
Profile of Inverse
General Information
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 27 Dec 2024, 03:21 AM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality:
Canada
Timezone: America/Toronto
Game Name: RoMInverse
Register Time: 18 Nov 2012, 16:42 PM
Last Visit Time: 27 Dec 2024, 03:21 AM
Broadcast: https://www.twitch.tv/inversetv
Website: http://twitch.tv/InverseTV
Twitter: twitter.com/InverseTV
Youtube: youtube.com/InverseGR
Xfire: Pliskin9
Steam: 76561197999799366
Birthday: 1991-04-04
Nationality:

Timezone: America/Toronto
Game Name: RoMInverse
Signature

Post History of Inverse
Thread: Drop Hack continues13 Dec 2014, 19:32 PM
Drophacks aren't handled by the trust system. The servers can tell which player is still connected after a disconnect, and will award the win accordingly. If you're getting constant losses from drops, it's likely a problem with your connection. This is even more likely based on the numbers you give. 100 drops is a ridiculous amount. In: COH2 Bugs |
Thread: camera angle issue12 Dec 2014, 14:32 PM
That usually happens when you were alt-tabbed during loading. Just alt-tab out again then jump back in and it'll be fixed. In: COH2 Bugs |
Thread: Drop Hack continues12 Dec 2014, 14:27 PM
The only way to reliably detect sync hacking in an RTS is with intrusive client-side anti-cheat, which just isn't a viable solution. It has nothing to do with money or laziness, it's just a technical problem that really can't be reliably solved. In: COH2 Bugs |
Thread: Laggy menus12 Dec 2014, 14:24 PM
Menu framerate seems to be capped at around 20, though it seems to drop lower in some situations. The menus are extremely unresponsive and incredibly frustrating to use as a result. In: COH2 Gameplay |
Thread: Where Company of Heroes went wrong.12 Dec 2014, 02:49 AM
The OF factions were a design disaster. There aren't many people who would disagree with that. They moved completely away from the drawn-out vehicle play, suppression-based infantry combat, and dynamic upgrade systems that made the vanilla matchup a joy to play both tactically and strategically. CoH2's original vanilla matchup had all of those tactical elements with none of the strategic ones. @pigsoup You're absolutely right, the Americans were a relatively simple faction to play from a strategic perspective. Their support units were very situational, and the general flow of play was largely figured out, though there was still room to maneuver within the constraints imposed by the game. That said, the simple fact that upgrades were such a huge part of the vanilla matchup in CoH1 that entire games could be won or lost based solely on their razor-thin timings added a layer of strategic depth to the game that is far deeper than anything present in any faction in CoH2. There really isn't any serious representation of CoH1's global upgrade system in CoH2, and the game lacks a large amount of depth as a result. In: COH2 Gameplay |
Thread: Drop Hack continues11 Dec 2014, 15:33 PM
If there was a practical way to prevent sync hacking it would've been done already. Battle servers offer the potential for detection of the client that generated the sync error, but it's unlikely that a reliable detection mechanism is possible. Battle servers are just glorified relays. They take commands from clients and transmit them to all connected players and observers. The server itself doesn't do any meaningful calculations, so the sync errors do not occur until the clients get the instructions from the server, check its hash against what they expect, and notice a discrepancy. At this point there's really no way of knowing which instruction is the out-of-sync one, only that the two don't match up. Therefore it goes down as a dispute, and trust rating determines the winner. In: COH2 Bugs |
Thread: Drop Hack continues11 Dec 2014, 14:38 PM
RTS games have to keep track of exponentially more entities than an FPS. Destructive and dynamic cover in a game like Battlefield actually isn't all that demanding for a server because it's structured. You can't just destroy anything, and everything you can destroy is set up to be destroyed in certain ways. All the server needs to do is keep track of the destructible entities and their current states, then refer to those states when making hitbox calculations. In an FPS, you rarely have more than 128 players in a single server (competitive games usually only have 10-20, depending on the title). That means the server only has to keep track of the locations of 128 entities, and calculate hitboxes on those entities. It also only has to send very limited player data, such as location and player action (firing, reloading, changing weapon, etc.). Even though FPS games usually run at a significantly higher tickrate than RTS games (CoH's simulation engine runs at around 8 ticks per second, compared to between 64 and 128 ticks per second for CS:GO games), it still uses significantly less bandwidth than an RTS that has to transmit location, health, entity, and action data for potentially hundreds of different units. This is a big problem in a game like Starcraft where players often control over 100 units late in games. If both players had 100 units to command and the game was running at 8 ticks per second, the game would have to transmit and receive 1600 (100 units * 2 players * 8 ticks/second) units of information per second. Compare that to a 1v1 in CS:GO, where at 64 ticks/second the game would only have to transmit/receive 256 units of information (note for games like Battlefield, where the tickrate is far lower than that of Counter-Strike, the difference would be even greater). That's 6.25x the bandwidth being used in the RTS compared to the FPS in order to accomodate the same number of players. Now if we look at things from the CoH perspective and use 15 or so units per player instead of the large numbers typical of traditional RTS games, we can get the bandwidth down to something approaching that of an FPS. However, we still have to consider the cost angle. Dota 2 is structured very similar to an RTS, which makes sense considering it was originally an RTS mod. It was designed from the start to use client-server because it was designed first and foremost as a