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(PSN)Bigboodyjuudy

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Posts posted by (PSN)Bigboodyjuudy

  1. 16 minutes ago, (XB1)Dex Xean said:

    I mean with some places in the world having dedicated servers would have the same problems that peer to peer has to them. depending on how far they would be to the servers run by DE they would still d/c or fail host migrate. So in the end the players would still have these issues with dedicated servers. At this point I dont think that would help much other than offer less host migrations failures because of bad players internet. It would just be changed to players disconnecting to DE servers. So DE would just be taking the cost of running servers and  they would have players with the same reward issues like before.

     

    I think they should have more fail-safes to save rewards. DE should be aiming to save rewards more often so even with host migrations you dont lose the work you put into the mission. This problem has more to it then just having the servers record the rewards more though. I mean its probably more complex then I am thinking it would be to add in more fail safes.

     

    Of course I get your point, I can't say if Dedicated servers would help any more than the current system, thats why I didnt say we should get rid of peer to peer. They should just keep improving it instead. 

  2. 7 minutes ago, Fallen77 said:

    That's what I'm saying, out of a thousand hours, big flipping deal there.

    Even if all 3 occurences where 5x3 nights, over such a big period, I would still qualify it as petty concern.

     

    Well you and I have very different views then, because time is a valuable commodity that you cannot get back so losing 5 or so hours is certainly a big deal for me, given that I don't have a lot of free time to begin with. 

  3. 3 minutes ago, 844448 said:

    Alright, let's say it's the host with potato internet so what do you want to do? It's the host fault so who's to blame then if not the host?

     

    No its not the hosts fault particularly. Internet hiccups happen. Its the fault of the system for host migrations for not putting those other 3 players back together. Thats my argument if you had actually taken the time to read it, was my stance from the beginning in the OP. Hasnt changed one bit. 

  4. 1 minute ago, Fallen77 said:

    I'll won't argue anymore since you're willfully ignoring most arguments.

    But this... This... If it is THIS rare, what are even complaining about in the first place ? Really ? This is normal for games to have hickups, and 3 rewards lost in a thousand hours... Oh poor you...

    I was going from the basic complaint of "87% of host migrations are failling" that you see twice a week (quoted from a fairly recent thread). At least I understand why those guys want to vent out their frustration.

    But you barely missed anything here, this is laughable. A big problem ? Yeah... Completely unreasonnable expectations much...

    3 occasions where I missed out on rewards, one in a 2 hour survival not being a big deal? As rare as it may be, thats a poor reason to dismiss it as not being an issue that needs attention brought and fixed. 

    Your counterpoints are weak mate. 

  5. 13 minutes ago, WhiteMarker said:

    Aren't you doing the same by saying everything is DE's fault? Isn't that the go to complain everyone has, whenever something goes wrong? The company is at fault..

    This whole thread is amazing.
    You yourself said that you have no idea how servers work. But at the same time you say that servers would fix all the problems. If someone brings up problems with servers, you say that it's on DE to solve these problems.
    Should you really bring up servers if you have no clue at all?

    You said that it's not on you to do cost calculations. DE would have to do that. Don't you think DE already did such calculations?
    Again, do you think you are a genius when coming up with the idea of servers? DE surely had the idea and figured it's not worth the time, cost and effort.
    Servers aren't a one time payment. They have to invest over and over again for the upkeep. They would have to buy/rent servers all around the globe. They need the companies that keep the servers running.
    And the link you posted speaks of estimations. So their income might be that high, or maybe it isn't...
    Great to base stuff on something like that...

    How is it not their fault? 

    Host left, migration failed. Who's to blame here the user? For the migration failing which the player had no input on its decision? Come off it mate, thats a absurd argument. 

     

    I know how servers work, I don't however know how DEs servers work. Big difference there. Maybe you shouldn't try to twist my argument, you should know better than to do that shameful tactic. 

     

    You're right its not on me to do cost calculations. Maybe DE has maybe DE hasn't, I can't claim either way, I dont work for DE. 

     

    Tell me. Why are you treat DE as if they can do absolutely no wrong. You do realise companies dont give you any good boy tokens for defending them. It doesnt pay to be a shill. 

  6. 4 minutes ago, 844448 said:

    And the blame on DE is far drier than "shifting the blame from DE". Let's say you have fiber with 50MB/s, how stable it is? and are you sure it's 50MB/s instead of 50Mb/s? Also, let's focus on the host now. Not all host are using fiber like you (Who knows how many are using ancient relic for internet) so yes, it's the internet, either you or the host, you happy now?

