• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:26
CEST 16:26
KST 23:26
  • 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
[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War895.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
SCII needs to put more weight on strategy and tact Server Blocker How do you feel about the mass reverts in the 5.0.17 PTR? 5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued
Tourneys
$3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
Rollback Netcode in Brood War BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL23 Confirmations Starts on New BSL Portal
Tourneys
[ASL22] Semifinal B ASL 22 Finals [Megathread] Daily Proleagues [ASL22] Semifinal A
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Stormgate/Frost Giant Megathread General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14915 users

Observers, Blizzard, and Esport - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-09-06 01:22:49
September 06 2010 01:16 GMT
#21
From a design standpoint, the reason you can't let laggy observers get de-synced in a game is because each packet (it doesn't matter if it's tcp or udp) only contains *updates* to the game status and not the complete game status. If an observer or player were to get de-synced, resyncing them would require that you send the complete status of the game to that computer, which could be a major strain on the server, not to mention the packet would be massive and a pain in the ass to process. It's basically the same reason you can't skip ahead in a replay (because the replay only contains commands and updates, not the complete game status for any given point) or join a game in progress.

With all that said, I don't see why they can't just cache the packets when an observer lags, and let the game continue. When the observer stops lagging, just send them everything they missed and let the client catch up. Aside from the increased server memory footprint issues (to cache the previous X seconds worth of packets), this seems like it should be possible, as replays can process updates at up to 6x speed with no problems.
PeRk
Profile Joined May 2010
United States73 Posts
September 06 2010 01:21 GMT
#22
On August 17 2010 08:54 Skillz_Man wrote:
I have seen this done in other games, and SC2 with obs felt slower... And I knew they shouldn't really effect it, so that's probably why.

I am really speachless at the path that B.net is taking. It definetly is missing the most obvious and easy to implement feutures. So this leaves me to wonder, what's the problem:

-Blizz B.net staff aren't very educated
-Takes up too much to do, and rather work on something more important
-Do you really want chatrooms idea

Too much stuff is missing, and to be honest, Im starting to doubt the Blizz team. They are just so slow with implementing relatively easy things to do; from my perspective atleast. Another thing that bugs me, is they say they are listening to the community, but some of their decisions are unbearable.

Chatrooms, I cannot understand why they wouldn't implement something so easy... I just feel their dodging some really important things. Maybe I just don't know anything, but many others have an opinion like me.



You need to understand chat rooms aren't just write a few lines of code in an afternoon and be done with it. It DOES take time and honestly, I don't care enough about chat rooms for a delayed release.
aike
Profile Blog Joined July 2010
United States1629 Posts
September 06 2010 01:36 GMT
#23
The observers DO send data back. As an observer (Or in replays) You can switch to the view of one of the other observers in the game. I think this is a great feature so it should stay
Wahaha
butter
Profile Blog Joined July 2009
United States785 Posts
September 06 2010 01:40 GMT
#24
On September 06 2010 10:36 aike wrote:
The observers DO send data back. As an observer (Or in replays) You can switch to the view of one of the other observers in the game. I think this is a great feature so it should stay

Yeah, but they still don't need to be synchronized to (= can create lag for) the players.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
tok
Profile Joined April 2010
United States691 Posts
September 06 2010 01:43 GMT
#25
Tournaments just need to be less obsessed with having 5 or more obs in a tournament game. There only needs to be 1 to get the spectator replay, and maybe 1 for the referee. Any more than that is just overkills.

Any tournament that streams as they obs a game doesn't realize how easy it would be to cheat as a player. All you'd have to do is have a laptop with the streaming site open, bam there wouldn't be any way to prove you were watching.
Ome
Profile Joined April 2010
Canada157 Posts
September 06 2010 01:52 GMT
#26
The only problem I really see are the sheer amount of people observing. There's no need for 6+ obsers at all, and I can understand a player getting frustrated at that. 1 admin, 2 casters, 1 streamer seems like it would be a good limit.
Ighox
Profile Joined July 2009
Norway580 Posts
September 06 2010 01:54 GMT
#27
On September 06 2010 10:43 tok wrote:
Tournaments just need to be less obsessed with having 5 or more obs in a tournament game. There only needs to be 1 to get the spectator replay, and maybe 1 for the referee. Any more than that is just overkills.

