• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:19
CEST 09:19
KST 16:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed11Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Esports World Cup 2025 - Brackets Revealed Who will win EWC 2025? RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Weekly Cups (July 7-13): Classic continues to roll
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BW General Discussion Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 677 users

Why doesn't Blizzard auto-save if player drops? - Page 11

Forum Index > Closed
Post a Reply
Prev 1 9 10 11 12 13 14 Next All
urashimakt
Profile Joined October 2009
United States1591 Posts
April 08 2012 17:02 GMT
#201
On April 09 2012 02:00 hzflank wrote:
Show nested quote +
On April 09 2012 01:58 urashimakt wrote:
On April 09 2012 01:55 Xapti wrote:
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.


I guarantee that incorporating this into SC2 would take far less work than the 'Arcade' feature that is being added in patch 1.5.

I suppose that's true...did you mean to quote me? That seemed unrelated.
Who dat ninja?
Mauldo
Profile Blog Joined January 2011
United States750 Posts
April 08 2012 17:02 GMT
#202
Do any of you know how hard it would be to do this? The coding alone must be horrendous, let alone determining the exact moment of disconnect, the exact moment that commands stopped coming in, and the exact state of everything on the fucking game map. The game's code is infinitely more complicated that Brood War, and all of these "Oh, well, it was in Brood War. Should be easy to implement" really shouldn't even be posted. Unless, of course, you're a computer programmer. Because I'm not, so any post from a legit programmer (RICH) telling me it's easy enough to do would be welcome. But the same rando-TL international business lawyers becoming rando-TL computer programmers is getting more than just a little old.
movitz
Profile Joined October 2009
Sweden15 Posts
Last Edited: 2012-04-08 17:07:13
April 08 2012 17:05 GMT
#203
is this post posted on battle.net and if so where is the link?
no point of discussing it here if blizzard never sees it
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
April 08 2012 17:05 GMT
#204
I was just saying that it would not be an extreme amount of work to add this. Blizzard obviously have a huge codebase so any change will take a bit of time, but unless there is some strange issue with their original code not supporting multiplayer save in any way (not too likely) they could add this feature in a small patch.
chillpenguin
Profile Joined March 2011
United States90 Posts
April 08 2012 17:06 GMT
#205
Just to add to the list of decade old RTSs games that had this feature, Age of Empires 2 had this feature as well (probably other ones as well, I just know for sure on this one because I played it like a few weeks ago).
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-04-08 17:15:05
April 08 2012 17:06 GMT
#206
On April 09 2012 02:02 Mauldo wrote:
Do any of you know how hard it would be to do this? The coding alone must be horrendous, let alone determining the exact moment of disconnect, the exact moment that commands stopped coming in, and the exact state of everything on the fucking game map. The game's code is infinitely more complicated that Brood War, and all of these "Oh, well, it was in Brood War. Should be easy to implement" really shouldn't even be posted. Unless, of course, you're a computer programmer. Because I'm not, so any post from a legit programmer (RICH) telling me it's easy enough to do would be welcome. But the same rando-TL international business lawyers becoming rando-TL computer programmers is getting more than just a little old.

no no no no no. It's not more complicated. SC2 is a more advanced game, but the systems haven't changed.

Starcraft 2 uses replays exactly like brood war, and that's how you can save/load games — let alone other methods. (Brood war probably didn't use a replay system for save/load because replays didn't exist when the save/load first existed, but that doesn't mean the replay system couldn't be used for loading games)
Even the standard non-replay method (which consists of of just counting all the units on the map, all the sprites, all the statuses of objects, all the statuses of statuses, etc.) exists in Starcraft 2 already, it's just only for Single Player.

The disconnect time does not need to be known — the observer/player(s) just need to be able to save during or immediately after the disconnect. It's not an automatic system being implemented that would be used on the ladder or anything. It would be for specific cases where there's a 3rd party observer (or two trusted parties playing the game without a third party) to ensure there's no exploitation of the system
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
eXePensai
Profile Joined July 2011
Canada56 Posts
April 08 2012 17:08 GMT
#207
I am not sure why people keep pushing the "if there is lan people will pirate and play the game off of battle.net"
Well if any of you track any places like darkblizz and communities like that you'd know that there is a piece of software (which I will not name) that already exists, allowing people to play over lan and hamachi networks. People are already pirating starcarft 2 and playing in 'offline' communities. . . . the game and systems have been hacked wide open it's just that not everyone knows this..
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
April 08 2012 17:10 GMT
#208
On April 09 2012 02:02 Mauldo wrote:
Do any of you know how hard it would be to do this? The coding alone must be horrendous, let alone determining the exact moment of disconnect, the exact moment that commands stopped coming in, and the exact state of everything on the fucking game map. The game's code is infinitely more complicated that Brood War, and all of these "Oh, well, it was in Brood War. Should be easy to implement" really shouldn't even be posted. Unless, of course, you're a computer programmer. Because I'm not, so any post from a legit programmer (RICH) telling me it's easy enough to do would be welcome. But the same rando-TL international business lawyers becoming rando-TL computer programmers is getting more than just a little old.


