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John Carmack Says No Dedicated Servers For Rage

AndrewDBarker writes "Modern Warfare 2 will use a matchmaking setup powered by IWNet for online play (as we've discussed). It's too early to say what Rage will use, but Carmack indicated he believed the servers are something of a remnant of the early days of PC gaming. That said, he realizes the affinity many PC gamers have for them — and is glad Rage won't be leading the charge away from them. 'The great thing is we won't have to be a pioneer on that,' he says. 'We'll see how it works out for everyone else.'"

162 comments

  1. More getting the shaft by Anonymous Coward · · Score: 1, Insightful

    Thanks game devs for getting those with only lan access in moms baement the shaft.

  2. Glad to see he's not charging forward by Martin+Blank · · Score: 3, Insightful

    But given the mess that has grown up around MW2, it should be pretty clear that the attempt to leave dedicated servers behind is not being taken well. The mechanism in use there seems destined to cause problems for users, and the fluidity available from dedicated servers can't be easily replaced by any system that has users hosting servers. It may be that hordes of virtual servers are the future of dedicated servers, but that's still a far better option than things like a five-second pause while the players' systems figure out who is taking over next.

    If there's anyone that I trust to come up with a workable technical solution, it's John Carmack, but that doesn't necessarily mean that it's a good idea.

    --
    You can never go home again... but I guess you can shop there.
    1. Re:Glad to see he's not charging forward by Dyinobal · · Score: 0, Flamebait

      Seriously why are people kissing Carmacks ass these days? Did anyone play the new 'Wolfenstein'? The guy can only live on the success of doom and the original Wolfenstein for so long. As far as I'm concerned the guy may be a good programmer but in terms of making games that are fun and are genuinely good he's a has been. I don't care about any of his new games to come out. Rage? Doom 4? seriously a Doom 4. Like we need another Doom.

    2. Re:Glad to see he's not charging forward by Anonymous Coward · · Score: 5, Informative

      Just like we need another slashdotter's disproportionate observation as id provided the tech, while Raven provided the fun/or lack of fun factor of the new game. It'd help your argument more if you would read up on who's actually putting their hand into the cookie jar of the new sequels.

    3. Re:Glad to see he's not charging forward by Anonymous Coward · · Score: 2, Insightful

      Since when has Carmack been a designer or producer? Hint: he isn't. He's in charge of the technical stuff, the engine. If that sucks, by all means blame him. But a crappy game on top of a nice engine means that id Software sucks, not Carmack.

    4. Re:Glad to see he's not charging forward by geminidomino · · Score: 2, Interesting

      Here's a question, though... and I mean this as a genuine question, having never done game development:

      Is the networking/interconnection system part of the engine, and if not, would the former be part of Carmack's responsibilities, too?

    5. Re:Glad to see he's not charging forward by AndrewDBarker · · Score: 1

      You do know Mr. Carmack himself reads this site, that's why I posted this here.. ?

    6. Re:Glad to see he's not charging forward by Anonymous Coward · · Score: 0

      Latest wolfenstein = made by Raven Software = shovelware factory.

      Yes, doom 3 wasnt perfect either, but I for one would like another Doom game, you insensitive clod!

      Especially one that is not farmed out to aforementioned shovelware factory, but made by id software themselves.

    7. Re:Glad to see he's not charging forward by JimboFBX · · Score: 2, Informative

      Yes and no, it would be considered a module of the engine if you will. If programmed correctly, the interfaces should be such that you can swap out one method of networking with another and the game wouldn't know the difference. You should be able to completely spoof being networked at all and have no issues. If programmed incorrectly (like gears of war and gears of war 2), then the core engine and network could be coupled together in a way that it is not easy to modify the netcode without breaking something fundamental to the game engine.

    8. Re:Glad to see he's not charging forward by donscarletti · · Score: 4, Insightful

      Is the networking/interconnection system part of the engine, and if not, would the former be part of Carmack's responsibilities, too?

      Yes, it is. Most major game engine packages, including IDTech contain a networking layer. In fact, John Carmack was the guy who pretty much pioneered the client-server model for graphical games back when he made Quake.

      However I've never had a major problem with his game's network layers. The issue is only that the game itself (content and gameplay wise) has been fairly bland for the last few iterations. If what the grandparent post is saying is correct, John Carmack is only responsible for the technical side, (including rendering and networking) and not the game experience itself. However, if "Masters of Doom" is correct, that is simply not the case as that book attributes most of the decisions as to the focus on recent games to John Carmack. It argues that it is the direct consequence of his conservative policy in game design that lead to Quake2, Quake3 and Doom3 being how they are, for better or worse.

      The grandparent is claiming that John Carmack's technical record is unblemished and if he says P2P hosting is the way of the future then he should be given the benefit of the doubt and not questioned until he either recants, delivers a bad implementation or proves not to be able to implement this system in reasonable time. Even if he is responsible for the boring combat of Doom3, that suggests nothing about his ability to write game networking layers. I wrote a lot of the network system of a commercial game engine. My personal reaction towards this statement is to acknowledge that past history suggests that he will be able to deliver something very good and there is nobody who can really call him wrong until they have tested his implementation. I however, have not abandoned the client-server model and neither should anyone simply on the words of John D Carmack without thinking exactly about the priorities and requirements of their game.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    9. Re:Glad to see he's not charging forward by Tibor+the+Hun · · Score: 2, Insightful

      teh stoopid is overrunning slashdot too.

      --
      If you don't know what AltaVista is (was), get off my lawn.
    10. Re:Glad to see he's not charging forward by magnusrex1280 · · Score: 0, Offtopic

      lolwut. Have you been drinking, or are you playing that game where you stick random words together and giggle as others try to figure out what you're talking about?

    11. Re:Glad to see he's not charging forward by RiotingPacifist · · Score: 2, Funny

      screenshot of doom4(uses raytracing)

      --
      IranAir Flight 655 never forget!
    12. Re:Glad to see he's not charging forward by xxuserxx · · Score: 2, Informative

      Carmack had nothing to do with the latest wolfenstien.

    13. Re:Glad to see he's not charging forward by Sark666 · · Score: 1

      I know nothing about network programming but the benefits of the server/client model are obvious. P2P can only potentially beat server/client in one scenario: 1 on 1 play. Any more players than that, and it becomes inefficient.

      If I'm playing a game and say 3 others are in visual range, I have to tell 3 others over the network where I am, what I'm doing etc. You might be able to get by with P2P with say 4 players, but it just does not scale period.

      Maybe Carmack can work some magic, some type of optimization, but no matter what networking trick he pulls out of his hat, it's not going to beat server/client.

      People might say his games are irrelevant and they don't care now, but he's the man who pretty much started this, and stayed behind technologies/methods he believed in not necessarily because it was profitable, but because 'it's a good thing'.

      This does not bode well for pc gaming, when id drops the server/client model from their games.

    14. Re:Glad to see he's not charging forward by Anonymous Coward · · Score: 0

      Wolfenstein is a science fiction first-person shooter video game co-developed by Raven Software, id Software, Pi Studios and Endrant Studios and published by Activision. It is the sequel to Return to Castle Wolfenstein, and uses the id Tech 4 engine.

  3. A remnant? by Shadow+of+Eternity · · Score: 3, Insightful

    I wouldn't call ~200,000 people a day between only three games from ONE COMPANY when the most populous of those three games averages ~80-90K a day peak users despite being about 5 years old a remnant of the early days of PC gaming. I'd call that proof of how important dedicated servers and proper mod support are.

    --
    A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    1. Re:A remnant? by VGPowerlord · · Score: 5, Informative

      Since you didn't say which company, I'll point out that you're referring to Valve's Steam Stats for Counter-Strike: Source, Counter-Strike, and Team Fortress 2.

      I'll also point out that those numbers are the number of concurrent players, not the number of total players.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:A remnant? by Shadow+of+Eternity · · Score: 0

      Which was largely my point, ~200k concurrent players at peak time is a damn sight more impressive than 200K total. I don't even know how many active unique users valve's games have but it's probably somewhere between an imperial and a metric fuckton.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    3. Re:A remnant? by Anonymous Coward · · Score: 2, Insightful

      Amazing. They do not learn from success and call it remnant of the early days of PC gaming like it is a bad thing. Carmack and the other out of touch with reality greedy people that is.

      I have been playing games since C64. I never once bought a game in my life. You just copied tapes, floppy disk etc from a friend of a friend.

      Then Orange Box with TF2 came along. Bought and paid for it once. Still playing regularly several hours a week after 2 years. Dedicated Servers. Great community. Strong competitive scene still growing. Updates and new content every once in a while for nil.

      Now just give me my hat already.

    4. Re:A remnant? by hairyfeet · · Score: 4, Interesting

      I think it is just more proof that they are doing their best to kill the communities and mods so they can shove DLC down our throats. All my favorite games were made favorites NOT by the designers, but by the communities and mods that built up around them and gave me MORE for my money and extended my fun, not screwing me over so they can "maximize profit potential".

