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Eury
Profile Joined December 2008
Sweden1126 Posts
January 19 2009 18:09 GMT
#201
You can still play on LAN just that you have to connect through Bnet first.
Bnet just set up the game as soon as the game starts it is exactly like playing on LAN.
maybenexttime
Profile Blog Joined November 2006
Poland5893 Posts
January 19 2009 18:13 GMT
#202
On January 20 2009 03:09 Eury wrote:
You can still play on LAN just that you have to connect through Bnet first.
Bnet just set up the game as soon as the game starts it is exactly like playing on LAN.


Exacpt you cannot use this "LAN" if you've got no internet connection? ROFL, yeah "exactly like playing on LAN."
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
January 19 2009 18:16 GMT
#203
LAN = Doesn't require an actual internet connection.
IT
IS
DIFFERENT


Again, you can't run a Starleague on bnet, your players will get spammed, they might drop, bnet maintenance, patches, temporary downtime etc... And if you are gonna implement "non-bnet servers for league play" then wtf, just implement god damn LAN :[
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Patrio
Profile Joined September 2007
Norway706 Posts
January 19 2009 18:56 GMT
#204
If they want to remove LAN to force players to play online bcause of copy protection, why not just force players to come online to download the LAN (only people with a real key can dl it) and it only works on the cd-key who downloaded it?

Or is this to easy to crack?
Zerg Bunker
Daniri
Profile Joined May 2007
387 Posts
Last Edited: 2009-01-19 18:58:27
January 19 2009 18:58 GMT
#205
For anything that can be done both over the internet and with a direct connection over a LAN, the connectivity over a LAN will always be better, however marginally.


If that's the case, then granted. But it doesn't seem to be so. I'm not too knowledgeable in this so I can only go off other's arguments and information, and so far "your" side hasn't offered any technical arguments where as I've seen plenty from the other.

Also, TYPING IN CAPS MAKES MY WORDS IMPORTANT.
"you guys are silly lol thats why i hate you people" berserkboar
Spawkuring
Profile Joined July 2008
United States755 Posts
January 19 2009 19:01 GMT
#206
On January 20 2009 03:56 Patrio wrote:
If they want to remove LAN to force players to play online bcause of copy protection, why not just force players to come online to download the LAN (only people with a real key can dl it) and it only works on the cd-key who downloaded it?

Or is this to easy to crack?


Anything that Blizzard could do is easy to crack. That's why I say that trying to beat pirates is pointless. All you need is a CD-key and a quality game, and you have all the pirate protection you need. Trying to put more in just inconveniences paying customers and give pirates more ammo.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 19 2009 19:21 GMT
#207
On January 20 2009 03:16 FrozenArbiter wrote:
LAN = Doesn't require an actual internet connection.
IT
IS
DIFFERENT


Again, you can't run a Starleague on bnet, your players will get spammed, they might drop, bnet maintenance, patches, temporary downtime etc... And if you are gonna implement "non-bnet servers for league play" then wtf, just implement god damn LAN :[


stop FA you can't convince anyone anymore at this point
And all is illuminated.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2009-01-19 19:59:40
January 19 2009 19:53 GMT
#208
On January 20 2009 03:58 Daniri wrote:
If that's the case, then granted. But it doesn't seem to be so. I'm not too knowledgeable in this so I can only go off other's arguments and information, and so far "your" side hasn't offered any technical arguments where as I've seen plenty from the other.


There's no complex technical argument to be made. LAN latency is strictly better than latency with any online server could be. If two people are on a router, then when they are playing on LAN, information travels from player A, to the router, to player B. If they're online though, information has to travel from player A, to the router, to the server, back to the router from the server, then to player B. That time going from the router to server and back is non-zero.

Want an approximation of how big a difference this makes? I pulled this from a Diablo 3 discussion at http://forums.diii.net/showthread.php?t=687933:
The speed of light in a fibre-optic cable is about 200,000 km/s (kilometres per second), or roughly 124,274.238 miles per second (according to Google).

The straight-line distance between Tokyo and LA is about 8815km

For any signal, regardless of how many Bytes long/large it is to get from Tokyo to LA, it must travel along the fibre cable for at least 44ms (milliseconds, 8815/200,000). Therefore for a message to travel from where you're playing Diablo, to the B.Net server and for the server to send you the result will take at least 88ms.

The other 82ms of latency that make up the 170ms you were experiencing between Japan and US West are the intermediate hops (you're not directly connected to the B.Net server so your messages need to be relayed via routers that sit in-between you and it), as well as the time it takes for the B.Net server to process the message (which could be you clicking on a monster to attack it) and send you the result.

