Why doesn't Blizzard auto-save if player drops? - Page 3
Forum Index > Closed |
OrchidOrchid
Canada14 Posts
| ||
karpo
Sweden1998 Posts
Would be sweet if they could add autosave for every 20 seconds of tournament games and people could reconnect and continue from the best point in the autosave, say 10 seconds before the drop or something similar. | ||
Andreas
Norway214 Posts
On April 08 2012 20:18 karpo wrote: Problem with autosave when someone drops is that they could be experiencing problems for up to 10-20 seconds before the actual drop. Would be sweet if they could add autosave for every 20 seconds of tournament games and people could reconnect and continue from the best point in the autosave, say 10 seconds before the drop or something similar. If they're experiencing problems they should pause, so I don't think this is a very big concern. | ||
imPermanenCe
Netherlands595 Posts
On April 08 2012 19:52 zeross wrote: What about the gigantic amount of data storage needed to save every single dropped out game ? i must happen like a lot on leader on a second basis (and implementing something only for tournament would bring a public uprising as always). And then even if they manage this, would you like to be instantly put back in a game in the middle of a fight when banelings when rolling and your marines where running ? it would be unfair too Still not as bad a total regame. | ||
Otolia
France5805 Posts
On April 08 2012 19:17 StarcraftMan wrote: I don't think it's very hard for Blizzard to implement. I'm a programmer and all they have to do is a data dump to a file when the person drops out (they don't even have to save the map until a person drops out). Then they would need to tweak the code to allow the map to be reloaded with all parties in the lobby. It's easy to do for them - they could probably even add this functionality in the next patch. I guess you saw the source code for the engine right ? | ||
karpo
Sweden1998 Posts
On April 08 2012 20:19 Andreas wrote: If they're experiencing problems they should pause, so I don't think this is a very big concern. It's not that easy if there's computer problems or packet loss. A good 5-10 seconds could easily pass when one playing is experiencing problems before drop or requesting pause. | ||
MiacroISBADK
United States45 Posts
| ||
Gladiator6
Sweden7024 Posts
| ||
diddLY
United States215 Posts
| ||
Unreliablex
141 Posts
On April 08 2012 20:33 MiacroISBADK wrote: How many people have had to buy new sc2 games because all they needed to do was change their name or play a different race on ladder? Things are implemented poorly on purpose to make more money. Lower your expectations of blizzard, they aren't as good a company as their games make them out to be. This here is sadly true. They are a company and their goal is to net as much income as possible. There are changes they make to the game, and those do not effect their income, such as changing emp range, nerfing fungal, reducing cost of upgrades from forge. They do not want to add a league for each race since then it is less likely that the user will purchase another copy of SC2 so that they don't tank points while off-racing. The same thing also goes for namechanges, if you have already changed your name and want to stay "hidden" you have to purchase another copy of the game. They would obviously net more income if they add namechange by purchase (Say 2 usd, they will obviously take something like 10 usd, but 2 usd sounds reasonable). Implementing LAN will probably not cause them to lose money due to piracy, I would actually say that they would benefit from the LAN implementation. Off-line tournaments will get taken more seriously, since disconnects like in GSTL will not happen as often. Having almost no latency is the main reason as to why I want LAN. The difference from playing online and playing vs AI makes the online part a joke. Stutterstepping, injecting, movement in general is 10 times as good with low MS. I am ashamed that they have not added LAN yet, but they are probably not doing it since it requires more work, or they are saving it for HOTS to have yet another "buy this expansion to get what you have always wanted" trick. It's just like in world of warcraft, they did not implement what everyone wanted until the expansion, this leads to more sales and more excitement towards the new game. TL;DR - Most changes that does not occure is due to no finanical gain. | ||
hegeo
Germany194 Posts
On April 08 2012 20:09 XiGua wrote: I read somewhere that the fee from tournaments with over 5k prize pool isn't true. Don't know where the source is though, but I also don't know where the source of your information is. :S Even though the fee-thing doesn't reallly exist, the main point is still valid: SC2 doesn't earn money for Blizzard like WoW on a monthly basis. So they have to keep control over their product (they learned from BW) by constantly being involved at the very basal level (No Blizz=no SC2). The only time they gain money is a) fees of any kind (e.g. from tournament organizers/leagues once SC2 is really established) b) Users buying stuff: Expansion Packs (rHotS). They will lose their only source of profit whenever they establish non Blizzard-relayed gaming. I'm not saying I like it, but they definitely learned from BW. | ||
kurrysauce
272 Posts
