Difference between mmo dedicated server and ordinary dedicated server?

This topic is locked from further discussion.

Avatar image for DAZZER7
DAZZER7

2422

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#1 DAZZER7
Member since 2004 • 2422 Posts

OK, this is mainly in responce to the ferocious huxley debate going on in the other thread, but this needs addressing on its own.

It started with many many cows claiming ownage over lemmings for ps3 being able to run 60 players online in Resistance 2. It was very much implied if not stated that the 360 could not do this many online. In fact I'm sure I read some posts where they say the 360 cannot do more that 16 online. Well of course it can with dedicated servers. BF2 on the 360 has EA servers that host 32..I think.

Anyway, if you understand anything about information technology you will know that if you want to network a lot of computers, you use a dedicated server. It is the only way for large numbers of players to play in the same game. Its the same technology that allows lots of people to access a website at the same time.

Both Resistance 2 and Huxley use dedicated servers to host their matches. For those who dont know about Huxley there are 2 parts to the game. It is a MMOFPS. You will create a character and level up/up-grade weapons COD4 style. You will then be able to take part in 100v100 player battles. Resistance you can't create a character but you do take part in 30v30 player battles.

The gameplay in Huxley is very similar to Unreal Tournament. It's not a World of Warcraft styles (turn based) mmorpg!

You CAN compare the games based on the number of people the servers host in a single battle. The mmo part of huxley is irrelevant. Picture if you will that the mmo part of huxley didn't exist. Imagine, there was only the 100v100 battles. You can directly compare the number of players logged on and competing on a server at a given time. This is, in essence what the TC of the other thread was referring to.

Resistance 2 Dedicated Server:Hosting 30v30 player battles

Huxley Dedicated Server:Hosting 100v100 player battles

There we go a direct comparision! I'm not imply one cannot do the other. In fact there is no reason why the ps3 couldn't do even more than 100v100 and visa versa!

OK, here comes the question that I have been building this up to....3,2....1!

Who still thinks Resistance 2 couldn't be done on the 360? If not......why?

Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#2 AdrianWerner
Member since 2003 • 28441 Posts
the diffrence is that you pay for MMOs, while Insomaniacs will offer you dedicated servers for free. It's not about what hardware can do, but what SOny and MS are willing to provide. And aside from few very noble exceptions most XBL games run on P2P, which is ridiculous considering 360 gamers are paying for XBL
Avatar image for JiveT
JiveT

8619

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#3 JiveT
Member since 2005 • 8619 Posts
One has a unicorn sticker on the side and the other does not.
Avatar image for DAZZER7
DAZZER7

2422

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#4 DAZZER7
Member since 2004 • 2422 Posts

the diffrence is that you pay for MMOs, while Insomaniacs will offer you dedicated servers for free. It's not about what hardware can do, but what SOny and MS are willing to provide. And aside from few very noble exceptions most XBL games run on P2P, which is ridiculous considering 360 gamers are paying for XBLAdrianWerner

Thats not what was being discussed. Anyway, it hasn't been confirmed that there will be a monthly fee for Huxley. What if there isn't one hmm?

Avatar image for PS3_3DO
PS3_3DO

10976

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#5 PS3_3DO
Member since 2006 • 10976 Posts

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

Avatar image for Jynxzor
Jynxzor

9313

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#6 Jynxzor
Member since 2003 • 9313 Posts

The reason people pay $20 a month on a MMO is because running servers at high speeds for tens of thousands even hundreds of thousands, cost alot of money...I mean alot of money. I'd say maybe $10-$15 of your fee is just to keep the servers alive and kicking.

Where as when you have lets say 60 people servers, well thats much easier and inexpensive to operate, and maintane. MMO need constant server maintanence to keep them running, smaller servers just run and have the odd check up.

Get a windmill and you got free energy for your home. Get a powerplant got expensive energy for everyone!

Avatar image for Xolver
Xolver

2052

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 Xolver
Member since 2005 • 2052 Posts

MMO games are designed that way. They usually have sub-par graphics (to ease on the processor, and in PC's case to make the game widespread) and servers which cost loooooooads more than any other game server.

While I'm sure the 360 can do 30v30, it's just not a good comparison.

