• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:38
CET 11:38
KST 19:38
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies0ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread Nintendo Switch Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1723 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
Replay Cast
09:00
WardiTV Mondays #65
CranKy Ducklings182
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 47
StarCraft: Brood War
Shuttle 3546
Sea 2172
GuemChi 826
Bisu 753
Larva 458
Stork 282
Soma 254
firebathero 228
Sharp 164
Killer 126
[ Show more ]
Light 102
Pusan 98
Leta 97
PianO 96
Rush 86
Yoon 65
ggaemo 65
ZerO 60
sorry 52
Mong 40
Mini 36
soO 34
yabsab 30
NotJumperer 25
ToSsGirL 23
GoRush 23
hero 22
ajuk12(nOOB) 21
Shinee 16
Terrorterran 15
Sacsri 13
Movie 11
Noble 9
SilentControl 8
Dota 2
XcaliburYe538
League of Legends
JimRising 406
Counter-Strike
olofmeister2077
Heroes of the Storm
Khaldor146
Other Games
summit1g8933
XaKoH 217
crisheroes127
Fuzer 74
Mew2King64
nookyyy 56
ZerO(Twitch)11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 38
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2238
• Stunt535
• HappyZerGling108
Other Games
• WagamamaTV96
Upcoming Events
Wardi Open
1h 22m
Monday Night Weeklies
6h 22m
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.