Before I continue, compare the slight delay in reaction from the game at a ping of 170ms to the 5ms ping (at most!) one might experience over LAN. If there's a 'true' Diablo experience it is when your character attacks immediately after you clicked and not a fraction of a second afterward. Some say the delay is negligible, to me it is not.

Now consider us poor sods at ad anum extremum mundi (i.e. Australia, New Zealand, South Africa). We live in (sometimes relatively) developed nations with relatively fast broadband Internet. But the straight-line distance between Sydney and LA is about 12,000km.

This gives a minimum latency of 60ms and hence a minimum ping of 120ms. But this yields but a 30ms higher ping than from Tokyo to LA? Naturally this minimum doesn't tell the whole story of intermediate hops and server processing time which normally brings latency on connections between Australia and the US to around 300ms. But even disregarding all that I'd say that there are some of us who don't want a delay between clicking and seeing your character swing. Even if it is a fraction of a second (i.e. 120ms), if you're used to the responsiveness of LAN, playing on Battle.NET is pure torture.
Moderator
armed_
Profile Joined November 2008
Canada443 Posts
January 19 2009 20:56 GMT
#209
On January 20 2009 04:53 TheYango wrote:
There's no complex technical argument to be made. LAN latency is strictly better than latency with any online server could be. If two people are on a router, then when they are playing on LAN, information travels from player A, to the router, to player B. If they're online though, information has to travel from player A, to the router, to the server, back to the router from the server, then to player B. That time going from the router to server and back is non-zero.

This is wrong. It does apply to Diablo, but SC works differently. Assuming SC2 netcode works similarly to BW, Blizzard's servers will just set up the connection between the players, from that point on it's all peer to peer. It's the reason you can keep playing a game you've started even if the server goes down meanwhile(ever been playing an ICCup match when they took the server down for maintenance?), the server isn't involved at that point. Hence if two players are on a LAN, the game will run the same as if in BW LAN mode once it's started.

The thing that makes it inferior is that the players shouldn't need the server to start the game, it adds absolutely nothing and is a great inconvenience if the server is down/you don't have internet access for whatever reason.

Also any fancy new Battle.net features could easily complicate the netcode and then the latency to the server would be an issue.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2009-01-19 20:58:14
January 19 2009 20:57 GMT
#210
Nvm, Armed posted what I wanted to say and better
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Excalibur_Z
Profile Joined October 2002
United States12270 Posts
January 19 2009 21:30 GMT
#211
On January 20 2009 03:16 FrozenArbiter wrote:
LAN = Doesn't require an actual internet connection.
IT
IS
DIFFERENT


Again, you can't run a Starleague on bnet, your players will get spammed, they might drop, bnet maintenance, patches, temporary downtime etc... And if you are gonna implement "non-bnet servers for league play" then wtf, just implement god damn LAN :[


Players getting spammed: /dnd
Players getting dropped/maintenance/downtime: Won't (shouldn't) happen because all of the players and observers would all be on the same local network, meaning if it did happen, it wouldn't be the fault of B.net and would have happened during a LAN game.
Moderator
armed_
Profile Joined November 2008
Canada443 Posts
Last Edited: 2009-01-19 21:45:06
January 19 2009 21:34 GMT
#212
On January 20 2009 06:30 Excalibur_Z wrote:
Players getting dropped/maintenance/downtime: Won't (shouldn't) happen because all of the players and observers would all be on the same local network, meaning if it did happen, it wouldn't be the fault of B.net and would have happened during a LAN game.

The fact that a game can't even be started during server downtime is a huge issue that you're overlooking. What, do you expect all serious matches to be scheduled around Blizzard's maintenance schedule?

~Oh, also, it'll be great if Blizzard releases a buggy patch the day before a major tournament final and they're forced to play on it.

Basically if you remove LAN mode support you're gambling on a large number of factors to avoid any issues when you could simply be certain of success if you'd kept it.
Excalibur_Z
Profile Joined October 2002
United States12270 Posts
January 19 2009 21:49 GMT
#213
On January 20 2009 06:34 armed_ wrote:
Show nested quote +
On January 20 2009 06:30 Excalibur_Z wrote:
Players getting dropped/maintenance/downtime: Won't (shouldn't) happen because all of the players and observers would all be on the same local network, meaning if it did happen, it wouldn't be the fault of B.net and would have happened during a LAN game.

The fact that a game can't even be started during server downtime is a huge issue that you're overlooking. What, do you expect all serious matches to be scheduled around Blizzard's maintenance schedule?

~Oh, also, it'll be great if Blizzard releases a buggy patch the day before a major tournament final and they're forced to play on it.