Avatar image for credibilityzero
credibilityzero

772

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8 credibilityzero
Member since 2007 • 772 Posts
IT IS AN MMO, either it is RPG, FPS, anything else, it is definitely going to be more than 60 players, you fail.
Avatar image for mabris
mabris

240

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9 mabris
Member since 2007 • 240 Posts
This is nitpicking, I know, but WoW is not turn based.
Avatar image for ghoulsandghost
ghoulsandghost

507

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#10 ghoulsandghost
Member since 2007 • 507 Posts
why would any one compare a MMO to a standard FPS game? more then likely you will have to pay for huxley, just like planetside game in in the pass. which was a MMOFPS game. this thread was pretty pointless.
Avatar image for Deihmos
Deihmos

7819

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#11 Deihmos
Member since 2007 • 7819 Posts
You have to pay for all dedicated servers unless you run it from your home which is usually against the TOS. If a developer has servers up there are never enough for the community.
Avatar image for Citizen_Zero
Citizen_Zero

1786

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#12 Citizen_Zero
Member since 2006 • 1786 Posts

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

PS3_3DO

PDZ ran very smoothly online and it was P2P, it uses (Client-side hit detection). P2P is not a problem it's the way they use it that's the problem (Host-Side hit detection) GERRRR. We would not have any lag problems on P2P but you can thank the cheaters for tacking it away. Client-Side hit detection is prone to cheating!!!

For a long time i thought PDZ was running on servers till i came across a forum awhile back.


Avatar image for Deihmos
Deihmos

7819

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#13 Deihmos
Member since 2007 • 7819 Posts
[QUOTE="PS3_3DO"]

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

Citizen_Zero

PDZ ran very smoothly online and it was P2P, it uses (Client-side hit detection). P2P is not a problem it's the way they use it that's the problem (Host-Side hit detection) GERRRR. We would not have any lag problems on P2P but you can thank the cheaters for tacking it away. Client-Side hit detection is prone to cheating!!!

For a long time i thought PDZ was running on servers till i came across a forum awhile back.


P2P works just fine but the problem is some people think they can host a game on a slow DSL connection. Once the host has a decent upload there is no lag.

Avatar image for Citizen_Zero
Citizen_Zero

1786

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#14 Citizen_Zero
Member since 2006 • 1786 Posts
[QUOTE="Citizen_Zero"][QUOTE="PS3_3DO"]

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

Deihmos

PDZ ran very smoothly online and it was P2P, it uses (Client-side hit detection). P2P is not a problem it's the way they use it that's the problem (Host-Side hit detection) GERRRR. We would not have any lag problems on P2P but you can thank the cheaters for tacking it away. Client-Side hit detection is prone to cheating!!!

For a long time i thought PDZ was running on servers till i came across a forum awhile back.


P2P works just fine but the problem is some people think they can host a game on a slow DSL connection. Once the host has a decent upload there is no lag.



Also with games like H3 that choose the person with the best ISP, witch means squate to me that person could be half way across the world and have a crapy link with me.

I don't have problems with normal/slow IPS's it's people that are Lucky enough to get a GOOD ISP and always get selected HOST. There unstoppable and some think there good when you can watch them play, some of these Lucky people suck getting big toe shots and crap like that but there host so there GOD!!!


DRIVES ME MAD!!!!!!!!!!! I only play at night when my ISP is at it's prime so im the GOD HOST MUHAHAHAHAHHA lol j/k my isp just speed up at night.
Avatar image for Deihmos
Deihmos

7819

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#15 Deihmos
Member since 2007 • 7819 Posts
[QUOTE="Deihmos"][QUOTE="Citizen_Zero"][QUOTE="PS3_3DO"]

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

Citizen_Zero

PDZ ran very smoothly online and it was P2P, it uses (Client-side hit detection). P2P is not a problem it's the way they use it that's the problem (Host-Side hit detection) GERRRR. We would not have any lag problems on P2P but you can thank the cheaters for tacking it away. Client-Side hit detection is prone to cheating!!!

For a long time i thought PDZ was running on servers till i came across a forum awhile back.


P2P works just fine but the problem is some people think they can host a game on a slow DSL connection. Once the host has a decent upload there is no lag.



Also with games like H3 that choose the person with the best ISP, witch means squate to me that person could be half way across the world and have a crapy link with me.

I don't have problems with normal/slow IPS's it's people that are Lucky enough to get a GOOD ISP and always get selected HOST. There unstoppable and some think there good when you can watch them play, some of these Lucky people suck getting big toe shots and crap like that but there host so there GOD!!!