      No mods? No money from me. No dedicated servers? Again no money from me. If we PC gamers get together and make damned sure that any game that screws us over rots on the shelves, while buying up the ones that treat us right, maybe then we won't end up in x360 hell, which is what they seem to be pushing us towards. I don't want a damned 360, thanks ever so much!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    5. Re:A remnant? by Anonymous Coward · · Score: 5, Insightful

      They don't want people like you as customers. They want people that toss a game after one month and go buy the next big shit. They want to limit a game's life span by being able to shut of things like multiplayer. They're not making money when you are playing something you already paid for.

    6. Re:A remnant? by Stormwatch · · Score: 2, Funny

      I think you are mistaken. There was no game called Doom 3. There was, however, a tech demo by that name...

    7. Re:A remnant? by Anonymous Coward · · Score: 0

      Right there with you. Making and playing mods is what kept me interested in PC Gaming for more than half of my life (I'm 24 now, and I learned to program by messing with Quake C). The unfortunate part is that if we stop buying their games, we will simply be replaced by people who don't realize/care that mods to games can be a truly amazing experience.

    8. Re:A remnant? by BKX · · Score: 1

      It's 1.6 million, according their current stats. That's down a bit from their actual peak, which was over 4 million about three years ago, IIRC.

    9. Re:A remnant? by lga · · Score: 3, Informative

      I run a Half Life 2: Deathmatch server. Looking at the Steam stats, only 2,100 people have played it today. If I look at my stats site, though, I can see over 3,100 people have passed through my server in the past month! Now either every single person that plays deathmatch has used my server, or the number of deathmatch players is a hell of a lot higher than daily peaks would suggest.

      I will also say that without the community generated by having enthusiasts run their own servers, many people wouldn't bother to play the game.

    10. Re:A remnant? by Deosyne · · Score: 1

      Yeah, on one hand I still want to support titles which provide fun single player gameplay, even if they rape the online experience (see Modern Warfare 2; at least; I'm presuming that the single player experience will be solid and that it didn't go to consoleville as well). On the other, I would almost like to try driving games that do this shit off of our platform, except that considering what a bastard child that PC SKUs are already treated as, I'm concerned that the majority of the publishers will just say, "fuck the PC," and we'll end up with a game catalog as pathetic as that for the Mac.

      I figure there will always be a few companies that will go for quality over forcing extended revenue streams by parting out games like a chop shop, so maybe we reserve our PC dollars for those gold titles and skip the crumbs that bossman sees fit to sprinkle our way. If we really want to play those games, I suppose we can just pick up a console and play them the way that developers like these obviously intend them to be played.

    11. Re:A remnant? by RiotingPacifist · · Score: 1

      >I think it is just more proof that they are doing their best to kill the communities and mods

      They can't be that stupid? Valve make a shit-load of money of Counter-strike(:source) and Day of Defeat:source, which all started out as mods (I was only an avid video gamer for a while so I'm sure there are lots more examples). Additionaly many people only buy thier latest game for the mods and to play with the community that has moved to them (i only got hl2, to play dod:s, to play dod with the clans i knew)

      --
      IranAir Flight 655 never forget!
    12. Re:A remnant? by hairyfeet · · Score: 1

      But if you support those that have single player "even if they rape the online experience" then that will just prove to the publishers they should make the PC even more of a "walled garden o' poo" for games. Remember most of these PHBs frankly don't give a shit if you can actually have fun with their game or not, it is all about "maximizing profit potential" and other buzzword bingo bullshit.

      They want to turn the PC into an x360 because they think that will kill piracy and let them shove DLC down your throat, but without mods many of the new games suck hairy balls and even the good ones can be made better by a dedicated community and modders. Just look at the legs of the Quake and HL series, I still fire up Quake 1&2 (both bought retail) just for the tons of mods I've saved up which give me MORE VALUE for my money. Just look at Freelancer..that game came out in 2003 and would have lasted you maybe a day, but thanks to the modders I have 100s of new systems to explore, ships to fly, and large communities of pilots to battle. Again giving me MORE for my money!

      Remember that ultimately these PHBs DON'T WANT US, they just want our money. They don't give a shit if their x360 controls don't work worth a shit on a keyboard, they couldn't care less if we have better graphics, or can add to the games and give them legs, all they care about is giving us the finger while handing us a bad x360 port. XP is a good gaming platform, just started using it this week but Win7 looks like it is gonna be a good platform as well. But we will NEVER get to enjoy it if they buttrape us and take all the features that make PC gaming fun away just so they can force us to turn our PC into an x360.

      So do what I do...DO NOT buy these games at release!!! Wait until it hits the "Under $30" bin, which is usually six months or so. By then they have counted all their PC sales, and if we gamers get together, educate our new players at how they are getting screwed, and make sure the companies that allow mods and servers get paid while the companies that flip us the bird get it back in kind, well then we got a shot. At least we will be able to say whatever happens we tried. If we don't you might as well just go buy an x360, since that is all you are gonna have anyway.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    13. Re:A remnant? by Tycho · · Score: 1

      The tech demo known as Doom 3 also used rendering techniques that only a couple of other tech demos used. These other tech demos used codebases derived from Doom 3. Actual games never even used the Doom 3 codebase, instead other codebases were developed and they used entirely different rendering techniques from Doom 3. The rendering techniques used by the other codebases were also done in a sane manner, unlike Doom 3.

      --
      Impersonating Tycho from Penny Arcade since before there was a PA.
    14. Re:A remnant? by Shadow+of+Eternity · · Score: 1

      That's concurrent users still, not total system users.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    15. Re:A remnant? by RobDollar · · Score: 0

      As others have said, current "business models" just don't allow for the dedicated server approach, mainly because the suits seem to think that change is always a good thing.

      Without dedicated servers and forced authentication (which is why I don't understand the borderlands / operation flashpoint DR business model of no auth, p2p multiplayer) "downloadable content" can be charged for with ease.

      My point is, one of the most popular ever FPS games using the dedicated server setup is Counterstrike, a game which is 10 years old and started life as a free modification of a commercial game. The game and it's remake still sell, and the worldwide dedicated server business is huge.

      The big publishers now just want control of the whole darn kaboodle, and while it doesn't prolong the life of the game, it nets revenue in a way that at the very most makes the suits feel good about themselves. Big publishers aren't about gamers, they really are just about the cash.

    16. Re:A remnant? by Shadow+of+Eternity · · Score: 1

      The problem is they're ignorant and shortsighted enough to not realise that they'd make a damn sight more doing it valve's way than by screwing over the end user.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    17. Re:A remnant? by hairyfeet · · Score: 1

      Don't forget we are talking about PHBs here, so yes, they could be THAT stupid. Hell I would argue that mods can even make a stinkbomb into something worth playing, if you would like an example the Delta Force series of games. By themselves they are your typical bargain basement trash, with lousy AI and even worse weapon balance, but they have TONS of mods out there for the Delta Force series that turn what was a pile o' poo into an actually enjoyable game, both offline and on. Try "Shock N Awe" or "Black Ops" for good DF mods.

      Then of course you have the good games like HL and Freelancer, which thanks to mods just get better year after year, all for zero $ and thus give me MORE for my gaming dollar. This is ultimately the problem as I see it, what I call the "too big to fail" mentality that has spread like a cancer. Instead of giving us a good value for our dollar, like how EA got me to buy MOH:Airborne even though I knew it sucked by packing all the previous games plus a nice making of for $25, which of course has been the way to drives sales forever. No, instead they adopt this "too big to fail" mentality where they think their shitty game with lousy AI and crappy levels DESERVES to sell for $60+, and of course even that isn't enough, as now they can "maximize profit potential" by cutting pieces of the game out and nickel and diming you to death as DLC. And if it don't sell? Scream "piracy!" and push for nastier EULAs and DRM!

      So yeah, don't be surprised that the PHBs are willing to slit their own throats trying to bleed the market for every last nickel. They see the x360 as a cash register, where they can kill first sale, kill the mods, and make you shell out for DLC just to make the game worth playing. Nearly every game I have bought this past year has felt like a bad x360 port, because frankly the only reason they are selling to us AT ALL is trying to "maximize profit potential". Remember they don't give a shit about you, or the game, just your money. Do as I do and only buy games from these asshats from the bargain bin so they can see their 'too big to fail" mentality ain't gonna fly. And lucky for us there are places like GOG where there are tons of good titles you probably haven't played, all DRM free and easy peasy. If they want to act like douches don't give them your money, just like it will be a cold day in hell before I buy GTA 4. DON'T REWARD DOUCHE BEHAVIOR!!!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    18. Re:A remnant? by Anonymous Coward · · Score: 0

      PC gaming is 'dead' as it were. We get the crap ports now instead of the consoles getting the crap ports.

      All that is left is DRM infested stuff which we do not want (and for good reasons that we brought on ourselves).

      Also go into a gamestop/eb games and you will see a very small shelf dedicated to PC games. They used to be *THE* place to get PC games.

      Best Buy shelf space is shrinking. With a GOOD area dedicated to WoW.

      Console is where it is at to make money in games these days.

      These days the best place to buy PC games brick and mortar? Target.

      Everyone thinks Steam and other download services is where it is at. That is until your account is jacked up or you want to offload a game for some cash. Also good luck if you have crap broadband.

      In many ways it is a sad era to be a PC gamer :(

    19. Re:A remnant? by Anonymous Coward · · Score: 0

      Who the heck modded this insightful? If anything like this is "what they want" Valve is doing an amazing job of hiding it.