As a programmer, dumping the game state to a file should be straight forward and easy. If there is any tricky part, it's loading the game file for multiple players, observers, etc, so that the game can resume from its last state. This is something that only Blizzard programmers would know.
kingcoyote
Profile Blog Joined May 2010
United States546 Posts
April 08 2012 17:13 GMT
#209
On April 09 2012 02:02 Mauldo wrote:
Do any of you know how hard it would be to do this? The coding alone must be horrendous, let alone determining the exact moment of disconnect, the exact moment that commands stopped coming in, and the exact state of everything on the fucking game map. The game's code is infinitely more complicated that Brood War, and all of these "Oh, well, it was in Brood War. Should be easy to implement" really shouldn't even be posted. Unless, of course, you're a computer programmer. Because I'm not, so any post from a legit programmer (RICH) telling me it's easy enough to do would be welcome. But the same rando-TL international business lawyers becoming rando-TL computer programmers is getting more than just a little old.


I am a computer programmer, and have been doing it professionally since 2006.

The replay files are stored as a sequence of commands, I believe. If this is not true, then disregard everything else I say. But, if it is a sequence of commands (player A clicked here, player B pressed 'a'), then restoring from a partial save is possible with how the save file is structured. You just fast-forward / rewind the save to the point you want, and then hit resume and essentially fork the game. This same method could be used to take an existing replay and fork the game, which could make for some interesting training sessions (if I would have noticed this drop faster, could I have won? let's go re-play the game right before then and you stop the drop and see what happens).

As far as how difficult it would be to implement in game, I can't say. Being a computer programmer doesn't tell you how they wrote their code. They could have some stuff in there that makes this harder than it should be. That's not at all uncommon.

All I can say with reasonable certainty is that if the save file is stored as a timestamped list of player commands, and the game engine recreates the game from that data, then the save file format already supports restoring from a partial save very easily.
branflakes14
Profile Joined July 2010
2082 Posts
April 08 2012 17:14 GMT
#210
Vote with your wallet then. It's pointless throwing a tantrum when you keep buying their games.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-04-08 17:17:05
April 08 2012 17:16 GMT
#211
On April 09 2012 02:14 branflakes14 wrote:
Vote with your wallet then. It's pointless throwing a tantrum when you keep buying their games.

That's not really the way to go about things.
they're not the best analogies, but it's kinda like not voting or not paying taxes and expecting the government to improve.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
branflakes14
Profile Joined July 2010
2082 Posts
April 08 2012 17:19 GMT
#212
On April 09 2012 02:16 Xapti wrote:
Show nested quote +
On April 09 2012 02:14 branflakes14 wrote:
Vote with your wallet then. It's pointless throwing a tantrum when you keep buying their games.

That's not really the way to go about things.
they're not the best analogies, but it's kinda like not voting or not paying taxes and expecting the government to improve.


But what incentive does Blizzard have to change anything when people are still buying their games en masse? Not giving them money is the ONLY way they'll improve.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2012-04-08 17:28:30
April 08 2012 17:25 GMT
#213
On April 09 2012 02:19 branflakes14 wrote:
Show nested quote +
On April 09 2012 02:16 Xapti wrote:
On April 09 2012 02:14 branflakes14 wrote:
Vote with your wallet then. It's pointless throwing a tantrum when you keep buying their games.

That's not really the way to go about things.
they're not the best analogies, but it's kinda like not voting or not paying taxes and expecting the government to improve.


But what incentive does Blizzard have to change anything when people are still buying their games en masse? Not giving them money is the ONLY way they'll improve.

For one, e-mailing them directly in a reasoned manner? Politicians usually take action when (many) citizens sends a letter addressed directly to them. Or e-mailing E-Sports organizers, who could then tell Blizzard just how unacceptable it is to not have a save-game state feature.

Not buying the game won't send the message that you aren't buying the game BECAUSE of the lack of save-game/LAN feature. There is no way Blizzard would ever know. Taking other actions may though.
Chicane
Profile Joined November 2010
United States7875 Posts
April 08 2012 17:28 GMT
#214
Why not just have a rejoin like they have in Dota 2, LoL and HoN. HoN is a small relatively unknown company (at least before they made HoN) and they were able to implement it, so I imagine Blizzard could. Then when someone drops, they could just pause the game and wait for the other player to reconnect.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
April 08 2012 17:29 GMT
#215
Hm.. you could save games in BroodWar....In 2012, i really think this can be achieved in StarCraft II? I mean, that is probably totally up the UI of the game, but...i wouldn't want to hear that it's impossible by todays technology standards
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
archonOOid
Profile Blog Joined March 2011
1983 Posts
April 08 2012 17:29 GMT
#216
"why doesn't blizzard..." is a community catchphrase here to stay
I'm Quotable (IQ)
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
April 08 2012 17:34 GMT
#217
On April 09 2012 02:28 Chicane wrote:
Why not just have a rejoin like they have in Dota 2, LoL and HoN. HoN is a small relatively unknown company (at least before they made HoN) and they were able to implement it, so I imagine Blizzard could. Then when someone drops, they could just pause the game and wait for the other player to reconnect.


