Problems and Possible Solutions

Post » Wed Dec 01, 2010 8:57 pm

This thread is an attempt to provide a list of problems the community has encountered with Descent 1, 2, and 3; and suggestions for gamesas should they choose to develop a Descent 4.

To start:
Multiplayer Server Tracker
Problem:
Descent 3's had 2 centralized game tracking systems built in.
Descent 3 was released in June 1999.
Heat.net was shut down October 2000.
PXO.net was shut down June 2004.
After only 5 years, both in-game multiplayer tracking systems were gone, this hurt the multiplayer community greatly, at least 1/2 the players stopped playing Descent online after this failure.

Solution:
Develop a multiplayer game tracker that is not centralized. Technologies already exist in areas such as P2P that can be successfully leveraged to game tracking. An example is Gnutella. There are no single points of failure in a Gnutella network. Instead of searching for files to download; the network would be used to search for and provide an index of gameservers to connect to.

Benefits:
Using a P2P approach will benefit gamesas because they would not need large servers to coordinate the tracking system. It would also benefit the players by keeping the in-game browsers working indefinitely, keeping the game alive longer. Also, a quick search on Google does not yield any results for "decentralized game tracker". This technology can be applied to any gamesas game, and gamesas can license this technology to other Development Studios and Publishers. Image
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Sweets Sweets
 
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Post » Wed Dec 01, 2010 9:05 pm

There are already server trackers. Check the thread "Descent 3 still alive" for links.
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Sophh
 
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Post » Wed Dec 01, 2010 9:50 pm

There are server trackers, but they are not in-game.

When PXO died, the amount of people playing Descent online was instantly cut in half.

Also, none of the current trackers are peer-peer. Adopting peer to peer in game tracking in Descent 3 could have kept the community together much longer. Image
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Kyra
 
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Post » Thu Dec 02, 2010 12:46 am

Well I dont think they had dropping the servers in mind, so they didn't see a need for anything like that. So when it did happen there was nothing that could have been done.
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Adam Porter
 
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Post » Wed Dec 01, 2010 11:07 pm

Peer to Peer in D3 never worked very well.
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Tracey Duncan
 
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Post » Wed Dec 01, 2010 6:26 pm

This isn't peer to peer gameplay im talking about.

Im talking about an in-game tracker that keeps track of all the servers and does chat.

This can be accomplished using P2P technology. Image
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Project
 
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Post » Wed Dec 01, 2010 8:38 pm

Umm... How is this really any different then what PXO was? It listed all the servers and had a chat system and all those goodies. People could put up thier servers up there and whatnot. but when PXO went down, it was like BitTorrent just stopped working for everyone. Program dont work, no one can connect, so what your suggesting really isnt "revolutionary" and doesnt save really much of anything.

their original tracker was perfectly fine.
Last edited by echonite on Fri Oct 03, 2008 10:45 pm, edited 1 time in total.
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Maeva
 
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Post » Thu Dec 02, 2010 7:15 am

The difference lies in the fact a peer to peer model cannot fail and does not need to be maintained by gamesas; whereas the PXO model was centralized, failed, and needed constant maintenance. Image
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Yonah
 
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Post » Thu Dec 02, 2010 2:51 am


Your pissing on an in game feature from 1999. Obviously things would be made differently this time around.
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Arnold Wet
 
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Post » Thu Dec 02, 2010 1:41 am

Obviously they would not change if everyone is still using a centralize game tracking system. Image
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Luis Reyma
 
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Post » Wed Dec 01, 2010 8:59 pm

(Descent 3 glitch) the multiplayer host on D3 would always have a fake ship of themselves randomly floating around the map some where. it cant be blown up and does no damage to the real host. plus it wastes your ammo when you fly around a corner, see it, freak out, shoot, then feel like an idiot when your last mega you saved is gone now.

(if you shoot a bunch of flares at it and it disappears, the host flies around unknowingly lighting up everything around him, making him easier to find) Image
Give us a D4 beta
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Jennifer Munroe
 
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Post » Thu Dec 02, 2010 6:57 am



CCB, it doesn't matter whether or not the tracker works peer-to-peer. It certainly could, but at the very least, there would still have to be a central server for the clients to get the list of IPs from.

That's essentially how Vortex works today. It gets the list of game IPs from the tracking system, then uses direct (peer-to-peer) communication with the servers to get their info. You can't do that without a central tracker. Unless you want the game to scan every single IP on the internet for a game, ha.
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Rik Douglas
 
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Post » Thu Dec 02, 2010 8:09 am



Not a D3 glitch. I've never seen that happen, except when the host is running through a router and doesn't have their port forwarding set correctly.
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Ymani Hood
 
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Post » Thu Dec 02, 2010 2:10 am

port forwarding?
how does that work? Image
Give us a D4 beta
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My blood
 
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Post » Wed Dec 01, 2010 10:53 pm

Port Forwarding - in D3, you just need to forward port 2092 (or whatever port the game is using) to the machine being used.
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mike
 
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Post » Wed Dec 01, 2010 11:52 pm

one annoyance for me with the game is the demo recording. It Never really playback 100% and if it's too long of a demo, Descent just gives an error and shuts down. Don't think there really is a fix to the first and the later well guess just keep them short.
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Chelsea Head
 
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Post » Wed Dec 01, 2010 10:21 pm

Speaking of demo recording, the demos should have the ability to be converted to mpeg or avi for distribution. Image
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Unstoppable Judge
 
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