Assunto: Re: Modern Warfare 3 Seg Dez 05, 2011 2:30 pm
Hola, os voy a dar mi opinion acerca de algo que para mi motiva el camperismo, juego "tactico" o "guarreo" en este COD a diferencia de su antecesor que es el MW2 con el que guarda mas similitudes (daño de armas, mapas y estilo de juego) a diferencia del BO de Treyarch, juego que en su caso habría que comparar con el WAW:
1º. El tema conexiones, o como querais llamarlo. En la programación del juego, a diferencia del MW1, MW2 e incluso del WAW, se ha introducido el "LAG compensation" o la compensación del LAG para todos los usuarios del Lobby. Con esta forma de manejar las conexiones, se iguala supuestamente la calidad de la conexión a la baja de todo los jugadores de lobby añadiendo e incluyo penalizando al jugador que tiene mejor PING (olvidaos de los megas de descarga que no sirve para nada), osea el Host, y en segundo lugar los jugadores de 4 rayas. ¿No habeis notado aquellos que jugais con buena conexion (4 rayas) cuando os toca un equipo de 3 o 4 jugadores de 3 rayas que os hacen puré en los 1 vs 1?. Este video explica detalladamente lo que es a dia de hoy la experiencia de juego de MW3 para aquellos con buena conexión (el que puede acceder a ella se la costea, y para el que se preocupa de abrir los puertos del router):
https://www.youtube.com/watch?v=wJOpFCCnv0E
Yo me identifico con el primer jugador, suelo jugar a COD sin campeo, siendo mas rusher que otra cosa. Pues no hago nada mas que pillar, es dificil quedar en positivo. Otros os identificareis con el 2º jugador, y pensareis que este juego se os da bastante mejor que el MW2, y que realmente habeis mejorado vuestras habilidades y estais ahora owneando a una panda de llorones que posteamos aqui en el foro. Nada mas lejos de la realidad. Ahora en cada lobby si antes el HOST (1 jugador tenia cierta ventaja en los 1 vs. 1) ahora puede haber 3 o 4 jugadores en cada equipo con mala conexion que trituran a los que tenemos buena. La unica solucion para no pillar es el campeo o el "juego tactico" y con ello no estoy justificando este modo de juego pero es que a nadie le gusta morir y morir a continuacion en este juego. Para frustrarse no se juega amigos.
Si veis el video anterior el tipo dice que cree que la introducción de Lag compensation es una maniobra deliberadamente impuesta al estudio desarrollador (IW) por ACTIVISION, para así igualar a la baja a todos los usuarios, y asi no frustrar a la mayoria de millones de usuarios que en todo el mundo compran este juego y no tienen buena conexion. Coincido con el autor del video en que esta medida debería ser implementada en las fases finales de la vida de un juego online donde hay pocos usuarios y distantes entre sí (por ejemplo ahora el COD4 o WAW que hay mas jugadores en America y menos en Europa) en el que el Lag compensation equilibraría tu PING con el del Host Americano. Esto no debería existir en la fase de lanzamiento del juego donde tu que pagas una conexion decente y te preocupas de abrir los puertos de tu router, juegas con tu vecino, que roba el wifi a la del 5º y tiene la nat moderada o estricta con su adsl de 3 megas, y te revienta en el ONline.
2º Aspecto y que tambien justifica el campeo es el gran filtro de region que han implementado. Y viene en relación con el punto 1º. Solo se juega con Españoles si o si, y si no hay Españoles en el modo de juego no encuentra partida. Pues bien, aqui en España como la prevalencia (frecuencia) de conexiones malas (nº usuarios de ADSL vs. Fibra óptica) es mayor que en otros paises de Europa, siempre te meterá en un Lobby en el que predomine la conexión de 3 rayas y Ping alto en la mayoria de jugadores, haciendo que el que tenga Ping bajo y buena conexion o bien sea el HOst o esté con sus 4 rayas en franca desventaja. Si se abriera el filtro, permitiria encontrar Lobbys con Ping mas bajo y así por lo menos encontrar mas Lobbys con jugadores de 4 rayas en ambos equipos e igualar la cosa aunque siempre estaria el semidios de las 3 o 2 rayas owneando al resto (por lo menos seria uno solo tipo y no varios).
