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Why Online Gaming Isn't As Fun As It Should Be

Thanks to GameSpot for their 'GameSpotting' editorial discussing why online gaming can often be more frustrating than fun. The columnist finds two main reasons for frustration - firstly: "I don't like getting trounced by someone who is either flat-out, hands-down better at a game than I am or has simply invested many more hours in getting good at the game than I have." He also has issues with impolite players: "I think online gaming brings out some really despicable behavior in people, which I don't particularly mind but that I certainly don't like." Some possible solutions are mentioned, such as "effective player-matching services", but what can and should be done to make playing online a delight?

147 comments

  1. You like Greg huh? by WapoStyle · · Score: 5, Interesting
    Someone likes Greg Kasavin's weekly Gamespotting editorial. Seems it shows up every Sunday night like clockwork.

    That's ok I like them too and always read all the Gamespotting columns. Check out Alex Navaro's column this week...he is just learning the ways of Microsoft it seems.

    But I trendily digress, the article is very true. I picked up Unreal Tournament back in early 2000 and it was my first foray in the online world. It was fun being a newbie playing on Heat.net but soon that went belly up and I had to switch to the in-game server browser. Boy was I in for a surprise with the raw talent at playing UT those guys had! You would think playing everyday for hours on end for many years and you might be able to compete.

    Nope. After playing for 3 years I finally gave the game up because I still couldn't compete with the 'elite' guys. Those guys are so insane and rightly called freaks.

    1. Re:You like Greg huh? by Synic · · Score: 2, Insightful

      If your first FPS game was UT, then no wonder you were getting trounced by elite players. Many of those fools have been owning n00bs since Doom added multiplayer. So count the years from then, let's see how many games as well: Doom, Doom 2, Quake, Quake 2, ... and finally we get to UT and Q3's time period. They've simply been playing a lot longer than 3 years-- compared to them you are still a newbie.

    2. Re:You like Greg huh? by Anonymous Coward · · Score: 5, Insightful

      That's the mentality that is ruining online games for people. The fact that no matter how good you get people will still consider you a "Newbie" because you can't devote your entire life to playing those games.

    3. Re:You like Greg huh? by danila · · Score: 1

      I can easily code a version of Tetris that would adapt to your playing skill, providing you with matching pieces and even moving them for you. May be sometimes removing lines that are not full yet. :) The question is - will it be a better multiplayer game overall? Will more people play it than the ordinary version that relies on your skill?

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    4. Re:You like Greg huh? by FileNotFound · · Score: 4, Interesting

      Some people just cannot become "elite" at FPS, to others it's almost natural. I've been playing FPS since Doom and always found it easy to come out on top.

      In the days of HEAT I participated in all the tournaments. While I never won a single one of them I generaly came out in the top 10 or at least the top 25 players.

      In the end though, it's 25% natural ability, 25% computer(good video card, mouse and keyboard that you're used to and good connection), 40% knowledge of the game and 10% skill.

      Seriously though, very little "skill" is needed to be great at FPS. It's all about knowing the layout of the map, having quick reflexes and knowing the tricks of the game.

      If you have a sucky PC or you just can't seem to react as fast as the "twitch" gamers do, you'll just never attain the same level they will.

      They "elite" will seem like freaks, you'll be sure that they play 24/7 and maybe even cheat, but then neither is true.

      I go to LAN parties about once a month and several times people thought I was cheating when I shot them right in the head from across the map with a non scoped rifle, again and again...fact is I didn't but I just knew at exactly what level to position the mouse to hit someones head at that level and had the reflexes to point it there quickly.

      By the way, if you think UT is hard, try Descent 3.

      I swear that game will make you go mad. You think circle strafling is something? Try sphere strafling. I know people who play Descent 3 with 2 joysticks in order to strafle in 2 dimensions easier...now those are freaks.

      --
      In Soviet Russia, the television watches YOU!
    5. Re:You like Greg huh? by bmyers · · Score: 1

      But Tetris is not an online multiplayer game.
      The point was that it's the crappy interactions with other people that ruins the game, not the game itself, e.g. sore losers and poor-sport winners.

      --

      #man woman
      segmentation fault - core dumped.
    6. Re:You like Greg huh? by (54)T-Dub · · Score: 1

      I couldn't agree more. Though I would say if you have a low end PC you have very little chance of becoming good at a game. And of course being an LPB (low ping bitch) helps a lot too.

      I'm getting very annoyed with these editorials though. Some yahoo who doesn't even seem to be a real gamer starts mouthing off about how to make the gaming market better. There are so many things that I feel need improvment before we should try "skill matching servers". Eg : better interface for Kicking TK'ers (Team killers), hackers and cheaters. I think Tribes 2 has had the best system to date, and EVERY game should copy them. Also better game searching interfaces and a standard freaking scripting language.

      --

      "I can not bring myself to believe that if knowledge presents danger, the solution is ignorance" - Isaac Asimov
    7. Re:You like Greg huh? by demonbug · · Score: 1
      By the way, if you think UT is hard, try Descent 3


      Haven't played Descent 3, but I sure remember playing the first one on the network my brother and his friends set up in their dorm (they had a coax cable going down the hall with t-splitters going to each computer - this was back in the days of DOS, and it was hell trying to get a network going). That is a crazy game, and a hell of a lot of fun in multiplayer. I got my butt kicked - before that I don't think I had ever played a game with more than two or three players, and we were playing Descent with 8 players (not to mention I had never played the game before, and it is quite different from Doom II or Quake or whatever else it was I was playing - the sad thing is I managed to actually beat a couple people that had been playing practically every day for months). Crazy stuff.

    8. Re:You like Greg huh? by xSauronx · · Score: 1
      that and some people just suck at some games

      i love rts games, im not particularly good at them, but i greatly enjoy them. if i were to play any number of RTS games online id be a "n00b" despite playing them since i was 10, i could care less what some freak in his moms basement thinks of my "skills". i just play for fun, if i win or lose i can still have fun despite the amazing number of dickheads that game regularly.

      --
      By and large, language is a tool for concealing the truth. -- George Carlin
    9. Re:You like Greg huh? by bigman2003 · · Score: 1

      Believe it or not, Tetris is an on-line multiplayer game.

      Tetris Worlds for the Xbox is Live enabled, and yes people play it....and yes, people actually like it.

      I for one get trounced every time I try to go on-line, just like the article says. My daughter on the other hand can keep up with the other players, AND likes to talk to them while she plays.

      Yes...Tetris online multiplayer really does work.

      --
      No reason to lie.
    10. Re:You like Greg huh? by TheIzzy · · Score: 1

      tetrinet.org

      Go there. Use nukes, block quakes, and switch screens to crush your opponents. You haven't played tetris until you've played TetriNet. (This is the currently #1 game at our LANs).

    11. Re:You like Greg huh? by Popsikle · · Score: 1

      It is not 10% skill, It requires alot more than that. Really, people need to stop looking down on people that are good at fps saying "that requires no skill" or "those are brainless games" because they are not.

      You need to learn during every match how your opposition plays, and match that to your play (including your weaknesses) in order to come out on top. It doesnt require the same type of thinking and skill that other game types do, but it IS still none the less.

      Try not to be so hard on us "Elite Players" by making yourself feel better saying we dont have any skill.

      Thats just bullshit. /rant

    12. Re:You like Greg huh? by Hott+of+the+World · · Score: 1

      Im sorry but just because little of the game requires skill doesnt mean that you are skill less. Heck, if It didnt require skill, how do they choose the same winner in tournaments each year.

      The reasoning is that there are many more aspects besides skill that go into a FPS like quake/UT/Half-life.

      If you have a crappy computer, 56k connection, and a cheap 10 mouse, you Will get owned. Alot. However, some players, myself included (and excluded alot) can manage to get to the top amount of 'frags' simply because we have a deep understanding of
      1. physics rules,
      2. map layout, and
      3. Player behavior.

      and it does require luck to shoot 1 sec and find out that the railgun DOES work 2 secs later when gibbs are flying.

      It may take a % of skill, but its that % of skill that seperates the noobs (pardon my expression) from the elite.

      --
      | - | - |
    13. Re:You like Greg huh? by FileNotFound · · Score: 1

      Bwahah. Get off your high chair:
      "Deep understanding of physics rules" my ass.

      Come on how many physics rules do you need to guess the trajectory of a rocket launcher? My guess is none at all just some experience from shooting it.

      --
      In Soviet Russia, the television watches YOU!
    14. Re:You like Greg huh? by Anonymous Coward · · Score: 0

      well, true, alot of these points relate to game experience, but shouldnt be confused with skill. Skill comes when you can manage to outwit everyone, not just the slow guy.

    15. Re:You like Greg huh? by Anonymous Coward · · Score: 0

      that was supposed to be
      "if your first FPS game was UT, you must be a fag"

      play some Q3 if you're in need of a real game and some testosterone.

    16. Re:You like Greg huh? by JVert · · Score: 1

      Bingo, online is a lot more fun when your not trying to be the best.

      I bought warcraft 3 when it first came out and just now am starting to play it again. When it first came out I would only play online if I felt I was in top shape so I wouldn't ruin my ladder. Now I really dont care what level I am, I play when I feel like it and I can count on blizzards matching service to keep me relatively within my leage of players. Frankly its a lot more fun now then it was months ago. I think if fps games had a matching service limiting the skill of players to certain servers it would be alot more fun. Balancing teams doesn't seem to be enough when 1 player on each side is accounting for %50 of the frags for their team.

  2. Simple Solution? by cmason32 · · Score: 5, Insightful

    Well, you're always going to have jerks, whether online or in real life - there isn't much you can do about that except find a group of polite people with whom you have a good game. Hopefully that group of people will also have a comparable level of play and one won't get trounced by the opposition. If they are much better hopefully they'll teach you a trick or two and help you improve your game. Those people may be few and far between, but they're out there.

    Futher, if the main point of playing is merely to enjoy the game, does it really matter if you occasionally run into people who are very good at the game? One can't win every time they play, can they? And if everybody is beating you then maybe you just need to practice more. To me the point of playing online is for the comraderie and the competition - the competition adds another level of excitement to the game. It's fun when I do well and when I don't do well it compels me to try harder.

    By "you" I mean you in the general sense.

    1. Re:Simple Solution? by Goldberg's+Pants · · Score: 3, Insightful

      Problem is, the ratio of jerks to non jerks online is considerably different due to the fact a lot of people seem to act like jerks on the net and do and say things that would get their asses kicked in real life.

      I've not read the article, but I'm surprised cheating wasn't really mentioned in the Slashdot story. I mean if you ARE getting seriously "0wn3d", the other player may be a scumbag cheater instead of having any real talent.

      As for finding a group of people to play with, that's a good idea. That's what I've done. Sadly, several members of long standing have started to devolve into the very thing they claim to hate and the group is going to hell.

    2. Re:Simple Solution? by Spoing · · Score: 1
      "Well, you're always going to have jerks, whether online or in real life..."

      The ratio is 1 out of 5. The catch is that it's not always the same people.

      --
      A firewall can not protect you from yourself. Turn off what you do not need. Do not use the firewall to do your work.
    3. Re:Simple Solution? by AllUsernamesAreGone · · Score: 2, Interesting

      "I mean if you ARE getting seriously "0wn3d""

      Not necessarily. I know several online gameplayers who can come into a mach three quarters of the way through and still win - they do have real talent. Yes, there are a lot of cheaters out there, but that doesn't prevent someone wiping the floor with you without cheating.

    4. Re:Simple Solution? by danila · · Score: 1

      One can't win every time they play, can they?