    And host migration was far more severe back in their time in 2014, this is pale in comparison now

     

    Can you prove that it is my Internet? No so thus the argument is at a stalemate. I see this tactic being used in every single game I've seen complaints of online multiplayer. Forum warriors are quick to rush and blame the players, despite the amount of numerous other complaints, many of which have garnered over hundreds to thousands of upvotes on reddit oh but what am I saying of course its just an isolated issue with that player and their "terrible internet". 

  7. 2 hours ago, Fallen77 said:

    But really, I'm just wondering, did you put your internet into question even once ? Are you getting flawless 10 ping connection in all other games ?

    When I had a bad connection, I was getting all your problems, but I was not automatically assuming the issue was on DE's end. When a door would not open, I would be pissed at my internet, not senselessly pushing the blame on the game.

    And since I got better internet, it has been a year since I've seen a door not opening or a host migration fail. (I may be matched with an actually bad host around once a week at most, quit and restart mission, 30 secs lost per week)

    People are not saying that those issues don't exist, they are saying that it's possible to not have those issues. Thus, it is not a generality, check your internet.

    You could say it's only testamony of some players, but if you don't take those into account, yours is just as invalid.

    Because you see some potato-internet-salty-dudes complaining in feedback doesn't mean it's as much of a widespread problem as you say it is. Only the people experiencing issues, and incapable of considering their own shortcomings, will be taking the time to come complain down here.

    DE is failing to adress this issue ? Have you tried adressing it on your end a single time ?

    I worked extra hours at minimum wage to afford changing my setup, I chose to take a small appartment in a city so that I could garantee good internet, MANY people can do such things, if gaming is a priority for you. I don't have any network issue since. But no, it's all DE's fault right ? Not yours for not comitting to making your internet good, right ?

    If those threads tend to get such vitriolic answers, it may be because many would rather see DE spending time making awesome content rather than fixing people's internet. Not everything is perfect, improvements are definitly possible, but here, a good 90% is solely due to your setup I'm afraid.

    So yeah, here's the solution you're asking for, improve your internet, it'll fix a LOT of your issues.

     

    iTz yOUr InTerNet. 

     

    How? How is it my internet? You have yet to explain how host issues are caused by ME and not THE HOST. How are doors being locked to anyone other than the host my problem? You realise that is a matter of fact a host problem, nothing to do with the other player.

    Also as a matter of fact, yes I do get 10 ping on every other game, no I do not have wifi, I use high speed fiber with average speeds of over 50MBs so no, don't blame my internet. That's always the go to excuse of every forum warrior to shift any blame from DE or any other gaming company whenever people complain about their online experience. Frankly tired of that dried up, copy paste response. 

  8. 25 minutes ago, (PS4)guzmantt1977 said:

    Dunning-kruger doesn't mean that you claim special knowledge about anything at all. It is about us all believing that we are likely have a sufficient level understanding of a topic, which is not the case. Not understanding all of the minute details, and not understanding the basics are very different sides of the spectrum. Again, I will ask you:

     

    That's nice. I figured that since I used it the way that it's regularly used, by people who use the term, that would be okay. Usually people just look it up and save the effort required to figure that it means something it doesn't mean. I should probably have known better by this point. 

     

    Again, I don't think that you are grasping the meaning of the term 'catastrophic failure', which is odd because it should be self explanatory. I figure that I did elaborate, too. Normally when a host leaves, they hand us off to the server with information about the rewards we've been getting, which connects the remaining players to the next player in order of our assigned squad number, and puts us back more or less where we were at. This leads to a successful migration, and as several people have pointed out those are far more common. If that's not the case for you, then you may need to check what's going on on your end. 

    Because there's a pretty significant difference between all of us telling the host what's going on, and them telling the server, and the host relaying every bit of information from every player, to every other player and the server? 

    You ever notice the pause we sometimes get when new people are loading in? 

    And you do understand that the host is actually also a player, who is usually actively playing, right? Not just some magical rock with lightning passing through it that just sits there hoping to break the laws of physics so that we can get our rewards. 

    Lag isn't always a "host" issue. If everyone in the squad is getting lag except for the host, they are the issue. Quite a few times I've had issues where I found out that I'm the only one lagging. That told me that it was on my end. There was a pretty simple fix though. 

    Ok well you can claim I do not know the minute details, that is your assumption and you're entitled. I could just as well say the same about you. 