3º Por ultimo esta el sistema de Respawn del juego, o el sistema de reapariciones del juego. Es francamente nefasto. He leido en foros que ya hasta tiene denominación (Death Revenge) puesto que te situa a tí o a alguien de tu equipo al lado a pocos metros o bien detras del tipo que te ha matado para así facilitar que tu lo mates a el. Y si no fijaos en Killcams en la que el tipo que te mata muere al segundo en la misma camara. Francamente patético, aunque es claramente ventajoso para los noobs o nuevos en el COD pues pueden matar a alguien nada mas apretar el gatillo cuando se les cruce por delante nada mas renacer. Ante este sistema de Respawn la reacción del jugador es simple: me voy a la esquinita que es donde estoy cubierto si mato para preservar mi K/D ratio.
Siento este rollaco extenso, pero quería plasmar estas impresiones del juego que espero no creen polémica en el foro y me gustaria que fueran comentadas por muchos de vosotros tanto si tambien pensais lo mismo o no.
sidsidsid
Assunto: Re: Modern Warfare 3 Seg Dez 05, 2011 2:31 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Seg Dez 05, 2011 3:53 pm
Dec 5, 2011 3:49 PM
Modern Warfare 3 Title Update and Hot Fix Notes
Call of Duty: Modern Warfare 3 Update History (All Platforms included)
TU1: Enabled Theater, Vault, Private Match options, Elite and Facebook functionality for Launch Day.
TU2: Fix for YouTube video upload on SD TVs. Matchmaking Improvements.
TU3: Theater Improvements (Fix to FF and RW in Theater), LAG improvements, Improvements to Hot Fix system.
TU4: Change to address hitching and lag in gameplay.
TU5: Further improvements for hitching and addressing lag in gameplay.
Hot Fix Updates:
No Recoil glitch Infinite Laptop killstreak glitch (Stealth Bomber Glitch) Map Exploits (Getting into trucks, under maps) Fix Prevent Slow-mo and Super Fast lobbies
Re-balancing and Updates currently in Development:
TU6: Additional improvements to address lag. Fix for Melee Jump. Clan Tag Validation (remove buttons from clan tags). Improve Host Migration logic. Prevent stat Loss.
Hot Fixes after TU6: Weapon Rebalancing (Dual FMG-9, Type-95, CM-901 Attachments) Hitmarker Sound on Ps3 Reticle fix for certain weapons.
Community feedback currently in discussion:
Updates to the Spawn system Further “lag compensation” or “host advantage / disadvantage” updates plus ability for on-going hot fixes based on feedback. Default :30 Round Start timer for System Link only, while looking into adjustable timer for System Link games for Competitive Play. Options to allow System Link players to 'unlock all' for competitive play in System Link only.
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Dez 07, 2011 6:45 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Dez 07, 2011 6:47 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Dez 07, 2011 6:49 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Dez 07, 2011 6:49 pm
TransmontanoPT
Assunto: Re: Modern Warfare 3 Qui Dez 08, 2011 7:34 am
SiD não entendi o que ele quis dizer com a Habilidad de dano? O que isso significa? A nivel 28 as armas matam melhor é ?
sidsidsid
Assunto: Re: Modern Warfare 3 Qui Dez 08, 2011 9:46 am
sim, com aquela perk, elas têm mais poder, parecem as caçadeiras do mw2
Caesar
Assunto: Re: Modern Warfare 3 Sex Dez 09, 2011 3:52 pm
Call of Duty: Modern Warfare 3 receives its sixth title update.
