We here in the PC world call them rankup servers, but yeah what you saidGamesB2 said:Yeah but I'm surprised at how many PC dedicated servers are like that too.Denamic said:See, the thing is, what you're describing is called a "shitty server".
Wait, don't panic! It's okay.
Just put that server on your shitlist and play on another server.
And anyway Microsoft wouldn't want people boosting achievements and stuff.
I can just see MS outright saying no and I can't blame them... Live is more of a guided service than an open platform.
NOPE!Asparagus Brown said:"If you just want a six-person server with your friends, it might run you something like $8 a month." I imagine it'd be difficult to rank these people against the rest of the world.Treblaine said:I think you have been misled on or misunderstood how online gaming works.Asparagus Brown said:I don't think dedicated servers on Xbox live is a very good idea at all.
How do you run worldwide leaderboards across multiple servers?
It complicates a service that's intended to be simple, accessible and completely connected.
We are talking about Game HOSTING. That is the heavy processing and high server load of running the game and sharing out the millions of data packets to each player in their home with low latency.
With dedicated servers (as usual on PC), you rent a specialised super-computer (or portion of one) that is positioned deep in the networks of the internet with the lowest possible latency for all, and enterprise level reliability.
With consoles most of the time it is just peer-to-peer where most of the work is STILL done by the users. There are algorithms to find groups of consoles trying to connect that decide which is best to serve as the "host". The host (person at home with their Xbox connected online) functions just the same as a dedicated server only:
-higher latency
-host advantage
-lower reliability
-poor control
-poor organisation
-inflexible
-basically all bad.
But the stat-tracking, leaderboards, authorisation and achievement tracking is not done by either the Dedicated server OR the host console, that is a LOW DATA VOLUME task run by a few low-power servers owned and operated by the parent company, it basically stands over that and takes a note of everything that happens. It works like for Steam, where the overwhelming majority of games are on dedicated servers but all the time Valve's Steam client-software (much like XBL) is offering support, tracking and assisting but not actually running much at all.
You're right, though: I don't know a whole heap about how online gaming works, which is in part why the whole Xbox Live thing appeals to me. It means I can throw in a disc and jump into a game and it's as simple as that. I realise there are large downsides to the Live model in regards to performance and moderation, but I think that fracturing it into user-run moderated servers isn't the best in terms of accessibility, which seems to be one of Microsoft's main goals with the service.
Anyway, feel free to inform/correct me on that if there's anything I've said that doesn't add up.
You get just as bad and WORSE latency on console... they just hide the ping value from you.Macflash said:If players had to run their servers, they'd just be like the servers in PC games. Laggy, annoying, and formidable to the unexperienced player. Say you want to find play a game, you've had a long day. You sit down to play your favorite console game, and to find a match you have to sift through lists of thousands of servers to try to find one playing a game settings you like that has a decent ping and might have people of your same skill level, and then the countless other factors. Or you just want to be in a game with your friends, you don't want to deal with finding a server with room for all of you and a place where you can be on the same team, that has a good ping for all your friends, etc.
Basically, if you want dedicated self run servers, go play a PC game. Servers have more customization options there, you can run custom mods which are impossible on the Xbox, because they won't allow you to download the necessary files and whatnot. And you can play there for free.
I will stick to letting the Microsoft servers find me a nice multiplayer match, so I can focus on shooting random strangers in their virtual face.
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?
Treblaine said:Asparagus Brown said:Because Valve, like Microsoft, runs central servers that the Steam Clients talk to that handle this information. They just do it on a scale that is quite a bit smaller than Xbox Live.Treblaine said:NOPE!Asparagus Brown said:I don't think dedicated servers on Xbox live is a very good idea at all.
How do you run worldwide leaderboards across multiple servers?
[snip]
Anyway, feel free to inform/correct me on that if there's anything I've said that doesn't add up.
Just because ONE SINGLE SERVER that six people join exist does NOT mean there cannot be an over-arching stat-tracking system covering ALL servers that a game might connect to.