      Well, theoretically it should be possible to design a game that would provide all players with similar but distinct games, so that all players can win. ;) It's very difficult, but it can be done. You need enough simularity that people can communicate about the game and that it feels like playing a human, not an AI, but you need to make it distinct enough that in the last 15 minutes you can give both players a chance to win, by branching the game into two. :)

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    5. Re:Simple Solution? by Roshin · · Score: 1

      "Futher, if the main point of playing is merely to enjoy the game, does it really matter if you occasionally run into people who are very good at the game?" It does matter. I don't care about competing with the elite players. I just want to have some fun and it simply is no fun to join a game and constantly go BOOM, respawn, BOOM, respawn, BOOM, respawn, etc. Practice more? It's a *game*, not a fucking sport. I have played FPS games since Doom and I just don't seem to get any better than this.

    6. Re:Simple Solution? by FileNotFound · · Score: 1

      To an extent I think the real problem is that the "jerks" tend to often suck horribly. The "elite" hate the sucky jerks and appear to be assholes who talk down to the "noobs".

      The problem for the "avg" player is that the jerks think he's a leet and insult him when he's winning by just a bit and the leets think that the avg is just another noob and talk down to him like he's a 12 year old.

      This puts the avg player in a nasty position with no place to go.

      It's kinda like EQ when you really get down to it, you either play a lot or not at all in order to have fun.

      --
      In Soviet Russia, the television watches YOU!
    7. Re:Simple Solution? by Goldberg's+Pants · · Score: 1

      Yes, but if someone doesn't know them, they may think they're cheaters.

      A LOT of people on Counterstrike for example admit they cheat purely because "most" other people do. I've never cheated in my life in a multiplayer game. Anyone who does is a sad bastard. I don't understand how anyone can take any joy in winning by cheating.

  3. Online Gaming Improvements by Babbster · · Score: 5, Insightful
    1. As mentioned, skill-level matching services. They'll never be perfect, especially with griefers who would have nothing better to do than screw up their rating just to annihilate newbies, but they're better than nothing. The biggest drawback here is that someone would have to maintain the ranking service and the matchmaking servers. Most companies that aren't Blizzard or Microsoft don't really want to do it.

    2. Every game needs to have anti-cheating devices that are updated regularly. This not only helps stop cheating, but shuts people up who think they're really good, get their butts kicked and then accuse others of cheating.

    3. Easy muting. Many of us have little to no interest in seeing strings of expletives rendered in leetspeak OR plain English. It should take no more than two keystrokes to set someone to /ignore.

    3.5. Easy kicking. It should be easy in any game to vote someone off the server, and said vote should result in at least a two-hour ban on that IP returning to the game.

    4. Display of average ping rates at server select. In other words, if I'm pinging a game at 80 ms, I'd rather not go into a game where the average ping of the players is 300 or 10. There could even be a feature (server-optional) that only allows people to join whose pings are within a certain percentage of the current average. While I'm sure there are some people who enjoy being the LPB, others get bored if the game's design allows that person to more easily dominate.

    Those are the top 4-1/2 off the top of my head.

    1. Re:Online Gaming Improvements by rhakka · · Score: 4, Interesting

      You don't even need to have any kind of stats or calculations to do skill matching.

      You know on single player games, where you choose your difficulty? Why not just look for "newbie", "intermediate", or "pro" games?

      If someone joins a newbie server and is whupping ass on everyone, have the game prompt the newbies on whether or not they want to kick the person who is kicking ass. If he's beating on them that bad he should be on a different server or skill level anyway.

      Server admins could set their servers to whatever level they want to cater to, or let the server advertise itself everywhere and the first player to join causes it to settle on that player's skill level until it's empty again.

      Of course it's not perfect, but it would be an easy implementation and should help. Finding games of people about your skill level should be convenient and easy, and why have to wait for X number of games for the ranking system to figure out where you should be, or spend your time playing hardcore players who started new accounts to clear their records? Just tell the game what you want...

    2. Re:Online Gaming Improvements by Apreche · · Score: 1

      One thing everyone has to realize is that these issues are only present in real time online multiplayer games. If companies made some more turn based online multiplayer games, then things would be super awesomer. I imagine a day when there will be an X-COM type game online and multiplayer. Ahhhh, ph33r that.

      But yeah, Tribes 2 was the best ever, until they fucked it up. Counter-Strike is also awesome. The trick to not getting pissed at it is to be naturally good. That way you can kill cheaters without cheating.

      --
      The GeekNights podcast is going strong. Listen!
    3. Re:Online Gaming Improvements by Gorelab · · Score: 2, Insightful

      Most of those are pretty good ideas, however the idea of easy kicking kinda presents a problem, if you allow just anyone to start a kick vote, often times you'll get stuff like kickbanning the other sides best player or something, and it's not fair for people to be getting kicked because they are good. When it comes to kicking, it's still something that's best left to the person who made the game for stuff hosted by a player or the admins of the server otherwise.

    4. Re:Online Gaming Improvements by Elwood+P+Dowd · · Score: 1

      How did Tribes 2 get fucked up? I never played, but it always seemed rad, so I'm curious.

      --

      There are no trails. There are no trees out here.
    5. Re:Online Gaming Improvements by Babbster · · Score: 1
      Make it an 80% vote, then - if the teams are so unbalanced that 80% are one side then it's probably a bad game in any case. If someone's starting votes without "just cause" then vote to kick them. Too many servers run 24/7 with little to no supervision, so expecting server admins will solve every problem - or even a majority of problems - can be too much to ask. Restricting the vote initiation to specific people can theoretically work, but only in situations where you usually have those specific people around - of course, these kinds of servers (clan servers, for example) are already more free of the kind of problems that would cause a person to reasonably request someone's dismissal.

      Besides, there are already criteria we all have which, if met, will cause us to leave a server and seek another one. Unjust kicking would simply be an addition to those.

      From my perspective, I really enjoyed Team Fortress Classic for a while. After a time, though, the problem people became so tedious and widespread, and the "good" servers so crowded, that I gave up. Since then, I've only played FPS games sporadically because there are just too many jerks (even apart from cheaters) and little to no mechanism for me to help correct the situation since I have neither the bandwidth, nor the inclination, to run a full-time server myself.

    6. Re:Online Gaming Improvements by Babbster · · Score: 1

      I like that a lot. It definitely evades the issue of designing a skill ranking system and implementing it (like some developers, I have a tendency to overlook simpler solutions). "Make it so." :)

    7. Re:Online Gaming Improvements by AresTheImpaler · · Score: 1

      you should try Enemy Territory... it has so many things like muting, kicking, anti-cheating, etc. Plus, the way it works makes the teams to be very cooperative.. I love that game. unfortunately it doesnt have enough maps...

    8. Re:Online Gaming Improvements by rhakka · · Score: 4, Interesting

      I often do too, but what killed the idea of ranking-based matchmaking for me is Warcraft 3. To put it plainly, I suck at it. Which is to say I had about a 30% win ratio. But every other match I played was some guy who was starting over to clear his record, or starting a "for fun" account, or some other variant of a very skilled player being identified incorrectly. When you've played five games of something and you're faced with UBERDOOD13 with hundreds of battles behind him, it's not a lot of fun. I could have kept playing and improved, but I just wasn't having fun, so I played about twenty matches (i really tried to like it) and gave up.

      Stats and Rankings are wonderful.. rankings got me hooked on Unreal Tournament and made me play it for ungodly hours a week for six months trying to stay in the top ten of the gametype Domination.. and I've been a hardcore fan of the series for years since then. But I think both of these ideas could exist side by side, it's not an either or proposition. Newbie servers: no ranking (maybe stats for fun). Seperate Intermediate and Pro stats/rankings so there is no benefit to dropping below your skill level to whore points which, yes, still happens in ELO based systems.

      The hardest part of the idea is deciding what level of gameplay performance would trigger the "do you wanna boot this slumming lamer" message :D

    9. Re:Online Gaming Improvements by anon*127.0.0.1 · · Score: 5, Interesting

      The problem with letting players handle the skill matching is that a lot of people would deliberately understate their playing skill in order to play games that they can easily win. They're not interested in a competitive match... they want to beat someone and run their smack and talk about how pathetic the other player is, and how great they are.

      Take a look at the Starcraft games on BNet sometime. Starcraft has been out for quite a few years now. You'd think that there aren't that many new players trying it out, but it seems like every third game on BNet is "n00bs ONLY!!" or some crap like that. Not because there are that many new players, but because people want an easy win against another human. Same thing with the supposed Free-For-All games where two or 3 guys will team up right away because they made an agreement before the game started. They don't want competition, they want an easy win and the feeling of smug superiority that comes with it.

      From my perspective, the solution is simple. Give me a way to positively ID players, no matter what nick or account they use. BNet could use each players CD key to generate a unique "Player ID" which would be displayed beside the players name. The ID number would stay the same no matter what names the player used or what accounts he played under.

      Then give me a way to easily make notations about players, or put them in categories while I'm playing. If I've got someone in the "Don't play with" category, I should get some kind of warning every time I see them, or every time they join a game I'm playing in. If I feel that someone is very skilled and a fun person to play with, I should be able to see them easily as well. In short, take away some of the anonymity, and force players to experience some repercussions for their negative actions.

      --
      I am NOT a man!
      I am a free number!
    10. Re:Online Gaming Improvements by YouMakeMeSoANGRY · · Score: 3, Funny

      1. Xbox Live does this (even for non-MS games) 2. Xbox Live does this (yet people cry about it) 3. Xbox Live does this (simply disconnect your voice comunicator) 3.5 Can you see a pattern? (You can block people form games you host) 4. Ditto (it converts the ping time into something more people will understand, a score out of 5)

    11. Re:Online Gaming Improvements by Inda · · Score: 1

      You get this in turned based games even more I find. Worms Armageddon and recently GunBound prove this. In these game you normally wait 2-3 minutes in between turns and have nothing else to do but chat.

      I would like to see an age bracket or adult only servers/channels but even this would bring problems with the minority of well behaved teenagers.

      Putting a reality check on this: Teenage boys are sex-starved boys who question their own sexuality in public (u r gay) and are out to prove their manliness to all their peers (i pnw u). This will never change. Been there and done that so to speak.

      Still, being whitty and knowing how not to bite is a great defence from those who are trying to be ph33r3d.

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
    12. Re:Online Gaming Improvements by PainKilleR-CE · · Score: 1

      4. Ditto (it converts the ping time into something more people will understand, a score out of 5)

      I would hope that's a setting somewhere (since I haven't bought Live I don't know), since I hate the systems that do that (such as Battle.net). For instance, how do I know if a 3 is what I consider playable until I've tried a few dozen games? If it just said 400ms I'd know quite well that it's unacceptable for anything but turn-based play.

      --
      -PainKilleR-[CE]
    13. Re:Online Gaming Improvements by Anonymous Coward · · Score: 0

      You are in a minority. How did you learn that X ms is an acceptable ping time for different games? By playing them a few times. The Xbox Live system gives the average person something they are more likely to grasp.

    14. Re:Online Gaming Improvements by rhakka · · Score: 1

      trick is, you can't do that either. Even CDkey security gets hacked and the lamers just download lists of CDkeys that have been pilfered, stolen from stores, or tricked out of unsuspecting players. Since fully 50% or more of everyone who buys an MP enabled game doesn't ever even try to play online, it goes undetected most of the time.

      Nothing is perfect!!! But allowing people to choose their own difficulty/gameplay level and simply installing safeguards to identify the slummers and remove them is, IMHO, still the best and simplest option. Any other solution wouldn't allow you to punish a player for being "too good", it wouldn't even be appropriate. But this one would, in appropriate servers, and would prompt but leave that punishment up to the players as the final check against fully automated kicks breaking up a tip session or something.

    15. Re:Online Gaming Improvements by nelsonal · · Score: 1

      There's an older email version of the first XCOM. The problem with a turn based multiplayer game is that it is quite slow waiting for everyone to take a turn. Especially if you have combats between turns, it gets boring to wait 5-10 minutes for one of the other players to get a combat finished. Also most people want a game that they can fisish in one gaming session. Most strategy games are long, which is great for a single player game, but it is hard to get even two people back together for a multiplayer game after the initial game is started.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    16. Re:Online Gaming Improvements by big_groo · · Score: 0, Redundant
      You should try Wolfenstein: Enemy Territory. Linux client as well. Has all the bells and whistles: kick, mute, restart, shuffle by XP (all voting based). The game is *free*, servers are plentiful, and it's TEAM based. You don't work as a team - no matter HOW good you are - you don't succeed.