Exactly.
While yes, the current system on battle.net is pretty bad and I can't really say anything good about battle.net, I think tournament admins should step up and just decide on 1-2 official streamers (anyone else who would want to stream, should just restream it) or just start casting the replays.
HDH and king of the beta tournament were both replay casts, and I'm pretty sure there aren't many people that thinks the tournament was less fun because it was replays and not live.

When I watch a tournament where there's suddenly like 15 observers in a game I really feel sorry for the players.

skeldark
Profile Joined April 2010
Germany2223 Posts
September 06 2010 01:57 GMT
#28
On September 06 2010 10:21 PeRk wrote:


You need to understand chat rooms aren't just write a few lines of code in an afternoon and be done with it. It DOES take time and honestly, I don't care enough about chat rooms for a delayed release.

i write you the code for a chatroomsystem with few lines of code in one afternoon....
Save gaming: kill esport
gondolin
Profile Blog Joined September 2007
France332 Posts
September 06 2010 02:00 GMT
#29
On September 06 2010 10:16 Badred wrote:
From a design standpoint, the reason you can't let laggy observers get de-synced in a game is because each packet (it doesn't matter if it's tcp or udp) only contains *updates* to the game status and not the complete game status.


Yes, I agree with that, but packet losses are very rare. Usually what happen with UDP is that the packets do not arrive in the same order, or that one packet take a long time to arrive, but it will rarely get loss. For a player waiting for a packet is a blocking point, it is usually faster to request a new packet, but this is not a problem for an observer. As you said, this can be handled by a cache (and the cache need only to be at the user level if we don't care about packet loss), in fact there is probably a cache already implemented to handle packets arriving in the wrong order.

Now if there is a packet loss, the observer will de-sync, but usually this happen when the network condition is so bad that the observer will create lag anyway if he stays. To be fair I never wrote huge multiplayer project using udp, so I may be wrong about this, but in my experience udp packets eventually do arrive (except when there are some problem with the MTU and thus but it will be detected at the IP level anyway).
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 06 2010 02:05 GMT
#30
On September 06 2010 10:21 PeRk wrote:
Show nested quote +
On August 17 2010 08:54 Skillz_Man wrote:
I have seen this done in other games, and SC2 with obs felt slower... And I knew they shouldn't really effect it, so that's probably why.

I am really speachless at the path that B.net is taking. It definetly is missing the most obvious and easy to implement feutures. So this leaves me to wonder, what's the problem:

-Blizz B.net staff aren't very educated
-Takes up too much to do, and rather work on something more important
-Do you really want chatrooms idea

Too much stuff is missing, and to be honest, Im starting to doubt the Blizz team. They are just so slow with implementing relatively easy things to do; from my perspective atleast. Another thing that bugs me, is they say they are listening to the community, but some of their decisions are unbearable.

Chatrooms, I cannot understand why they wouldn't implement something so easy... I just feel their dodging some really important things. Maybe I just don't know anything, but many others have an opinion like me.



You need to understand chat rooms aren't just write a few lines of code in an afternoon and be done with it. It DOES take time and honestly, I don't care enough about chat rooms for a delayed release.

It takes soooo much time that they've been implemented since 1997.

Are you serious?
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-09-06 02:11:39
September 06 2010 02:09 GMT
#31
All in all I am a bit disappointed by the lack of feature for esports in SC2. Everyone is talking about the missing chat channels, but the preceding features are important too, and would help alleviate a lot of controversy. What do you think? Am I missing something?