You mean S2*

Also, please, for the love of all programmers in the world, don't say stuff like: "Well completely different game A does it, so game B should do it too."

None can say how much work it is for Blizzard to implement this, other than their engine, game and BNet programmers or guys like Dustin Browder who have to know pretty well how stuff works, the interface at least (not the complete implementation).

I mean as far as SC2 goes, I myself would imagine this is certainly something doable and we will see it at least with the release of HotS. Still, one just cannot easily draw strings between 2 different games.
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
bennedik
Profile Joined March 2011
Germany127 Posts
April 08 2012 17:37 GMT
#218
On April 09 2012 02:13 visual77 wrote:
Show nested quote +
On April 09 2012 02:02 Mauldo wrote:
Do any of you know how hard it would be to do this? The coding alone must be horrendous, let alone determining the exact moment of disconnect, the exact moment that commands stopped coming in, and the exact state of everything on the fucking game map. The game's code is infinitely more complicated that Brood War, and all of these "Oh, well, it was in Brood War. Should be easy to implement" really shouldn't even be posted. Unless, of course, you're a computer programmer. Because I'm not, so any post from a legit programmer (RICH) telling me it's easy enough to do would be welcome. But the same rando-TL international business lawyers becoming rando-TL computer programmers is getting more than just a little old.


I am a computer programmer, and have been doing it professionally since 2006.

The replay files are stored as a sequence of commands, I believe. If this is not true, then disregard everything else I say. But, if it is a sequence of commands (player A clicked here, player B pressed 'a'), then restoring from a partial save is possible with how the save file is structured. You just fast-forward / rewind the save to the point you want, and then hit resume and essentially fork the game. This same method could be used to take an existing replay and fork the game, which could make for some interesting training sessions (if I would have noticed this drop faster, could I have won? let's go re-play the game right before then and you stop the drop and see what happens).

As far as how difficult it would be to implement in game, I can't say. Being a computer programmer doesn't tell you how they wrote their code. They could have some stuff in there that makes this harder than it should be. That's not at all uncommon.

All I can say with reasonable certainty is that if the save file is stored as a timestamped list of player commands, and the game engine recreates the game from that data, then the save file format already supports restoring from a partial save very easily.


I agree with this 100%.
In addition, if the game would not store the camera movement of the observers, or make those optional, in my opinion observers would no longer be able to slow down games if the observer lags.
J.E.G.
Profile Joined May 2010
United States389 Posts
April 08 2012 17:45 GMT
#219
It seems like unless there is a save just as one player drops, it is kind of pointless. If a player disconnect, and last save was a minute prior to the disconnect, that is a full minute of information that both players will have about the game before it is played out. This could be dt's in your base, a doom drop en-route, or any tech choice made that hadn't been scouted at the save point, but was revealed prior to the disconnect. This would create more problems than it would solve, imo.
Do or do not; there is no try.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 08 2012 17:48 GMT
#220
On April 09 2012 02:19 branflakes14 wrote:
Show nested quote +
On April 09 2012 02:16 Xapti wrote:
On April 09 2012 02:14 branflakes14 wrote:
Vote with your wallet then. It's pointless throwing a tantrum when you keep buying their games.

That's not really the way to go about things.
they're not the best analogies, but it's kinda like not voting or not paying taxes and expecting the government to improve.


But what incentive does Blizzard have to change anything when people are still buying their games en masse? Not giving them money is the ONLY way they'll improve.


Um...they already have our money. If you don't buy HotS I guess that could work, but most of the buyers only play the single player anyways. I think this route is much better.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Prev 1 9 10 11 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 37270
PianO 351
GuemChi 274
zelot 155
Backho 114
NaDa 45
Sharp 39
Sacsri 36
JulyZerg 22
Shine 21
[ Show more ]
Bale 13
Hm[arnc] 8
Dota 2
XcaliburYe293
NeuroSwarm102
ODPixel58
Counter-Strike
Stewie2K1246
Super Smash Bros
Mew2King193
Other Games
summit1g11348
SortOf62
Trikslyr27
Organizations
Other Games
gamesdonequick2890
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH408
• OhrlRock 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2181
League of Legends
• Stunt463
• HappyZerGling67
Upcoming Events
uThermal 2v2 Circuit
8h 41m
Replay Cast
16h 41m
The PondCast
1d 2h
OSC
1d 5h
WardiTV European League
1d 8h
Replay Cast
1d 16h
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
CSO Contender
3 days
[ Show More ]
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

CSL 17: 2025 SUMMER
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.