Basically if you remove LAN mode support you're gambling on a large number of factors to avoid any issues when you could simply be certain of success if you'd kept it.


I'm just saying I can see where they're coming from if they choose to follow this path. B.net has a very good track record of uptime for an online gaming service. It's not going to be like WoW where every other Tuesday they take every server down for maintenance. More importantly, not all the realms would be down at the same time and there are multiple gateways from which to choose.
Moderator
We Are Here
Profile Blog Joined October 2006
Australia1810 Posts
January 19 2009 22:15 GMT
#214
On January 20 2009 06:49 Excalibur_Z wrote:
Show nested quote +
On January 20 2009 06:34 armed_ wrote:
On January 20 2009 06:30 Excalibur_Z wrote:
Players getting dropped/maintenance/downtime: Won't (shouldn't) happen because all of the players and observers would all be on the same local network, meaning if it did happen, it wouldn't be the fault of B.net and would have happened during a LAN game.

The fact that a game can't even be started during server downtime is a huge issue that you're overlooking. What, do you expect all serious matches to be scheduled around Blizzard's maintenance schedule?

~Oh, also, it'll be great if Blizzard releases a buggy patch the day before a major tournament final and they're forced to play on it.

Basically if you remove LAN mode support you're gambling on a large number of factors to avoid any issues when you could simply be certain of success if you'd kept it.


I'm just saying I can see where they're coming from if they choose to follow this path. B.net has a very good track record of uptime for an online gaming service. It's not going to be like WoW where every other Tuesday they take every server down for maintenance. More importantly, not all the realms would be down at the same time and there are multiple gateways from which to choose.
yeah but what if a patch similar to sc 1.16 is released?
He who turns those around him into allies, possesses the most terrifying ability in the world.
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2009-01-19 22:38:21
January 19 2009 22:36 GMT
#215
On January 20 2009 03:13 maybenexttime wrote:
Exacpt you cannot use this "LAN" if you've got no internet connection? ROFL, yeah "exactly like playing on LAN."


My post was a respond regarding the ingame latency not regarding internet connection.

On January 20 2009 03:16 FrozenArbiter wrote:
LAN = Doesn't require an actual internet connection.
IT
IS
DIFFERENT


Again, you can't run a Starleague on bnet, your players will get spammed, they might drop, bnet maintenance, patches, temporary downtime etc... And if you are gonna implement "non-bnet servers for league play" then wtf, just implement god damn LAN :[


First of all it limits piracy if you buy into that. Second with tournament servers you can add a lot of features that a normal LAN mode don't have.


On January 20 2009 04:53 TheYango wrote:
There's no complex technical argument to be made. LAN latency is strictly better than latency with any online server could be. If two people are on a router, then when they are playing on LAN, information travels from player A, to the router, to player B. If they're online though, information has to travel from player A, to the router, to the server, back to the router from the server, then to player B. That time going from the router to server and back is non-zero.


You seem really confused so I guess I will try yet again to explain how it works.
Bnet only sets up the custom game after the game starts all ingame communication as movements etc is PEER TO PEER.
That means the information gets sent directly from Player A to Player B and not through
Bnet so if Player A and Player B are at the same router they will have LAN latency.
Now, if you whisper someone for an example that information will get sent through Bnet but then again those kind of features you wouldn't have in a LAN mode at all and they don't effect the actual game play.
If there is still something unclear about p2p then feel free to ask.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 19 2009 22:42 GMT
#216
On January 20 2009 07:36 Eury wrote:
Show nested quote +
On January 20 2009 03:13 maybenexttime wrote:
Exacpt you cannot use this "LAN" if you've got no internet connection? ROFL, yeah "exactly like playing on LAN."


My post was a respond regarding the ingame latency not regarding internet connection.

Show nested quote +
On January 20 2009 03:16 FrozenArbiter wrote:
LAN = Doesn't require an actual internet connection.
IT
IS
DIFFERENT


Again, you can't run a Starleague on bnet, your players will get spammed, they might drop, bnet maintenance, patches, temporary downtime etc... And if you are gonna implement "non-bnet servers for league play" then wtf, just implement god damn LAN :[


First of all it limits piracy if you buy into that. Second with tournament servers you can add a lot of features that a normal LAN mode don't have.


Show nested quote +
On January 20 2009 04:53 TheYango wrote:
There's no complex technical argument to be made. LAN latency is strictly better than latency with any online server could be. If two people are on a router, then when they are playing on LAN, information travels from player A, to the router, to player B. If they're online though, information has to travel from player A, to the router, to the server, back to the router from the server, then to player B. That time going from the router to server and back is non-zero.