      Splash Damage really outdid themselves on this one. Check it out.

    17. Re:Online Gaming Improvements by PainKilleR-CE · · Score: 1

      You are in a minority. How did you learn that X ms is an acceptable ping time for different games? By playing them a few times.

      I agree that I'm in a minority. That is why I asked if it was a setting somewhere. Default to that system, allow players to see actual ping times if they wish. The ping times are obviously there somewhere, unless they're using some other arbitrary method to determine the 1 through 5 scores.

      How did I learn what was acceptable ping for different games? Simple. There was no other method for determining it except to learn at the time that I started playing games online. People didn't use colour codes or 1 through 5 to rank things, they gave you pings, or you used the ping command in your console (or in DOS). It's blatantly obvious that turn-based games aren't going to depend on pings. It's also somewhat obvious (though less-so than with turn-based) that certain games and game types, such as RTS games and Diablo, are less dependant on ping than others, such as FPS games.

      Something else of note, what is acceptable has changed over time. When I started playing Quake, anyone under 400ms ping was an LPB, whereas today people on 56K are regularly bitching about 200ms pings. I couldn't even snipe in TF after getting a cable modem because of the difference between a 400ms ping and a sub-100ms ping (leading shots is quite different for a 300ms difference in pings). The 1 through 5 scale could need serious adjustment over time, especially considering the difference I'm talking about is only over the last 7 years or so (though the average console's life seems to be about half that today).

      --
      -PainKilleR-[CE]
    18. Re:Online Gaming Improvements by Wavicle · · Score: 1

      As an avid counter-strike player, I've noticed that in heavily team-oriented games like CS, team matching in public servers is generally more important than skill matching. Whether I go 20-0 or 0-20 can depend greatly on how organized my team is.

      Sometimes you get the team where everybody rushes together, a few effectively decoy and you dominate maps that place you at a disadvantage, other times you get the team with a bunch of rogues who just want to find a cosy corner to picnic and hope somebody happens by to shoot at.

      The best remedy for this is several mature admins who will switch players around so that each team is winning roughly half the rounds played. By far the best games I've played are the ones where at the end of 30 minutes of map play the score is 7-8. Those are the ones that give you the white-knuckled adrenaline rush we all crave in game.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    19. Re:Online Gaming Improvements by AuMatar · · Score: 1

      The prolem is- it isn't teenagers. Not even the majority. I've been playing online games for years. I've led guilds of 50 people or more. And I've interacted with hundreds of others. And through it all I've found the percentage of assholes is only slightly higher among the younger generations- and in fact the younger generations tend to be better than the older in general, because they make more of an effort at acting mature. I can't tell you the number of 40 year old men I've met who get off on ruining other people's gaming experience. Quite frankly, its pathetic.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    20. Re:Online Gaming Improvements by twalk · · Score: 1

      Laser Squad Nemesis

    21. Re:Online Gaming Improvements by bigman2003 · · Score: 1

      Actually, it is more complicated than just the ping time- so just knowing the ping won't always help.

      If someone is hosting a game, you need to know how good the ping is- but how does that relate to the number of players on the 'server', the type of game they are hosting, and the upload speed of his/her Xbox? All 4 items are a factor.

      If I had a low ping, but I tried to over-ride the suggested number of players to host (I chose 16, instead of 8), then my original ping time is worthless- because my internet connection now just can't handle the bandwidth.

      So, on some games there is just a green, yellow, or red dot next to the 'server' name. I don't need to think..."Well, his ping is 75ms, but his upload is only 82kbps, and he is trying to host 12 people on a Ghost Recon server- BUT, he is playing Team mode, and we can only talk to the people on our team..." I just look at the red dot and move on to the next game. Yes, I could try to 'do the math' and figure it out myself, but I'm trying to play a game...not do math.

      So- a straight ping time generally won't be of much use- there are too many other factors. The rankings really do make a lot of sense.

      --
      No reason to lie.
    22. Re:Online Gaming Improvements by PainKilleR-CE · · Score: 1

      But then the question is, do the dots, numbers, whatever ranking system, take this into account? I've had games show up as good in Battle.net that played horribly. Ping doesn't tell you everything, but at least it tells you something, and once someone's saturated their bandwidth or overloaded their server, latency will be higher in-game.

      In a similar sense, Half-Life measures latency as a mix of these values. Many people complain that the latency value shown in-game isn't the same as the ping they get in some server browsers, but the simple fact is that Valve was trying to display a number that more accurately represented the game. The problem I have is not so much that they're trying to calculate other variables, it's that they're using a very small fixed scale to represent something that is generally large and variable in nature. In other words, representing a 3 digit number in the range 1 through 5, with 0 decimal places for accuracy. A green light a few years ago could be a yellow light today, and a red light in a couple more years.

      --
      -PainKilleR-[CE]
    23. Re:Online Gaming Improvements by bigman2003 · · Score: 1

      Yes, in most games the entire equation is taken into consideration. I can't vouch for every game, but at least in all the games I have seen.

      The changing standards that you mention may not affect the Xbox as much as they have PC gaming in the past. This is due to the fact that you *must* have a broadband connection in order to get onto Live in the first place.

      So a red dot will always be unacceptable, while a green dot will always means that the game will play fine. Because they have forced a standard that is acceptable to play the game, not a standard based 'midway in the current technology'. In 3 years, we may have much lower ping times- and then EVERY server will get a green dot. That's good- but a server that gets a green dot now really does play well- no lags. Any improvement won't be nearly as large as the difference between a 28.8 modem, and a DSL connection. 28.8 was just unplayable.

      --
      No reason to lie.
    24. Re:Online Gaming Improvements by PainKilleR-CE · · Score: 1

      The changing standards that you mention may not affect the Xbox as much as they have PC gaming in the past. This is due to the fact that you *must* have a broadband connection in order to get onto Live in the first place.

      I agree to some level with this, but it still doesn't address that it's vastly over-simplifying the whole process. Sure, it makes it easier for people to jump in quickly, but it also makes it harder to make informed decisions on the matter.

      As for the 'changing standards', have you seen what happens to cable internet access as adoption grows? Have you seen how slowly DSL coverage has been expanding in the last several years?

      To say the least, the standards don't change. In fact, nothing changes, except the number of subscribers, which increases. As cable gets more subscribers, they rarely increase the infrastructure. The idea was that they would spend a huge amount of money up-front (partially subsidized more than likely), and when someone subscribes they'd roll out the RJ-6, a modem, and an ethernet card (now they just use USB modems for subscribers without ethernet cards), and sit back and collect the cash. Unfortunately, they didn't build for the system to remain at it's original performance levels, and won't upgrade to meet demand. Their service is certainly still better than dial-up for web browsing and downloads, but for gaming (one of the driving forces of early adoption of broadband) it's becoming less useful simply because loss is increasing (and most games only really need 5-10kb/sec and low loss).

      DSL, on the other hand, incorporates new standards constantly to increase their range. My parents' house came within range for DSL not because a new CO was built, but because DSL standards came along that increased the range by about 10 miles (and about 15 miles before that over 2 or 3 changes). Are the phone companies out there putting up new cables that can handle higher transmission rates? Not in most areas. They're simply increasing the amount of data going over existing lines, decreasing quality on phones lines, and using more compression. At the same time, the average internet POP site has enough bandwidth going through it to handle every person in the US picking up a phone and calling someone at the exact same time, 40x over, on low-priority lines (they usually have about 4x as much bandwidth on the higher-priority lines, generally used for businesses). People are leasing T-1 lines and OC-3 lines for businesses while the phone companies were installing numerous OC-48s and OC-192s 5 years ago. Not to mention that each site in which a phone company installed these racks usually housed at least one other phone company that was installing the same equipment in the same building, or in a building nearby.

      OK, I've had my slightly OT internet access rant for the day.

      --
      -PainKilleR-[CE]
    25. Re:Online Gaming Improvements by Anonymous Coward · · Score: 0
      From my perspective, the solution is simple. Give me a way to positively ID players, no matter what nick or account they use. BNet could use each players CD key to generate a unique "Player ID" which would be displayed beside the players name. The ID number would stay the same no matter what names the player used or what accounts he played under.

      Y'know what'd be great for that? Like if your CPU had its own ID! Wouldn't that be great?
  4. "Why Online Gaming Isn't As Fun As It Should Be?" by Spoing · · Score: 4, Funny
    Erm, because I suck?

    (Today I lost 1/2 my credits in Vendetta attempting to get to hidden sector 18.)

    --
    A firewall can not protect you from yourself. Turn off what you do not need. Do not use the firewall to do your work.
  5. Re:"Why Online Gaming Isn't As Fun As It Should Be by NSash · · Score: 1

    My sentiments exactly. If he can't run with the big dogs, well, that's what "n00b servers" are for. If he's really so sensitive (and such a sore loser) that there're no severs on the net that can accomodate him, maybe he's playing the wrong games.

  6. No fun in online games by jsse · · Score: 0, Redundant

    I don't see why anyone would think playing online games is fun. No nice Game Over screens, no consistant aim; have to spend thousands hours of meaningless labour, not to mention paying forever to keep playing.

    Yeah, right...

    If you excuse me, I need to make arrows out of the wood I harvested an hour. I kinda need them to fight dragons in dungeon Deceit.

    1. Re:No fun in online games by Elwood+P+Dowd · · Score: 2, Insightful

      They're not talking about MMORPGs. Back before everquest, there used to be games that you could play online for free.

      --

      There are no trails. There are no trees out here.
  7. "The World" by hackwrench · · Score: 1

    Well, because it's nothing like "The World" of course, though the games are a pale imitation of the game as demonstrated in the shows. The AI's don't even know how to do a good "Attack, dodge heal" cycle.

    1. Re:"The World" by Anonymous Coward · · Score: 0

      .hack is the perfect MMORPG simulator for an EQ player. In the first 5 minutes your friend dies to a bug and some half-naked woman bugs you for items!

  8. try orisinal by an_mo · · Score: 0, Offtopic

    try orisinal sorry I don't have the direct link right here

  9. Die too fast to get better by Anonymous Coward · · Score: 0, Redundant

    My problem with some of these games is some of the people online are so good, pretty much as soon as they see you you are dead. It doesnt give a good chance to get better at the game if you die before you can really do anything.

  10. Solution by Iamthefallen · · Score: 3, Insightful

    There are way too many whiny trolling kids on fully public servers, try to find clan servers that are open to public use as they tend to be more actively administrated and have house rules. Be polite with the server admins and make sure you understand the rules of the community. Most admins will listen to input and usually the trolls and lamers find themselves banned pretty quick. There are communities for all types, from no profanities allowed to no racist/sexist talk to everything goes, find one you like and lurk around to try to get an idea of what it's about before approaching admins with issues.

    --
    Wax-Museum Fire Results In Hundreds Of New Danny DeVito Statues
  11. The real curse is being a middle-road player... by Colitis · · Score: 3, Insightful

    Like the author of the article, I tend to get my arse kicked when I play online. But on the other hand, if I have a few mates over with their machines and we have a go at my favourite games on the LAN, I tend to kick arse. It's hard to find a combination of people to play against where I'm vaguely in the same ballpark skill wise, which is why I tend to just play against the bots in UT and crank their skill up if I'm starting to beat them too easily.

    1. Re:The real curse is being a middle-road player... by SmallFurryCreature · · Score: 1
      Ehm, well how about not playing straight deathmatch then? Make teams even out the players and make sure that everyone understands the meaning of the word teamplay.

      Personally I hate people who immidialty pounce on a new player claiming "you sucko I fragged you moron" (add generous portion of leet speeck) when the new player is just standing still having the interface explained to them.

      Better yet make it coop play and make it clear that you are the musketeers. New player dies? Mission lost. You then often see who the really good players are.

