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Question: Why Are There Currently No Plans To Allow People To Reconnect?


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#21 TB Freelancer

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Posted 22 January 2013 - 03:31 PM

The majority of the disconnects are bug related and that there will likely be penalties and detection differentiating between a crash and an intentional disconnect, I can easily see why its on the back-burner while the game is development. Only so many things can have resources thrown at them.

View PostOne Medic Army, on 22 January 2013 - 02:14 PM, said:

It's not necessarily an easy thing, and there's the possibility for abuse.
Also allowing mid-game connections/re-connections in a no-respawn mode has issues.


That too.

I would have preferred it if they were looking at it as a future possibility, but overall what I read in the Q&A post was going where I thought the game should go and found it pretty encouraging.

#22 Timelordwho

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Posted 22 January 2013 - 03:32 PM

View PostOne Medic Army, on 22 January 2013 - 02:14 PM, said:


It's not necessarily an easy thing, and there's the possibility for abuse.
Also allowing mid-game connections/re-connections in a no-respawn mode has issues.

Just have their mech power down, still able to take damage, and if they reconnect, they hop back in it. Deaths count whether or not they reconnect.

#23 IceSerpent

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Posted 22 January 2013 - 03:39 PM

View PostShumabot, on 22 January 2013 - 03:25 PM, said:

I question how anyone here can argue that there is no benefit to reconnections when half of all games feature at least one, many times several disconnects turning matches into unbalanced slaughters, when it would fix roughly half of the games most major bugs, and when it's plainly something that should exist in the game as a matter of course considering the kind of game this is in the first place.


I can answer that ;)

You are basically suggesting a reconnect feature as a workaround for current bugs. This idea is only viable when workaround is extremely easy to implement (i.e. takes much less time than fixing those bugs) and can be basically jerry-rigged as a temporary solution. In this case the workaround is likely to take about as much time to implement as bugfixes due to its complexity, so the benefits it supposedly provides are debatable - the ends might easily fail to justify the means.

Edited by IceSerpent, 22 January 2013 - 03:40 PM.


#24 TopDawg

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Posted 22 January 2013 - 03:47 PM

View PostIceSerpent, on 22 January 2013 - 03:39 PM, said:


I can answer that ;)

You are basically suggesting a reconnect feature as a workaround for current bugs. This idea is only viable when workaround is extremely easy to implement (i.e. takes much less time than fixing those bugs) and can be basically jerry-rigged as a temporary solution. In this case the workaround is likely to take about as much time to implement as bugfixes due to its complexity, so the benefits it supposedly provides are debatable - the ends might easily fail to justify the means.

That's fine and all, and I know you were talking to him, but I was not suggesting it for that. I see you may have missed my other post to which I quoted your first post (which was essentially saying the same thing), so I'll just copy and paste mine:

"Yeah I mean I'm not saying there aren't loads of features that are still needed, but when CW rolls around it's going to be pretty sucky to lose matches simply because one of your guys crashed, had a bug, or was disconnected from their internet for ~10 seconds, and then by extension losing contracts/planets/etc."

#25 Particle Man

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Posted 22 January 2013 - 04:36 PM

View Postzmeul, on 22 January 2013 - 02:42 PM, said:

say what now!? some crazed drunk soviets managed to pull a reconnect to match feature, but canadians can't !?
HOW?


in soviet russia game reconnects you

#26 zmeul

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Posted 22 January 2013 - 06:17 PM

View Posttoxx1790, on 22 January 2013 - 02:52 PM, said:

Did WoT add the reconnect feature or was it there from the start?

it was in when I joined, early CBT 2010; never touched the alpha stage tho
but it was in from the start

#27 Team Leader

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Posted 22 January 2013 - 06:21 PM

I saw niko snow reading this post... And he dipped. Give us a sign man!