You seem really confused so I guess I will try yet again to explain how it works.
Bnet only sets up the custom game after the game starts all ingame communication as movements etc is PEER TO PEER.
That means the information gets sent directly from Player A to Player B and not through
Bnet so if Player A and Player B are at the same router they will have LAN latency.
Now, if you whisper someone for an example that information will get sent through Bnet but then again those kind of features you wouldn't have in a LAN mode at all and they don't effect the actual game play.
If there is still something unclear about p2p then feel free to ask.


you are wrong, imo
it's p2p, but it's through net, so the latency will be the double of your ping to your internet provider.
And all is illuminated.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
January 19 2009 22:44 GMT
#217
First of all it limits piracy if you buy into that. Second with tournament servers you can add a lot of features that a normal LAN mode don't have.

Still doesn't solve:
- Patches - new patch in the middle of a league = disaster.
- With LAN you can play multiplayer with no internet connection - why remove this? Also, several people in this thread alone have said they cannot connect to Bnet due to firewall settings (ie at College/Univ).

Also, how the hell are you going to handle tournament servers? Should everyone hosting a SC2 league have to apply for one from Blizzard? Meh is all I have to say.

Another issue (although very small) is that you can use whatever ID you want on LAN, which is perfect when you want your ID to be "Samsung Khan | Jangbi" or whatever other super long sponsor tag you can think of.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Eury
Profile Joined December 2008
Sweden1126 Posts
Last Edited: 2009-01-19 23:39:57
January 19 2009 23:37 GMT
#218
On January 20 2009 07:42 freelander wrote:
you are wrong, imo
it's p2p, but it's through net, so the latency will be the double of your ping to your internet provider.

Care to explain what you mean with "p2p but through net" when both players are sitting on LAN?
In my humble opinion you are contridicting yourself with that statement.
Edit: I guess you mean that the your router will send the information to your ISPs gateway and then send it back.
I doubt that it is how it will work though.

On January 20 2009 07:44 FrozenArbiter wrote:
Show nested quote +
First of all it limits piracy if you buy into that. Second with tournament servers you can add a lot of features that a normal LAN mode don't have.

Still doesn't solve:
- Patches - new patch in the middle of a league = disaster.
- With LAN you can play multiplayer with no internet connection - why remove this? Also, several people in this thread alone have said they cannot connect to Bnet due to firewall settings (ie at College/Univ).

Also, how the hell are you going to handle tournament servers? Should everyone hosting a SC2 league have to apply for one from Blizzard? Meh is all I have to say.

Another issue (although very small) is that you can use whatever ID you want on LAN, which is perfect when you want your ID to be "Samsung Khan | Jangbi" or whatever other super long sponsor tag you can think of.


I doubt patches will be applied on tournament servers in middle of a tournament.
I'm sure Battle.net 2 will have better firewall support than previous incarnations and if it still doesn't work you can always create a tunnel I suppose.

People that arrange WoW esport tournaments apply to Blizzard so I don't see how SC 2 would be different.
We have no idea what kind of limitations there will be to IDs on Battle.net 2 to begin with so I will pass on that one.

Look, I can only speculate how it will be. Hell, we don't even know that the LAN option is actually gone.
If it is gone, and things indicates that it is the case, there must be reasons for it or Blizzard just like to screw with us.
Exactly what those reasons are I can only speculate about but piracy comes to mind (whether you agree with it or not) and having control over who gets to play the game in multiplayer. For an example getting caught using maphack if Battle.net is the only option doesn't sound too thrilling.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2009-01-19 23:42:31
January 19 2009 23:42 GMT
#219
But the thing is a Starleague lasts months.. Meh - all I'm saying is, regardless of their reasons, LAN is preferable to no LAN, from a customers point of view (and that should be what matters).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Eury
Profile Joined December 2008
Sweden1126 Posts
January 19 2009 23:56 GMT
#220
On January 20 2009 08:42 FrozenArbiter wrote:
But the thing is a Starleague lasts months.. Meh - all I'm saying is, regardless of their reasons, LAN is preferable to no LAN, from a customers point of view (and that should be what matters).


Well you will get 2 expansions that will screw with things too

You are right about from a customer perspective a LAN option is preferably because, well having options are almost always preferable.
However Blizzard is a company and as such they are interested in maximize their profit.
That doesn't mean that they are "evil", having pleased or content customers are very important for most companies because it is good for business.
Removing the LAN option will upset a part of their customers but I'm sure their marketing department have done quite a lot of research into this and thinks the trade off is worth it.
Making decisions like removing LAN isn't a decision some single person have made on a whim.

That is if the LAN option is truly removed. We don't know yet for sure.
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