    I know what the term rage quitting means, do not try to act smart. Rage quitting can be as simple as quitting from a match in a game or closing the application completely. As I said, you should have elaborated on what you meant. Your fault, not mine. 

    Your catastrophic ending example claims that the fault for the game not reconnecting you back to the host is a fault of the player. Since you're making a claim, as the saying goes: burden of proof lies on you to prove it, so prove it. 

    The pause when you are loaded in is actually all of the map data being generated (if you didnt know maps are procedurally generated) and loaded in. Thats not to say its all rendered in at once. Warframe like a lot of games these days uses a rendering method called culling, which renders only what the player can see, the process is very fast and efficient which is why you won't notice it take place. Feel free to look up culling, its very interesting. 

    I'm aware that the host is an active player but theres no reason why Warframe couldn't send the information individually to each player when other games can and do it such as For Honor which also uses peer to peer. 

    Lastly, can you prove that the doors only opening to hosts and not players is a lag issue and not a host issue? 

  9. 22 minutes ago, (PS4)guzmantt1977 said:

    Some don't know all of the details, some don't know the basics. Which group are you in, and do you understand how Dunning-kruger works? 

    Amazing how something can be beyond your mental grasp one instant and plausible before you get to the end of your sentence isn't it? Another way would be touching your power button, and another would be to press the PS4 button, and close the game. You want to guess a couple more, or has your mental grasp of these things improved sufficiently for it to make sense now? 

     

    I think that you missed the whole concept of a "catastrophic failure". Try it again. 

     

    Because of the simple fact that all three are connected to the host, so if they aren't there anymore, then by definition you've been kicked. The server tries to put you back together again, but sometimes you pull a Humpty Dumpty and we're all out of horses? 

    If the server doesn't know that you have gotten the rewards, then how can it give you what you got? 

    The doors are usually lag and have nothing to do with host migrations. Very different things. Sometimes it's because the game doesn't know that you are there. I've had a few of those recently, like the game not realising that we're at extraction, often because someone hopped into operator form and back again. Again not usually anything that has to do with host migrations. 

     

    Dunning-kruger is irrelevant and does not apply to me or this argument. I did not claim to know more than I do. In fact to the contrary, I pointed out several times that I do not know the inner workings of DEs system therefore your assessment is wrong. Do feel free to prove me wrong though, I know you can't resist the urge to. 

     

    I was referring to severing the connection, while remaining in game which is what I thought you implied by "rage quitting". Maybe you should have elaborated on that. 

     

    Back to the argument you assume that theres no way the the host could just connect those other players to eachother. Based on speculation and thats all we have to go on at this stage, an instance of a map and an objective is created, the time, resources and all that is tracked individually and stored in the data logs I assume. I'll tell you why I assume that, because support has helped people get back items or resources that were lost during a host migration so although for players, thats another hurdle of obstacles they have to go through to get it back, anyways so if thats how the system works, then why can't the remaining players be hosts regardless. Whats stopping it from putting player 3 with player 4. The host should be merely a connection link, that link shouldn't be transferring player data such as resources acquired during the mission, affinity or even the map instance.  If it does, maybe DE needs to redesign their coding so that a cut off between host and other players still keeps the rewards. 

     

    I never said that doors not opening had anything to do with host migration, those are seperate issues. The title does say "host issues", seems pretty obvious to me that I'm including a variety of different issues. 

  10. 25 minutes ago, (PS4)guzmantt1977 said:

    Uh, what? You're trying to suggest something that someone who has no clue would possibly believe, in order to try to convince people that what's going on is something other than what is going on? 

    You thought that was a good idea? Really? 

    The only point you're making is that you're not clear on how any of this actually works. 

    One of the things about living in the third world is that sometimes the local branch of the electrical grid goes down multiple times in a day. It's happened when I was playing. In the event of a catastrophic failure in communication, it's a bit unreasonable to expect the game to be able to find a way to get my rewards. 

    Now imagine that somehow I was host there. Catastrophic failure. I am not able to communicate with the servers to tell them what rewards we all got. Player 2, gets pissed about host migration and rage quits. Players 3 and 4 can't connect to 2, regardless of what the server is trying to do, and they get booted to the orbiter. That's one way for it to happen. 

    Another is that for whatever reason, the route between me and the host goes down. I am unable to connect, but 2 and 3 are fine. Host reports my absence to the server. Meanwhile the server cannot connect me to the others because neither is the host. I get booted to the orbiter. In the mean time the team has extracted with their loot so the session no longer exists. 