      Of course open online play is always going to be an invitation to pain. I usually put friendly fire off. It stops the idiots. I don't think most of them do it even on purpose they just don't seem able to realise what type of game they are in.

      Anyway you are right. Lan games are much more fun. Pity I don't got a laptop anymore. (yeah frame rate takes a hit but at least it easy to carry well easier then my home pc)

      --

      MMO Quests are like orgasms:

      You may solo them, I prefer them in a group.

    2. Re:The real curse is being a middle-road player... by PainKilleR-CE · · Score: 2, Informative

      I found my way out of this problem when I was playing Quake 2. I downloaded the Eraser bot (the same author wrote the bots for UT iirc) and played against a few of them for a few weeks. By the time I got back to playing online, my skill level had improved quite a bit (to the point of being accused of being a bot, though I now know that doesn't take much, depending on how rampant cheating is). Setting bots to adaptive is helpful as well, though the Eraser was particularly problematic because multiple bots would adapt to each other as well as the player.

      --
      -PainKilleR-[CE]
    3. Re:The real curse is being a middle-road player... by PainKilleR-CE · · Score: 1

      I usually put friendly fire off. It stops the idiots. I don't think most of them do it even on purpose they just don't seem able to realise what type of game they are in.

      After a while, I stopped playing games without friendly fire simply because people thought it was acceptable to spam so much crap in one area that everyone has to pass through just to get a few cheap kills. Essentially, in TF-style games especially, it leads to being stripped of all your armor and having to play in a really poor game rather than the situation with friendly fire on: dealing with a handful of idiots while everyone else is at least paying some attention to their fire. The handful of idiots can be dealt with either by good, helpful players or by administration. Both, unfortunately, are in short supply, but a good game is well worth it most of the time.

      All of that being said, over time I played public games less often, and eventually almost completely stopped playing them. Equally irritating is when you're questioned for enforcing the rules on a server when you have been given admin authority on a server. It's amazing what activities people will try to defend once they've been kicked and/or banned from a server, even coming into a clan IRC channel to complain about being kicked.

      --
      -PainKilleR-[CE]
  12. I agree, pretty much completely by Dark+Nexus · · Score: 5, Insightful

    I used to play games online on a regular basis, starting with QuakeWorld. Hell, I remember when GameSpy was JUST for Quake. Now I'll rarely play anything online if it's not a game with ONLY friends.

    Back then, it was FUN. A little less fun when you lost, but then, losing BADLY in the team-based mods (mostly Team Fortress, for me) wasn't TERRIBLY common, because people would even up the teams either on their own, or with only a little bit of prodding. Even when you DID lose, the winner was usually very gracious about it. The amount of trash talking was generally pretty low. A little bit of boasting and bragging at times, but not with every kill, or even every win.... and almost no cheating accusations.

    The same could be said of Half-Life at first. It wasn't until CounterStrike became huge that things REALLY started to go down hill.

    As for strategy games, the last time I seriously played any of them online with the public at large (and not just with friends) was the early days of Starcraft, before everyone stopped playing any map that wasn't either "Big Game Hunters" or one of it's variants.

    Warcraft 3 does a pretty good job with skill matching (my record is somewhere around 60% wins, and unless you're at the very top or very bottom of the rankings should level out around 50% for each ideally), but the trash talking and insults are still FAR too prevalent for it to be enjoyable.

    Skill matching like in Warcraft 3 can work for some, but not all games, but until there's a consistant and reliable way to keep the level of trash talking morons out of the game (don't say server admins - they can't be there ALL the time, and with many games can't monitor everything) online gaming will just keep getting worse and worse.

    --
    Dark Nexus
    "Sanity is calming, but madness is more interesting."
    1. Re:I agree, pretty much completely by edwdig · · Score: 1

      Warcraft 3 does a pretty good job with skill matching (my record is somewhere around 60% wins, and unless you're at the very top or very bottom of the rankings should level out around 50% for each ideally), but the trash talking and insults are still FAR too prevalent for it to be enjoyable.

      You'd be surprised how few people on battle.net actually understand how the winning percentage should work out. If you don't have a ~75% winning percent (and it has to be at solo), then you get harassed and called a newb all the time. Try reading the forums at www.battle.net, they're all terrible about that.

  13. Obligatory PA Link(s) by impto · · Score: 1

    http://www.penny-arcade.com/view.php3?date=2003-04 -16&res=l

    http://www.penny-arcade.com/view.php3?date=2002- 08 -30&res=l

    http://www.penny-arcade.com/view.php3?date=2002- 07 -19&res=l

    1. Re:Obligatory PA Link(s) by Alizarin+Erythrosin · · Score: 3, Funny

      When I put in an ob. PA link I at least make them real links.

      And I'm surprised you didn't even find this one... pretty fitting for the type of stuff now.

      --
      There are only 10 kinds of people in this world... those who understand binary and those who don't
    2. Re:Obligatory PA Link(s) by mink · · Score: 1

      You left out this one.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    3. Re:Obligatory PA Link(s) by Wampus+Aurelius · · Score: 1

      You forgot this one.

  14. Aside from griefers by Lord_Dweomer · · Score: 1
    Aside from the griefers......if the only people you play against are approximately equal in skill level with you, how are any of you going to ever get better?

    I've played a lot of online games, and there will ALWAYS be someone better than you out there, often times many people. But whenever you see them do a new trick, or watch their response to something and be amazed at how effective it is, you learn something new that improves your skills.

    While it may be annoying sometimes, like when you keep getting plugged by the one guy on the server with 50 kills and 0 deaths; other times you will be delighted as that new trick you learned helps you go from being the guy with 0 kills and 13 deaths, to the guy with 25 kills and 10 deaths.

    These numbers don't mean anything in specific, I'm just saying....watching the people who are better than you is an excellent way to rate yourself in a game, and is itself possibly one of the best scoring systems ever devised.

    --
    Buy Steampunk Clothing Online!
    1. Re:Aside from griefers by bigman2003 · · Score: 1

      I suck at MechAssault- but I think it is a fun game-

      In a good game, I'll die 12 times, and maybe get 9 kills. Very rarely will I go over the 50% mark.

      The most fun I have is when I am in a game, and getting beat horribly...like 0 kills and 15 deaths. Then, finally...I kill someone. Just taunting him for the last few minutes of the game (while he kills me 5 or 6 more times) makes it all worth it.

      --
      No reason to lie.
  15. Here's what you need to do. by Anonymous Coward · · Score: 1, Funny

    Not really improvements, but general rules an on-line gamer should know ...

    1. Play games that are invite only. That way you know who's gonna join.

    2. Always tell people you're a "newbie" and kick the crap out of them at the game and claim "beginner's luck"

    3. Pick a handle that shows you're a girl and be cute (most users don't like to torch girls that are cute). Then kick the crap outta them.

    4. Otherwise, stop whinning, get real friends to play with you because people on-line don't like you either.

  16. negative nonsequences lacking by infernow · · Score: 1
    I think a big part of the problem is that when someone decides to be a complete a**hole, the negative repercussions are not nearly as severe as they would be in the real world. The real world and the internet are two very different beasts, which makes creating and upholding justice in one very different than doing so in the other.

    If I decide to create an Everquest character and then go around slaughtering newbies, the worst that can happen is that my account is disabled/removed and I'm out about 15 bucks (or whatever the subcription fee is). Then, if I want to, I can create another account and do the same thing until I tire of it or run out of money.

    Punishing a player's character is all well and good, but it doesn't carry the same weight as punishing the player themselves (like fining them for stealing something). I don't think having real-world consequences for online actions is a very good idea, nor would it be very easy to do. However, if it were implemented somehow, I'm almost certain that the amount of despicable behavior online would drop significantly.

    --

    that that is is that that is not is not

  17. Online frustrations by Anonymous Coward · · Score: 4, Interesting

    The first online game I played was Doom (with a hack called, I think, Doomgate). It was amazing to us at the time. Can you imagine - playing online with people in other countries!

    It was a special experience, and those that played treated it with respect. Some of the first custom maps people made for Doom online play had built-in "typing rooms". If you wanted to talk to your opponents, you popped in there. The walls had a custom texture that said something like "TYPING ROOM - NO KILL ZONE", and it was considered cheating if you hurt anyone in there.

    I picture the first propeller-driven biplane aircraft pilots waving at each other in a gentlemanly fashion - when they only dropped bombs on enemy troops, before they strapped a machinegun on the front and started shooting at each other.

    For me, online play has gone horribly wrong since then. The floodgates opened, the masses want a jet-fighter with guided nuclear missiles to smash into the bleeding skulls of their enemies. Death-In-A-Box, internet play assumed. Sign Up And Kill Shit. If you're not typing to taunt, go play on IRC. I hate it. I can't play Quake3, Unreal Tournament or Battlefield 1942 online anymore.

    Planetside is the closest yet in getting back to that early sensation of getting to know the people I was playing with. Unfortunately it's also a complete failure due to the masses of bugs, faction inbalance (should have 2 sides, not 3), broken rewards system (there's no incentive to defend). There's also a tremendous difficulty in finding other players due to Star Wars Galaxies sucking out the population (and I'm not following them because I prefer my games to not be turn-based, thanks).

    Here's hoping that someone at id Software has played Planetside, finds inspiration, can see the problems - and decides they want to blow them out of the water.

    1. Re:Online frustrations by PainKilleR-CE · · Score: 1

      I picture the first propeller-driven biplane aircraft pilots waving at each other in a gentlemanly fashion - when they only dropped bombs on enemy troops, before they strapped a machinegun on the front and started shooting at each other.

      I just found this part very apt, coming from a Team Fortress background. There's a cycle in the TF games (TF, TFC, not as sure about UF and Q3F) where at first people take pot-shots at each other on the way to the enemy base, and then people get carried away and start having all-out war in the middle, and then people get even more carried away and declare absolutely no shooting at passing offense. There's a middle ground, but the ideal is to keep your mind on your objective. TFC especially suffered from this after a patch reduced the conc-jump effect, because the conc-jumps allowed you to pass through the middle with little interaction with enemy offense.

      For me, online play has gone horribly wrong since then. The floodgates opened, the masses want a jet-fighter with guided nuclear missiles to smash into the bleeding skulls of their enemies. Death-In-A-Box, internet play assumed. Sign Up And Kill Shit. If you're not typing to taunt, go play on IRC. I hate it. I can't play Quake3, Unreal Tournament or Battlefield 1942 online anymore.

      I knew someone that used the name Death-In-A-Box, or something similar (Death In a Can, maybe?) before joining the last clan I played with in TFC. When all is said and done, though, typing's for communication, anything else is a waste of bandwidth (ie taunting and whining). If the communication's idle chat, expect to get shot once in a while, but don't worry about it so much. If the server has a rule against idle chat, avoid it.

      Planetside [planetside.com] is the closest yet in getting back to that early sensation of getting to know the people I was playing with. Unfortunately it's also a complete failure due to the masses of bugs, faction inbalance (should have 2 sides, not 3), broken rewards system (there's no incentive to defend). There's also a tremendous difficulty in finding other players due to Star Wars Galaxies sucking out the population (and I'm not following them because I prefer my games to not be turn-based, thanks).

      I played PlanetSide for a while, and really wanted to like it. Unfortunately, I found it to be a knock-off of Tribes with excessive empty space and a poor skill system. Many of the points you brought up are very evident, as well.

      Here's hoping that someone at id Software has played Planetside, finds inspiration, can see the problems - and decides they want to blow them out of the water.

      I believe id discussed doing something new online after Doom 3, but what it might be I don't know. I, personally, hope that Team Fortress 2 does something new for online gaming, but I doubt it more and more with every year it's delayed. I'd love to see something in FPS games that combines free online play with some level of persistance that makes it worthwhile to play for long periods of time. I can't see playing EQ for several years, yet I played TF and TFC for a couple years each.