When you get into the multiplayer portion of Modern Warfare 3, you should be treated to a patch that will set you back only 4 MB in memory. This update didn’t address lag compensation, but you can be rest assured that Infinity Ward is working on improving it. Today’s patch should have fixed the following: Patch Notes:
Additional improvements to address lag. Fix for Melee Jump. Clan Tag Validation (remove buttons from clan tags). Improve Host Migration logic. Prevent stat Loss.
Be sure to read about the fixes that are currently in the works and Robert Bowling Defends Deathstreaks and Talks DLC.
Assunto: Re: Modern Warfare 3 Seg Dez 12, 2011 12:25 am
sidsidsid
Assunto: Re: Modern Warfare 3 Seg Dez 12, 2011 12:26 am
The Basics - How online cod games work, some frequently used terminology and often mentioned subjects Contary to popular belief , playing online on an xbox is not always an "out the box experience", once you get under the bonnet so to speak what you basically have is a network device that runs multimedia applications. as such it can and does at times need a few tweaks here and there. The long standing argument I have heard from people has always been "why should I need too" when it comes to optimizing - the simple answer is you don't but having your game run smoother with a lower ping (also called latency but will be referred to throughout this post as ping) is a no brainer if you ask me.
I Have not gone into actual game mechanics in this version so unless people actually want explanations of how stuff like lag comp and hit markers ect work I am skipping that whole can of worms. As with the previous incarnation of this post please bear in mind where possible infomation i have given is correct through either verifiing or using my knowledge of the mechanics and or subjects. I do not work for nor have I ever been associated with cod dev team but have worked in the game industry and have a fimly rooted knowelge of networking both for gaming and in general.
Before I start getting under the bonnet of the connections I think its always good to give a short explanation of how stuff actually works and some frequently used terminology and dispelling a few misconceptions, that way people have a better understanding of why a certain tweak does what it does, and what the heck I or others might be talking about. I've added a pseudo FAQ now to save myself and others constantly having to repeat the same stuff now you can just direct people here..
The server model. So all cod games on the xbox use what is called a "listen server", It is basically another players xbox that "hosts" the game as well as runs the game for that player so in effect is doing two jobs at once. It differs from a "dedicated" server which does nothing but host games and everyone connects to that server. Sometimes you may hear the phrase "p2p" to describe the connections this is actually incorrect and an entirely different type of server model where instead of players all connecting to one "server" they connect to each other and update each other its a horrible system and causes some freaky wild laggy results anyone who remembers playing early madden games online will know what I am referring to here as they actually used proper p2p . There has always been a argument for dedicated servers in Cod personaly they bring their own sets of problems. I am sure there will be numerous posts made in the coming months about this very issue so I will not spend time on it here.
Game data, traffic and ping. All the information sent to and from the host/players is sent by UDP packets, the speed at which you send and receive these packets is what determines your "ping" , ping is the one of the most important aspect of online play quite simply the lower the ping, the smoother and more enjoyable your game will be. Nearly all the following tips and hints are designed to lower your ping and equally to make sure that data is flowing to and from your xbox in the best way it can. One important aspect of your ping is it isnt just determined by your distance to a host which I will cover in this next bit.
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The Interwebz... how it routes data badly and why your bandwidth shouldn't be read as speed.
The Interwebz When Al Gore invented the internet (tis true I read it on the internet) everything was basically free and full of unicorns and rainbows, and no one really cared what went where and how, unfortunately this all changed when big business moved in and noticed people would pay to watch a cat play the keyboard, and successfully managed to sell old rope online. Nowadays the buzzword for the internet is net neutrality where the aim is for everything to be treated equally unfortunately in the real world it isnt, Isps treat UDP packets as second class traffic and give precedence to TCP/IP traffic which is what the main parts of the internet work by. Some isps especially in the uk wrongly treat game traffic as p2p torrent traffic and it falls foul of the isps measures to stem the use of torrents on their network. there are numerous things nowadays that mess up gaming online. Stuff like traffic management policies that are designed to keep an isps data flowing at peak uage times as classic example of this all this adds to how your data is now routed through the internet.
