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Why doesn't Blizzard auto-save if player drops? - Page 13

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winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
April 08 2012 19:31 GMT
#241
there are rules for dcs
so it's professional.
Incredible Miracle
red4ce
Profile Blog Joined January 2011
United States7313 Posts
April 08 2012 19:43 GMT
#242
Why would Blizzard do something that makes sense?
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-04-08 19:49:27
April 08 2012 19:49 GMT
#243
On April 09 2012 03:18 Arghnews wrote:
Why is Bliz holding back LAN?

As said, if you give us LAN, so many people, especially for example in Cyber Cafes in Asia, will go and get crack copies and then play over LAN. Perhaps even over such programs as Garena would make it free for us over the world from our rooms too.

Also, I COMPLETELY agree: why no save on disconnect? There is practically no reason to save Blizzard's stupid decision making, laziness, but also and most importantly this is NOT MENTIONED ENOUGH! IT'S A GREAT IDEA :D . Me and friends play wc3 custom maps, and always one of us wil disconnect 45 mins into our epic WC3 TD's (((( It's so easy to save on DC, I love this idea for SC2.


Because they think it stops piracy and they refuse to admit they were wrong.

On April 09 2012 04:31 winthrop wrote:
there are rules for dcs
so it's professional.


That makes no sense whatsoever.
Morphs
Profile Joined July 2010
Netherlands645 Posts
April 08 2012 19:49 GMT
#244
No LAN is understandable, but there are alternatives that are easy to implement that won't hurt Blizzards income. Saving or reconnection are both perfectly valid options and Blizzard should implement them. I'd be more excited about those changes than about all that bs crap they've got planned for 1.5..
rd
Profile Blog Joined July 2010
United States2586 Posts
April 08 2012 19:50 GMT
#245
On April 08 2012 19:24 Chargelot wrote:
Show nested quote +
On April 08 2012 19:21 Tralalo wrote:
On April 08 2012 19:17 Chargelot wrote:
On April 08 2012 19:16 solidbebe wrote:
On April 08 2012 19:15 ki11z0ne wrote:
they care... if they didnt they would not have a balancing team... idk people need top widen there perspective a lil.... its understandable why their is no LAN on sc2, and its fine with me


Why is it understandable?


Because the day you incorporate LAN is the day I can steal StarCraft online, and play it without a battle.net account.


But you can do that already.... and even have LAN.

So Blizzard should sponsor their product being stolen, and make it just that much easier?


I think a better way to think of it is: Not purposefully fucking their product at the expense of players who DO buy it because it'll be pirated either way. I didn't know LAN was a feature made exclusively for the purpose to allow pirates to play.
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
April 08 2012 19:50 GMT
#246
On April 09 2012 04:31 winthrop wrote:
there are rules for dcs
so it's professional.


I think the OP is talking about a offline tournament environment...
RuhRoh is my herO
Panzamelano
Profile Joined September 2010
Colombia248 Posts
April 08 2012 20:17 GMT
#247
im ok whit there not being lan but not having a save system in case of drops wich by the way even Age of empires 2 wich is a quite old game haves its just disgusting.

a save system is probably the only thing that Activision would let them do since they strongly believe that
lan = piracy = death of the industry
FinalForm
Profile Joined August 2010
United States450 Posts
April 08 2012 20:23 GMT
#248
Funny because you can save at any time in the single player and resume your game from that point.
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
April 08 2012 20:29 GMT
#249
On April 09 2012 03:39 nvs. wrote:
Show nested quote +
On April 09 2012 03:38 Drigger wrote:
Very disappointed in Blizzard.

Their unjustified stubbornness is literally hurting esports (and man I hate that term).


Read the quote directly above yours, there's nothing they could have done.

not true. Did you watch the entire vod? that was said just to pacify the raging souls of people who started raging for the absence of lan on internet.
KaueCastro
Profile Joined March 2011
Brazil18 Posts
April 08 2012 20:29 GMT
#250
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.