      --
      -PainKilleR-[CE]
  18. For those who don't want to read the article... by Draigon · · Score: 0, Troll

    ...allow me to summarize:
    "Waaaaah. Name calling. Waaaah. Too hard. Waaaah. but I'm not a sore loser, honest!"

    The personal restraint people have in reality comes from a fear of getting beat up? What the hell is he talking about? If you've ever, like the author, allowed another player to beat you because he was bigger than you in real life, guess what? You're a coward and a wimp. Sorry, I'm not just another anonymous ghost flaunting the vocal freedoms of the internet. It's just real simple. You're a wuss.

    Personal restraint comes from respect not fear. When you have a face to the player your up against it recieves an instant amount of respect. Maybe not much for some, but enough for most to only make a few simple cracks and leave it at that if anything. The abusive behaviour by the cyber athletes is no different than that trash talking on the football field. If you're not an athlete, get off the field or petition for these game developers to setup a heirarchy for amateurs like yourself.

    --
    -Rabbit
    1. Re:For those who don't want to read the article... by Blackknight · · Score: 1

      Amen.

      I wish I had mod points right now.

  19. Re:"Why Online Gaming Isn't As Fun As It Should Be by Goldberg's+Pants · · Score: 3, Interesting

    Problem with "n00b servers" is in many cases, hardcore players go on them just to get the "thrill" of bagging someone who has never played online before.

    A BIG part of the problem with stuff like Blizzard's matchmaking on Warcraft 3 is you get wankers with multiple accounts posing as "n00bs" so they can beat the living hell out of you.

    Nothing is going to fix online gaming and make it fun for all until we can personally track down and beat the living shit out of the griefers.

  20. Pet peeve by rjh · · Score: 4, Insightful

    if the only people you play against are approximately equal in skill level with you, how are any of you going to ever get better?

    Pet peeve: people who think that the amount of fun you have in a game must be directly proportional to how good you are at the game. Why should I have to devote myself to getting better at a game in order to have fun?

    I'm a moderately good chess player. I enjoy playing chess. It's fun. I could be a hell of a lot better if I were to take the game more seriously, but I want the game to be fun, not a job.

    I'm a poor Q3 player. But I enjoy playing regardless, even if I usually do wind up in the lower half of the scores at local LANfests.

    Nobody should have to get better at a game as a prerequisite for having fun.

    Period.

    And people who don't understand this simply don't understand the most important thing about game design. Namely--it's not whether you win or lose, or how skilled or unskilled you are. It's about fun. Everything else is just candy.

    1. Re:Pet peeve by Associate · · Score: 2, Funny

      Mod Parent up.
      Fun is the reason I mess with the gravity on the servers I admin. Fun is the reason I teleport snipers to sweet spots in the map. Fun is the reason I change the map to whatever I feel like playing.

      --
      Someone hates these cans.
    2. Re:Pet peeve by Sinistar2k · · Score: 1

      I've been playing multiplayer since Doom. I have been hosting LAN parties for three years now. And, I suck at games.

      Yet, I keep getting back in time and time again to get my ass handed to me because I don't equate my position on the ladder with how much fun I'm having.

      Sure, it's exciting to get near or at the top, but even when I'm dead last, chances are that I had a good time when playing. Being a sucky player, I live for the individual kills - those times when I was able to pick off the guy who's clearly owning the game. Even if I only do it once (and, at LAN parties, get to hear him yell, "Dammit!"), it's all worth the fact that I'll inevitably lose. :)

      So, if the GameSpy guy (I'll admit at this point that I haven't read the article yet) feels bad because he sucks, maybe he should find some new metric by which to guage his fun.

    3. Re:Pet peeve by Gr33nNight · · Score: 1

      Nobody should have to get better at a game as a prerequisite for having fun

      When I first started getting laid, I wasnt that great at it (so my girl tells me), but that doesnt mean I didnt have fun learning.

    4. Re:Pet peeve by Anonymous Coward · · Score: 0

      You must be lying about getting laid, or why are you posting on /.?

  21. Complaining About Relative Skill Is Pointless by swdunlop · · Score: 4, Insightful

    This guy needs to grow a backbone; if he wants a game where completely new players have a fair shot against experienced ones, he should go into the alley behind where he works and shoot dice. Games of skill and strategy are always going to reward those who have spent more time studying the game. A ranking system works nicely when communities are small and individuals know one another, but in the largely anonymous online communities that form around your average game, the ranking system breaks down as griefers enter the system.

    A prime example of griefing in this fashion is the latest batch of RTS's: C&C Generals and Warcraft 3. Both games have a tiering system, and both systems are liberally abused by individuals who prop up their egos by tearing down the newbies. Just sit down, find a game you won't get sick of in a month, and play.

    My personal recommendation for this is Go. Simple rules, simple play, a polite online community and nobody's marketing department is promoting it.

    1. Re:Complaining About Relative Skill Is Pointless by rhakka · · Score: 1

      He doesn't want a "fair shot" against experienced players. He wants to find games where he doesn't have to PLAY the experienced players as a newbie, because he just wants to have a FUN, low level game. He doesn't care about skill progression or becoming better. He just wants to sit down and play a few games for fun here and there and have it ACTUALLY BE FUN.

      I know an assload about competition and I'm one of those people who plays to improve. But you can't fault someone for just wanting to screw around without having to dedicate most of their free time to a game just to make it fun, finally, after weeks of work.

    2. Re:Complaining About Relative Skill Is Pointless by danila · · Score: 1

      Not exactly. In games you can give odds to others. If you are much better in UT, play with 50% health or give others 200%. If everyone (or at least enough people) did it or were forced to do it, people will have closer matching skills, while the game would not become random like dice.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  22. Difficulty by DarkZero · · Score: 4, Insightful

    You'd think this same spirit of competition would draw me right into competitive online games like Counter-Strike or Warcraft III. And, to some extent, it does. But for all the hours I've spent playing shooters and real-time strategy games over the years, and despite how authoritative I try to be about these types of games, I know full well that I'm simply nowhere near as good at them as a lot of people are out there. It would be easy for me to make excuses about how I don't have as much time as some people to play Counter-Strike for eight hours a day, or whatever. But I'll admit it straight-up: Even if I did do nothing but play Counter-Strike (or insert_game_here), I'm quite sure I'd never have the skills to be considered a truly competitive player. Which is fine.

    This isn't so much a problem with online games as it is with the types of games that are played online. Awhile ago I used to play Garou: Mark of the Wolves, a fighting game for the NeoGeo, on MAME w/Kaillera online. Yeah, I got my ass kicked a lot, but in about a month I was as good as most of the better players on the servers from North America, Europe, and Asia. They kicked my ass, but I learned from the ass kicking that I got. When some guy started really stomping on me with Hotaru Futaba, I picked Hotaru and kept playing against him until I knew the character roughly as well as he did, and my next opponent got royally stomped by my Hotaru.

    Warcraft III does not play like this. Warcraft III obscures what the enemy is doing, encourages absolute silence aside from "gl hf" and "gg", and only shows you the absolute crux of the enemy's larger strategy. The only way to learn the game is to either observe games, watch replays, or spend hours being taught by someone. In other words, the absolute WORST way to learn the game is by actually playing it. That's the worst type of online game for anyone but dedicated fans of the genre, but it seems to be the prevailing trend in online games. Counter-Strike, Tribes, and Return to Castle Wolfenstein work pretty much the same way. When someone shoots you in the head from two hundred feet away, you haven't learned anything. You've gotten your ass kicked, but haven't learned from it, and that means you will probably get your ass kicked again in the same way a couple minutes from now because you don't understand the mechanics of your ass-kicking. Again, the game encourages learning the tricks of the game by reading websites and FAQs, observing games, etcetera... everything but playing the game.

    These styles of play are completely contrary to the refined genres of multiplayer arcade games. Arcades have fighting games that let you learn from your opponent and dancing games that allow you to see your opponent's physical technique as he kicks your ass, but explicitly restricts games like light gun shooters and four player brawlers (like TMNT or X-Men) to cooperative human vs. computer play. This is because they simply realized that everything that can be multiplayer should be, but that not every type of game is cut out for it. The PC industry hasn't really caught onto that yet, but you can't really blame them when most of the games that are really conducive to competitive multiplayer would require peripherals like gamepads, dance pads, and other things that guarantee that you won't sell more than five copies of your PC game.

    I don't understand his point about people acting like assholes online, though. If some thirteen year old typing "0WN3D!!!!!" in Counter-Strike really bothers you that much, I suggest that you find a cave in the woods to hide in, because someone honking their horn at you on the freeway just might give you a heart attack. It's true that there's a certain detachment from natural social behavior when you're online, but for most of us it works both ways. Someone mocking you online isn't like a real person standing next to you harassing you. It's just background noise. It's no different than the sound of cars and people passing by as you play a game of basketball outside. There

    1. Re:Difficulty by Anonymous Coward · · Score: 0

      >When someone shoots you in the head from two hundred feet away, you haven't learned anything. You've gotten your ass kicked, but haven't learned from it, and that means you will probably get your ass kicked again in the same way a couple minutes from now because you don't understand the mechanics of your ass-kicking

      hmmm. from getting killed with a sniper rifle(you should get that quite easily), you learn to move more(unless you don't have a clue at how to aim), strafe, dodge, jump, and combinations of these. how the hell are you supposed to learn? reading books? how can you play football better? yes, reading some kind of guides would help(games have that), but PRACTICE does it.

  23. consequences, not nonsequences by infernow · · Score: 1

    Apparently I can't spell.

    --

    that that is is that that is not is not

  24. Change the conditions by sbryant · · Score: 2, Informative

    If you're new and get killed all the time, you need to get into a scenario where you have better chances. One good way is to play a team-based game where friendly fire is disabled - then half of the players won't be trying to kill you!

    Another big factor is ping. My accuracy is much better at 80ms than at 130. Analogue modems really do suck. ISDN is good, as is DSL if your provider hasn't enforced the extra error checking. This is one reason why real LAN gaming is popular - no latency problems.

    Try using traceroute to check the number of hops to various servers. It's not the exact same thing as ping response time, but fewer hops are better. The more hops, the more likely you are to have your data rate upset by something else.

    Although it has less effect than high ping times, optimising your hardware can help. That doesn't so much mean getting the latest greatest, it means making the most of what you have. I know it doesn't look as good as higher resolutions, but 640x480x16bit may well help. Winmodems (software control/compression etc) also mean a performance hit.

    -- Steve

  25. Happy Campers by NanoGator · · Score: 2, Interesting

    I used to play Quake 3 a lot, particularly the Space CTF map. For the uninitiated, the Space map is a platform that is hovering the middle of nothingness. Fall off the platform, and you go screaming to your doom. It's out in the open. You can see the enemy's flag from your flag. Right above the flag, there's a levitating platform that has a railgun. Picture this for a moment. From your base, you can snipe somebody at the other base as they try to plant the flag. Unfortunately, I've been called a 'faggot camper' a number of times for using that element in the map. You see, sometimes people get damn good at using the railgun, and it can be very difficult from one end of the map to the other.

    Camping in general can be a problem. I've personally witnessed somebody really ruin a level doing that. He waited in front of a respawn point and *blam* was killing everybody that freshly materialized. Thus, he was always racking up the points. In this particular map, sometimes the teams are so imbalanced that 2-3 people from one team can completely supress the other team, thus ruining the fun.

    You know, I can see the complaint. Control that platform, and you control the game. However, what people often fail to see is that the platform was placed there with a railgun on purpose. If somebody's sniping you, take them out!

    I've had some not so fun nights because of this. Not because somebody was better than me with a railgun, but because people would start bitching and moaning anytime used a railgun in that map. Eventually it'd turn into a flame fest, and I don't mean with rocket launchers. *blip* YOU FAG! *Blip* STFU *Blip* Nice little tent you have up there! *blip* You suck!

    Sad thing was, there was no way to ignore it. Bitch bitch bitch. Eventually vendettas would form and instead of capturing the flag, people would get angry with each other and either take up 'camping' or worry too much about taking out the 'camper'.

