Counter-Strike has server side info, so does the majority of Steam games. Dota2 must be server side information which will make it use so much more bandwidth than most games. The internode servers that are used for cs are more then capable of handling a game like dota, i dont know where u learnt your basic computing but it is all incorrect. The bandwidth it takes to host a game like DotA, HoN or LoL with server side information rather than hackable server-side information like Battle.
As an admin for a gaming community in Australia, we have hosted battlefield servers of 64 slots without problems, and we currently host multiple counter strike servers, L4D, and around 30 tf2 servers without hassles. Obviously I cannot compare the needs for a dota2 server, however I think hosting a 64 player game would be close enough. There should be no problem in hosting multiple servers in Australia. This really isnt relevant though, becuase the netcode will obviously be different, and more like a CSS server. I don't know how you look at it, but if you take a peek from Valve's side, it has to be responsible in both cost and performance.
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Surely, they are a much larger company than S2Games, but compromising isn't always successfull. I assume it depends how large the playerbase in AUS is. S2 runs HoN with as much server side information as possible, this is why you cannot maphack in HoN. All the information regarding your enemies position and actually everything in the fog that is not visible to you, your teammates or your faction Legion or Hellbourne is information that is send by the server.
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It's quite simple actually. Due to server side storage of information, it requires more bandwidth from a HoN server than a BF3 server for example to retrieve the information requested by the client. If it was the opposite, it was the users bandwidth that increased. I would assume Valve will do the same to avoid maphacking.
You should send S2Toolz an IM if you have access to the feature on their forum, he could explain it in details why it took them three months of conversations back and forth with Iprimus. According to Iprimus own forum they currently host 3 servers in Melbourne? As I said, it depends on the playerbase of Australia. I had a quick google and couldnt find a decent quote. Mind if you find a reference?
I'm mainly interested in the comparison of costs. It is definitely more expensive to host a server in Australia, I'm not questioning that, and with our dollar so strong at the moment, it doesnt help. But I don't think 8 time sounds right This is a poor comparison, however using a GSP comparison search: Even at its worst state, its only just above double, with everything in between. I really don't think cost should be an issue considering Australia's playerbase, and that the cost should not be outrageous by any means.
I'm not quite sure I understand you're logic here. The source engine works by sending out a snapshot of the game multiple times per second. This information is the current world state. Let's say that DotA2 takes on S2's idea and only sends stuff that you can see. Sure this may require a slightly increase level of processing, but, it would still send out the same sized snapshot, that would just not include player positions.
I think it would be more because S2 are tight arses and neglected part of their community, something valve wouldn't do. Unless I am missing something? I think you need to step back and look at the bigger picture. If there was an Australian server it would of coarse have to sync with the rest of the world for things like match making and replays.
Oceanic Servers Needed! [Archive] - Dota2 Dev
All this adds up to a LOT of bandwidth. I can almost guarantee private hosting companies cannot offer a cost effective solution. Your only bet is to jump on board a national company or one of the GSP already in place such as internode. It really doesn't add that much. TF2 has a similar replay feature, where players can download the demo from the last round.
We run this on all our non-instaspawn servers, and the only reason for that is that the CLIENTS bandwidth is not enough to play the game and download at the same time.
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The server has plenty. Updating stats is not bandwidth intensive at all. Matchmaking is done by the Valve servers, and would not add bandwidth either. I didn't say who would host the servers, Valve could host their own servers, which is probably the most valid, and safest option. But if they were going to outsource, they would not go for a small hosting company, and I didn't mean to imply this. I really think what we are arguing about is beside the point.
If there is the playerbase, and market for Australian servers, then Valve will make sure this is provided. Who knows, they may release server binaries and your small time local hosting company might be able to host too!
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The way I imagine the server model would work, is not dissimilar from any of the other source games. When you select a region s for matchmaking, it finds the server with the lowest average ping per player and puts them in there. This would make Australian servers plenty viable. Has there been any talk of a LAN function or will a internet connection be required no matter what? After reading some1 mention there is a Singapore Server which i doubt i am connected to it after all this time playing matchmaking.
I don't play on Asian servers simply because I want to know for sure I can play a game in English. That's why Australian and NZ servers would be nice. I currently average around - ms on the US servers Checked them with net graph in console.
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The hero feels sluggish and lacking in sharp, fine control. We would certainly appreciate it if there were Oceanic servers that provide good ping. Although internationally Aussie Dota players are almost never heard about, there are actually quite a lot of Dota players in Aus. Most of them play on private servers, LAN or Internet cafe. I think due to the lack of public accessibility of Dota in Australia a lot of players moved to HoN or LoL when they came out. There are already singaporean servers and MM, but the chance of getting them is not too high for practice - which should be a lot better than US.
HoN only has australian servers for normal games the games nobody cares about. LoL doesn't have australian servers at all. They are all US. I'm sure they are going to add servers even for you aussies later on. One second delay is unacceptable and Oceanic servers are a must. Just like Zoid already answered, this is a small scale beta for now, more servers will come in the future for sure. Yeah sure, Close the thread After answering my initial question. Are we definitely getting Oceanic servers?
If so what is the time frame? Like I said before, We're getting one second delay to Singaporean servers, Let's disregard HoN and LoL and compare it to Dota 1, If I was getting one second delay on a Dota 1 game I along side everyone else would leave labeling it 'unplayable'. Alright, let's step this shit up. Now create a game on a Singaporean server and screenshot me your netgraph, I'm sure that it will be under that. I really badly want to play Dota 2 but I have barely played it due to the response time..
Getting a last hit on a creep is like a super power, you have to count every time and expect the attack to take one second before it launches, You just can't keep up and get flamed by both teams: Well you get the point, I've actually timed it and it is one second, probably because the client responds slow as well as the bad ping?
I wouldn't say it is that bad, its playable on US servers but I do understand your problems with last hitting, the delay is noticeable. I find myself mostly playing melee heroes, the higher base dmg allows a bit more leeway compared to some ranged heroes in the early lane phase. Forced to play Melee heroes because you can't last hit on ranged? That's an awesome way to play a game! Yea, last hitting isn't so hard.