  4. Simply about piracy by assemblerex · · Score: 3, Informative

    They could give a damn about matchmaking. It's a trojan horse.
    They want everyone to use matchmaking, which really means they want everyone to use an authentication system.

    1. Re:Simply about piracy by Anonymous Coward · · Score: 0

      I don't think so because Quake 3 had an authentication system.

    2. Re:Simply about piracy by Kaboom13 · · Score: 5, Informative

      Authentication and dedicated servers are not mutually exclusive, every game I can think of since Quake 3 (and probably earlier) has authenticated the player against a master server before letting them join. While possible to run hacked servers, it generally requires everyone involved to have the hacked client, and they have always been few in number and full of hackers and such to make a guaranteed shitty player experience. This is about selling DLC, plain and simple. I know that this decision is going to cost them my sale for MW2 and Rage. I bought the first Modern Warfare and loved it and was already sold on the second one when they announced this nonsense. They've lost my sale, and it will probably be blamed on piracy and used as an excuse to shove more drm and more DLC down our throats. Speaking of DLC, it has also cost Bioware a sale of Dragon Age, I was actually credit card in hand ready to buy it when I found out about the 3 or 4 different "editions" with different amounts of content, and even the most expensive one still doesn't get you all the content, theres more DLC to buy. It's ridiculous! Why buy and navigate the DLC maze they have created when I can pirate and have all the content and all the DLC and all the pre-oder "rewards" without jumping through hoops?

    3. Re:Simply about piracy by Anonymous Coward · · Score: 0

      If you'd actually played Q3 on a pirated client, you'd know that about 90% of the time the auth server was down or something, and you could play just fine with the cd key "aaaaaaaaaaaaa" with all the paying customers.

    4. Re:Simply about piracy by CaseM · · Score: 1

      I'd argue this is less about piracy and more about upselling DLC to the PC crowd, which they can't currently do as easily as they'd like when gamers have dedicated servers and mod tools to extend the life of the game.

  5. Battlefield Heroes.. by msimm · · Score: 1, Insightful

    Battlefield Heroes uses a similar setup and for the most part servers are a nebulous thing the match making servers put you on. Because for the most part real people don't run the servers admins are less common. There's less incentive to rent a servers (through approved resellers) because the communities that usually grow up around more active servers or more skilled players don't really form. My friends might be good but when we join a game it could be just about anywhere, if we even bother to join. One way I could think of to compensate for all this would be strong team/clan tools because they would cause little communities and host servers their players would spend more time on, but honestly I haven't seen any games with something decent since Tribes 2 (invite system, team management, tag controls, even a messaging system!).

    I don't love or hate the matchmaking system, but I would like to see them find a way to do it that doesn't impact the gaming community so much. Until then I'll miss my server browser.

    --
    Quack, quack.
    1. Re:Battlefield Heroes.. by sp1nny · · Score: 2, Insightful

      The question is, why not add support for both matchmaking and dedicated servers with a browser? I would imagine it's not *that* difficult to program in a server browser as well, seeing as how companies have been doing it for more than a decade. It might require some more resources, but dedicated servers will almost always offer a better experience than a listen server and that's why it's worth it. Whatever benefits matchmaking may bring to the table are also available for the end user.

    2. Re:Battlefield Heroes.. by Hadlock · · Score: 4, Interesting

      It's worth pointing out that the RAGE demo at QUAKECON was done on a 360 controller. That should be a pretty strong sign that this is a console port design decision, that will ultimately affect the PC port. Let's take a look at console games with PC ports that use the "no dedicated server" model!
       
      The downside to no dedicated servers is that you lose the community aspect, community organization becomes MUCH harder, and the game doesn't live on as long. See also: Left 4 Dead. Great concept, but almost impossible to get dedicated servers running for it. Or you can look at the recently released-for-PC game Borderlands - what a clusterfuck; the community eventually figured out what ports to unblock on their firewall, but even now people are having problems getting people to connect to their game/server. Incredibly frustrating, and I'm not really sure game/community mechanics have progressed far enough to allow the community/communities to grow up around the game that you want to push further away from dedicated servers. The one console game that I saw with a decent community setup was SOCOM 3 for the PS2; it had clans and messageboards, a messaging system and a somewhat steam-like buddy system/join buddy's game function.
       
      Case in point: Rage is a console game, with console server matching system. The fact that it's coming out for the PC means that it's simply going to be a piss-poor PC port of a console game, and last time I checked, PC-ports of console games were fucking terrible (see also: Borderlands).

      --
      moox. for a new generation.
    3. Re:Battlefield Heroes.. by VisualD · · Score: 1

      L4D has plenty of dedicated servers. Simply select "Best Available Dedicated" in the lobby set up and away you go.....

    4. Re:Battlefield Heroes.. by Hadlock · · Score: 2, Informative

      You have to know the server's unique identifier, type it into the console, choose "best available dedicated", and then the group will follow you to that specific server. Which is what we were doing the other night, since one of our group of 4 only gets a good ping when it's a west coast server. If you simply select "best available" and hit go, it might pick somewhere in Kansas, which is going to ping badly for us in Texas, Florida, and the guy who only pings well to west coast servers. But it's the best averaging ping server valve could find for us. Valve has introduced group servers, where you can associate a server with a group via your group's id number (you have to be a group admin to see it), but that seems to be buggy, or doesn't update very quickly. This is very annoying if you've paid for a private server (or you're hosting your own somewhere) and are trying to run anything other than dead stock L4D. You can technically connect directly to the IP, but that bypasses the lobby system completely.

      --
      moox. for a new generation.
    5. Re:Battlefield Heroes.. by spire3661 · · Score: 1

      I see your Borderlands and raise you a Dragon Age: Origins

      --
      Good-bye
    6. Re:Battlefield Heroes.. by TheThiefMaster · · Score: 1

      See: Left 4 Dead. Great concept, but almost impossible to get dedicated servers running for it. Or you can look at the recently released-for-PC game Borderlands - what a clusterfuck; the community eventually figured out what ports to unblock on their firewall, but even now people are having problems getting people to connect to their game/server.

      We have an INX dedicated server we can switch between Left 4 Dead and the Left 4 Dead 2 demo. Actually using it is a pain in the arse though. We haven't used the feature of associating it to our steam group since they added it, because it didn't support grouping up in a lobby and choosing gamemode, level, characters etc before playing. You had to restart the server to change gamemodes! Setting a search key and force_dedicated_servers list seem to work though, so we've been using that.

      For Borderlands, only the one of us with a public IP (actually multiple static IPs and a router that supports multiple DMZs with different IPs, so he's technically still behind NAT) has ever hosted a game successfully. Even better, it never works first time, he always has to restart Borderlands before we can actually connect.
      The game itself though (apart from a few minor pre-first-patch bugs) is awesome. Who doesn't want a rocket launcher that fires a spread of five rockets that set everything on fire when they explode?

    7. Re:Battlefield Heroes.. by Anonymous Coward · · Score: 2, Informative

      if you want proper server choice use the console command openserverbrowser to get a classic "internet", "favorites" server listing.

      I typically do this to pick one of my favorite servers, then invite friends.

    8. Re:Battlefield Heroes.. by James+Carnley · · Score: 1

      Uhh... just so you know: Dragon Age's lead SKU was the PC version.

      The graphics are better on PC, the controls are better on PC, and the online elements integrate nicely on the PC.

      "With the lead SKU (the PC version) of Dragon Age: Origins in its polish stage"

      Source: http://news.softpedia.com/news/Dragon-Age-Man-Explains-Disney-Move-110223.shtml

    9. Re:Battlefield Heroes.. by citizenr · · Score: 1

      Uhh... just so you know: Dragon Age's lead SKU was the PC version.

      The graphics are better on PC, the controls are better on PC, and the online elements integrate nicely on the PC.

      -Better graphics?
      yes, with PC 2x the speed of Xbox you get better gaphics

      -the controls are better on PC
      ? are you kidding???? until the patch you couldnt use mouse wheel cos it would glitch and block you out of weapon change functionality, not to mention a HUGE controller LAG (even when your gfx hits 60fps) due to mouse input aliasing and a bugged vsync.

      -and the online elements integrate nicely on the PC
      again WHAT? cant invite friends to my session due to game publisher running ONE overloaded server for the whole world, I couldnt log in for full week for crying out loud.

      --
      Who logs in to gdm? Not I, said the duck.
    10. Re:Battlefield Heroes.. by Anonymous Coward · · Score: 0

      Quit using the term "SKU". It makes you sound like a clueless parrot.

    11. Re:Battlefield Heroes.. by PaganRitual · · Score: 1

      I'll chime in with this with a non anonymous post, because it needs to be said. Seriously, don't use it. If you're quoting someone else, then fine. But it's just a version. Calling it an SKU reeks of trying too hard.

    12. Re:Battlefield Heroes.. by Anonymous Coward · · Score: 0

      Just because it might help you save a little time me and some friends play borderlands too, you don't have to completely restart borderlands to get a lobby working just start a lobby, invite somebody and then make a new lobby and it should work without having to come all the way out of the game

  6. This is a bonus by Fippy+Darkpaw · · Score: 1

    I don't pirate games I like and if it curbs cheating central servers is fine with me.

