Call of Duty: Advanced Warfare

The cool kids have both.

:D

The smart ones just bought the right one :p

no mention of any dedicated servers either, so that's pretty much dried up. Usual lag comp BS will happen too no doubt.

Correct me if I am wrong wasn't the servers only for XB1 Ghosts because Microsoft footed the bill? Not surprised though about the servers, they couldn't cut into their massive profit margin to provide a better game.

Indeed, most who've posted here will write how rubbish it is/will be then buy it anyway and inform everyone, again, how rubbish it is :p

I agree it is silly to buy it if you are just going to moan about it but generaly there does seem to be more reluctance to pre-order this from people on here.
 
no mention of any dedicated servers either, so that's pretty much dried up. Usual lag comp BS will happen too no doubt.

No surprised about dedicated servers. Really they don't need them for a 6v6 game. COD ran fine on earlier version(pre mw3).
It isn't "lag comp" that's causing issues. I've said this god knows how many times. It's a problem with the game engine(drift0r said it's the tick rate) that's causing problems. Even in videos from the reveal even when people are playing on LAN you still insta-deaths. Until they actually use a new engine it won't be fixed.
As with Ghosts and Blops 2 I suspect I'll give Core a try and then just play HC.
 
Not buying it for a second

This is the same engine that powered MW2 and the like, and its been proven time and time again that MW2 was much more accurate when it came to displaying on your screen what the server was seeing, meaning you don't get insta death from players that you haven't even seen yet.

MW2 had lag compensation, it had to have it to allow for players of different pings to play together - but they did something in the modern era, adjusted the algorithms behind the compensation, that lead to people being much more out of sync and made the game view much less accurate for large percentages of the population.
 
Not buying it for a second

This is the same engine that powered MW2 and the like, and its been proven time and time again that MW2 was much more accurate when it came to displaying on your screen what the server was seeing, meaning you don't get insta death from players that you haven't even seen yet.

MW2 had lag compensation, it had to have it to allow for players of different pings to play together - but they did something in the modern era, adjusted the algorithms behind the compensation, that lead to people being much more out of sync and made the game view much less accurate for large percentages of the population.

I didn't know any of that about MW2.

Such a great game, still has a very active online following..i'm on it most nights
 
when all of the "lag comp" controversy came out about black ops 2 - youtubers went back and played MW2 and showed people's views side by side - on the whole consistently the MW2 difference in timelines was much much smaller.

It explains why it felt so much better back then. The downside is however, is that back in those days the players with the lowest ping had the advantage. But no COD developer has ever come out and fully detailed what changes happened that caused that change. everybody on youtube has just second guessed what those changes might have been.

All that the statement about playing on LANs prove is just how bad they got it - that even when playing on LAN it can't get the client and "server" in sync.

I highly suspect that the reason dedicated servers have disappeared is that everybody said they wanted them, then when the developers did a blind test nobody could tell the difference. The issue never was having players as hosts - because it worked just fine on MW2 and COD4 etc..

The problem is they broke the engine fiddling with this, and nobody knows or is willling to put it back how it was.
 
The problem is they broke the engine fiddling with this, and nobody knows or is willling to put it back how it was.

I agree with that. Something definitely changed. And it's definitely because players are out of sync that we have problems. As I've said it happens offline against bots so I think it's the fiddling they've done to the engine that's broken things, as opposed to "lag comp", but they don't know what they've broken.

Wasn't it a lot better in Ghosts though? Leading people to believe it was related to theatre mode?

It's just as bad in Ghosts. Theatre did cause lag issues(even though the devs won't admit it) and that's why it was removed.
 
I have no knowledge on programming so maybe I have a simplistic view of this but I do not understand if the engine is the same and the had such good netcode for MW2 why they would fiddle with it. 4 COD's later, and I suspect AW will make it 5, they still haven't equalled MW2 netcode nevermind improved it IMO. If the sync is out over LAN then there is no hope of online ever working properly.

Part of the problem I think has to lay with there being no competitor to COD. I know BF have tried to move in to take some of the COD market but apart from being an FPS the game mechanice are different. Basically we need another studio to release a fast paced run and gun FPS.
 
I have no knowledge on programming so maybe I have a simplistic view of this but I do not understand if the engine is the same and the had such good netcode for MW2 why they would fiddle with it. 4 COD's later, and I suspect AW will make it 5, they still haven't equalled MW2 netcode nevermind improved it IMO. If the sync is out over LAN then there is no hope of online ever working properly.

Part of the problem I think has to lay with there being no competitor to COD. I know BF have tried to move in to take some of the COD market but apart from being an FPS the game mechanice are different. Basically we need another studio to release a fast paced run and gun FPS.

Problem is they added so much to the game in regards to playercards/emblems/customisation/camos the code was never designed to send and receive all that additional information it then causes problems which need to be dealt with.
 
I have no knowledge on programming so maybe I have a simplistic view of this but I do not understand if the engine is the same and the had such good netcode for MW2 why they would fiddle with it. 4 COD's later, and I suspect AW will make it 5, they still haven't equalled MW2 netcode nevermind improved it IMO. If the sync is out over LAN then there is no hope of online ever working properly.

Part of the problem I think has to lay with there being no competitor to COD. I know BF have tried to move in to take some of the COD market but apart from being an FPS the game mechanice are different. Basically we need another studio to release a fast paced run and gun FPS.

I know the dev that did the netcode for CODs up to MW2 left when IW split up. I'm guessing they had to change some things to get theatre mode working and that broke something and they don't know how to fix it.

I agree that there needs to be a serious competitor to COD. BF is a different sort of game. TitanFall could have been that game if they'd released it on different platforms.
 
I have no knowledge on programming so maybe I have a simplistic view of this but I do not understand if the engine is the same and the had such good netcode for MW2 why they would fiddle with it. 4 COD's later, and I suspect AW will make it 5, they still haven't equalled MW2 netcode nevermind improved it IMO. If the sync is out over LAN then there is no hope of online ever working properly.

Part of the problem I think has to lay with there being no competitor to COD. I know BF have tried to move in to take some of the COD market but apart from being an FPS the game mechanice are different. Basically we need another studio to release a fast paced run and gun FPS.

Loosely speaking, Netcode is one generic term used by the community to descibe page upon page of code written by devleopers to handle how players interact in multiplayer.

Its not a single fixed entity and is constantly evolving with each new release of COD.

Its obviously however that somewhere along the line, somebody implemented something that has changed the way it works. Because the person who wrote that code no longer works for infinity ward, it stands to reason that actually, now nobody truely understands why it plays so different now, and why it behaves so badly even on LANs.

The only way to remedy this, would be to take another existing engine such as Source 2, and then build all the stuff they need on top of it from the ground up.

Which is too expensive and time consuming when you need to keep churning games out every 12 months with the sole aim of achieving maximum profit.
 
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