    My point? Frankly, skill is only a factor in it. There are a lot of people out there who deseperately need a lesson in tact. If I'm up on the sniper perch and you can't get past me, what's wrong with politely asking me nicely to ease up? When somebody says "YOU FAGGOT CAMPER!", I just keep shooting them. Never once has somebody said "Hey man, could ya lighten up there?", if they had I would have been happy to comply.

    Yeah, I know, I'm an asshole. But I don't think it's unreasonable to be polite. I'm just there to have fun.

    --
    "Derp de derp."
    1. Re:Happy Campers by Draigon · · Score: 1

      For one, not everyone is as nice as you, YOU DAMN CAMPER! :)

      For two, camping can be a strategy, sure, but it's a grey area topic due to the bad level design factor. Games should be fun for the largest number of players and a good level designer must keep that in mind at all times. If a level designer creates a map that permits a camper to be safe from harm, then it's a bad level design because it caters to a single player. Good level design allows for campers to exist, but makes it possible for campers to be taken out with the proper amount of skill by an opposing player. Everyone will blame the camper, but it's the level designers fault if a camper has to be asked politely before there is resolve.

      --
      -Rabbit
    2. Re:Happy Campers by NanoGator · · Score: 1

      Yes, that is most definitely true.

      In this particular case (and only in this case) the level designers did put in a few things to make it difficult. For one, the map is symmetrical, so both sides have the same platform. Secondly, they put a hole in the platform that one can shoot up into. Third, if the guy can see you, you can see him. *Blam* Fourth, and this isn't exactly the level itself but how the game is played, you can rocket jump up there and get the dude.

      To a rookie, yes this is a problem. However, I've watched season people play that map, use that strategy, and not piss each other off.

      I hope I don't come off sounding like I'm saying you're wrong, I agree with you on this point. Bad level design is a problem that can make a game unfun. Just saying that they did think this particular map through. :)

      --
      "Derp de derp."
    3. Re:Happy Campers by PainKilleR-CE · · Score: 1

      There used to be a saying in online FPS games, and I still believe it:

      'the only camper in CTF is a respawn camper'

      CTF caters to specialized players, including snipers (railgunners), flag runners, offensive support (not that 'offensive' ;p ), and defense.

      Of course, the open nature of that one map can tend to make snipers a complete pain in the ass, but that's the way the map is built, and you can make the sniper's life miserable without your entire team moving from their primary objective (the flag).

      The other key, of course, is that a sniper should pay attention to the flow of the game, and be aware of times when he needs to move into the mid-field to help move a flag or prevent it from being returned (all depends on what type of flag is used in the particular map/game, too).

      --
      -PainKilleR-[CE]
    4. Re:Happy Campers by Gr33nNight · · Score: 2, Insightful

      Some people call it camping, I call it defence. Granted, I havent played CTF hardcore since Quake 1 CTF, but the same deal applies.

      The only real camping was respawn camping, otherwise its defense.

    5. Re:Happy Campers by freebfrost · · Score: 1

      Yes, camping can be a problem, but it is also a challenge.

      One of my good friends that I deathmatch with in Halo is a freaking nightmare with a sniper rifle, and tends to pick levels where he can get a good position and just go to town.

      Now, admittedly, after he frags me 10X in a row from his killspot, I can get a bit frustrated and angry, but it is STILL a game -- and that little bit of anger just impels me to want to frag him even more.

      I have been known to do the same thing back to him (except my weapon of choice is grenades), so fair is fair. If someone is camping, at least for me, my objective switches to getting the camper.

      As far as being tactful, actually I've never considered it. I also would not consider being *rude*, but I would definitely let you know that I'm gunning for ya! That's part of the fun after all...

    6. Re:Happy Campers by Txiasaeia · · Score: 1
      People who complain about snipers are idiots. FPS's are loosely based on real combat -- granted, I haven't been to an Unreal Tournament game lately, but you get the picture. In real life, snipers kill the enemy, and the only way to stop them is to kill them. Why is this such a difficult concept?

      Because in real life, the people who get killed by a sniper *stay* killed. I can just imagine some Afghan troops respwaning and shouting at an American sniper during an engagement: "Hey yoo freeking American jerkwad, pack the tent and get in the game!"

      --
      Condemnant quod non intellegunt.
    7. Re:Happy Campers by Zangief · · Score: 1

      What I don't understand about respawn camping, is why the industry hasn't addopted the classical solution to this.

      Invulnerability at birth.

      You know, almost every action game EXCEPT FPSs, use this. In Street Fighter you can sweep someone, but you cannot hit them as they are recovering from the sweep. Most beat em'up games do this also. Goddamnit, mario games do this, why can't quake grant a couple of seconds of invincibility to the respawned!!

    8. Re:Happy Campers by Anonymous Coward · · Score: 0

      IMO, "Camping" just exposes poor map design. In no level should there ever be a king-of-the-mountain situation.

    9. Re:Happy Campers by Anonymous Coward · · Score: 0
      Like you said, there are really two types of camping spawn camping and camping aimed at defending an area (presumably the base). The problem with this is, sometimes too many people do this at the same time in the same general area. Just from listening from your description of the Quake 3 map, I can tell you the map is severely unfair for those who are expert counter-snipers.

      Listen to what you just said. 'It's out in the open. You can see the enemy's flag from your flag. Right above the flag, there's a levitating platform that has a railgun. Picture this for a moment. From your base, you can snipe somebody at the other base as they try to plant the flag.'

      Lemme get this straight, from the safety of the area which I just spawned, I can jump up onto a moving platform where a railgun is planted, I can snipe virtually any area on the map since its open, and I shooting into the ENEMY BASE. Now whats wrong with this? The map design and the way its being used.

      A high flying platform with a sniper weapon being spawned there? Point.

  26. Team games full of loners by QuantumG · · Score: 3, Insightful

    Gotta love games like Counterstrike and Team Fortress which have gameplay that stresses the importance of team play filled with people who are lone guns. Can you imagine a real life counter terrorism squad running around trying to outdo each other, every member of the team having a sniper riffle, occasionally shooting their own teammates in the back and having a good old chuckle about it back at the base?

    --
    How we know is more important than what we know.
    1. Re:Team games full of loners by BenjyD · · Score: 1

      It's the same in all online team games. Take Day of Defeat for example. So many games just end up with snipers in every window killing anyone who moves so they can say "w00t! 10 to 1 k1ll:de4th. I ownz you". It's so boring for everyone else. The few times you get a really good team that works together to capture flags it's so much more fun.

      There was a period in DoD where on lots of servers the sniper scope didn't work and it was liek a whole different game.

    2. Re:Team games full of loners by Anonymous Coward · · Score: 0

      Karwhoring ownz de sniper.

  27. Greg is getting old by Yuioup · · Score: 1

    He's getting old. I find that the older I get, the slower my reflexes are and the less I am able to learn to play an action game. I doubt I'd be able to pick up Super Mario Bros the way I did about 15 years ago...

  28. Not all games.... by Eluding+Reality · · Score: 3, Insightful
    I play a game called Fighter Ace 3 (ver 3.6) which is an online ww2 flight sim.

    These problems do not come up as much over there, partly because it is a closed server, only for paying subscribers (10$/month with free game download), but also because of the in game support provided. There are training classes for new players to teach them the basics and rooms limited by in game rank so you can fight players of a similar skill level. There is also good in game monitoring to remove anyone who is ruining the game for others plus its easy to gag anyone if there are no sysops/admins about. All this and up to 200 people dogifghting in a room make for a good online game.

    Game info here

  29. Its the communities by krs-one · · Score: 2, Interesting

    I didn't read the entire article (skimmed it), and I'm only 19, but I've been playing online games for probably 7-8 years now (started with Doom, which I guess was very basic, but still had multiplayer, nonetheless). I think that it is the communities that online games have to offer.

    The first online (truely online) game I got involved in was Quake II, which was badass. People were friendly, there was a great community, id is just a cool company, etc. Then I had a little hiatus, and came back in the Unreal Tournament days. Again, another incredible game with an incredible community. I joined a clan with an average player age or 35. Obviously, a bunch of adults playing a game makes it *much* more enjoyable than a bunch of 13 year olds. Adults can get stuff done, pay for stuff, and instill a sense of maturity in all the players. I also thought the UT community was really friendly as well. Tons of maps being made, we had *many* friends in other clans, Epic, again, is a cool company that supports the community (see the 1 million dollar contest they are supporting right now).

    However, after that, it started to decline. The UT community pretty much stayed the same, but I started to play other FPS games, like Soldier of Fortune 2, and Return to Castle Wolfenstein, and a few others. The communities for these games were horrible. Just a ton of whiney, immature, 13 year olds who cause a ton of trouble in servers. Clans don't work (my friends started one and it failed miserably whereas the UT clan I'm in has been around for more than 3 years).

    So...when the communities of games improve, the online games will improve. (Also, in case you couldn't tell, this is entirely from playing FPS's since thats all I play, but I hear its the same for RPG and RTS games).

    -Vic

  30. A few things you can do to ensure good online game by AlexMax2742 · · Score: 4, Insightful
    I have been playing online games back when Quake 1 Shareware servers were plentiful, 28.8k modemsm were plentiful and broadband was simply unheard of. Over time, I have found there are a few things you can do to avoid stupid players, because beleive it or not, reguardless of what othe rpeople may remember, there were still lamers back then. Granted, not nearly as many as there are now, but they existed.

    The most important thing, however, is to find a handfull of servers and stick with them. Back in the Quake 1 days, there was a server called quake.nye.net that ran a DeathMatch + Mod that added a whole bunch of crazy things to the game like grappling hooks and homing missles. However, I stuck around, and I soon came to be friends with a lot of the other server regulars, such as people from the DMPC clan (I stil don't know how BattleCruiser got so good...), and almost every time I joined that server, I knew I was in for a good time. (And by the way, my nickname was KiLlJoY, if anyone was on that server too).

    Most in game server browsers have a favorites list. Gamespy does too. Shop around, and find a server that contians people that you like playing with. Then hang onto that server for dear life. Your online experience will get much better if you become a regular at a server.

    Also, Xbox Live has a number of awesome features that can halp you weed out the bad players. When you first get the game, shop around on different servers. Once you find a game that you enjoy playing in, send friend requests to all the cool and kickass players that you have fun playing with (since servers are rarely around for more than a few hours at a time), and whenever you see them online, join them or invite them. The friends list is a gift from god, and in my opinion is one of the best features of Xbox Live.

    Hopefully, my few rambling paragraphs has some insight. May your games be happier and more fun.

    --
    I'm the guy with the unpopular opinion
  31. Maturity and the platform by bildstorm · · Score: 3, Insightful

    I've found that I really dislike online gaming, even when it's a genre I'm really good at. I love RPGs and I'm not a horrible shot in Counter-Strike. However, there are issues at stake.

    First off is the situation in which all the little kids are online and being obnoxious. You know (and I hope a gaming service takes the hint), I'd be willing to spring a couple of bucks a month just to make sure that if some jerk comes on and is abusive, he gets nailed and banned. I don't mean laughing or when someone sucks saying they suck. I mean really being obnoxious about it. If people had to link their real life personality with online games they might think twice.

    The other issue is how some of these games are really just twitch and shoot. No real-life anything. The "bull-rush each game until you finally get the right way" approach sucks. In reality, you die, you're dead. Also head shots don't always kill, despite some cheap games that think that. Yeah, you can incapacitate someone, but good grief, it'll usually take another shot or two to do them off. If their buddy can snag and patch them, well, they've learned. Any game that improve skill based on not just your twitch-and-shoot capability, but also survivability would be good.

    Maybe it's just me, but a frag-fest isn't all that interesting. It was cool when I was, um, 15. Now I'm far more interesting in using good tactics and lining up a good shot.

    (I love taking out snipers by returning fire with a pistol.)