    1. Re:This is a bonus by Anonymous Coward · · Score: 5, Insightful

      I'd rather deal with the occasional cheater than suddenly lose multiplayer because the publisher decided the servers were no longer financially viable. This is really about making games disposable, which, for me at least, negates any inherent value received at purchase.

    2. Re:This is a bonus by sopssa · · Score: 1

      What does that have to do with matchmaking vs dedicated servers? You need master server in both cases, otherwise you couldn't get a list of dedicated servers.

    3. Re:This is a bonus by Kamokazi · · Score: 1

      Yep, I enjoy playing Tribes 2, despite the company being long gone. I don't like relying on 3rd parties in the tech world. Few companies have proven themselves stable enough to last.

      --
      As our way of thanking you for your positive contributions to Slashdot, you are eligible to disable Slashdot 2.0.
    4. Re:This is a bonus by TheRaven64 · · Score: 1

      You need some form of advertising. Gamespy was compiling lists of dedicated servers long before this kind of thing was integrated into games. If a game is still popular enough for people to run dedicated servers but not worth financial outlay for the publisher to support then people can still advertise dedicated servers via some mechanism, even if it's just a web forum with a list of IPs...

      --
      I am TheRaven on Soylent News
    5. Re:This is a bonus by MBraynard · · Score: 1

      Individuals can fund their own dedicated servers. These are policed by the mods and are well run for the Battlefield series.

  7. News Flash: Carmack No Longer Relevant by Anonymous Coward · · Score: 0

    "Thank god I didn't have to figure it out!!"

    What happened to Carmack the innovator? Nowdays it seems hes happy to take backseat to bolder devs like Valve and Infinity Ward.

  8. What rage will be like. by w0mprat · · Score: 0, Offtopic

    I'm thinking rage will be a tricked up Far Cry 2, FPS with some wafer thin role playing elements, you drive around, shoot some stuff, drive around, repeat. Like any FPS it will have implausibly located exploding barrels, and crates... everywhere. We are long past the era significant innovation in the FPS genre.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
    1. Re:What rage will be like. by Anonymous Coward · · Score: 1, Funny

      What if... now here me out on this one, What if we... were to combine the barrels and the crates somehow? We could call them Barrates or, crarrels.
      Come on, work with me here people, either keep up or get out of my way.

      Sheesh.

  9. Having no dedicated servers is a bad idea by PhrostyMcByte · · Score: 2, Interesting

    A lot of today's FPSes seem to prefer a ping of less than 100ms. Many of them become very frustrating to play at 150ms -- I can only assume this is due to whatever cheat protection they use forcing them to use less and less lag compensation, and forcing them to run less of the simulation locally.

    I live on the west coast, and a lot of the people I play with live on the east coast. So when we have the option of buying a server, we get one somewhere in the middle so that we all have pings in the 50-100ms range instead of the 150-200ms range. Taking this option away will really, really suck.

    1. Re:Having no dedicated servers is a bad idea by Anonymous Coward · · Score: 1, Interesting

      I played the Demigod (which supposedly has all this fancy new p2p server nonsense) demo some time ago. That was the last time I ever played a non-central server game. It was a lag nightmare. You always had as much lag as the person with the worst connection. Needless to say that out of maybe 15-20 games I tried to play, only 1-2 were lag free.

    2. Re:Having no dedicated servers is a bad idea by Zoidbot · · Score: 1, Insightful

      You can all thank Microsoft and Xbox Lives reliance on laggy P2P networking for this. Any multiplatform titles that includes Xbox360, will mean all the other platforms that usually have dedicated servers (PC and PS3) will get gimped due to the Xbox's limitations.

    3. Re:Having no dedicated servers is a bad idea by DavoMan · · Score: 2, Funny

      Personally, I think that the big companies will find any way they can to charge you 2 cents every time you push 'start'. And then someone will think of the idea to charge you one cent to press 'stop'.

      --
      Whats the harm in yelling 'Computer, end program!'? You could be living in Star Trek! Go on.. give it a try.
    4. Re:Having no dedicated servers is a bad idea by RiotingPacifist · · Score: 1

      American internet sucks? I suppose living in the UK is why i avoid playing on servers that ping more than 50 (avg). The physical distance is dwarfed by c, so how come it takes 200ms to get a signal from one cost to the other?

      --
      IranAir Flight 655 never forget!
  10. John Carmack is something of a remnant himself by kbrasee · · Score: 0, Flamebait

    Just sayin'.

  11. boycott by Lehk228 · · Score: 0, Flamebait

    forget a petition, if id wants to screw over PC gamers then a boycott of all id games and all games using technology licensed from id is in order.

    --
    Snowden and Manning are heroes.
    1. Re:boycott by Anonymous Coward · · Score: 1, Insightful

      And id won't care. The "sales" they would lose to this would primarily be the people who used to pirate the game.

    2. Re:boycott by drsquare · · Score: 1

      all games using technology licensed from id

      Both of them?

    3. Re:boycott by bcmm · · Score: 2, Informative

      I'm probably getting trolled here, but here is a list of stuff based on the Quake III Engine.

      Also remember that Source was originally based on Quake II.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
    4. Re:boycott by va.va_va.va · · Score: 1

      Gold Source was based on id Tech 1 but had some tidbits of id Tech 2.

  12. sadder than a crying puppy by Myrcutio · · Score: 2, Interesting

    My earliest experience with gaming was staying up until the wee hours of the morning playing Action quake2 and rail-instagib CTF with those laser hooks they had. It was punishingly brutal back then, you could die 3 times in less than a second on some servers, and hackers could run rampant until an admin banned his ass. It was all worth it once you got that midair lag-shot on the top player on the server. These were all community supported mods running on dedicated servers. No servers, no mods, no community. This will only end in tears, or pirates, or both.

    1. Re:sadder than a crying puppy by Dahamma · · Score: 1

      It's not that sad. IMO id hasn't made a game worth playing *since* Quake 2.

      Luckily Carmack still makes great engines for studios with actual design skill to use. His "games" have basically become demos for the engines, though...

    2. Re:sadder than a crying puppy by TheRaven64 · · Score: 1

      Become demos? Even the original Quake was mainly an engine demo. The single player game was painfully dull. In multiplayer it was quite fun, but there were lots of mods that were better. And multiplayer worked fine with the demo, you just didn't get the lightning gun (which was rubbish anyway) and a lot of mods worked fine with the demo too. The only reason that I bought Quake was a lot of maps for Team Fortress used resources from the full game so they wouldn't work with the demo...

      --
      I am TheRaven on Soylent News
    3. Re:sadder than a crying puppy by Zak3056 · · Score: 1

      My earliest experience with gaming was staying up until the wee hours of the morning playing Action quake2

      Lights... Camera... Action!!

      Man, that brings back memories. AQ2 was awesome, and likely the inspiration for many of the things we take for granted in current FPS games.

      No servers, no mods, no community. This will only end in tears, or pirates, or both.

      I can't help but agree with this completely.

      --
      What part of "shall not be infringed" is so hard to understand?
    4. Re:sadder than a crying puppy by Anonymous Coward · · Score: 0

      Well, honestly I never bothered playing Quake or Quake2 single player - but as you said, the multiplayer was fun, and that to me that makes it worth playing.

      Their games after that (Quake3, RTCW, DOOM3) were boring in single player and detivative of other, better games in multiplayer. And I say this having bought and quickly getting bored of both RTCW and DOOM3... who knows why, I guess I was just nostalgic for Wolf3D and DOOM...

  13. if (NO == dedicated_servers) by Anonymous Coward · · Score: 0

    "It's not cast in stone yet, but at this point no, we don't think we will have dedicated servers,"

    Then we don't think we will be purchasing Rage, Mr. Carmack.

    1. Re:if (NO == dedicated_servers) by X0563511 · · Score: 0, Flamebait

      First "his" view on Linux, and now "his" view on dedicated servers.

      I'm beginning to think that John is drinking the koolaid his new corporate masters are forcing on him.

      John, I know you read this site. I just want you to know that this BS that has been going on since you were bought... you just lost a loyal customer permanently.

      Doom? bought at full retail.
      Quake? bought at full retail.
      Quake 2? bought at full retail.
      Quake 3? bought at full retail TWICE.
      Doom 3? bought at full retail.
      Quake 4? bought at full retail.
      ETQW: bought at full retail.

      Never again. Enjoy the downward spiral, I know i'm not alone in this.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:if (NO == dedicated_servers) by ZERO1ZERO · · Score: 1

      What are you talking about?

    3. Re:if (NO == dedicated_servers) by Anonymous Coward · · Score: 0

      It's a statement of what he previously bought and that he won't be buying again.

    4. Re:if (NO == dedicated_servers) by X0563511 · · Score: 1

      As the AC stated, that is what I am saying. It seemed they could do no wrong, and then Zenimax bought them out, and all this bad news about Rage starts coming around.

      Bad news being (paraphrased) that Linux support was unlikely and would be determined on how strong/weak Linux users embraced Quake Live, and now this story.