    In the first place it's the host who's had a catastrophic failure. In the second it's just one member of the squad. I'm not sure how you would go about telling which one you experienced. Currently I suspect that neither are you. 

    Either way, these are not common events for me. Are they for you? 

     

    Looks like an instantaneous test on joining. Depending on how stable your connection is, ping times may fluctuate wildly. If you get in while it's good, but in general it's bad, we'll have lots of lag. Since the "limit" is only applied during the test, expecting it to magically stabilize your connection for the whole session doesn't make a lick of sense. 

     

    Your first counterpoint doesn't make any sense at all. What are you trying to argue here, that I don't understand how DE's servers work? Well no duh sherlock, no one here does unless you work for DE, the way and how it picks who to host, how the migration works etc is q complete mystery. At no point did I ever claim I did. 

    Your example further examplifies that you have no idea what point you're trying to make. 

    So, let me get this straight. I concluded that you are player 1 aka the host, correct? You leave, player 2 picks up the host and okay for whatever reason he "rage quits" how thats even possible during host migration screen is uh beyond my mental grasp since you can't exit out of the orbitor ship loading screen unless said person was to idk, unplug their ethernet cable?

     

    Lol ok whatever. Lets just roll with your nonsensical example, so player 2 leaves that was supposed to be the host but wait, there's still 2 players left, so why couldn't either one of those players be the host? Or *gasp* worst case scenario 3 members leave, why can't the 1 person left become the host and retain the rewards?

    Why does the host leaving kick all 3 other players, who to my knowledge had no choice or input in the matter. Its not their fault the host crapped out, why should they get penalised? 

    Either way you try to twist this argument to your favor, it still ends up with the host being the problem here which caused it all. The host was the catalyst therefore the fix should centre around creating another host by any means possible or retaining the rewards at worst case scenario. 

     

    Regardless if its common or not. It results in loss of time and resources that the player spent a good amount of time on, which can negatively impact the players motivation to playing. While host migration failing might be rare. Doors being closed to anyone other than hosts is a common occurrence, in my experience happening more times than I can count on both hands but of course being ANECDOTAL as you would say, take that information as you will. 

    Ping fluctuations do happen, I'll at least give you that one. 

  11. 6 minutes ago, (PS4)guzmantt1977 said:

    Hint hint, all others don't need to have bad internet if the host suffers a catastrophic failure that irreparably severs the connection to the server. 

    Now, it's one thing to say "sucks that I lost my reward. It's totally another to demand that the risk of catastrophic failure of any and all systems become zero. 

    And really, if you want to talk about a given topic, wouldn't it be better to actually have a basic idea of what you are going to be talking about? 

     

    Its a hypothetical question for a reason. Im aware that the other 3 people don't have to have terrible connections aswell. I'm playing the argument with a hypothetical of your side of the fence with the worst case scenario to prove a point. 

    And lets be real here, even if I did supposedly have terrible internet, doesnt change the fact that the problem occured at the host leaving and the system failing to do a proper job at finding a solution that wont impact the player negatively. The player successfully connected to the host, the host is the one that left, so the issue is at that main point.

     

    Or in the case of doors not opening to anyone other than host. Who here is to blame? Certainly not the other players, are they at fault because the doors wont open due to an error on the hosts side? No of course not. 

     

    The problem in this forum is people are assuming its the players fault that the server didnt reconnect them. How is that? Does the player dictate if he gets to join? No, its completely up to the system that DE created if you get booted to the main menu or joined back in and selected as the host.

     

    Heres another issue. We don't even know how the system dictates who hosts to begin with. Is it the with the lowest ping? Well not according to the many complaints of people joining games with hosts with absurdly high pings apparently, with the ping filter claiming to do something yet as its been shown, it has no effect whatsoever if you choose ping limit of 100 or no limit.

    Why even call it a "limit" if it doesn't actually LIMIT, the ping of the players that host or join in? Are you beginning to see just how far down these problems go? 

     

     

  12. 16 minutes ago, (PS4)guzmantt1977 said:

     

    I get host migrations, but most of the time they're successful. 

    Considering the fact that I live in the third world, on a tiny island, I am wondering what sort of ISP OP has, or how much hyperbole went into their post. 

     

    Again read the OP. I never stated it was common occurrence. I do like how many people misconstrue my argument, probably on purpose.

    Regardless if it occurred once or 100x. The fact of the matter is you as a player should not lose any progress when the game fails to find a second host and honestly seems weird that the game cannot decide that the other 3 players may be suitable and that the match must be ended as a result. The likelyhood of the 3 remaining players not being suitable hosts is unfathomable, considering how often we come across players with high ping *cough the ping filter option still does nothing*  the game has no problem assigning those hosts to begin with. 