They already have something that look a lot just like the idea. Do u know your ur replays? They are a game where u look like a player or something like that.
The problem would be start the game from when it stopped. Just like if the replay became a map and then they could play from there.
Mike Morhaime should read what im saying now, it could be very useful.
Areon
Profile Joined November 2010
United States273 Posts
April 08 2012 20:30 GMT
#251
You make it sound like this will be a simple, Saturday afternoon stroll to implement auto-save upon random disconnect. As far as Blizzard is concerned, the resources required to support that are too costly to be worth the benefit. Probably. Either way it's another waste of time for Blizzard when the fact is people love Blizzard's games and will continue to buy them no matter how many legitimate issues are brought up. It's a shame, too, but honestly auto-save in this manner ought to be pretty low in the priority list. And do you really think it would just be a snap of the fingers to reload from that point and leave it to the players to get back in the action and everything's A-OK? Because I highly doubt that would be the case. Someone should experiment in a tournament sometime just to prove that it's not as simple as people like the OP might believe. A good idea, but there are more important issues to complain to Blizzard about that they won't do diddly-piss about anyway.
RIPJAWS
Profile Joined March 2012
Canada26 Posts
April 08 2012 20:31 GMT
#252
i hope you guys know that one key reason that not having lan has been an ok thing is because if sc2 had lan then kespa could do whatever the fuck they want (fucking cockroaches) and maybe we would have koreans playing in our tournaments what would esports be then? and blizzard does care believe me otherwise they wouldnt give two shits about balance or making blizzcon or listening to the community and so as they do this they are sinking more money into sc2 so please choose to think before you say such stupid things i think this server thing is bullshit of course i think it would take another year for hots to come out if they chose to do it but in the end when they find a way to keep kespa in check you will see the lan come out
Corsica
Profile Joined February 2011
Ukraine1854 Posts
April 08 2012 20:42 GMT
#253
They get money, its not like if this feature is implemented, it will attract a lot of money... ( if we look from business pov)
i think it will cost a lot and it doesnt have good roi. Keep in mind blizzard is just gaming company its not like apple, samsung etc...
coolcor
Profile Joined February 2011
520 Posts
Last Edited: 2012-04-08 20:45:39
April 08 2012 20:44 GMT
#254
On April 09 2012 03:36 Reign.SLush wrote:
Here's a quote from David Ting IPL director.
"Computer lost connectivity to the local network during the MKP vs Parting. LAN mode would not have helped with this issue."

So LAN wouldnt matter, people seems to forget that almost all disconnection issue is due to local network problems.
À Save on custom Game would be the best. As soon as someone's countdown starts it should save the game.


He posted a more detailed explanation on reddit also.

"For those who are looking for the technical explanation, we have a complex network infrastructure at the event. According to our network engineer, the symptoms (backstage systems) that we saw even after that main stage lost connectivity seem to point to a DHCP related issue. The way things appear to be set up, Cosmo created different network blocks for the different sections / areas. For instance, the SC2 stage area is in a different network block as the master control (SC2). The master control is shared with the LoL stage and tables. The master control (LoL) is on another block, etc. etc.

What I'm suspecting is that the SC2 stage machine that had issues reached its DHCP half-life and was trying to renewing its IP with the DHCP server. This is likely the cause of the disconnect.

In layman's term, there is protection on the hotel network that disallows connections that have over 24 hour duration. We likely have hit a glitch that caused the disconnect. I will talk to Blizzard tomorrow regarding adding a reconnect option.
"


But the question is if the game had LAN would they be connected to the hotel's complex network infrastructure or would they have their own network that just has to connect the 2 players plus observers that they have complete control over with no surprises like this.
JackDT
Profile Joined January 2012
724 Posts
Last Edited: 2012-04-08 20:46:38
April 08 2012 20:46 GMT
#255
>I don't understand why they don't add an option to auto-save the map when a player times out

They already perfectly preserve the state of the game in the replay. Shared replays are already 'on the list' of coming features according to blizzard. Load up replay, hit play-game-from-here button. Done. No need for LAN or some other system of saving the game.

bro_fenix
Profile Joined February 2010
United States132 Posts
April 08 2012 20:48 GMT
#256
Is the pirating issue still a big factor for no LAN implemented? I think that might be why we will never see it.
Life isnt about waiting for the storm to pass... Its about learning to dance in the rain.
Serpico
Profile Joined May 2010
4285 Posts
April 08 2012 20:49 GMT
#257
On April 09 2012 05:46 JackDT wrote:
>I don't understand why they don't add an option to auto-save the map when a player times out

They already perfectly preserve the state of the game in the replay. Shared replays are already 'on the list' of coming features according to blizzard. Load up replay, hit play-game-from-here button. Done. No need for LAN or some other system of saving the game.


LAN is most certainly needed because it can stop more instances of a save state being necesarry in the first place. It's not a small feature to ommit.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
April 08 2012 20:55 GMT
#258
On April 09 2012 05:49 Serpico wrote:
Show nested quote +
On April 09 2012 05:46 JackDT wrote:
>I don't understand why they don't add an option to auto-save the map when a player times out

They already perfectly preserve the state of the game in the replay. Shared replays are already 'on the list' of coming features according to blizzard. Load up replay, hit play-game-from-here button. Done. No need for LAN or some other system of saving the game.