The point is that Blizzard does not care about the best product possible, or the community. They care about making money. The only time they are going to DO something for us is when the complaining reaches the major gaming sites like IGN as news, then they will do something for PR. There are literally hundreds of enhancements that could be done quite easily and take very little time, it's just that Blizzard's project leads do not care. Greg Canessa had a vision, that was shown at Blizzcon. He created his vision, and that's what we are stuck with.
gondolin
Profile Blog Joined September 2007
France332 Posts
September 06 2010 02:09 GMT
#32
On September 06 2010 10:36 aike wrote:
The observers DO send data back. As an observer (Or in replays) You can switch to the view of one of the other observers in the game. I think this is a great feature so it should stay


Oh, I was not aware of that, thanks for mentioning it.

On September 06 2010 10:40 butterbrain wrote:
Yeah, but they still don't need to be synchronized to (= can create lag for) the players.


Yes, you can either sync all observers with different informations from the player (but this would be a mess), or just let the laggy oberver lag/desync (so his view would lag/desync correspondingly). There would no really be a need for a cache by observer, if they send only information about where their screen is and their selection, you don't care if you lose some of their packets.
PeRk
Profile Joined May 2010
United States73 Posts
September 06 2010 02:16 GMT
#33
On September 06 2010 10:57 skeldark wrote:
Show nested quote +
On September 06 2010 10:21 PeRk wrote:


You need to understand chat rooms aren't just write a few lines of code in an afternoon and be done with it. It DOES take time and honestly, I don't care enough about chat rooms for a delayed release.

i write you the code for a chatroomsystem with few lines of code in one afternoon....


Oh please, if battle.net launched with a chat room like that people would just complain. Saying chat rooms have been around for years is a stupid argument.
Gingerninja
Profile Blog Joined July 2010
United Kingdom1339 Posts
September 06 2010 02:16 GMT
#34
Someone already mentioned, but CS 1.6 and CSS have HLTV.. anyone can just jump into a game and watch no lag created for the players at all, and CSS is 6 years old now .. and 1.6 is well.. c'mon. it's ancient and they can provide good observation no problem.
戦いの中に答えはある
gondolin
Profile Blog Joined September 2007
France332 Posts
September 06 2010 02:16 GMT
#35
On September 06 2010 10:54 Ighox wrote:
While yes, the current system on battle.net is pretty bad and I can't really say anything good about battle.net, I think tournament admins should step up and just decide on 1-2 official streamers (anyone else who would want to stream, should just restream it) or just start casting the replays.


Yes, but for tourmanents officials, more streamer = more publicity, IEM explicitely said they let lot of streamers in the beta for publicity, and that now they are known they will restrict the amount of streamers. And since the audience for sc2 is international, it makes sense to have at least a streamer by region (NA, Europe, Asia). Anyway the best solution would be to have a way to relay the game data (it would take less bandwith than a video stream while retaining the same liberty as a conventional observer). I am pretty sure they will be implemented sooner or later, just we may have not to count on blizzard for that...


PH
Profile Blog Joined June 2008
United States6173 Posts
September 06 2010 02:51 GMT
#36
On September 06 2010 11:09 PokePill wrote:
Show nested quote +
All in all I am a bit disappointed by the lack of feature for esports in SC2. Everyone is talking about the missing chat channels, but the preceding features are important too, and would help alleviate a lot of controversy. What do you think? Am I missing something?


The point is that Blizzard does not care about the best product possible, or the community. They care about making money. The only time they are going to DO something for us is when the complaining reaches the major gaming sites like IGN as news, then they will do something for PR. There are literally hundreds of enhancements that could be done quite easily and take very little time, it's just that Blizzard's project leads do not care. Greg Canessa had a vision, that was shown at Blizzcon. He created his vision, and that's what we are stuck with.

How long have you been around? Obviously not very long if that's how you feel...
Hello
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
September 06 2010 03:02 GMT
#37
On September 06 2010 09:58 theqat wrote:
The people working on bnet aren't understaffed or underfunded--they just have the wrong priorities :\ If their director pointed them in the right direction they could crank this stuff out.


Yep, there are several small yet useful features that could be added to BNet & replays that would make the experience much more enjoyable.

