Competitive EU scene?
G1R
Join Date: 2012-08-23 Member: 156275Members
Hi,
is there somewhat a competitive scene for NS2 in europe? I mean...this game seems to be released soon and i don´t hear anything about it ..... ESL opened a section for it, but its dead ....
Somethings really holding NS2 back....
I´d really like to play it in an organized team ....but i can´t :(
Regards
is there somewhat a competitive scene for NS2 in europe? I mean...this game seems to be released soon and i don´t hear anything about it ..... ESL opened a section for it, but its dead ....
Somethings really holding NS2 back....
I´d really like to play it in an organized team ....but i can´t :(
Regards
Comments
The reason why there aren't any more are probably a result of several factors:
1. Beta/tiny active playerbase.
2. Significant gameplay problems with competitive play.
3. No tournaments.
The reason why there aren't any more are probably a result of several factors:
1. Beta/tiny active playerbase.
2. Significant gameplay problems with competitive play.
3. No tournaments.<!--QuoteEnd--></div><!--QuoteEEnd-->
What gameplay problems? Care to elaborate? Im new to this game.... IMO the performance is a massive issue as well.....
edit: and the price ... well SDK comes with it...well...maybe 5% of those future customers even care about the SDK ...
<ul><li>Small player-base (200-400 is not a lot, regardless of what the hype-machine wants you to believe)</li><li>Performance-problems for clients (a lot of hype-buildup to this patch with regards to physics-optimizations, but the actual %-increase during combat isn't all that impressive, certainly not what was needed)</li><li>Performance-problems for servers (I can recall when people asked when the tickrate-cap would disappear, but I haven't seen such a request as of late anymore, probably because people realised high-powered servers aren't even able to sustain a solid 30 ticks)</li><li>A myriad of problems with the gameplay-mechanics</li><li>Wonky animations (makes combat a bit, well, wonky)</li><li>Hit-reg is far from ideal (this ties in with animations\tickrate\client-performance I guess)</li></ul>
[EDIT]
Also, no anti-cheat of any kind, with a game that has its game-logic open-sourced. I don't think any of the current teams are really put off by this, but it can evolve into a very serious problem later on.
[/EDIT]
<!--quoteo(post=0:date=:name=G1R)--><div class='quotetop'>QUOTE (G1R)</div><div class='quotemain'><!--quotec-->edit: and the price ... well SDK comes with it...well...maybe 5% of those future customers even care about the SDK ...<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess that could be true. A game with a proper SDK is worth its weight in gold to me, but could be overpriced for someone else who's just interested in some casual play.
Interestingly enough the EU scene is arguably more active than the NA scene..
But yea not any form of anti-cheat is soon to be an issue, or atleast a basic script hash check.
And while client side FPS and smoothness has improved there are recently introduced server issues that dont seem to be 'an issue', and I pretty much cannot get anyone to accept they exist...Let alone all the tickrate issues and bugs resulting from them (ive seen the server tickrate bug manifest itself client side, to the point where nothing could repair the game short of formatting said computer - every single other game working without issue).
Also, 30 ticks is actually really really poor. It's about as low as you can go before things start to turn bad, so calling it a milestone (and only on insane CPUs) literally weeks before release is worrisome to say the least.
I also think I understand what xDragon means when he says server-issues. I have noticed some things working rather iffy lately, and I was wondering if the performance-optimizations had something to do with that. A build or 4 ago when they annouced some server-optimizations I saw this happening, and I had the odd feeling they may have sacrificed some things on the server-side in order to get them to run faster (well actually not an odd feeling, I think this was officially confirmed).
Also, 30 ticks is actually really really poor. It's about as low as you can go before things start to turn bad, so calling it a milestone (and only on insane CPUs) literally weeks before release is worrisome to say the least.
I also think I understand what xDragon means when he says server-issues. I have noticed some things working rather iffy lately, and I was wondering if the performance-optimizations had something to do with that. A build or 4 ago when they annouced some server-optimizations I saw this happening, and I had the odd feeling they may have sacrificed some things on the server-side in order to get them to run faster (well actually not an odd feeling, I think this was officially confirmed).<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah..i mean..i REALLY like this game A LOT ..... but that doesn´t matter if the performance is crap and people can´t play it properly..esp. a competitive game.
Also, 30 ticks is actually really really poor. It's about as low as you can go before things start to turn bad, so calling it a milestone (and only on insane CPUs) literally weeks before release is worrisome to say the least.
I also think I understand what xDragon means when he says server-issues. I have noticed some things working rather iffy lately, and I was wondering if the performance-optimizations had something to do with that. A build or 4 ago when they annouced some server-optimizations I saw this happening, and I had the odd feeling they may have sacrificed some things on the server-side in order to get them to run faster (well actually not an odd feeling, I think this was officially confirmed).<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm watching quite a few servers run 20-24 players at a rock solid 30 ticks. Outside of what Dragon is talking about, the server performance has drastically increased this patch.
Aye performance for servers is better, but I would not call it rock-solid. Like I said it would mean that it doesn't ever move off 30, and the few servers I tried it did (however infrequently).
<!--quoteo(post=0:date=:name=xDragon)--><div class='quotetop'>QUOTE (xDragon)</div><div class='quotemain'><!--quotec-->Best indication of what im talking about is watching the actual update rate in net stats, and not the tickrate... With a tickrate over 20 the game shouldnt be dropping to <10 updates, which happens quite frequently. The update rate is hardly ever stable at 19-20 let alone 15-20, which arguably is a pretty important thing...<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I've noticed that too, been like that for a while though. Clients are locked to 20 updates\sec are they not? Perhaps if the tickrate drops below a certain point the server cuts its losses and skips the read-out of networked-variables (and as such forego a gamestate-update) for that frame to save computing-time. A bit of a cheap way to keep up appearences of good server-performance if this is really the case.
Perhaps the unit of measurement for server-performance should be changed, we've been clinging to tick-rates for quite a while now, but this seems like another variable to be weighed in.
The update rate dropping issue happens regardless of tickrates however, even on freshly restarted servers.
It's lagging balls now, though. Someone go restart that ######.