#28 Satori Komeiji

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Posted 22 January 2013 - 07:34 PM

I don't really feel like the people who disconnect would be able to have much impact on the game anyway even if they were hypothetically able to reconnect. Games are at maximum 15 minutes, with most ending way before that, and judging by the initial map loading times, and assuming that it'd have to go through a similar process for reconnection, it'd probably take at least a minute or two to get a player back into the game.

If you disconnect anywhere near to the front line... you probably died within 10 seconds anyway due to your immobile head being blown off, and if you disconnected right at the start and came in two minutes later... well, unless you're a fast light or medium, you're probably way behind where the rest of your team's moved off to or where an engagement's already taking place...

#29 Harrison Kelly

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Posted 22 January 2013 - 07:43 PM

View PostTaizan, on 22 January 2013 - 03:30 PM, said:

It's not really important imo if they improve server and client stability, it has been (for me) very very rare 1/1000 matches that I've actually been thrown back to the desktop.

Seeing the game having server side auth, I "blame" it on that. Every player could be getting an internal temporary Id for the match for the tracking, once a player disconnects he looses that Id for that session or the id continues to exist and the player would be not be able to have a new one for this match.


League of Legends does all of its calculations server-side, and they have mid-match reconnection. It's actually quite nice.

#30 Taizan

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Posted 22 January 2013 - 07:47 PM

View PostHarrison Kelly, on 22 January 2013 - 07:43 PM, said:


League of Legends does all of its calculations server-side, and they have mid-match reconnection. It's actually quite nice.

As someone mentioned before - if you have built the server for this from up front or at least planned for it, it may be easier to implement. Adding a reconnect feature when it was not taken into consideration may cause serious delays. Maybe once MWO has survived for 2-3 years things that have been said recently are up to change and it is taken into consideration.

#31 headbasher

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Posted 22 January 2013 - 08:00 PM

Its pretty important .

#32 Rokuzachi

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Posted 22 January 2013 - 08:14 PM

View PostSatori Komeiji, on 22 January 2013 - 07:34 PM, said:

I don't really feel like the people who disconnect would be able to have much impact on the game anyway even if they were hypothetically able to reconnect. Games are at maximum 15 minutes, with most ending way before that, and judging by the initial map loading times, and assuming that it'd have to go through a similar process for reconnection, it'd probably take at least a minute or two to get a player back into the game.

If you disconnect anywhere near to the front line... you probably died within 10 seconds anyway due to your immobile head being blown off, and if you disconnected right at the start and came in two minutes later... well, unless you're a fast light or medium, you're probably way behind where the rest of your team's moved off to or where an engagement's already taking place...


My computer isn't even that great, parts of it are 2+ years old and the newer parts are 1-1.5 years old. When I CTD'd a moment ago trying to get into my mech, I relaunched the game and timed it; ~10 seconds to get back into the mechlab from launching the game. My map load times aren't very long either. I could probably be loaded back into the game in less than 30 seconds which is plenty of time to contribute to the match.

Instead my team is down a mech and I get a death with no contribution towards my team's efforts.

I doubt the game/connections will ever be stable enough to not need a reconnect feature. Most games aren't, and that's why they end up having them. I'm going to be really pissed when detailed stat tracking goes in and I CTD before a match and get nothing but a death for it.

I crash or get one of the bugs that makes the game unplayable once a night I'd say. I play with a guy who averages 2-3 a night. What's more hilarious; he tried to demo the game for a guy at work that was interested in it. All three matches he tried to show the guy, he was pretty much unable to play because of FPS bug/Yellow screen/black screen. The guy asked why he didn't close the client and relaunch it to clear up the issue.

Even people that know almost nothing about it expect there to be a reconnect option. Christ.

#33 Windies

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Posted 22 January 2013 - 08:14 PM

View PostTaizan, on 22 January 2013 - 03:30 PM, said:

It's not really important imo if they improve server and client stability, it has been (for me) very very rare 1/1000 matches that I've actually been thrown back to the desktop.

Seeing the game having server side auth, I "blame" it on that. Every player could be getting an internal temporary Id for the match for the tracking, once a player disconnects he looses that Id for that session or the id continues to exist and the player would be not be able to have a new one for this match.