For instance, as you already know, the custom game lobby is pretty much unusable. This is much a sacrilege IMO. I'm not huge on competitve play myself because I'm bad at the game but I love obs'ing random games (at least, I did in WC3) or playing custom maps. Both of these are impossible at the moment unless I want to play the same 25 maps all the time. This simple feature is what kept me playing SC and WC3 years after I had gotten bored with melee games. At this rate I will only be buying the games for single player and the rest of the time I can watch streams without owning the game...

In addition : You can't hide replay time. You can't slow down replays (yet you could in beta...). You can't make a private game. Observers slowing down games (well, obviously since that is the point of the thread).

Nevermind chat rooms, these are just as important IMO and relatively easy to implement.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2010-09-06 03:06:34
September 06 2010 03:04 GMT
#38
On September 06 2010 11:51 PH wrote:
Show nested quote +
On September 06 2010 11:09 PokePill wrote:
All in all I am a bit disappointed by the lack of feature for esports in SC2. Everyone is talking about the missing chat channels, but the preceding features are important too, and would help alleviate a lot of controversy. What do you think? Am I missing something?


The point is that Blizzard does not care about the best product possible, or the community. They care about making money. The only time they are going to DO something for us is when the complaining reaches the major gaming sites like IGN as news, then they will do something for PR. There are literally hundreds of enhancements that could be done quite easily and take very little time, it's just that Blizzard's project leads do not care. Greg Canessa had a vision, that was shown at Blizzcon. He created his vision, and that's what we are stuck with.

How long have you been around? Obviously not very long if that's how you feel...


Been around what? TL/SC2? ~ 3 Years
Blizzard Games? ~10 years
mmdmmd
Profile Joined June 2007
722 Posts
September 06 2010 03:09 GMT
#39
bnet 2.0 《--- ╭∩╮(︶︿︶)╭∩╮

I await the day that some major sc2 final gets DDOS. Forcing online only is a major fail.

User was warned for this post
freshiie22
Profile Joined May 2010
Canada132 Posts
September 06 2010 03:33 GMT
#40
B.Net 2.0 is realy un reliable atm so i there doesn't have to be so many observers in a tournament match. but yea i hope Blizz patches this up ASAP i DC'd 4 times yesterday
Phase 1: Bronze League Rank 78. Phase 2: Silver Rank 45 .August 23: Platinum Rank 7 and climbing
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
20:00
2026 Week 27
IntoTheiNu 948
WardiTV905
TKL 287
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko401
TKL 287
ProTech119
IndyStarCraft 115
SC2Nice 13
StarCraft: Brood War
Britney 27661
Mini 1224
EffOrt 974
Horang2 890
BeSt 804
FanTaSy 517
Larva 507
Soma 488
Snow 305
Light 292
[ Show more ]
ZerO 268
actioN 261
Zeus 133
PianO 105
hero 99
Hyun 94
Sharp 53
Pusan 45
ToSsGirL 40
Mong 37
Sacsri 37
Shinee 35
JYJ 30
sSak 29
Bishop 22
Creator 21
sorry 18
scan(afreeca) 16
Terrorterran 13
Rock 8
Noble 6
Dota 2
Gorgc4976
qojqva1566
Dendi1257
syndereN278
XaKoH 5
Counter-Strike
fl0m3796
Other Games
singsing2308
B2W.Neo808
hiko808
Liquid`RaSZi485
byalli253
crisheroes251
Liquid`VortiX191
Hui .179
Pyrionflax164
ceh944
ZerO(Twitch)18
fpsfer 0
Organizations
StarCraft: Brood War
lovetv 8
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3109
Other Games
• WagamamaTV99
Upcoming Events
The PondCast
19h 34m
WardiTV Qualifier
20h 34m
Online Event
1d 20h
Korean StarCraft League
2 days
Afreeca Starleague
2 days
Rush vs Soulkey
CranKy Ducklings
2 days
BSL Open Qualifier
3 days
Sparkling Tuna Cup
3 days
IPSL
4 days
BSL Open Qualifier
4 days
[ Show More ]
WardiTV Weekly
4 days
IntoTheTV X SOOP
5 days
PiGosaur Cup
6 days
The PondCast
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-13
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
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 © 2026 TLnet. All Rights Reserved.