competitive game, and a competitive game that cannot gracefully handle disconnects makes running serious competitions an administrative nightmare. However, such architecture comes at a pretty steep monetary cost. Servers have to be globally located in order to accommodate people around the world, have to be maintained, and most importantly, have to be able to handle the immense bandwidth that a client-server game with large unit counts is going to produce. That last point is the most expensive, and one of the main reasons (along with having to recode most of their engine) why Relic will never adopt such a structure for CoH2. Maybe for CoH3, but even then it's unlikely. Valve was willing to spend that money because they were trying to build a competitive game and a competitive community and knew they needed consistency if they were going to be taken seriously. Hell, they committed $1.6 million to a tournament prize pool before the game was even released to the public. Relic has neither the money nor the inclination to invest in something like that when it's seen as a luxury and not a necessity. So no, building an RTS with a client-server model isn't impossible, especially if you have low unit counts like CoH does. But it's expensive, and in the case of CoH2 it would require a major rewrite of most of their codebase. In other words, it's completely impractical to hope for such a system to be implemented in CoH2. If you're interested in reading more, I'd highly recommend this Gamasutra article by a Supreme Commander developer. Very enlightening on the challenges surrounding synchronization, message passing, and bug fixing in RTS games: http://www.gamasutra.com/view/news/126022/Opinion_Synchronous_RTS_Engines_And_A_Tale_of_Desyncs.php And another interesting article, this an academic piece on SC2's pseudo-client-server architecture: http://choongsoo.info/docs/starcraft2.netgames12.pdf In: COH2 Bugs |
Thread: UPDATE: Fixes for the worst commander abilities.11 Dec 2014, 03:11 AM
Please update your original thread instead of posting a new one. Thanks! In: COH2 Gameplay |
Thread: Where Company of Heroes went wrong.8 Dec 2014, 15:19 PM
A note on that, before the SEGA purchase multiple Relic employees went on record saying purchasable downloadable content would have absolutely zero impact on actual gameplay and would be purely cosmetic or single-player content. Perhaps they were mislead by higher management, perhaps they straight-up lied, or perhaps they were given a mandate by SEGA after the purchase; it's really impossible to tell. Something definitely happened along the way that changed the company's stance on the matter though. In: COH2 Gameplay |
Thread: Where Company of Heroes went wrong.7 Dec 2014, 18:43 PM
Starcraft's races are actually very similar in design even though they're very unique in how the design is implemented. You can boil down the core design of every Starcraft faction (going off of SC2 here) as having the following attributes: Workers that harvest resources and build buildings. Tech buildings that are required before certain units can be produced, and buildings to produce those units from. Three levels of offensive and defensive upgrades for all fighting units. A central method of boosting economy/production. A mix of fighting units and harassing units. A method of health regeneration for units and buildings. All three SC2 races have that same design. How that design is implemented in the different races is very different, of course. Health regen, for instance, is passive over time for Zerg, limited to shield regen for Protoss, and achieved through healing and repairing units for Terran. Upgrades are separated into ground and air for Protoss, melee and ranged for Zerg, and bio and mech for Terran. Production boosting occurs with Chronoboost for Protoss, larva injection for Zerg, and mules for Terran. Even though the Starcraft factions may seem vastly different from one another, they actually share a ton of core design details. A big problem with Company of Heroes factions through the life of the franchise is the lack of central design details guiding faction design. For instance, look at Americans vs. Wehrmacht in CoH1. The core design details in that matchup are flanking, suppression, and drawn-out engagement. Now, CoH is an asymmetrical game, so you're not going to see the direct similarities that you see in a symmetrical game like Starcraft, but you can still draw some comparisons. Suppression encouraged flanking, and the soft-counter nature of vanilla units encouraged long, drawn-out engagements, both of which combined to make for an experience that people latched on to and really enjoyed. Now try to find those same design details in the Opposing Fronts factions. All of a sudden flanking and suppression are pretty much thrown entirely out the window. PE doesn't have a reliable suppression unit, so there's not going to be any flanking in that matchup, and Brits have no reason to bother with flanking when they have a powerful, hardened long-range mortar structure, Heroic Charge, and infantry units that move slowly in enemy territory. Furthermore, you have units like Commandos and Armoured Cars that are able to get nearly anywhere on the map extremely quickly and wipe entire squads with little warning. Suddening the long, drawn-out engagements are a thing of the past as well. This is what I mean when I say the OF factions were poorly designed. There were other things that they retained, like upgrades and veterancy, but ultimately it didn't really matter because the act of actually playing the new factions was so divorced from what made the vanilla factions so great. They completely neglect three of the core design details that made the original vanilla CoH1 matchup so iconic. The CoH2 factions suffer from the same problem, neglecting things like global upgrades that gave CoH1 its competitive longevity. Instead of sticking to the core formula that made the original factions so amazing and then iterating on them, Relic has historically attempted to create entirely new armies with little regard for what makes an army fun and interesting in the first place. In: COH2 Gameplay |
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