    In so far as RPGs go, someone should really build in some social repercussions. Yeah, you can slaughter all the villagers, but someone's bound to notice and try to arrest or kill you. Even in pen-and-paper RPGs, players seem to think they'll get away with everything forever. It doesn't occur to them that eventually someone will try to poision them, kill them in their sleep, or otherwise.

    --
    The power of accurate observation is commonly called cynicism by those who have not got it. - G.B. Shaw
  32. Re:This guy is a gamer? by Anonymous Coward · · Score: 0

    that sounds like a lot of fun, dude.

  33. Re:This guy is a gamer? by Jaeph · · Score: 1

    There are extremes to everything. If I played in a basketball league with Jordan, Kobe, etc, I'd quit. No amount of play on my part is ever going to put me into the same league as them.

    That's why leagues in real life tend to segregate based on skill. That's why online games should as well.

    -Jeff

    P.S. Actually, if I ever had that opportunity I would grin and deal with the humiliation, because the one day I ever actually scored, or blocked a shot, or stole the ball, would be a day I'd never forget. But it's a good analogy anyway.

    --
    Please learn the difference between a dissenting opinion and a troll before you moderate.
  34. Would you be by rhakka · · Score: 1

    Zenkai?

  35. console multiplayer by Allison+Geode · · Score: 2, Interesting

    when it comes to multiplayer, I've discovered recently I'd rather hang out on the couch with a few friends in front of a console, then secluded in my room fragging people I don't know and will never meet. whether we pass wavebirds back and forth playing soul calibur 2, hangin out for 10 minute smash bros. matches, or invite a bunch of friends (and a few extra xboxes and tv's) over for a massive 16 player halo game, I'd much rather play with people I know. he mentions something about "reaching out and punching someone," and frankly, thats not it. its the fact that you're all there. its very social... you take a break, gather round the pizza box and congratulate each other on good frags or whatever...

    when we play halo, we do a few matches of ctf.. and we set it up so that everyone on one tv is up against everyone on the other... and that way, we can lean forward, point at each other's screens, say "hey, sneak up this way, I'm going to go in over here, and..." its just a lot more social, playing together in the same room.

  36. The truth about online games... by Anonymous Coward · · Score: 0

    You know what's funny... ...the fact that there's so many of you whining about the non-sensical banter of teenagers. If you don't like it, don't play the fucking game...it's quite simple really ;-)

    Do something you enjoy.

    Life is short but sweet for certain.

    Eat drink and be merry for tomorrow we die.

    Lights down you up and die.

  37. Just like basketball by bearclaw · · Score: 2, Interesting

    These are the same problems that have plagued people with sports.

    I play basketball regularly with some friends of mine at a local court, and that court is pretty much known as the place for people of "medium" ability to play. No one there is joining up with the NBA anytime soon, but no one sucks either. Occasionally really good or really bad people come, but eventually they leave because it is either not as challenging or too hard.

    Likewise, about a mile down the road is a court that is known to have really really good players. When you want a real challenge you go there.

    It is the same with online games. Why not have some sort of tiered league? You could give people the ability to kick off someone who obviously belongs in a different league.

    Or some sort of ebay like system for rating people..rate them as "good" or "fair" or "only looking for an ego boost". I don't know.

    It seems to work for basketball.

    As for bad language, well, what can you do? People say what they say.

    --
    -- bearclaw
    1. Re:Just like basketball by PainKilleR-CE · · Score: 1

      It is the same with online games. Why not have some sort of tiered league? You could give people the ability to kick off someone who obviously belongs in a different league.

      Most popular online games do have leagues, and most of them are tiered by difficulty (or, eventually, difficulty seperates them even when they're not tiered). Unfortunately, those are leagues, and even the people that lose every week are probably better than a lot of the people that are just looking for a game where they can play people of equal skill and have fun.

      Servers tend to seperate along these lines the same way the basketball courts where you live probably did. People go and play, they find out it's a little rough for them or not enough of a challenge, and they go somewhere else. I played on one TFC server for the first 3 months or so that I played that game, and there were, occasionally, a handful of people (one at a time, usually) that would just own the server, they obviously didn't belong, yet they'd come back every once in a while. Eventually, I got to the point where I felt I didn't belong (because even the guys that obviously didn't belong were not much of a challenge sometimes), and I looked for another server. That 'another server' ended up belonging to the clan who's tag I still use, and I got my ass handed to me, constantly, for weeks. To me, it was more fun that way, having already learned the game, I learned more from them. People simply wouldn't come back to the server unless they wanted to see if they measured up, and the clan's name was good enough that people came looking for a challenge and knowing that abusive people would be removed. It was a rough place to play for people that weren't extremely skilled, but it was also full of polite people, most of the time, who didn't care about showing off their 1337 sk1llz so much as having a good time and maybe a bit of a challenge (that being said, for months there were always people gunning for the clan, just to prove themselves).

      In short, find a server that caters to your skill level, and the way you like to play. I don't object to the idea of developers trying to build in some sort of enforcement measure for this, or something that'll at least help people find the right level for them, but the reality is that these games are out there if you look for them. If you do incorporate some sort of ranking system to accomplish this, though, link it to the CDKey used, otherwise people will simply abuse it (of course, they could always buy another CDKey, but if that's how they choose to do it, it's more money to the developers). I always prefer player choice over code-enforcement, though.

      --
      -PainKilleR-[CE]
  38. Greg should take up golf or something. by TheLink · · Score: 1

    "I don't like getting trounced by someone who is either flat-out, hands-down better at a game than I am ". Sheesh, play a game that isn't as heavily weighted towards individual skill. Or play one with handicaps.

    I don't mind if people are far more skilled than I am. Coz I usually play a team game - Custom Team Fortress. Maps typically have team objectives so a game is usually less of a deathmatch.

    What ruins a game is:
    1) People who cheat.
    2) Arseholes - people on the same team but play against you - shoot you, get in the way of everyone. Or just be a general nuisance.

    Often it's not easy to tell the difference between extreme skill and someone who cheats. I usually assume they are skilled.

    BUT sometimes a cheater is so obvious that it's disgusting.

    --
  39. Isn't this why MMORPG's exist? by telstar · · Score: 2, Interesting

    That way you can aimlessly walk around massive world, interracting with next-to-nothing, and raising your experience level just by staying logged in.

    1. Re:Isn't this why MMORPG's exist? by Anonymous Coward · · Score: 0

      You are thinking of Progress Quest

      Sounds like it would be right up your alley.

  40. Just Like Golf... by Metal_Demon · · Score: 2, Insightful
    Lets say you are playing UT or something like that. Generally the same couple of people are always winning. There should be a game mode that you can play that causes the winner to get nerfed or the loser to get a boost of some sort after each match. To use the UT example...say L33TKilla gets 20 frags to your 2. Well before the next match starts L33TKilla gets a speed drop and/or you get a speed boost. This time L33TKilla only wins 20 to 12, make a smaller adjustment or start L4m3M3 off with his weapon of choice. YaY L4m3M3 gets to win one by 2 frags. Everybody still knows who the better player is, plus both still get to be challenged. L33TKilla will eventually lose, but L4m3M3 still has to try hard and once he gets that win he will have less of an advantage and has to try even harder.

    Aside from that MMORPGs are completely fair because even a novice can level cap eventually, these games are less RL skill and more even in nature. Also I enjoy the fact that their are griefers in MMORPGs, it helps me RP because there would be jerks if you actually lived on Tatooine too.

    --
    Trust Your Technolust
  41. Earth & Beyond by Anonymous Coward · · Score: 0

    I tried the free demo of E&B and I didn't see any player vs player combat, not even between beginners with somewhat equally feeble ships.

    I didnt see anyone flaming anyone else either.

    I did also get bored of playing before my demo time expired.

    Seems like even games focussed on cooperative exploration and "hunting evil aliens" would need something else to make them more engaging, at least for beginners (I'm not sure if it is for advanced level people), because obviously you want beginners to stick around a long time in a pay-per-month game.

    IMO, E&B should've been a single player game, as it seemed to me like it was a space-based version of those RPG item collection platform games... (at least for the 3-day period I played it).

    Also, I was a late-comer to Unreal Tourn. 2003, and while I stumble on the odd server full of foul-mouths, generally I find mostly players who seem to just want to enjoy the game. IF they are too good for me, then I just find some other server to play on. It's not like there's just a couple of them. There's tons to choose from.

    So I'm really eager to see how UT2004 will play out in terms of "sportsmanship", given the large vehicle battles that will be waged.

    1. Re:Earth & Beyond by metamatic · · Score: 1

      Earth & Beyond sounds like exactly the sort of game I'd like to play.

      Except I'd have to buy Windows to do it. Oh well.

      Anyway... if a game is set up to reward killing other people, which is the ultimate in asshole behavior, then it seems a bit strange to complain that all the other players are assholes. Now, if the players in a cooperative game were mean-spirited and rude, that would be worthy of discussion.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  42. Rankings by TrippTDF · · Score: 3, Insightful

    Some possible solutions are mentioned, such as "effective player-matching services", but what can and should be done to make playing online a delight?

    It's actually hard to believe there is not a good system in place for ranking... it would make the games fun, too, assuming you didn't have assholes joining lower ranks to clean up on the n00bs.

    I'm an OK FPS player. At my college, I was one of the better people on campus, and could routinely trounce everyone I know (it's way more satisfying to frag someone you know from down the hall) but when I went online, I sucked horribly.

    These games are NOT fun when you are loosing constantly. I've quit games out of frustration before because I'll spend 30 minutes just getting killed before I can even grab a descent weapon. In fact, I rarely, if ever, play games like this anymore.

    A ranking system would get me back into them, but only if it's built in. I've become a casual gamer, and it's not worth it to me to have to set up a 3rd party program to play ranked games. I want it to be a standard part of the game, automatic.

    It could make things really, really fun this way.

    Or, I'll just play Uru.

  43. Losing in Counter-Strike? Play Everquest! by fain0v · · Score: 2, Informative

    Most massive online games like everquest require very little real skill to become good at. I could teach my grandmother how to play, and in a few months, she would be as good as anyone else. Games like quake and warcraft take hundreds or thousands of hours to develop skills, memorize maps, and develop strategies. Most importantly is that you have to have real talent. I will never be as good at golf as tiger woods, even if I had been trained from birth. The same holds true in video games, like it or not.

  44. Planetside issues by mstorer3772 · · Score: 1

    I *do* like Planetside, so let me take this chance to defend it.

    A patch going onto the test servers this week (should have been last weekend, but wasn't) addresses a number of things.

    They're making a nearly all-encompassing 'balance pass', where they're tweaking the stats of just about every weapon and vehicle in the game. Whether or not this actually FIXES the faction imbalances (perceived or real), remains to be seen. ;)

    The bug count was never as bad as I've heard about some other MMO games... the release was actually playable. I heard a number of other players saying that it "wasn't nearly as bad as X when they first released it". None the less, the PS devs continue to fix (and yes, introduce) bugs.

    I woulnd't say it's a complete failure at all. If Sony thought it was, they wouldn't be continuing to sink money into developing more content for it. They're about to start a beta on the first expansion pack.

    They're also about to introduce one of the feature's thats been hinted at (even showed up in an old screen shot) since beta, "Platoons". If that doesn't mean anything to you, oh well. Means a lot to me. Yes, they did take their time in actually getting it released (should be available on test server this week), but at least they're actually getting it out.

    So I think there's still a lot of milage left in planetside.

    But....

    Savage looks pretty cool too. I'll definitely give the demo a shot when it becomes available.

    --
    Fooz Meister
  45. Having friends on helps to deal with others by cjmnews · · Score: 1

    Just having one or two friends on with you can make the online experience better. You don't feel quite so vulnerable when a friend is near.

    I have also found that if you refuse to join into screaming matches (via /squelch or /ignore) and help (not do everything for them, make them learn how to do it themselves too) the less powerful then you can create camaraderie with the people that happen to be in the game.

    Doing this, I have on-line friends that I trust like physical friends and I have never met them physically.