      I'm not sure why I got flamebait on this, it wasn't intended this way. A customer doesn't like what a company is doing and says so... and labeled a troll/flamer? It's not like I even said it in an inflammatory manner.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    5. Re:if (NO == dedicated_servers) by Anonymous Coward · · Score: 0

      What will you do if RAGE comes out with dedicated servers and a Linux port?

      John isn't the only person at id, I'm sure there are a few sane people there.

    6. Re:if (NO == dedicated_servers) by X0563511 · · Score: 1

      Well, then my point would be rendered irrelevant wouldn't it?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  14. I'd care by tengeta · · Score: 0, Offtopic

    But I stopped playing games a year ago... what a great year its been.

    --
    "They confiscated everything, even the stuff we didn't steal!"
    1. Re:I'd care by Paradise+Pete · · Score: 1

      But I stopped playing games a year ago... what a great year its been.

      Say, you don't know this guy, do you?

  15. A remnant? by deweyhewson · · Score: 0, Flamebait

    Really, when was the last time Carmack's games were relevant? Doom 3, maybe? Even that was overshadowed by other, better, games at the time. If anything is a leftover remnant of the 90s, it's id Software.

  16. Decentralized gaming IS the ancient remnant by Asmor · · Score: 4, Insightful

    Anyone remember the days before dedicated gaming and reliable, integrated server browsers? Remember not too long ago when Gamespy was just being started and provided the revolutionary service or helping people connect to servers, but had to be run outside the game and started the game?

    Think back even further. Remember trying to set up peer to peer games? Yeah, I'd almost forgotten about it to.

    That is until Borderlands came out. This game is a wretched reminder of the 'bad old days'. I spent hours scouring forums and search engines, fiddling with my router, and trying to set it up so that I could host a game for my friend. No dice. Even setting my computer as the DMZ host didn't help. The only way myself and another friend were able to play was through a third friend who didn't have any issues.

    Meanwhile, games like UT3 and TF2 work like a charm. Not to mention it's frankly a really cool social experience of having a server you frequent and getting to know the other people who frequent it rather than only ever getting to see the friends you've already got or a continuous parade of people you play with once and then never see again.

    With all due respect to a man who is, frankly, one of the forefathers of modern gaming, saying that dedicated servers are an artifact of the past is just a blatantly stupid assertion to make. He should stick to coding and leave the design to someone who has some idea of what gamers want.

    1. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      you just might change your mind when your favorite game is no longer financially viable and the central servers are killed.. Of course, if it's popular, expect version 2 to come out, giving you the 'honor' of paying again for whats' basically the same game. This time though, you'll HAVE to pay if you want to keep on playing because you've got no dedicated server option for you and your buddies to set up your own environment. Oh, and don't forget about mods...

    2. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      I'm thinking back to when Kali was released, and for $20 you had lifetime access.

      I'm thinking back to Madden 2001 and the sheer fun that was online play (through a simple java matchmaker).

      I'm thinking back to D2, and how much fun battle.net was, as long as you pretended cheats didn't exist.

      A centralized service has its benefits, but it has to be a game that is going to be really really good. It's not a secret that poor designs of authenticated matching systems flop in a big way.

    3. Re:Decentralized gaming IS the ancient remnant by petrus4 · · Score: 1

      Decentralisation = the people doing it by and for themselves, on their own terms, at low or no cost.

      Centralisation = the suits doing it for you, charging you through the nose for it, dictating exactly when, where, and how it's going to happen, and the brainless masses referring to it as being a good thing.

      Some of said sheep will probably respond to this very post, in order to tell me I'm wrong.

    4. Re:Decentralized gaming IS the ancient remnant by Scott+Kevill · · Score: 2, Interesting

      That is until Borderlands came out. This game is a wretched reminder of the 'bad old days'. I spent hours scouring forums and search engines, fiddling with my router, and trying to set it up so that I could host a game for my friend. No dice. Even setting my computer as the DMZ host didn't help. The only way myself and another friend were able to play was through a third friend who didn't have any issues.

      For what it's worth, most people are playing Borderlands online now using GameRanger for exactly this reason, because it eliminates all these problems. Gearbox has unofficially recommended it as a solution as well.

      --
      GameRanger - multiplayer gaming service for PC and Mac games
    5. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      That is until Borderlands came out. This game is a wretched reminder of the 'bad old days'. I spent hours scouring forums and search engines, fiddling with my router, and trying to set it up so that I could host a game for my friend. No dice. Even setting my computer as the DMZ host didn't help. The only way myself and another friend were able to play was through a third friend who didn't have any issues

      Yeah I've only tried Borderlands for PC like three times online and all three were awful. Gearbox should be ashamed and embarrassed about the piss poor online play experience they provided to their PC using customers.

      They shouldn't feel any too proud about claiming it was designed for PC either since so many of the UI elements are still quite clearly console oriented, even after releasing the PC version a week after the console versions, allegedly so that they could "optimize" it. Selling things is a pain in the ass since the dialogs require clicking with the mouse as they don't respond to Enter and Esc the way the text on them claims they do.

      Not to mention that not having a single damn setting for voice chat in the in-game menus or a way to mute players or a push to talk key is simply stupid.

    6. Re:Decentralized gaming IS the ancient remnant by Asmor · · Score: 1

      Or the fact that there are so many hidden settings only configurable by editing files which are in a location you'd never think to look on your own (My Documents\My Games? Seriously? Who the fuck does that?). Disabling mouse smoothing is absolutely vital, IMHO, and the game feels like trash until you've done that. But you'd never even think to do it unless you happened to stumble onto the instructions about it in a forum somewhere.

    7. Re:Decentralized gaming IS the ancient remnant by jdkane · · Score: 1

      a man who is, frankly, one of the forefathers of modern gaming, [...snip...]. He should stick to coding and leave the design to someone who has some idea of what gamers want.

      As a forefather of modern gaming he doesn't know what gamers want? Interesting assertion. I suppose the word design can be used in many contexts but still I wouldn't be so sure he doesn't know what gamers want in any of those contexts.

    8. Re:Decentralized gaming IS the ancient remnant by Ash-Fox · · Score: 1

      For what it's worth, most people are playing Borderlands online now using GameRanger for exactly this reason, because it eliminates all these problems. Gearbox has unofficially recommended it as a solution as well.

      Nobody I play with even heard of gameranger. So, we tried it. Guess what - It didn't help the Borderland's online mode work.

      --
      Change is certain; progress is not obligatory.
    9. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      Carmack, just like Miyamoto, is not God. Neither of them know everything. (Even Yokoi made mistakes, though his worst were in the realm of hardware design.)

      That said, it doesn't matter if Carmack is becoming an obedient mouthpiece of his new masters or if he's just getting senile. The elimination of the dedicated server damages the value of the product and shortens its lifespan. It also doesn't matter if this is about piracy or content control, because one thing it can't possibly be about is adding value. That, my friends, is a poor decision.

      This 'charge' away from dedicated servers is just another lurch toward the total MMOGification of the game industry. Publishers know that they're competing not only for your disposable income but your time, and if you're going to spend the same amount of time playing which ever game you choose, you might as well pay the most for it - so you won't buy into anything else, while giving the publisher the most money you can per purchase. If you don't see more subscription fees on the horizon, you've got to be blind. At least with the Korean business model, the game is free.

    10. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      Well, from my My Games... Civ 4, Borderlands, Company of Heroes, Dawn of War 2, Fallout 3, Far Cry 2, Gal Civ 2, Demigod, Men of War, Oblivion, and Pirates!. It's not new, and it's not uncommon. Entirely your fault that you don't recognise it.

    11. Re:Decentralized gaming IS the ancient remnant by wintermute000 · · Score: 1

      Mate if you can't port forward / open firewall ports to get borderlands to work, then how are you getting any other port forwarding requirements to work for anything else?

      took me less than 5 minutes and most of that was spent in notepad cutting and pasting lines out of access lists (in addition to static NAT mappings, I am running a CBAC firewall so I need to open that up in my router as well), for a typical point and click home router gui I can't see how it could have been difficult. Esp if you have a DMZ option. Did you remember to open up your PC's firewall as well?

      Agreed though that for non technical gamers its a no-no, and explains why you can't join 3 out of 4 servers visible. I just start a game labelled 'ports open' myself and people flock to it instantly, I get 0 ping, it works for me... but damn I wish it was steam and had a dedicated server (steam + dedicated left4dead server = good times)

    12. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      UT3 has what 3 players? Yeah, great example.

    13. Re:Decentralized gaming IS the ancient remnant by Anonymous Coward · · Score: 0

      "My Documents\My Games? Seriously? Who the fuck does that?"

      Any game with a "Games for Windows" sticker? It was a MS "best practice" for any game install to place configuration and save files there on XP. Its no different than all those hidden applications settings directories in your home folder on your linux install. No need to go looking for documentation and forum posts about THOSE, are there?

  17. Not everyone can host a game via p2p by Mistakill · · Score: 3, Informative

    you need a very decent upstream connection (sans throttling by overzealous ISP's - thats a whole different ballgame) to host a game in the way IW, and perhaps Carmack are suggesting... ie this is from the FAQ of Call Of Duty 2

    to host a game (upload speed)
    128kbps upload: 4 players
    384kbps upload: 8 players
    768kbps upload: 10 players


    Id suggest that alot of people just dont have the upstream speed to cope with hosting a game... especially those of us in New Zealand, and Australia

    1. Re:Not everyone can host a game via p2p by Kattspya · · Score: 1

      In Left 4 Dead even if the upstream is adequate (1024kbps) the CPU-strain on an older (AMD X2 4800) computer will cause severe lag. And if the CPU suffices you can bet that half of the people will drop due to routing issues. In what world can most of the gaming population handle their own routers and firewalls? I thought I had all STEAM relevant ports open and routed but some people still drop.