    Even so, lets make up this hypothetical scenario that all remaining members in the party have terrible internet, to a point where the game cannot find a second host. Why do we lose resources? Surely since the game can dictate what happened, it should be able to say ok, host migrated so x y and z, get the resources they accumulated during that time. Why is that not possible or feasible? 

  13. 2 minutes ago, WhiteMarker said:

    Wow, you have information on how much money DE has to spare? Where did you get that information? I'm sure you can provide some back-up on you claim.

    You are one of these people that think the a cloud-service is a magical thing in the air, aren't you? Event virtual servers need a physical place where calculations happen. Everything out there is calculated on a physical computer. And this computer has a distance to the user. For ideal usage the distance should be as small as possible. So again, how would that work out for the team I was talking about in my last post.

    And again: please show.me some calculations on how DE would pay for all of this.

    DE is a company. And coming up with the idea of servers doesn't require you to have a high IQ. I'm pretty sure DE thought about servers and didn't want to make it happen, because it's to expensive, or because servers couldn't properly handle the game. I'm sure DE doesn't just want to #*!% us with not using servers...

    What makes you think that DE isn't looking for solutions? What makes you think that OP's idea for servers is that great? Provide some numbers on the costs to show that DE could easily make it happen. Or do you want DE to use up all their money to make servers a thing just to end up with no more money to support the game, so that they have to close Warframe? I mean, closing the game would end the host migrations... so it would be a solution to the problem...

    1. I don't have any information on how much money DE "has to spare". I do know though that they met their highest revenues year after year

    "According to estimates provided by SuperData, Warframe's revenue has grown an average of 27% year-on-year, reaching $182.5 million in digitalrevenue across 2018- https://www.google.com/amp/s/www.gamesindustry.biz/amp/2019-08-15-what-we-can-learn-from-warframe

    They haven't disclosed 2019 yet, to my knowledge so it could be that they've broken the record yet again. We also know that DE has enough money to have over 300 employees working there, yet they don't have enough money for physical servers? I very much doubt that. I adressed that servers are physical, I said that in my OP if you had actually taken the time to read through it. 

     

    I dont have to do any calculations for DE. What you're asking is absurd. Thats not my job, I am not their financial advisor nor manager. 

     

    If they have a reason to not use servers to host games in case migration fails because it conflicts with their game engine, or anything of that nature, they should state that to the players. 

    I don't know whether DE is searching for solutions to this problem or not, whats with all these questions that assumes I should have this internal knowledge of DE, as if I work there. I again am a customer. I can only give feedback and suggestions for a product. What I do know is that based on how these complaints are still happening just as often as they were at the start of the games release that DE hasnt put enough effort into making it a stable experience for players. 

     

    • Like 1
  14. 11 minutes ago, trst said:

    Actually it does matter, as there is no feedback regarding exactly why a migration failed it can't be ruled out that it was caused by you losing connection to the host or that you failed to connect to the new host when the session did recover. When a client drops due to something on their end, even if momentarily, they get booted out with a migration message.

    My point is that not everyone has issues with migrations failing and the only data we have on them are anecdotal claims with a lack of facts as to what the real cause is.

     

    Ok, I already stated us as the players cannot get that kind of data, only DE has access to it, and I'll bet you a billion platinum that they'd never disclose that information. 

    So yes, you can claim all you want that ita anecdotal, sure but, considering the numerous threads on here and on reddit talking about it, it doesnt seem to be an isolated issue, I'm not just talking about host disconnection, numerous other issues.

    How many times have we seen people ask DE  to not make doors linked to hosts? Why is that even a thing? I shouldn't be completely stopped from progressing a mission because a host has bad Internet but oh, I'm sure you'll claim that that is also my problem I'm sure. You can see why the problem hasn't been adressed, because clearly when people do try to talk about it, they are instantly shut down by forum warriors who think that anything that doesnt happen to them, is the fault of the player making the complaint, rather than DE. 

     

    The purpose of this thread isnt just to be another "lets complain about x topic" more so of a "lets actually address the problem, make DE aware that this is a issue that needs to be fixed, not swept under the rug" 

     

     

    • Like 3
  15. 9 minutes ago, trst said:

    Actually the topic is brought up regularly. What isn't brought up regularly is any statistics beyond anecdotal claims. For all we really know the people who get "regular" migrations are a overwhelming minority or it's an issue based more so on the player's end (ISP, location, etc). Especially as every time the topic is brought up there are people who also claim that they rarely, if ever, see failed migrations.

