesn't have that terrible of netcode, but the way it picks host is awful. It goes by ping, and not by bandwidth and then ping. I would rather play with a 10ms more ping, than have 40% packet loss because the host has insufficient bandwidth.
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[Bounty][Ben]
 
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Post » Sat Jun 26, 2010 7:55 am

you should have said "Reason this game svcks in my opinion= Bad netcode" because i haven't run into any trouble at all while playing the multiplayer
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Post » Fri Jun 25, 2010 8:57 pm

The reason this game lags is because of the way the Netcode has been written, However way you cut it, the Netcode in this game is medicore, Mediocre connections are no where near good enough for online play You need Excellent Hit detection and Excellent connections to even compete nowadays.

The Reason why this game was capped at 12 players was because the code Can't handle it, I know its a dead horse beaten but 12 Players and it still has medicore connections?

Crytek UK Failed Epicly on the multiplayer netcode. Why didn't Crytek just approach an Already good Game developers Netcode team and ask them to do that for them?

Take Halo: Reach for example, They have a 16 player Cap, but those 16 players all have Prestige near lagless connections, Why not approach they're team? why go and buy a failing company and employ them to do the full multiplayer? Who cares if its not all internal, Its good or bad netcode none the less and this will no - doubt put an end to the population online.

Can someone tell me if Netcode can be patched? From what I understand Netcode is what the multiplayer is built on and it doesn't seem patchable to me although I could be wrong so if someone could fill me in abit on that that would be great.

you'd think they pull a page from Activisions book (yeah yeah its a **** company that puts out good games but has lousy management......etc) and would base the netcode after CODS.....I mean Call of Duty's multiplayer (connectivity and performancewise) is better than Crysis2s NOT CONTENT/WEAPONS/FUN. If I had to compare this games mp performance to I'd say the first 3 socom games for the ps2......which is a total step backwards.
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