Wreckfest

Wreckfest

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Big Boss Jan 25, 2015 @ 10:25am
"Host quit" - Migrate it to another user....
rather than kicking everyone.
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Showing 1-14 of 14 comments
Purple44 Jan 25, 2015 @ 4:02pm 
Host has to quit to change track.

Next Build host will be able to change track, modes without kill the host. Also players will be able to change cars from inside the lobby.

Since Wreckfest is not P2P and a lot of players can not handle or have the right ports forward to host Wreckfest, there will be no migrating of host Bugbear said in a PM when I asked.

Big Boss Jan 25, 2015 @ 4:07pm 
Originally posted by Purple44:
Host has to quit to change track.

Next Build host will be able to change track, modes without kill the host. Also players will be able to change cars from inside the lobby.

Since Wreckfest is not P2P and a lot of players can not handle or have the right ports forward to host Wreckfest, there will be no migrating of host Bugbear said in a PM when I asked.

Not speaking of changing tracks etc.
When a host leaves ie. quits the game, done for the day etc, the "ownership" should be placed on another person with the best bandwidth similar to MW2 etc.

"Alot of players cannot handle" a few kbits? lol.
Ports? This is 2015, ports are so 1993.
Last edited by Big Boss; Jan 25, 2015 @ 4:08pm
Purple44 Jan 25, 2015 @ 5:52pm 
I can only handle 14-16 players tops with my cable connect and being up here in the northwest, US. If I'm in a 20-24 player host and I become host, we talking major lag for the players.

Download Speed: 63.95 Mbps (7.99 MB/sec transfer rate)
Upload Speed: 3.9 Mbps (0.49 MB/sec transfer rate)
Latency: 24 ms
Jitter: 2 ms

Server: Medford, OR - 400 miles away


I would guess that only 10%, maybe, maybe 20% players connection could handle 20-24 hosting. And if you have a bandwidth cap with your internet service, you going to burn it pretty quick if you become host!

HUGE Upload during hosting

Also if player has not forwarded the right ports for hosting, then if that player become host, all players going to get drop anyway.

If Wreckfest was P2P like Flatout 2 was and only 12 player online, then it be easier to have host migrate to another player. It was nice having host migration in Flatout 2, just nor feasible with Wreckfest and 20-24 player hosts it seem.
Last edited by Purple44; Jan 25, 2015 @ 5:59pm
Sam223 Jan 26, 2015 @ 5:34am 
Host migration is not practical or feasible in wreckfest. As purple said not everyone can handle hosting full 24 car servers ( i can manage about 6-8 with 1mb upload). Not everyone can handle waiting for a race to finsh if they are DNF either. You'd end up with a constant loop of migrating until you found someone who could actually handle the hosting, and desired to actually host the server without hopping to another.
Last edited by Sam223; Jan 26, 2015 @ 5:35am
Big Boss Jan 26, 2015 @ 6:41am 
Originally posted by Sam223:
Host migration is not practical or feasible in wreckfest. As purple said not everyone can handle hosting full 24 car servers ( i can manage about 6-8 with 1mb upload). Not everyone can handle waiting for a race to finsh if they are DNF either. You'd end up with a constant loop of migrating until you found someone who could actually handle the hosting, and desired to actually host the server without hopping to another.

Is the online component just poorly coded or something?

"Youd end up with a constant loop" eh, no you wouldnt, because it would work like it did in MW2, your connection is checked lets say once a week via the game, and thus the game will know each players connection (and check if the port is open, woah) and thus it can migrate rather quickly to the best available, if its impossible, then it will simply not and abandon the game.

Also whats so fancy and heavy abou Wreckfest anyway? Physics seem more of the same, nothing fancy, the deformation seems meh at best (very unrealistic too, a concrete block shouldnt break when you drive at it at <30km/h) just sync player locations in realtime, but physics could be on second priority or something, I dont know.

Or just make it so that the first host had 24 players, and then he leaves, new host got a ♥♥♥♥♥♥♥♥ connection and thus a few players get kicked, et voila problem solved.
Sam223 Jan 26, 2015 @ 7:56am 
Like i said there are few who can host 24 players,and most people want to play on 24 player servers. Thats why the majority of servers are setup as 24.
Fps is much simpler in terms of network sync. You only need to know player location,if he is dead or alive.The exact position ie perfect direction he is pointing is not as important.Doesnt matter if you shoot him in the face or back of the head,he will die.

Racing games require more bandwidth since car location + perfect degrees of rotation is required along with car health. Old games often have a fat/thin badwidth option where thin (less badwidth) will show no drifting other than locally.Meaning you can get magically drifted into by a car that was doing something else on your screen.Wreckfest doesnt have this option.

Dedicated servers are planned to go with the current local listen server setup.The majority voted against p2p and host migration due to bad experiences with p2p online games. I.e laggy host,host migration mid game,people hosting who had no idea they were hosting.
Fila! Jan 26, 2015 @ 1:05pm 
Yeah host migration is really not feasible in this game.

To be able to host alot of players you need a good combination of high end hardware and bandwitdh. Because of all the wreckage that needs to be calculated by the host, having just the internet speed but not the hardware speed will result in lag.
SenorBeef Feb 5, 2015 @ 8:36pm 
Reason #41925 we need dedicated servers. They're up 24/7 and always reliable. We don't have to worry about getting in a crappy game because the person hosting it can't handle it, nor will everyone get kicked when the host decides to leave. Any solutions that prop up the player hosted game structure is a half-measure at best.
TheUnleet Feb 6, 2015 @ 5:33pm 
I have like 180mb/s download, and 30+mb/s upload.. I think I can handle hosting 24 people without the need for a dedicated server. Maybe if we had regions so people know that a hoster is from a specified country(So EU players dont join a USA server and complain about lag?)
Big Boss Feb 6, 2015 @ 5:48pm 
Originally posted by TheUnleet:
I have like 180mb/s download, and 30+mb/s upload.. I think I can handle hosting 24 people without the need for a dedicated server. Maybe if we had regions so people know that a hoster is from a specified country(So EU players dont join a USA server and complain about lag?)

Its not a problem with ping.

Also your download has nothing to do with hosting though.
Purple44 Feb 7, 2015 @ 1:35am 
Ya you can have all players under 100 PING and still get a lag spike in a 20-24 player host.

I do wonder if a player go online with FPS in the 20s, can he cause lag even with a 50 PING connection to host? I think this can happen online. Especially if host has poor FPS.

I know the particle effect in GRID 1 made me laggy online, so I drop it a notch and do the same for Wreckfest to keep my FPS 40 or higher. Rest of Wreckfest graphic settings max or turn on except vsync.

RockoDSS Feb 7, 2015 @ 6:55am 
They already have that implented. its on the next patch. we are gonna be able to change track and mode from lobby.
Hammerhandle Feb 12, 2015 @ 9:39pm 
why do we even need hosts in the first place, its such a hit or miss with certain ppl, or times of day etc, they (BB) should be hosting the games on fiber, with regional servers.
Let players set up a track, with max ppl. or if they want private games, let them rent space for those for $XX.XX a month.
I just want to have a more stable connection rather than what we have now.
Purple44 Feb 12, 2015 @ 11:58pm 
I hope we will have both, online hosts like now and dedicated servers hosted by Bugbear and other players that are willing.
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Date Posted: Jan 25, 2015 @ 10:25am
Posts: 14