Routing of game traffic When your send data from your pc to the host or vice versa, its goes from your xbox, through your home network, to the isp's dns servers (think satnav or that guy you asked directions from when you finally admitted you were lost and pulled over) then through the XLSP gateway (which is xbl's own little routing and verification stop off) then to the host (or in some games cases the dedicated servers) and/or to the games own servers that sit behind the xlps gateway. These game servers in the case of cod are where the stats, the devs own system diagnostic wizardary, and soon to be live elite servers sit. The time it takes to whizz through all this is what we term "ping", it is dependant on many factors not all data travels by the fastest path as the internet like a road system has bottle necks, broken paths and traffic jams. Data hops between faster fibre optic lines and slower adsl lines, through various and servers before it reaches the required place. Another good point to remember even with the recent cern discovery (to be verified) it means there is a finite speed at which data can theoretically travel across the net which in turn means regardless of anything else there will come a point where regardless of what you do or tweak you ping cannot get any lower.
Speed and bandwidth
Internet speed is a very popular misconception, and the numbers you get quoted by your isp always confuse people as the isps wrongly refer to these numbers as speed, when in fact it is bandwidth. Your data still travels at the same "speed" what increases when you pay more for your internet and get a "faster" package is the amount of data you can down/upload at the same time. for example if you upgraded from a 1mb to 10mb connection and downloaded a file yes you would receive it approx 10 times faster but thats not because you are getting it faster, it is because you are getting more of it in one go. This is an important fact to remember .I will add though Fibre optic cable is obviously faster than the old fashion copper wire based adsl connections (unless you live in the UK or Ireland where pikeys keep knicking all the copper cabling). Although fibre optic uses light the data does NOT travel at the speed of light , it actually travels at apporx 60% of the speed of light due to the light bouncing off the inside of the cables and a few other more geeky reasons like air, and light travels slower thru glass to give you a rough idea this means you will never be able to ping lower than between 70-80ms from new york to London for example with a direct connection based on the speed of light once you add the variables that slow the data down a more real world number is closer to 120ms.
When it comes to what bandwitdh you need to play online it may surprise you to know the absolute min suggested by microsoft is 512k down, 256k up , obviously this isnt going to give you a great expereince but it gives you an indication of what the architecture was designed for, As a rule of thumb your everyday run of the mill basic adsl is more than adequate. the only exception of this is if you want to get host, if so the more upload speed you have the better expereince players connecting you will have.
One comment I see alot on game forums especially in regards to cod is the "netcode" is years old, this is basically correct for the most part , There is a good reason for this though as things haven't changed for years. Internet protocols were developed at a time when connections were dial up and bandwidth was tiny, and even a good few years afterwards even something as basic as an isdn home connection was considered fast. As such even though we are now have super fast fibre optic connections that send data hurtling around the world at nearly the speed of light... the decades old protocols and the same packet sizes used back in the late 80's are still used today so running a game off years old netcode doesn't matter. Netcode doesnt just cover the way data is handled though but for the proposes of reference in forum posts and my description here thats the part i dealt with before the semantic pointer outters arrive.
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So Thats the basics covered so now onto the bit you probably actually came here to read.
Tips, tricks and hints to optimize your connection and pwn noobs like a leet pro
First off one big huge mahoosive disclaimer, any tweaks suggested should only be done if you feel confident and understand the whats and wherefores, and more importantly how to reverse them. I have listed them by most likely to achieve a positive result and also by complexity. So basically the further down the list you get the more technical they become. I am not guaranteeing any or all of these will work but they have all been tested and proven to help some people to some degree when playing online.
The first tip is RTFM!, no I am not intentionally being sarcastic (although maybe just a little bit), but it never ceases to amaze me how many people don't take the time to read the proper manual that came with their equipment. Most people read the quick start paper guide that was loose in the box and never realise on that disk you never looked at is usually a proper full manual usually saved as a .pdf file.