    --
    You can lose something that is loose, so tighten the loose item so you don't lose it.
  46. Skill matching Vs Attitude Matching by phorm · · Score: 2, Funny

    I find that one of the stronger reasons I haven't played on BNet lately (aside from shortage of time) have been the impolite if not completely idiotic players. Warcraft III has a useful "Skill Matching" system, which means that after awhile if you get good you can go being the usual trolls and idiots. However, I would propose that games also include a small "Attitude Matching" system.

    How to do it? After a game, you get the screen displaying player stats as usual, with a "Attitude" selection beside each. Vote them from "+5 friendly to -2 Troll." Then, you could blacklist players with a crappy rating (somewhat like Slashdot Karma system). Perhaps players could also leave comments,and Blizz or whatnot could check into players with a really bad rating and nuke their associated CD-key off the network for a period of time.

    1. Re:Skill matching Vs Attitude Matching by PurplePhase · · Score: 1

      Yeah, but then what do all the Trolls rate you?

      I'd go with what others have suggested and have a friends system especially for the attitude portion: You get to rate them yourself, and people can see how you've rated them. But nothing absolute in game terms.

      You could even have "total-blackout" rating for players you never want to interact with again. But *you* decide that wrt yourself.

      8-PP

    2. Re:Skill matching Vs Attitude Matching by phorm · · Score: 1

      Yup, sounds like slashdot Karma for sure. You can adjust the threshhold that various ratings have... for example you may want a Troll to be -1, whereas you could ignore somebody rated for say "Foul Language" with a rating 0 = Neutral.

      In the end, you set a threshold as to preferred ratings, and perhaps the point at which you ignore the really bad trolls.

    3. Re:Skill matching Vs Attitude Matching by PaganRitual · · Score: 1

      sure, and if they have more room for the description then they could call it "people that cant handle text insults".

      unforunately thats hardly a bulletproof system anyway, and it would surely get abused no differently than the skill matching ...

      are you serious? nuke their cd-key because they are trolling? wow ...

    4. Re:Skill matching Vs Attitude Matching by phorm · · Score: 1

      You know, it's oen thing to accept trolls on paid places like slashdot. It's another to accept it on a service that you paid for the software to use. I've had serious issues with players who exist on b-net for no other reasons than to annoy others. They join a game, verbally abuse both sides, and basically do nothing all game or even attack their own allies.

      In light of bigger things you might not consider it a huge problem, but it does detract from the quality of the experience so it might be worth finding a solution to.

  47. reward co-op play? by tartley · · Score: 2, Insightful

    How about in-game mechanisms like:

    a) Award 1.0 frags for killing a player of the same ranking of you. Award more for killing someone better than you. Award less for killing someone not as highly-ranked as you. Below a certain point, the reward for killing a player actually goes negative - lose points for killing newbs (unless you are a newb)

    b) Rewarding highly-ranked players if they 'rescue' a newbie by killing any other highly-ranked players who were attacking the newb. (hmmm. perhaps not much window of opportunity for anyone to earn this one)

    For extra incentive, 'reward' and 'punish' don't have to be restricted to points/frags. They could involve the gaining of powerups or powerdowns. (eg. Lose the use of a weapon? Slow running?)

  48. a funny UT 2003 moment by Anonymous Coward · · Score: 0

    was when i was just logging in various non-standard custom map servers out of exploratory curiosity, and i find this relatively square, near-featureless CTF map.

    I had just one opponent, presumably the owner of the server.

    I think he had an aimbot or something, since he had 100% one-shot kills on me for every shot he fired.

    So i just stood still at my respawn point. BLAM, respawn, BLAM, respawn, BLAM, respawn, etc.

    Every time I was killed, I typed : nice! GG! wow! your good! and various other sarcasms.

    eventually the server disconnected.

  49. Actually, just like the Prisoners' Dilemma by Frobnicator · · Score: 1
    In the game theory / game economy book "A Course In Game Theory" by Martin J. Osborne and Ariel Rubinstein (MIT Press), they cover this fairly in-depth.

    You wouldn't normally want to kick somebody off, as you suggest, but rather punish them for their behavior in an attempt to prevent it in the future.

    I seem to remember it was under 'punishing cheaters', and even had ways to fight back in 'punishing the punishers', but what you describe could be melded in with that. I thought when I read it, and still believe, that it would be interesting to have some of the more visible studios implement this type of system.

    For a short game like CS or UT, keeping their handicap stored locally would probably be a good thing. Some specialized NPCs would give a good basis for comparison. Disguising the NPCs as regular players would be a little work, but do-able. Since these games are either individually competitive or group competetive, you could have a per-game 'team handicap' that is dynamically updated mid-game, and a per-player handicap that is updated at the end of each round. Even if you have extremely good or extreemly bad players on your team, the combination of the two would make both teams nearly equal. Unrated players would have to play on special 'rating servers' that would continually balance both the players and the teams until they reach a fairly steady state.

    In each game, the handicaps could be normalzied so that the median-skilled player gets to have the default stats. The dynamic balancing would prevent a skilled player from playing a few rounds as a punching bag (getting their handicap set to a bonus) and then going on a sniper spree. It might send out a notice to the team "Player X on team Y is performing unusually well [or poor]. Your [or Their] team's abilities are being adjusted to keep the game balanced."

    When a balancing message comes out, if the change has been extreme (probably cheating) then team might be given a chance to boot player X from the game rather than be adjusted. Otherwise, players might go help him out if he was performing poorly. If a player was doing extrememly bad, the system might give them a targeting system or aimbot or something. In either event, everybody would know that player X was a better/worse player than them, but they wouldn't care since the game would still be challenging to both sides.

    As a side benefit, having dynamically balanced teams might mean that you have 9 really bad players and 1 really good player who was using an aim-bot, but it would be quickly obvious to the other 9 on the team who the cheater is. They could tag his account as a potential cheater, which would show up on the team selection screen (maybe show both a "Handicap" and "Cheater Warning Level" field, and let the other players vote to let them play.) Having the handicap level visible would let you see in advance how skilled a player is compared to the other players.

    For longer games, tiers of players could face varying levels of law by an in-game police service -- you start abusing your position and you get jailed or fined. In one game, it might be okay to take advantage of people in your same class, but not below your class, or whatever social rules the game makers want. Perhaps you don't get punished immediatly, but when you get back into town, you find a sherrif, guards, knight, police-mech, or whatever, ready to meet you at the gate. It would not prevent you from these 'crimes', but it would limit your ability to do them AND stay near society. A group of these rougues could build their own towns (maybe even game-sancioned gangs) so that novice players can still enjoy the game, and if they stray to far from civilization they might fall prey to the crime rings. When they get back to the town, they can report it to the police, who will send out a posse or something. [That's the 'punishment' side] Enough gang members could beat the punishers, and even perhaps steal their stuff [punishing the punishers], but at some point,

    --
    //TODO: Think of witty sig statement
  50. The way of the Internet by PurplePhase · · Score: 1

    When I started reading other posters about this, what came to my mind was net news. Same thing happened.

    Is this the way of everything on the Internet?

    1) It is introduced, brand-spanking new
    2) It has it's heyday as people are open, friendly, learn the environment and get to know other users, commands, etc.
    3) Everyone else crashes the party and makes it so bad the people from the beginning either bow-out or try keeping a corner of the world for themselves.

    Is this how every new environment will develop when introduced to the Internet?

    8-PP

  51. Oh it's definitely the 'online' aspect... by daVinci1980 · · Score: 2, Insightful

    ...causing all the problems.

    "He also has issues with impolite players"

    Cause I've never met a football player who was rude because he thaught he was better than me.

    --
    I currently have no clever signature witicism to add here.
  52. Dynamic handicapping? by mjake · · Score: 1

    What about dynamic handicapping? I have seen Unreal Tournament servers with a mod I think was called "Fatboy". Basically, the game calculated your kill/death ratio and made you skinny if you were bad, fat if you were good. The dominant person looked like a big fat sphere, the bad players were thinner than skeletons. This made the good players easier targets, the bad players were harder to hit. It didn't work as well as you would think, weapons like rockets (splash damage) and flack cannons worked almost as well on either.

    I'm sure with some imagination somthing like this could be developed, e.g. where extremely dominent players would have a maximum of 10 health, and the bad players respawn with 1000 health or something. At least the noobs would have time to learn and get good weapons instead of dying instantly every time they spawn.

  53. Heh... by MoeMoe · · Score: 1

    I think online gaming brings out some really despicable behavior in people

    Keep talking, it'll give me more time to frag you...

    --
    Business \Busi"ness\, n.;
    A scam in which all people involved perceive as beneficial...
  54. Online vs. live. And the "fair shake". by Demon-Xanth · · Score: 3, Insightful

    I've played Diablo online alot, and I've played fighting games in the arcade alot. I really didn't enjoy Diablo much, but I enjoy the arcade games immensely. In Diablo, it took me THREE WEEKS to find a single game with 3 players that I could trust not to shoot me in the back. Shooting someone in the back IS NOT CHALLENGING. Anyone that says it is needs to be mugged. In real life.

    Now, at the arcade, it's a fair shake. You have all the tools he has, and you're playing by the same rule book. That's fun. If you give me a fair shake, I'll happily lose 10 times in a row just because there's the chance that I can beat someone much better than I have. Hell, I managed to play Duc at MvC2 during E3 one year. Yeah, I got wasted. But it was fun. (he perfected the guy I went with).

    One thing that WASN'T fun, even though it was a fair shake was when I was trying out a networked NASCAR Heat game, iirc it was for the xBox. I don't know if the other players thought that I was a computer opponent or what, as I was the one taking a perfect racing line and easily catching up and passing. But every time I got in the lead, one of the other players would send me into the wall in a suicidal move like thier car was a Patriot Missle and I was a SCUD. I've played the same game on a PC with friends and it's always fun though. We're both going for it.

    So the big thing to make it fun is for both players to enter the game with the same intent, and playing by the same rules. That makes it fun. When the other player has a big sword of bashing +9999999999 and is out to kill another player then take off, it's not fun.

    How can this be forced? In some games it's simple, when you create a game in a RPG/action/adventure game, have the ability to turn PvP OFF.

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
    1. Re:Online vs. live. And the "fair shake". by metamatic · · Score: 1

      I haven't even tried Diablo online, because everything I heard suggested that it was full of bored teenagers wanting to kill other players.

      It's not bad as a single-player graphical Nethack, though...

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  55. There's a LOT of rude people online by TerryAtWork · · Score: 1

    That's because of the important fact that you can't punch someone in the face over a modem.

    HOWEVER - I have had the chance to meet a few jeering Internet bullies in real life and they always turn out to be cringing little shits.

    --
    It's Christmas everyday with BitTorrent.
  56. CPMA for Quake 3... by waaka! · · Score: 1

    ...was intended to do the exact opposite of what Greg was talking about. The people who created it thought that Q3 was too newbie oriented with the way it handled its armor and health (counting back down to 100 anytime it went over 100) and weapon switching delay. It's interesting that the creators of CPMA take pride in the fact that CPMA can heavily segregate people based on skill.

    Just thought I'd mention that it goes the other way as well, and clearly some people want it that way.

  57. Do the clan thing by Anonymous Coward · · Score: 0

    I too am a not exceptional player, but neither am I bad. I love to play and do have those moments of greatness... I was also hooked on Doom/D2/Quake/Q2/TF and lastly CS.

    Hunt for a clan (regular team) that you fit in with. You'll find one, but it may take a couple of weeks of sparse play/searching. Once you find one, you'll find you fit in and enjoy it.

    For me being a casual player now, I hang out on servers with clans that are a bit better than me, so I have room for improvement. Plus when you have a really good day they don't instantly ban you for cheating if you've been around while. ;-)

  58. This is a job for ELO! by TerryAtWork · · Score: 1

    Implement a rolling Elo system - get points for frags like in chess - the more you outrank your opponent - the fewer points you get !

    --
    It's Christmas everyday with BitTorrent.