It's unspeakably hilarious that people think dedicated servers will fix this. It will only fix it for the people who run one.Atmos Duality said:I've sat around for an hour waiting to start a basic match of Bad Company 2 (on a FIOS connection no less, so it isn't on my end). What am I paying for during that one hour again?
When you're in matchmaking (Halo style) your console and every other console looking for a match in for the same game type (or playlist) is a potential server. The games try to match people's preferences (game type, maps, etc) as well as match for skill (which dedicated servers can't do because there's no authoritative source for this information.)
All those potential hosts are paying per year for the service, and there are thousands, if not hundreds of thousands of them waiting to be grouped into parties according to their preferences.
How in the heck is the number of dedicated servers that could be put into play supposed to change this, especially considering the cost would most likely be in excess of-- and in addition to-- the XBL membership fee?
Let's imagine, for a moment, that you run a server. You run it at home, since you have a nice fast connection and reliable power. Your Xbox is going to see that server and use it all the time-- after all, it's running all the time, it runs the playlists, gametypes, and maps you like, and it has the lowest ping.
Now you need players. As far as matchmaking is concerned, all you've done is eliminated your Xbox as a potential host (it's now a client connected to your server) and still needs to match up a certain number of players in order to start a match.
In other words, during the times when a server administrator is looking to play, no number of additional dedicated servers will significantly alter the client:: potential host ratio on the service.
If you used a professional service, with a lot of extra bandwidth, and ran multiple processes, then you might be putting a dent in the problem-- but this is where real money needs to be spent. Halo has hundreds of thousands of players simultaneously, and routinely, and there are plenty of other games on XBL as well.
How many people are willing to pay for a professional server? What's the ratio between the number of processes they can run and the player base? Are dedicated servers supposed to replace the model where Xbox consoles can also serve as hosts? Because that is a LOT of servers.
Let's do a quick comparison.
Top current game on Steam:
COD/MOW2. 30,452 current players, 77,402 peak players for the day.
The next two slots are for CS: Source and CS. #4? Football Manager. #5? TF2 at 20K peak, almost four times smaller than the COD/MOW2 playerbase. At spot #8 the populations drop under five digits.
The total number of concurrent players on Steam when I checked was 166,639.
The aggregate peak-- if we assumed that all games were their busiest during the day at the precise same moment-- which I am sure is not the case-- that would give a figure of 423,851 concurrent players.
On the day of MOW2's launch, XBL supported 2 million concurrent players. 500% more than the theoretical concurrent peak on Steam when I compared, and 1000% more than the actual concurrent figure.
Let's assume that was a really busy day. Today, on Halo 3, the total number of unique players in a 24 hour period was 921,546. That's more than twice the theoretical maximum peak concurrent figure for Steam. Even if you adjust for the difference in calculating the figures (total unique vs total concurrent) there's no comparison, and that is only one game compared to the entire Steam playerbase.
There is absolutely no way there are enough individuals willing to pay for dedicated servers to replace the way XBL works, and there is no way to integrate those servers into the existing populations in a way that is fair. Where Microsoft can make reasonable attempts to police hacked consoles that lead to cheating, there is no conceivable way they can do it for dedicated servers, especially if people take advantage of the features dedicated servers entail-- custom content.
There is a platform that adequately supports all the features offered by dedicated servers and that XBL lacks, and provides free multiplayer. It's called the PC. Not only would I not pay any yearly fee for an XBL that worked with dedicated servers the way you describe, I wouldn't even waste my time with it if it was free-- my time is too valuable.