On April 08 2012 19:52 zeross wrote: What about the gigantic amount of data storage needed to save every single dropped out game ? i must happen like a lot on leader on a second basis (and implementing something only for tournament would bring a public uprising as always). And then even if they manage this, would you like to be instantly put back in a game in the middle of a fight when banelings when rolling and your marines where running ? it would be unfair too I'm pretty sure the OP is referring to save feature for custom game matches ( like non ladder matches ) . and the save would probably be stored in the player / observer's computer. Similar to the save feature in wc3. ( Just like a replay would be stored in your computer) The fact that valve took a feature from wc3 , a feature that was so essential for competitive dota and made it better really shows how much valve cares for its game and the competitors. I've seen countless amount of competitive dota games saved from a regame just because of the single save feature. ( you had to save manually before , afaik dota 2 has auto saved feature ) So what we have is Blizzard takes a popular game , remakes it , strips it of any GOOD features. Sticks a "2" at the end of the product and you get Starcraft 2. Valve takes an amazing feature for a 10 player game and makes it better. Looking at the common problems OUTSIDE of balance to improve the game , disconnects / save feature . A much FULLER product and it hasn't even had its official release. Really makes me wonder what's stopping me from going back to dota once they release dota 2.. Edit : The only good thing I've thought of which blizzard has included in starcraft 2 is the match making system. Different level of skill in a team was a big problem in dota 1. But I'm pretty sure dota 2 will follow suit with games like LoL to get a decent match making system as well. | ||
BoxingKangaroo
Japan955 Posts
On April 08 2012 20:11 MrHoon wrote: i just feel like Valve did a much better job at dota 2 than blizzard did on SC2 in terms of online connectivity. Reconnecting is something I really want on every online game now, it's such an amazing feature If there never was a reconnecting feature I don't know how many games of dota 2 i would've lost with an abandon I can see how reconnecting can work in Dota, but in SC2? The time you're disconnected you're basically a sitting duck. Half the time you'll reconnect to your base in ruins. Also the last thing I want it to have to wait for someone to lag out, then the reconnect, then lag out again, then connect again.... etc. | ||
horsebanger
141 Posts
![]() | ||
PlosionCornu
Italy814 Posts
What's having lan gonna do agains the evil electric radiator? What's lan going to do against computers crashing? Nothing. Save Game feature is the best and ultimate solution. | ||
![]()
Kipsate
Netherlands45349 Posts
On April 08 2012 20:54 BoxingKangaroo wrote: I can see how reconnecting can work in Dota, but in SC2? The time you're disconnected you're basically a sitting duck. Half the time you'll reconnect to your base in ruins. Also the last thing I want it to have to wait for someone to lag out, then the reconnect, then lag out again, then connect again.... etc. For competitive play, it would mean that one would pause when one drops, wait till he reconnects, then resume the game. Dota 2 also allows you to pull save files from a certain time mark, so if a crucial fight happened and large amount of lag occured, they can just load the save file before that big fight ocurred. | ||
FeyFey
Germany10114 Posts
Anyway saving in an rts does a nice amount of lag. And since it has to be stored somewhere reachable, well not a problem in tournaments. I don't see a good solution to this really, even allowing to reconnect has some issues. So Admin decision imo best way to do it. But shouting for Lan is always so funny to hear, when a drop happens, saw enough drops with Lan as well. And not started to shout Want Hot Seat Mode/Splitscreen. Reconnecting to custom games would be easy to add though without changing to much of the system, it would probably feel a bit unprofessional and i doubt Blizzard wants to add something half heartedly. So will probably take some time till we have that. | ||
jdobrev
Bulgaria162 Posts
(player disconnects but you save game so you can reload and continue) | ||
BoxingKangaroo
Japan955 Posts
On April 08 2012 20:26 Otolia wrote: I guess you saw the source code for the engine right ? Gotta love the armchair experts hey. The amount of times I said, "should be simple, all I have to do is this" while programming only to have the problem expand and expand wildly beyond my first estimates are beyond count. | ||
![]()
Destructicon
4713 Posts
On April 08 2012 20:54 BoxingKangaroo wrote: I can see how reconnecting can work in Dota, but in SC2? The time you're disconnected you're basically a sitting duck. Half the time you'll reconnect to your base in ruins. Also the last thing I want it to have to wait for someone to lag out, then the reconnect, then lag out again, then connect again.... etc. Actually its quite easy to solve the reconnect issue, just force a pause in the game while the other player is connecting, the pause is done by the game and it can't be over-ridden by any player. Alternatively you have the option to remake the game, but with the option to start from the exact place you left off. And if you suspect a computer might still lag out, you wait it out until the techs fix it, and then reconnect/remake, it really isn't that hard to think up and would probably solve so many problems. | ||
| ||