    2. Re:Not everyone can host a game via p2p by Fumus · · Score: 1

      Id suggest that alot of people just dont have the upstream speed to cope with hosting a game... especially those of us in New Zealand, and Australia

      Huh? I thought dedicated servers were just that - dedicated servers. A program running among many others on rented servers that have the upload speeds and everything needed to host games without problems.

      I feel like I'm either missing something or others don't quite grasp the difference between a game hosted on your PC from your game, a game hosted by the developers, and a game hosted by players on dedicated servers.

    3. Re:Not everyone can host a game via p2p by mabinogi · · Score: 1

      a "Dedicated Server" in the context of a PC Multiplayer game is a separate server program distributed along side the game, or the ability to run the game itself in a headless server mode - as opposed to hosting the game within a running playing session.

      It allows players to set up semi-permanent servers for their friends - or the world - and also prevents the server interfering with the performance of the game, and vice versa.

      They are distinct from centralised servers - it's historically rare for a FPS to have a centralised server.

      --
      Advanced users are users too!
    4. Re:Not everyone can host a game via p2p by Khyber · · Score: 1

      If you're getting lag on your AMD X2 4800 you're doing something wrong.

      My old X2 4200 did the job just fine with an 8800Ultra and 2GB of RAM, hosting a game with a 5mbit upstream.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    5. Re:Not everyone can host a game via p2p by Kattspya · · Score: 1

      I'm not getting lag, the clients are.

    6. Re:Not everyone can host a game via p2p by wintermute000 · · Score: 1

      Hosted a L4D server fine w/ a Pentium M 1.6Ghz laptop / 512Mb RAM, which was also running squid+privoxy caching, and a web-ui bittorrent/usenet downloading facility (torrentflux-b4rt to be precise - a php frontend calling transmissioncli and nzbperl and parsing the output back to web via the php scripts).

      Having said that, with buddies in the same city and with a fast 2Mb upstream connection (ADSL2+ w/ AnnexM) and v low pings (lower than 20ms) between us via command line, they were getting ~70ms latency IN GAME which corresponds with what you said. Even when CPU usage was well below 50-60%. Not sure why the latency was there but I suspect it was not to do with the networking infrastructure since CLI pings from my router to my friends' router were consistently well below that.

    7. Re:Not everyone can host a game via p2p by Kattspya · · Score: 1

      My friends that were in a 80 klick radius could connect to the server and had a low ping normally (20-50) but complained of lag when the horde arrived. I'm guessing that it was due to CPU issues rather than bandwidth.

      Most third party players dropped between lobby and loading of the game.

      I'm not sure whether you ran a dedicated or a listen server on that Pentium Mobile but I was talking about running a listen server. Being able to run a dedicated server shouldn't be a problem with older machines.

    8. Re:Not everyone can host a game via p2p by incognito84 · · Score: 1

      Infinity Ward has said that they will select the host depending on their upstream and other factors. In this system, some people will always be hosts and others will never be hosts.

      Lets see how well it works.

  18. Technical vs. emotional by TiggertheMad · · Score: 2, Interesting

    With all due respect to a man who is, frankly, one of the forefathers of modern gaming, saying that dedicated servers are an artifact of the past is just a blatantly stupid assertion to make. He should stick to coding and leave the design to someone who has some idea of what gamers want.

    That didn't sound very respectful. I think that JC was implying that there is no technical reason for dedicated servers anymore. With the CPU/GPU horsepower available, there is no reason why you can't host a game and still get stellar framerates. I think you are reading things into his comments that aren't there.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:Technical vs. emotional by Asmor · · Score: 2, Informative

      Since when has hosting a game impacted frame rates? In fact, I distinctly remember dedicated servers having a very, very low footprint as far as CPU and RAM usage went. That may have changed in recent years, I don't know, but with older games that's what I remember.

      One of the first games I played online a lot was Heretic II. I did not have a particularly good computer, and I hosted a dedicated server and played on the same computer just fine.

      The issues with hosting your own server are all related to networking, e.g. setting up all of your ports correctly, latency, etc.

    2. Re:Technical vs. emotional by Anonymous Coward · · Score: 0

      ping fairness and the variability of host quality (how many background processes, does the user maintain his system etc).
      running a modern game in listen mode on a modern comp is no different from running an old game on an old comp in the same way..

      user setup dedicated servers are the backbone of any multiplayer game community.

    3. Re:Technical vs. emotional by BikeHelmet · · Score: 1

      The issues with hosting your own server are all related to networking, e.g. setting up all of your ports correctly, latency, etc.

      But most games fail when it comes to that. Ex: Left4Dead

      Local hosting has way more latency(and lower bandwidth usage) than a dedicated server on the same box. Even if you tweak cvars(which are capped), you can't push it beyond a certain point.

      And to top it off, it impacts your framerate negatively.

      Until companies do it right, please, just split them or allow both.

    4. Re:Technical vs. emotional by Anonymous Coward · · Score: 0

      I don't buy it. For example, I can run a Doom 3 dedicated server with a max of 4 players on a P3 1Ghz. I have to admit that I don't know how it scales on modern CPUs. Also Doom 3 is not primarily a multiplayer game so the multiplayer code might not be well optimized.
      But even if one has the CPU power to host a server and play on the same machine there's still the issue of network bandwidth. Most people I know simply don't have the bandwidth to host games with more than 4 people.
      Finally, I don't think it matters whether people have enough CPU power and/or network bandwidth. Id's game engines have always had a dedicated server ... so why stop now? It just doesn't make sense.

    5. Re:Technical vs. emotional by TheRaven64 · · Score: 1

      There are still a few reasons for wanting a dedicated server. You can have a dedicated server that keeps running when the person who started the game gets bored. With a proper p2p architecture that can still happen, but it's difficult to get right. With a client-server architecture, the person who started the game quitting generally leads to everyone being kicked off. With a dedicated server you can have a game running 24 hours a day and just have people drop in and leave when they have some time.

      As another poster pointed out, the person running a non-dedicated server has an effective ping of 0, which gives a noticeable advantage on Internet games (and a slight one on LAN games).

      --
      I am TheRaven on Soylent News
    6. Re:Technical vs. emotional by Khyber · · Score: 1

      Default L4D install, no config changes, local hosted game, worst ping I've had so far from a connecting player was maybe 70ms.

      Well more than playable. what crap networking gear are you using or what crap ISP are you using?

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    7. Re:Technical vs. emotional by citizenr · · Score: 1

      With the CPU/GPU horsepower available, there is no reason why you can't host a game and still get stellar framerates.

      its not about frames, its about pings/lag

      --
      Who logs in to gdm? Not I, said the duck.
    8. Re:Technical vs. emotional by bucky0 · · Score: 1

      L4D isn't peer to peer. There are dedicated servers, it just automatically chooses them.

      --

      -Bucky
    9. Re:Technical vs. emotional by BikeHelmet · · Score: 1

      One friend is in Australia. Local hosting gives about 310 ping, but a dedicated server reduces that down to about 240.

      Local hosting, I've never seen upstream pass 20KB/sec, despite having 60KB/sec available. Dedicated servers will gulp as much as necessary. Somehow that reduces the ping.

    10. Re:Technical vs. emotional by BikeHelmet · · Score: 1

      If you want to play custom maps, you usually have to go with local hosting.

      L4D is a combo system - I just wish local hosting worked a bit better.

  19. Dedicated Servers = Freedom by DirtyCanuck · · Score: 3, Insightful

    Dedicated servers are the shit.

    Remember when gamespy was quakespy? And there was Mplayer?

    I used to play q2 tournaments on Mplayer. But all the mods rolled on Quakespy/Gamespy. It gave people from such communities as the Action Quake/Quake 2 group some exposure.

    More recently a great example of such a contrast is the early release of Halo 2 and even the lack of multiplayer support in the Original Halo in the beginning.

    Before xbox live we had Xbox Connect which allowed me to play online before xbox live was mainstream. Furthermore it allowed for the playing of Halo 2, online, months before it came out.

    This includes modified versions of Halo and Halo 2 that would never be realized without dedicated servers.

    This culture is not even recognized by the noob gamers that started playing games online through a console portal.

    Definitely worth fighting for.

    1. Re:Dedicated Servers = Freedom by Anonymous Coward · · Score: 5, Insightful

      Yep. The scenario you mentioned is the same one that went through my mind: a couple of generations of gamers goes by and suddenly no one even notices that you have to play on their servers because that's the "standard." Then it'll be you have to pay to play on those servers because bandwith is too costly, or storage or some crap. It's all bollocks, and it's setup to move the industry into a position to capitalize on the only portions where it's not making any money.