What happens when a future patch causes you to crash 1 out of every 2 times? What if it can't be fixed for months on end? The reconnect feature is there because simply put, the internet is a fickle beast and **** happens. Disconnects, ISP outages, Packet Loss, Bugs that cause crashes, Server Instability etc... the list goes on.

It's a question of short sightedness on PGI's part to think that the game will ever reach a state of complete perfection that nothing will ever go wrong. Even in the best of titles, stuff goes wrong, Hence why so many games have the ability to reconnect.

World of Tanks is movement and hitbox server side authoritive and they have reconnects. That's not an excuse.

#34 Lonestar1771

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Posted 22 January 2013 - 08:29 PM

Obviously the budget only accounted for non permanent paints and stupid little dashboard figurines. PGI, ******** where it eats as usual.

#35 IceSerpent

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Posted 22 January 2013 - 08:51 PM

View PostTopDawg, on 22 January 2013 - 03:47 PM, said:

That's fine and all, and I know you were talking to him, but I was not suggesting it for that. I see you may have missed my other post to which I quoted your first post (which was essentially saying the same thing), so I'll just copy and paste mine:

"Yeah I mean I'm not saying there aren't loads of features that are still needed, but when CW rolls around it's going to be pretty sucky to lose matches simply because one of your guys crashed, had a bug, or was disconnected from their internet for ~10 seconds, and then by extension losing contracts/planets/etc."


Yeah, sorry, I missed it. I agree that it would be nice to have, but your scenario implies that CW rolls around first (otherwise it's a moot point).

#36 toxx1790

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Posted 22 January 2013 - 08:57 PM

View PostLonestar1771, on 22 January 2013 - 08:29 PM, said:

Obviously the budget only accounted for non permanent paints and stupid little dashboard figurines. PGI, ******** where it eats as usual.


Are you trolling?

The people working on the paints and dashboard figurines aren't the same as the ones working on the server code.

#37 Mr Mantis

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Posted 22 January 2013 - 08:58 PM

Because reconnecting is not worth the time. Why work around an issue when you can just fix the issue.

#38 Lonestar1771

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Posted 22 January 2013 - 09:14 PM

View Posttoxx1790, on 22 January 2013 - 08:57 PM, said:


Are you trolling?

The people working on the paints and dashboard figurines aren't the same as the ones working on the server code.


Herp derp

Did I ever say anything remotely close to that? NO I did not.

#39 TopDawg

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Posted 22 January 2013 - 09:16 PM

View PostMr Mantis, on 22 January 2013 - 08:58 PM, said:

Because reconnecting is not worth the time. Why work around an issue when you can just fix the issue.

You should feel bad, or read the thread (likely both, though).

It isn't simply to have a workaround for bugs, it's that it has the opportunity to be debilitating for competitive endeavors.

edit: Forgot to post this part:

View PostIceSerpent, on 22 January 2013 - 08:51 PM, said:


Yeah, sorry, I missed it. I agree that it would be nice to have, but your scenario implies that CW rolls around first (otherwise it's a moot point).

No worries. And I dunno, from the wording of their response, "There are no plans to allow reconnects at this time," it doesn't seem like it's going to matter when CW rolls around (maybe Summer-Fall would be my guess).

Edited by TopDawg, 22 January 2013 - 09:32 PM.


#40 toxx1790

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Posted 22 January 2013 - 09:31 PM

View PostLonestar1771, on 22 January 2013 - 09:14 PM, said:


Herp derp

Did I ever say anything remotely close to that? NO I did not.


If that wasn't what you were saying then your post makes even less sense.

At the start of a project (budget cycle/release phase/ whatever you want to call it) you budget X for art assets and Y for server code.

In the middle, people work on stuff.

At the end of the project (budget cycle/release phase/ whatever you want to call it) you find that your art assets are done but your server is not done.

And you are saying what exactly? You don't release the art stuff because your server budget was wrong?

I'm not really following you.





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