    For me personally in my nearly 4k hours over the last six years I can't even recall the last failed migration I've had and have never had one that was "memorable" in any way.

    That's just how it seems to be; some people get them and some people don't. Which is also why it isn't brought up even more than it already is and why some people are against the idea of dedicated servers; "it ain't broke don't fix it" very much applies here.

     

    Nowhere did I claim it was a regular occurrence. Regular or not, this should not happen in resulting in loss of player losing progress, especially when we are talking about losing an hour or more of progress. Its only happened to me a handful of times in over 1000 hours but please don't use the excuse "its your internet" as the HOST disconnecting, has no involvement with me or the other players in the mission. The host disconnected and the game failed to find a suitable host in time so we all lose our progress as a result. 

    Again, fail to see how you come at this accusing my internet being the problem here. 

     

    Also I'd like to ask how us as players can provide the statistics? Isnt that the companies job since you know, they hold that kind of data? We can only provide anecdotal because none of us work at DE. 

  16. 40 minutes ago, WhiteMarker said:

     

    Oh look... someone didn't use the search function. Awesome...

    How would DE detect if someone disconnects due to a connection error? Or: What is a connection error to you?

    And who would pay for the servers for people to play on?
    How would DE determine how many players a server would have to handle? What would happen if the server is full? And where would the server be located? I can only assume that someone from Japan would rather disconnect if they had to play on a server located in Canada. The distance lagg would be horrible.
    If servers were located around the world, how would they determine which server the team mates connect to, if you have a team with someone from let's say Germany, Japan and from the US. Where would be the best location for a server so that these three players can keep playing in the same lobby with no lagg issues?

    And yes, when you want to talk about that matter, you have to come up with solutions for these problems.

     

    I'm aware that the topic has been discussed, but usually when it does it doesnt garner nearly enough attention as many other issues such as warframe balancing, content "drought" etc. 

    The game is over 5 years old now, yet we haven't seen any significant improvement in stability for peer to peer connections.

    Currently theres a lot of issues with the current system. I can see the pros of it yes, the ease of searching for groups, and the lack of financial pressure to keep servers up for players matchmaking but lets not deny the obvious faults in the system aswell. 

    No one likes losing progress in a game thats out of our, the players control. I think we can all agree on that. No one wants to do a 1 hour or so arbitration or fissure endless and get hit with a "host disconnected returning to main menu" warning. It sucks the life out of you when that happens and curbs your drive to continue wanting to play, not knowing if you'll get hit with it again and lose your progress at any moment. 

    I can't claim I know how servers would work to my suggestion, I only know that servers are both physical and virtual, and that you can create instances and allocate players to those instances. I don't see how it would not be feasible, especially at this stage that DE is at. They have enough of a sizable income to think ahead for this.

     

     

  17. 20 minutes ago, Fallen77 said:

    Because you loose stuff at host migration most likely because your internet is not good enough. When your internet is solid, host migrations work nearly all the time (as opposed to nearly never for you from what I can get out of your post).

    And since the issue can't be coming from your PS4 (as it should have the spec), and that it's not an overall network problem (as many don't have those issues), it narrows the issue down to your internet.

    Edit : and yeah... This topic is the deadest of horse, it's been discussed through and through don't worry.

     

    Where did I say it rarely works? Quote me where I said anything of the sort? 

  18. I think it needs to be said that there are some glaring problems with hosting, and nothing has really been done to improve this over the years.

    Problems such as doors not opening for anyone other than host, hosts disconnecting and the server returning you to the menu even while in a mission causing you to lose valuable time and effort and all the rewards you acquired during the mission all gone. I've even heard hosts disconnecting in hour long arbitrations everything and the players losing all the progress. That should not happen. Why is there no safeguards for this sort of thing? 

     

    I feel as if players fail to adresses this big problem with Warframe even though it honestly should be talked about a lot more. I suggest that the devs implement a system that detects when a host disconnects due to a connection error or some sort, that the remaining players are placed in an instance that is server side, if no other players are suitable to host. Currently this is one of my biggest gripes with Warframe and one that stops me from having as much fun as I should in multiplayer. 

     

    But what are your thoughts, do you agree with the system I proposed? What other solutions can you give to help solve this problem. I understand the reasons behind peer to peer, but its currently very unstable and needs some polishing up. 

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