DRIVES ME MAD!!!!!!!!!!! I only play at night when my ISP is at it's prime so im the GOD HOST MUHAHAHAHAHHA lol j/k my isp just speed up at night.

Halo has an option to match with players with the best connection and it works well. I never experience any lag in the game.

Avatar image for Citizen_Zero
Citizen_Zero

1786

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 Citizen_Zero
Member since 2006 • 1786 Posts
I haven't had a laggy game in a LONG LONG TIME, it's just some players get that WTF crap where they just GET IT! They have that 0.80s advantage on you or w/e, ya it makes a HUGE difference imo.

Like when you die on CoD4 and you watch the replay. Those times when you fired idk 6 shots or w/e but when you watch it, it only shows you fireing 1 or none?!?!?! That crap eats me up.
Avatar image for RK-Mara
RK-Mara

11489

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#17 RK-Mara
Member since 2006 • 11489 Posts
EVE Online anyone? Over 30,000 concurrent players on one server.
Avatar image for comstrikeiscool
comstrikeiscool

3616

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#18 comstrikeiscool
Member since 2004 • 3616 Posts

I haven't had a laggy game in a LONG LONG TIME, it's just some players get that WTF crap where they just GET IT! They have that 0.80s advantage on you or w/e, ya it makes a HUGE difference imo.

Like when you die on CoD4 and you watch the replay. Those times when you fired idk 6 shots or w/e but when you watch it, it only shows you fireing 1 or none?!?!?! That crap eats me up.
Citizen_Zero

Lol, that's cod, not the server. The Kill Cam has been flawed since the day it was made. Also, in cod2 when you went to duck behind a wall and pop up real quik and then duck down again, the other player won't see you.

Avatar image for Citizen_Zero
Citizen_Zero

1786

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#19 Citizen_Zero
Member since 2006 • 1786 Posts

[QUOTE="Citizen_Zero"]I haven't had a laggy game in a LONG LONG TIME, it's just some players get that WTF crap where they just GET IT! They have that 0.80s advantage on you or w/e, ya it makes a HUGE difference imo.

Like when you die on CoD4 and you watch the replay. Those times when you fired idk 6 shots or w/e but when you watch it, it only shows you fireing 1 or none?!?!?! That crap eats me up.
comstrikeiscool

Lol, that's cod, not the server. The Kill Cam has been flawed since the day it was made. Also, in cod2 when you went to duck behind a wall and pop up real quik and then duck down again, the other player won't see you.



It's not just the kill cam, it only takes 3 rounds from the M14 even with juggernaut to kill some one. At point blank range 3-7 rounds and they don't die is BS if any thing we should both have died. Crap like this happens with some people in every game i play.

Avatar image for Meu2k7
Meu2k7

11809

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#20 Meu2k7
Member since 2007 • 11809 Posts
[QUOTE="Citizen_Zero"][QUOTE="Deihmos"][QUOTE="Citizen_Zero"][QUOTE="PS3_3DO"]

The 360 can do more then 16 players Online. PDZ had 40 players at one time. Frontlines is going to have 32 players using dedicated servers.

Deihmos

PDZ ran very smoothly online and it was P2P, it uses (Client-side hit detection). P2P is not a problem it's the way they use it that's the problem (Host-Side hit detection) GERRRR. We would not have any lag problems on P2P but you can thank the cheaters for tacking it away. Client-Side hit detection is prone to cheating!!!

For a long time i thought PDZ was running on servers till i came across a forum awhile back.


P2P works just fine but the problem is some people think they can host a game on a slow DSL connection. Once the host has a decent upload there is no lag.



Also with games like H3 that choose the person with the best ISP, witch means squate to me that person could be half way across the world and have a crapy link with me.

I don't have problems with normal/slow IPS's it's people that are Lucky enough to get a GOOD ISP and always get selected HOST. There unstoppable and some think there good when you can watch them play, some of these Lucky people suck getting big toe shots and crap like that but there host so there GOD!!!


DRIVES ME MAD!!!!!!!!!!! I only play at night when my ISP is at it's prime so im the GOD HOST MUHAHAHAHAHHA lol j/k my isp just speed up at night.

Halo has an option to match with players with the best connection and it works well. I never experience any lag in the game.

Until 1 player desides to lag out then the game freezes and restarts countless times :roll: