Gameplay downgraded?

Discussion in 'Planetary Annihilation General Discussion' started by valheria, August 30, 2014.

  1. tatsujb

    tatsujb Post Master General

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    for me the solution is much simpler.

    if time-dilatation is client side then I see no problems with it.

    Remains the slow game speed we currently have to deal with (and that frankly, I though I'd be rid of)

    So, solution:
    we need more servers
    unit cap
    server side released so we can make client capped servers in the aims of running the game at 1.0 simspeed.
    planktum likes this.
  2. aevs

    aevs Post Master General

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    Cool, now we're all on the same page. :D

    As for your solutions, I disagree with unit cap. Unless it's optional, and off by default (because everybody likes options).
    I'm also sticking by my suggestion that there be some indicator on the HUD to tell you that the sim is running slow, and if so, by how much (15% speed, 70% speed, etc).
  3. tatsujb

    tatsujb Post Master General

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    not necessarily, I have to wait and see how this little bugger behaves on my own server. It's possible that running without it may give better results than with.
    it's in the damn kickstarter 1 million units for a 40 player match. that's 250000 per player.

    there was always going to be a unit cap.
    and that's the amount uber was aimng to be able to run at 1.0simspeed.
    that would be great.
    planktum likes this.
  4. exterminans

    exterminans Post Master General

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    Nope, not going to help much. Could help for games which are just slowed down by a factor of 2x or so, but no more.

    Not going to help either. There's e.g. a pathing related fabber bug which only requires 30 fabbers to make the server cringe. On the other side, you can have thousands of air or orbital units without the server even flinching.

    That's not going to help either. There are bugs, there is need for optimization, and no matter how beefy your server is, it's going to suffer the same. Maybe slightly higher limits. But not that much, really.
  5. tatsujb

    tatsujb Post Master General

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    either way once the optimisations and bugfixes have been made these solutions will be relevant again as bugfixes and optimisations alone can't provide a solution to the fact you can always make more units and bog the server down more.
  6. aevs

    aevs Post Master General

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    First part; really man, it's basically dynamic interp (or some form of prediction, probably interp though). It used to be the interp settings were coded to handle 10.0 sim fps, and when the sim wasn't running at 10 fps, the client wouldn't buffer frames / interpolate between them correctly. Now the client can handle slower sim speeds and interpolate correctly, so that instead of seeing jittery bots, you see smooth movement. Totally independent of the server, this is just between your client and you.

    Second part; 1M units was an eventual goal given by Neutrino. Like, long-term goal. He's repeatedly said it wouldn't be feasible at 1.0. He's also said there were no plans on adding in a unit cap.
  7. tatsujb

    tatsujb Post Master General

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    those two statements are contradictory.
  8. exterminans

    exterminans Post Master General

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    No, they are not.

    Go and build a million walls. Not much of a surprise, it works. Also works for a number of other units already, so there's no reason in enforcing a hard unit cap. Even when this goal hasn't been reached for all unit types yet.
  9. tatsujb

    tatsujb Post Master General

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    I'm not even sure a million walls wouldn't crash your game.

    but I’m sure you can see how no unit cap is worse than a million unit unit cap.

    I mean have you even ever reached a million units.

    let alone 250000?

    let alone 8000?
  10. exterminans

    exterminans Post Master General

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    Actually... yes. That already works in air focused games. Even though the client isn't behaving well with these numbers.
  11. temeter

    temeter Well-Known Member

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    Pretty sure the 1 mio unit thing is a design goal, not an actual limitation.
  12. tatsujb

    tatsujb Post Master General

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    that's what I mean.

    a temporary unit cap would be better.

    I say 12000
    that's what I said, yes.
  13. thetbc

    thetbc Member

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    It's just a cheap way to improve performance which is a shame because it is a lame way to do it. They should stop cutting corners and upgrade the servers or get more servers. I am not pleased.
    tatsujb likes this.
  14. tatsujb

    tatsujb Post Master General

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    though apparently it's only client-side.

    I hope that's the truth but either way it serves as a good excuse not to get more servers.
  15. squishypon3

    squishypon3 Post Master General

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    This doesn't mean they WON'T be updating the server, this is a safety net. IN CASE IT DOES LAG.

    This is also helpful for people who want to host servers but don't have a super computer.
  16. aevs

    aevs Post Master General

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    I hope someone writes a clear or maybe even technical post about what the time-dilation is explicitly, because it otherwise looks like people are going to assume it's a server thing :confused:
    squishypon3 likes this.
  17. schuesseled192

    schuesseled192 Active Member

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    You can.....kick the server.
  18. schuesseled192

    schuesseled192 Active Member

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    All they've done is replaced choppy laggy crashes with deliberate crashless slow down. Both are caused by the same problem which will be solved with dedicated servers and over time due to better servers.

    Your right, so where's the two grand you are donating to the cause, oh.
  19. temeter

    temeter Well-Known Member

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    That's exactly the reason why i finally want these silly server's. I can totally accept that optimisation takes time and all that, but why can't Uber just concentrate on the things making the issues mostly obsolete? Offline(/LAN) and server is so important anyway.
  20. Dementiurge

    Dementiurge Post Master General

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    I can't believe this entire thread is just someone ranting about how servers shouldn't be allowed to run slowly.
    Wait, it's tatsujb, I completely believe that.

    P.S.
    The lag is a 'navigation' issue (in the video, at least) and probably fixable. It doesn't mean someone won't try to make a hundred million unit mod in the future that will bring even the best server to its knees, and then you'll be glad they fixed the choppiness issue and were so forward-thinking.
    trialq, Raevn and forrestthewoods like this.

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