Valve Software's very popular Steam Client lets you connect your game to any server, including servers as small as only 4 players, and with supported games still track all achievements, stats, leader-boards and all that crap. And you don't need to know a thing about how it works for it to happen. Just launch the game (don't even have to insert the disc) and join a muliplayer game.
One could think about it this way. Steam is a direct competitor to Xbox Live, in that they offer similar services.
However, the barriers to entry for a Steam gamer are actually higher, on average. While you can make a competent gaming rig for around the price of a console, many gamers who choose the PC as their platform will aim higher than that.
PC games don't target a single hardware platform over a range of 5-10 years, the way console games do, so you'll either upgrade your video hardware more often, or tolerate an aesthetic experience that is degraded compared to what other gamers are getting from the same game.
It is not that surprising that given a smaller pool of potential subscribers who have paid a higher price for entry into the market, Steam would choose to make its online service free-- especially when their direct competiton on the same platform (Windows) has historically had online play for free as well.
Steam is not free because it doesn't cost anything to run. It's free because Valve makes enough margin on games to cover that cost, which is lower in aggregate because there are fewer Steam players than XBL players-- and because Steam needs to be free in order to have a viable player base.
If Steam cost per year what XBL did, how many subscribers would they have tomorrow? Isn't that the real measure of the value of what the two platforms offer-- not which one gives away more for free, but which one people are willing to pay for?
By your own figures there are more players on xbl than steam, yet a smaller community can support more dedicated servers?Narcogen said:There is absolutely no way there are enough individuals willing to pay for dedicated servers to replace the way XBL works
You make an interesting point but I'm afraid your wrong. Xbox live holds your multi player (or at best your online multi player) hostage until you cough up the money steam doesn't.Narcogen said:If Steam cost per year what XBL did, how many subscribers would they have tomorrow? Isn't that the real measure of the value of what the two platforms offer-- not which one gives away more for free, but which one people are willing to pay for?
Again:Narcogen said:Because Valve, like Microsoft, runs central servers that the Steam Clients talk to that handle this information. They just do it on a scale that is quite a bit smaller than Xbox Live.Treblaine said:NOPE!Asparagus Brown said:I don't think dedicated servers on Xbox live is a very good idea at all.
How do you run worldwide leaderboards across multiple servers?
[snip]
Anyway, feel free to inform/correct me on that if there's anything I've said that doesn't add up.
Just because ONE SINGLE SERVER that six people join exist does NOT mean there cannot be an over-arching stat-tracking system covering ALL servers that a game might connect to.
Valve Software's very popular Steam Client lets you connect your game to any server, including servers as small as only 4 players, and with supported games still track all achievements, stats, leader-boards and all that crap. And you don't need to know a thing about how it works for it to happen. Just launch the game (don't even have to insert the disc) and join a muliplayer game.
Not only have you deflected the debate from poor multiplayer networks to a ridiculous straw-man argument about PC gaming but it is completely unfounded argument.One could think about it this way. Steam is a direct competitor to Xbox Live, in that they offer similar services.
However, the barriers to entry for a Steam gamer are actually higher, on average. While you can make a competent gaming rig for around the price of a console, many gamers who choose the PC as their platform will aim higher than that.
PC games don't target a single hardware platform over a range of 5-10 years, the way console games do, so you'll either upgrade your video hardware more often, or tolerate an aesthetic experience that is degraded compared to what other gamers are getting from the same game.
It is not that surprising that given a smaller pool of potential subscribers who have paid a higher price for entry into the market, Steam would choose to make its online service free-- especially when their direct competiton on the same platform (Windows) has historically had online play for free as well.
Steam is not free because it doesn't cost anything to run. It's free because Valve makes enough margin on games to cover that cost, which is lower in aggregate because there are fewer Steam players than XBL players-- and because Steam needs to be free in order to have a viable player base.
If Steam cost per year what XBL did, how many subscribers would they have tomorrow? Isn't that the real measure of the value of what the two platforms offer-- not which one gives away more for free, but which one people are willing to pay for?
That's part of my point.Narcogen said: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?