LAN is most certainly needed because it can stop more instances of a save state being necesarry in the first place. It's not a small feature to ommit.


You don't need LAN for a reconnect option. Let the gameclient store the replay-file when a game crashes (replays are just sequences of actions with timestamps). When the reconnect option is chosen, both clients communicate the contents of their replay file and find the last timestamp where both replays agree. This will be the timestamp that the game will start at. Rerun the game from the replay-file (just like you'd do with replay watching) until the decided timestamp. Add a 10-20 sec countdown so that players can orient themselves on the situation and you're good to go.
Such flammable little insects!
quantumslip
Profile Joined May 2010
United States188 Posts
April 08 2012 20:56 GMT
#259
you know people are stupid when you're in a thread about auto-reconnect and someone brings up something about LAN and how blizzard won't implement it and only talks about that -_-;;;

and of course, this won't happen overnight, with regards to the reconnect. but people make it to be more difficult than it actually would be. why? the replay feature, at the very least, can be used as the basis to recreate the game conditions at the time the drop happened. an actual reconnect wouldn't be hard either (just disable the timeout and add support to reconnect even if the computer shuts off). some of the building blocks are there, they just have to add the rest in. at the very least they should bring that to HoTS.

and with regards to this being low on the priority list: this is akin to adding airbags to a car. you hope you never have to use it, you don't use it everyday, but when you do have to use it you are glad to have it.
rawr!
windzor
Profile Joined October 2010
Denmark1013 Posts
Last Edited: 2012-04-08 21:09:07
April 08 2012 20:57 GMT
#260
On April 09 2012 05:44 coolcor wrote:
Show nested quote +
On April 09 2012 03:36 Reign.SLush wrote:
Here's a quote from David Ting IPL director.
"Computer lost connectivity to the local network during the MKP vs Parting. LAN mode would not have helped with this issue."

So LAN wouldnt matter, people seems to forget that almost all disconnection issue is due to local network problems.
À Save on custom Game would be the best. As soon as someone's countdown starts it should save the game.


He posted a more detailed explanation on reddit also.

Show nested quote +
"For those who are looking for the technical explanation, we have a complex network infrastructure at the event. According to our network engineer, the symptoms (backstage systems) that we saw even after that main stage lost connectivity seem to point to a DHCP related issue. The way things appear to be set up, Cosmo created different network blocks for the different sections / areas. For instance, the SC2 stage area is in a different network block as the master control (SC2). The master control is shared with the LoL stage and tables. The master control (LoL) is on another block, etc. etc.

What I'm suspecting is that the SC2 stage machine that had issues reached its DHCP half-life and was trying to renewing its IP with the DHCP server. This is likely the cause of the disconnect.

In layman's term, there is protection on the hotel network that disallows connections that have over 24 hour duration. We likely have hit a glitch that caused the disconnect. I will talk to Blizzard tomorrow regarding adding a reconnect option.
"


But the question is if the game had LAN would they be connected to the hotel's complex network infrastructure or would they have their own network that just has to connect the 2 players plus observers that they have complete control over with no surprises like this.



Yes, because those observers would need internet to broadcast the game.

And a DHCP server would still be something you would use on that small closed network you are talking about, the chance of that hickup happening would just be smaller because fewer clients would be connected to the DHCP server and therefore less renew failures would happen.

And no, nobody would use static ip's for this. That would be terrible network design and make room for even more errors than a properly configured DHCP setup.

A savegame feature will only be good if it's autosave. Seeing an observer saving the game after every battle would ruin the spectator view. And autosave would only be good if it's done atleast every 5 second. If we take the autosave feature dota2 it saves every minut at .00. But let's say somebody made a pylon in a base, you scouted it, and a warp-in happened. The game crashed, it's .59 seconds and the save is ~1 min old. Now you know there is a pylon in the base and your opponent went all in on it. Fair to use that savegame? No, you have more information and alot less time needed to prepare yourself. I dota, preperation takes longer time and hence 1 min is acceptable, but sometimes unfair. Though often 1 engagement doesn't secure the win and hence you can accept it.

This is harder in SC2. And the reason you can't do a save every 5 seconds would be servercost. Blizzard would need to keep every savegame, for every 5 seconds in game time, for every customgame, for 24 hours. That's alot of diskspace, no matter how small a savegames is. So it's a big investment for blizzard to make in order to get it to work.
Yeah
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