    2. Re:Dedicated Servers = Freedom by PaganRitual · · Score: 1

      Or you talk to a friend online and arrange an impromptu game of RS Vegas 2, and discover that the Ubisoft servers are down and that you have no way to simply create your own server and go. This isn't a fucking MMO, we just wanted to shoot AI bad guys between the two of us.

  20. Doesn't really matter by Toonol · · Score: 3, Informative

    RAGE, from what I understand, won't have anything like deathmatches; last I heard, it would have a two-player co-op mode, and some head-to-head racing. Dedicated servers may simply be overkill in that situation. I think this may be a big ado over nothing.

    1. Re:Doesn't really matter by Anonymous Coward · · Score: 0

      I agree with this, if this game just has 2 player multiplayer, and that's it, there's no need for a dedicated solution.

      However, games with more players such as Modern Warfare 2 should definitely have servers. 18 players is too much for some random person in a group to host. It also introduces the possibility for the host to manipulate the network to their advantage, like the exploits seen in Halo 3. On the other hand, a host could unknowingly gain an advantage if someone in their house starts a big download on the network and destroys the bandwidth.

      Matchmaking and dedicated servers can co-exist, you just have to sit down and think about it.

  21. This isn't a good thing by petrus4 · · Score: 1

    There is way, way, *way* too much of a push away from open, transparent, decentralised internet protocols in pretty much every area, to centralised, proprietary, suit-run messes.

    The benefit of being able to run a decentralised server wasn't about doing the gaming equivalent of channel surfing. It was about being able to throw together a LAN in a basement, bedroom, or living room with some local RL friends whenever you wanted.

    I can just hear the brainless, ovine responses now.

    "But we'll still be able to do that! We can just go through the remote service to do so!"

    Yeah, and all of your packets have to go through said remote service as well. If said remote service is hosted in another country, guess how much higher your latency is going to be?

    Add to that, the fact that you're paying money for no good reason other than your own stupidity and laziness. You should not want to give a company the ability to dictate terms of use to you, and you especially shouldn't want to give said company money when you don't have to.

    It doesn't really bother me, though. I don't play contemporary games, and the single main reason why is because they've been dumbed down in order to give the Guitar Hero demographic what they want; something to serve as a centrepiece in the living room on a Friday night, while people are getting drunk and/or stoned with their friends.

    If you care about actually having any kind of real challenge in a game now, you're accused of having no life.

    1. Re:This isn't a good thing by Anonymous Coward · · Score: 0

      Not to mention you can't play it at work!!

    2. Re:This isn't a good thing by jcupitt65 · · Score: 1

      Yeah, and all of your packets have to go through said remote service as well. If said remote service is hosted in another country, guess how much higher your latency is going to be?

      That's not how it works. The central server does matchmaking, but that's about all. The game itself is hosted by one of the clients, with some magic to hand over hosting as clients enter and leave the game. Your game packets do not go through a central server.

  22. Xbox Live gimping all platforms. by Anonymous Coward · · Score: 1

    You can all thank Microsoft and Xbox Lives reliance on laggy P2P networking for this. Any multiplatform titles that includes Xbox360, will mean all the other platforms that usually have dedicated servers (PC and PS3) will get gimped due to the Xbox's limitations.

    THANKS MICROSOFT, YOUR CRAPPY HARDWARE AND CRAPPY SOFTWARE IS SLOWLY DESTROYING GAMING NOT ONLY ON YOUR SYSTEMS BUT YOUR COMPETITORS TOO.

    Thankfully I only mostly support PS3 exclusive titles, not only because they are better, but don't have to play to Microsofts gimped P2P networking.

  23. mistake by Turiko · · Score: 1

    I'm really not sure about this. Carmack has done a lot of great things, but i still think this is a very big mistake. Unless the game has nothing to form communities around (no deathmatch, capture the flag, anything), anyone who buys this game essentially gets no multiplayer. The pings will be way up, with loads of cheaters and hackers on. After all, it's easy to hack your local files and then click "host".

  24. New trends, new counter-trends by 4D6963 · · Score: 1

    So, if the new trend is to lock PC players into closed matchmaking services, wouldn't it start a trend of disgruntled players moding the game into having a satisfactory multiplayer service with dedicated services? Think about it, PC players have already modded single player games into adding entirely a multiplayer service (and quite successfully at that, I'm thinking about GTA San Andreas' two multiplayer mods, MTA SA and SA-MP).

    An hypothetical example : Modern Warfare 2. It has both generated epic levels of interest from players, arguably even historical levels, and simultaneously no less historical and epic levels of discontent from PC players due to the drop of dedicated servers. So imagine the scenario : MW2 is released, discontent hardcore PC gamers boycott it and pirate it en masse, and to get the multiplayer experience they want out of their new favourite game they create their own dedicated servers and the accompanying mod for the original game, resulting in an online community of multiplayer gamers who control entirely the multiplayer aspect.

    The net result being everybody pirating the game and running the mod and everybody's happy with it except the game's publishers who lost control of the multiplayer on PC and who lost tens (if not hundreds) of thousands of sales. Could this be a forthcoming counter-trend?

    --
    You just got troll'd!
    1. Re:New trends, new counter-trends by sowth · · Score: 1

      Or maybe all those modders will get fed up with the proprietary controls and just start learning to write their own games. Could it be a new era for open source games? I haven't really focused on gaming that much lately--especially since all the commercial offerings seem disappointing to me, but from what I've seen, open source games seem to be improving.

    2. Re:New trends, new counter-trends by 4D6963 · · Score: 1

      Or maybe all those modders will get fed up with the proprietary controls and just start learning to write their own games.

      Are you an idiot? I believe you are. How's anyone gonna write anything like MW2 short of having a few hundred of million dollars and hundreds of people working for you? Did you see the 'best' open source FPS out there? They pale in comparison with decade-old Quake III, and they have the advantage of using a pre-made game engine to begin with. Homebrew gamers have a choice : they can either do something original and novel, or they can try to imitate big studio games and produce utter crap.

      --
      You just got troll'd!
    3. Re:New trends, new counter-trends by sowth · · Score: 2, Insightful

      You fit your sig all to well.

      Gaming companies don't use millions of dollars and hundreds of people working. They spend millions of dollars to get hundreds of people working for them. Open Source have people volunteer to do the work for free because they enjoy it. What, do you think game companies spend those millions on bricks and steel and machinery and sets for actors?

      The main problem with OSS games has been there haven't been enough creative and graphic design people helping out. Have you seen what the modders do? Plenty of them produce similar quality work as game companies, but they also have a more creative edge because they are doing what they think is cool and what they want, not what they think will deliver repeatable profits.

      Essentially what modern game companies put out are just crappy FPSs that have had lots of graphic and sound work done on them to make them look really nice and require the most expensive latest and greatest hardware.

      It seems great to a superficial person, but normal people think it is stupid and undesirable. They want games which are actually fun, and many of them don't want to spend thousands of dollars every year just so they can play video games. Contrary to what Hollywood says, looks aren't really important.

      Almost all the games coming out of the big companies are the same sort of crap in low grade action movies where they end up in the bargain bin a few months after being released to DVD. After which, they disappear into the void never to be seen on store shelves. I suppose this is why if you wait a few months after release, you can't buy the game anymore...

    4. Re:New trends, new counter-trends by peripatetic_bum · · Score: 1

      I've been thinking about this since the MW2 server decision and it does seem to be a slight change in attitude recently.

      Games like http://www.torchlightgame.com/, http://www.captainforever.com/ seem to be actively engaging its players in making the game but also expecting us to pay them.

      We can't make good open-source games because someone has to stop playing them and DESIGN/CODE them! :)

      So I think we are seeing something different and not so different,ie We should expect to pay for the games we play but we should expect much more input than the big game makers have been giving us lately. I think torchlight points the way: using opensource tools as much as possible but this leaves the ability to modify the game as much as we want but we should expect to pay for it. I think lately we have been expecting everything for free and as programs require more and more effort we should expect to pay for them. ie, the days of paying once and getting mods and upgrades and new content for free Are Over but I know that if I really enjoy playing a game, I think I would continue to support it. again Im not sure this if very much different then the DLC over 360/PS3 but the the difference would be that we wouldn't be limited to just the gamemaker, ie anyone could make mods with these quasi-open-source games and charge for them if they wanted.

      anyway I hope Im making sense, the kids are up too early today

      --

      Sigs are dangerous coy things

  25. So where are HIS details? by 7-Vodka · · Score: 1

    If the system he is proposing is so much better than dedicated servers, where are his details?

    If he is suggesting the client/server model is dead... then he's having a stroke. How are you supposed to have lan parties without a dedicated server?

    --

    Liberty.

    1. Re:So where are HIS details? by sowth · · Score: 1

      My guess would be peer to peer. After all, it would be easier if you didn't have to set up a server to just play in a LAN party.

      Then again, if it would be p2p, I don't understand why he wouldn't say that instead of being glad Rage did not lead the way away from dedicated servers...

      Actually, I found this article referenced from linuxgames.com stating that it will just be geared toward single player and co-op, so maybe they think no one will care.

  26. Dedicated servers are a must by thetoadwarrior · · Score: 2, Insightful

    The only reason to get rid of dedicated servers is to kill the community when you want and force people to move on your next game.

  27. Cmdr Taco says ... by daveime · · Score: 1

    Cmdr Taco says no <em>tags</em> in story titles on the /. homepage !

    1. Re:Cmdr Taco says ... by AndrewDBarker · · Score: 1

      I put Tags on it. o.O ? O.o ?

  28. Two words: by denzacar · · Score: 2, Insightful

    Wooden barrels.

    --
    Mit der Dummheit kämpfen Götter selbst vergebens
    1. Re:Two words: by DavoMan · · Score: 1

      Maybe one day an early game dev was walking down the street, and saw an amateur handyman stacking two beer crates up so he could get on the roof and thought 'hmmm...' Beer crates...there is an art which is being lost also......Maybe there's something going on here.

      --
      Whats the harm in yelling 'Computer, end program!'? You could be living in Star Trek! Go on.. give it a try.
    2. Re:Two words: by Anonymous Coward · · Score: 0

      This gives me an idea!

      I'll start a barrel bank and store gold in barrels, no one would look gold from wooden barrels.

  29. Whats next? by Darkness404 · · Score: 1

    No dedicated servers? Whats next lag that automatically lags with the person with the crappiest connection? No chat features? Sounds like PC gaming is starting to hit the 360 way, I wonder when it will become like the Wii.

    --
    Taxation is legalized theft, no more, no less.
  30. Carmack sold out. by Anonymous Coward · · Score: 0

    He has sold out his beliefs, his passion, and his work. He once said that DirectX was the worst thing ever (which it is) and now he openly embraces it. He has supported Linux in the past and now they are moving away from that. Now he has betrayed PC gaming completely by going to some stupid console-like gaming model that many other PC games are stupidly going toward. What do you want to bet it will be the absolutely horrible Microsoft Games for Windows thing?

    Fuck Carmack and fuck id. They have betrayed PC gaming just like everyone else is. Microsoft flashed id some fucking money and now he's in bed with them. Screw them and don't give them any more of your money. Demand PC gaming that supports multiple OSes, a sane 3d API, and most of all, decentralized servers. You know, PC GAMES, not goddamn console ports.

    1. Re:Carmack sold out. by mambodog · · Score: 1

      Maybe he realised that games with repetitive gameplay and little-to-no story don't sell like they used to in the 90s, and that rocket hobby ain't gonna fund itself!

    2. Re:Carmack sold out. by Anonymous Coward · · Score: 0

      Little to no story in videogames is GOOD. Fuck all this elaborate cutscene and WHAT A TWEEST bullshit, I want to shoot stuff.

      And Doom? Repetitive? You were playing it wrong.

      If anything, it's shit like Doom 3 which completely fucking went against what Doom was supposed to be that has made him sell out.

  31. Of Course! by mambodog · · Score: 2

    Of course we don't need dedicated servers anymore! Consoles and home PCs can totally host 64 player games, I mean, consumer grade internet these days totally has up speeds to match their down speeds. Its not like Modern Warfare 2 will be limited to 9v9 players. Wait, I gotta stop being sarcastic, even I'm starting to believe this shit now... Dedicated are the reason we had 64 player multiplayer back in 2002. Now, I'm all for progress, but it takes some pretty huge balls to say that ded servers are a relic of the past, when the current gen local hosting malarky can't deliver anywhere near what deds could.

  32. What happened to posterity? by Viper2026 · · Score: 1

    Would so many people still be playing counter-strike if it weren't for the huge number of highly customized and pimped out servers? I don't think so

  33. Sure there's a technical reason by Sycraft-fu · · Score: 1

    Well, a number of them actually. One would be bandwidth. Lots of people don't have good bandwidth on their connection, especially upstream. The majority of consumer connections in the US are highly asymmetric, way more download than upload. So it is easy to find someone without sufficient bandwidth to easily host a game since they are likely to be on a cheap consumer cable connection. Now compare that to a dedicated server. If it is good, and the ones people come back to are, it'll be hosted in a datacenter with plenty of bandwidth. It will have bandwidth guaranteed for it's server slots and thus that'll never be a problem.

    Another technical issue is ping time. Again a lot of consumer connections aren't great with this. DSL in particular seems to add a lot of ping at the bridge, but cable isn't wonderful. The providers also are not always well peered, your data can take a long route to get to them. So this leads to high ping times and again less game performance. If you have a 150-200ms ping to a server it does not feel responsive like a 30-50ms server. Dedicated servers again can solve this, not only by being in well peered datacenters, but you can choose their location. You can have an East Coast, Central, and West Coast server so that people in the geographic area can connect to it.

    Finally there's the issue of how well people's computer actually handle being the server. Who is to say that they have plenty of resources free? Even if their hardware meets the level that it should, what if they have tons of shit running in the background? Maybe they've got spyware eating up tons of CPU time, etc. Again not a problem on a real dedicated server. It can be configured to ensure adequate CPU time is available for the process.

    So there ARE plenty of technical issues. Now while there is the potential for these to exist with a server, after all someone could run a dedicated server on a modem on a slow computer, the good news is you can make lists of good servers and use those. You go back to the servers you like, that work well, and they are always online. Can't do that with player hosted stuff unless they player is one and wants to play with you.

    Heck, I've noticed this with Call of Duty World at War. A couple of my friends like to play, and they encourage me to play because it works better when I host. Why? I've got a quad core and a business class cable connection. They've got dual cores and consumer class lines. They find when I host, the game runs much smoother for them.

    So there really ARE technical reasons for dedicated servers, and gameplay reasons too.

  34. community by DaveGod · · Score: 1

    Every MP game I've played for more than a week I've spent probably 90% of my game time in a single communities' servers. This goes right back to Quake and stands true today (TF2). Probably >99.999% of that time the server had some kind of mod too.

  35. What's really funny to me by Sycraft-fu · · Score: 1

    Is I'd think you'd want to go the other way. Not just have dedicated servers, but allow for dedicated servers for consoles too. UT3 does just that, you can get a server that runs on PCs, but is designed to serve the PS3 version of the game. So you can have dedicated servers even for console games. Great idea IMO. You allow for peer to peer games, but support dedicated servers for all platforms. That way people can play how they like. Also dedicated servers are clearly loved by a non-trivial amount of people as there are businesses out there set up for selling servers. You specify what kind of server you want how many slots etc and they make it and bill you for it. Wouldn't be going on if people weren't buying.

    Basically to me this indicates that Carmack has lost touch. He's decided to become the console designer, perhaps because he buys in to the arguments that you can't make money on PC games because of piracy (Valve and Stardock beg to disagree). Ok, fine, in that case I'm probalby done with iD's games. No big loss from what I can see, I really didn't much are for Doom 3 and Quake 4. iD Tech 4 really underwhelmed me, even compared to Unreal Engine 2, and certainly compared to Unreal Engine 3.

    I think we are witnessing the slow sunset of iD. They aren't going to die, they are just going to become another samey games produces cranking out console titles that generate some minor interest. They don't seem to be interested in trying to forge ahead anymore.

    Whatever makes them happy I guess.

  36. Quake's network code was written by John Cash by Terje+Mathisen · · Score: 4, Interesting

    Back in the original Doom days, John Cash and his friends who worked for Novell used to play deathmatch games on the corporate network in the evenings. When they discovered that the Doom network code was horrible, Cash sent Carmack an email pointing this out.

    Carmack responded by sending over the source code (which had been written for id by a contractor), asking Cash to fix it. Basically a 'put up or shut up' situation. :-)

    The result, after a few mostly sleepless nights was a totally rewritten network layer which got used by the later Doom versions.

    This experience made Cash figure out how a networked game should work, so over the next 2-3 years he did a presentation every year at Novell's Developer Conference (later called BrainShare), the title was something like "How to write networked games".

    Another year later, after Carmack had hired Mike Abrash to help with the low-level optimization of the sw 3D engine for Quake, they hired Cash to write the nextwork and AI code.

    After Quake 3 shipped, Cash left id for a more relaxed environment, moving to Blizzard who were working on this new massive multiplayer game at the time.

    Afaik John Cash is now the chief programmer for WOW.

    Terje

    PS. I've known Mike since about 1985 and I worked with John Cash for a year in 1991-92.

    --
    "almost all programming can be viewed as an exercise in caching"
    1. Re:Quake's network code was written by John Cash by lmnfrs · · Score: 1

      Interesting part of the story I'd never heard before. I always think of John Cash and David Kirsch as the network guys.

      Anyone curious about networking changes in Quake should also look up Quakeworld and client-side prediction.

    2. Re:Quake's network code was written by John Cash by donscarletti · · Score: 1

      Wow, first time I've ever been grateful that someone has replied to my post and corrected me. Very interesting. Thank you.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
  37. The plan is simple by icsx · · Score: 1

    No dedicated servers = no communities to extend game life = no players = game does not last long = they can do another sequel = same thing all over. Did i just reveal their business plan?

  38. quake single player was good by Myrcutio · · Score: 1

    i really liked the single player for the first Quake, complete with nine inch nails and all. Have to keep these things on context though, considering that FPS's were in their infancy at the time. Quake to Bioshock is like the difference between cave paintings and high italian renaissance art.

  39. very stupid move by Criton · · Score: 1

    I hope he enjoys not getting my money as dedicated servers are part of the reason why online gaming is so fun on the PC and utterly boring on the consoles.