JediMB said:
Detheroth said:
Actually Lag has nothing to do with the players computer, it is more to do with the players internet speed and the server's capabilities, having over a thousand people online on a single server (which you have to admit is TINY for an MMO) all doing the real time combat would put both massive strains on the server itself and on the players internet as the amount of data being sent and delivered is MUCH larger than the current systems used now.
I'll chime in with another important contributor:
Physics and physical distance.
Latency, the time it takes for any amount of data to move between the client and the host. To keep it simple: unless everyone in the world is guaranteed a fiber-optic Internet connection, there is going to be noticeable lag in any "active" combat system, and with so many players to take into account and compensate for the lag will be quite terrible unless the players are only allowed to play against people in their own or closely surrounding countries.
That said, if I've got my numbers right, there will only be about 0.13 seconds of latency if data is sent back and forth between a server and a client on opposite sides of the world... if they have an uninterrupted fiber-optic connection.
0.13 seconds is still 130 milliseconds. In terms of lag in a computer game, that's still pretty dramatic. FPS players already tend to complain when lag gets much over 40-50 ms... But then again, they're a little... obsessive sometimes.
Still, lag is the biggest hurdle, because the physics of it make life very challenging unless the server is physically close to the players, and the entire connection is stable and fast.
If that can't be guaranteed, then it requires very clever prediction systems on the server, and the more reliant on reflexes the game mechanics are, the more difficult it is to do prediction in a way that the players won't notice. And... The more players, the more demanding this is on the server too.
Roughly speaking, in a peer-to-peer game the load on everyone's network connection grows exponentially. (4 players is 4 times the load of 2 players, and 8 players is 16 times the load).
Fortunately, in a client-server model, the load for any given player is much more linear, so doubling the number of players on the server increases the required connection bandwidth for a single player by a lot less than the number of players involved.
However, the cost of this is that the server needs to have sufficient processing power and network bandwidth to handle all of the connected players... That's less bandwidth overall, but some serious
complications for the server.
Now, while I don't doubt this isn't an insurmountable problem, it is a very difficult one. It probably shouldn't come as a huge surprise that while MMORPG's like WOW have several hundred people on a server, games calling themselves 'mmofps' games frequently can't handle much more than 32-64 players on a server where actual combat is involved.
The lag problem however... Is constrained by physics. Even in ideal cases. Again, clever programming might mitigate against this, but the fact remains, the more active and reflex-oriented a game is, (or in other words, the more critical timing is to the game) the more difficult it is to make something that is playable in an mmo context.
Anyway, as an aside, I'm reminded of the matrix online... It's no longer going, and to my knowledge the game mechanics weren't much different to pretty much any other mmorpg, (and it supposedly wasn't very good), but according to interviews from way back when they made a big deal about the animation setup for hand-to-hand combat, and how characters actually blocked, countered, and reacted to eachother in a fight and had a huge variety of moves...
Granted, that's all just visual, and since I never played it I'm not sure how good it was in practice, but it seemed good on paper.
Of course, it's only an animation system. And... I looked up some videos on youtube... It's impressive in some regards, since characters hit and react fluidly, but at the same time it's just messed up enough to look like they're not quite hitting eachother.
This video is pretty long-winded, but when they start hitting eachother it shows quite well what they were aiming for, how it's better than some games, but still pretty disconnected.
Of course, this is an old game, and one discontinued almost 2 years ago now. (and again, the actual combat mechanics are much like every other MMO ever.)
(skip the first 2 minutes or so if you're just interested in the fighting animations)
Of course, the matrix online wasn't exactly a brilliant MMO at the best of times. Were it not for the license behind it It'd probably have failed a lot sooner than it did, and looking at it I'm not sure how much it really adds to this discussion.