Batton down the mainsail we're heading into Port Ports are basically little gateways in your network that allows data through, they also control the infamous open/moderate/strict NAT part of xbl. So should always be your first step in setting up an xbox. Two things to remember at this point, there are set ports that control and are used by xbl which allow matchmaking and chat for example to function correctly, and extra ports that are specific to certain games.One of the biggest debates i've seen on gaming forums is the "throw it into the dmz to open the NAT" IN my opinion this is not advisable at all without going into a huge diatribe, routers have firewalls for a reason, putting your xbox the wrong side of that protection is a bad idea. Most times I've found people who are having Nat issues usually say something like "i tried to forward the ports and it didnt work" , Protip restarting your xbox and router/modem can do magical things once you port forward. i am sure even without checking there is already a few dmz threads lurking on these new forums so be warned. At present we do not know the port numbers for mw3 so until they are released and I can update this part thats all on the game port parts.
sidsidsid
Assunto: Re: Modern Warfare 3 Seg Dez 12, 2011 6:42 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Dez 14, 2011 1:46 pm
La dejadez en este juego se nota sobre todo en la parte estadística. En Battlelog puedes ver el porcentaje de abandonos que tienes en las partidas. En mi caso un 3%, más o menos el que creo que tengo en MW3. Únicamente me voy de partidas en las que veo que voy 5-20 y mi equipo va igual, sin posibilidad de matar a nadie. Y eso sucede básicamente cuando me dan el host, gracias al Lag Compensation. Sin embargo, si veo que hay posibilidad de ganar me da igual comerme un 5-90.
Poniendo las capturas como en el Black OPS y el porcentaje de abandono de los jugadores delataría a mucha gente, además de penalizar el tirón de cable. Muchas veces ves ratios de victorias por encima del 15% y ratios de bajas altos que son falsísimos.
Comentaba el otro día que mucha gente no disfruta del juego porque cuando van perdiendo 90-130 en dominio se piran de la partida. Esa gente es la que habitualmente se pierde las grandes remontadas o las partidas en las que quedas 200-198. Y no solo eso, que dejan al equipo vendido.
sidsidsid
Assunto: Re: Modern Warfare 3 Dom Dez 18, 2011 7:33 pm
meio mundo a queixar-se do lag...
depois ficam assim...
sidsidsid
Assunto: Re: Modern Warfare 3 Dom Dez 18, 2011 7:42 pm
com a type a ser banida, este gráfico pode ajudar a decidir a próxima AR a usar
netcabo
Assunto: Re: Modern Warfare 3 Qua Dez 21, 2011 12:21 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Sex Dez 23, 2011 1:33 am
sidsidsid
Assunto: Re: Modern Warfare 3 Sex Dez 23, 2011 1:37 am
De verdad que hay cosas de este cod que no entiendo o no llego a comprender. La situacion es la siguiente:
Duelo por equipos, juego una partida....41/5/15 Otra partida sin irse nadie.....39/3/13 Otra partida mas y sigue sin irse nadie.......12/18/14 sudando para poder matar
No llego a comprender como de una partida a otra con las mismas personas puedo tener tanta diferencia de dificultad en matar.....
Edito: por si acaso me preguntais por si cambiaban los equipos, no, en las 3 partidas los equipos eran los mismos.....
sidsidsid
Assunto: Re: Modern Warfare 3 Dom Dez 25, 2011 12:22 am
sidsidsid
Assunto: Re: Modern Warfare 3 Dom Dez 25, 2011 12:25 am
sidsidsid
Assunto: Re: Modern Warfare 3 Ter Dez 27, 2011 4:21 am
sidsidsid
Assunto: Re: Modern Warfare 3 Qui Dez 29, 2011 10:06 pm
sidsidsid
Assunto: Re: Modern Warfare 3 Seg Jan 02, 2012 4:06 am
sidsidsid
Assunto: Re: Modern Warfare 3 Qua Jan 18, 2012 9:12 pm