How DC (disconnects) are treated?

Discussion in 'Planetary Annihilation General Discussion' started by xnavigator, February 28, 2013.

  1. Gruenerapfel

    Gruenerapfel Member

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    I would like to have an like 30 second pause timer. If someone DCs the game will automaticly pause for 30 seconds, but only once, until the pause timer reaches at least 5 seconds. The pause timer regenerates 1second per minute. If a player stays DCed for 5+Minutes, the enemy will get win, dont think comeback is likely.
    (BTW disconnects are not that rare....)
    This system should work.
    Additionatly what about player pauses? Can a player pause the game, if yes when does the opponent can unpause?
  2. neutrino

    neutrino low mass particle Uber Employee

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    How could you possibly know how rare disconnects are in PA?
  3. kryovow

    kryovow Well-Known Member

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    haha depends on how many russians are in the game :p
    semi empiric formula would look like this:

    number of disconnects/game ~= (russian players/all players)^0.7

    ok just joking. There are also other regions in the world with not perfect infrastructure.^^
  4. rorschachphoenix

    rorschachphoenix Active Member

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    I think he meant in games generally, not specifically in PA.
  5. xnavigator

    xnavigator Member

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    I confirm that. dc are not rare (especially if they are not considered a loss)
  6. cola_colin

    cola_colin Moderator Alumni

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    Internetconnections all around the world are known to be imperfect and sometimes just fail ;)
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  7. neutrino

    neutrino low mass particle Uber Employee

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    You guys are all missing the point. In a sync sim RTS game if you can't get packets to one of the players you basically have to pause the game otherwise it's hard to keep everyone in sync. With a server the concept of a disconnect is completely different and much less likely to happen. There isn't really any such thing as a "disconnect" there is really only when did the last communication happen. Slight interruptions in packets going across that cause lag spikes are seen as a disconnect in most sync sim games but those won't cause disconnects here. Basically what I'm saying is you can't use other games to talk about disconnects without also discussing the network model. The game should much more tolerant of spikey crap connections than a sync sim game. The only real disconnect is if you lose your net connection for an extended time (in which case you are screwed) or the game crashes.
  8. xnavigator

    xnavigator Member

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    @neutrino: what about 1v1 matches when a player disconnets the game?



    the match will continue anyway? :/
  9. bobucles

    bobucles Post Master General

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    If a player has a really bad connection, there could be an issue of rubber banding units. However, even a surreal experience is better than the game breaking entirely.
  10. neutrino

    neutrino low mass particle Uber Employee

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    It's configurable. If someone quits IMHO that should be noted. That's different from a temporary disconnect though.
  11. KNight

    KNight Post Master General

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    Exactly. Disconnects of all types might not be overly rare, but how many of those do you think are "legitimate" and weren't caused by any player actions?

    Mike
  12. xnavigator

    xnavigator Member

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    all games i have played at high level none made distinction about it.

    how can you know if a player has unplugged the cable (maybe when he was losing) by a real loss of connection?

    please make DC = loss (after some pause if you want), at least in 1v1
  13. neutrino

    neutrino low mass particle Uber Employee

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    Whether it's a loss or whether it's just counted and noted should depend on the game type. In a straight up 1v1 ladder I do think it should count as a loss. Certainly there would be a timeout on this.
  14. xnavigator

    xnavigator Member

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    perfect fine for me
  15. cola_colin

    cola_colin Moderator Alumni

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    Can your server handle it if a player loses connection and is assigned a new IP-address by his ISP?
    Will the server just accept the connection from the new IP?
    That'd be awesome. Getting a new IP with a bad timing is by far the most common reason for DC's from my side I had in the past.
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  16. neutrino

    neutrino low mass particle Uber Employee

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    It would be possible to do this although it's not as convenient as keeping a warm connection open... I'll bring this up to the guys and discuss it a bit. It may "just work" if you are logged in.
  17. bobucles

    bobucles Post Master General

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    Oh no, not the login! I was going to DDoS my opponents off the server, rejoin as them, and ctrl-k their stuff. :lol:
  18. cola_colin

    cola_colin Moderator Alumni

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    Thanks
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