Demigod Beta 2C update

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We're putting up Beta 2C as we speak. Just 2 business days after beta 2B.

Now, before anyone asks, YES we are working on adding binary patching support into the game and Impulse so that these updates are much smaller.

So what's new? Here is a partial list:

  1. Password obfuscation is in! Yay! So is tabbing between controls.
  2. Various display issues corrected.
  3. Sedna got some balancing
  4. Citadel upgrade costs increased
  5. Flag control multipliers enhanced: If you have 60% of flags, your war score increases by 2X and if you have 75% of the flags, it goes up by 4X.
  6. Lots of work done on multiplayer connectivity (see below).
  7. Audio quality controls added.
  8. Some arena tweaks
  9. Some sound and voiceover tweaks

So let's talk about multiplayer here because there's a lot of misconceptions about how it works.

Demigod is a peer to peer game (as opposed to client server).  That means that each player has to be connected to another player for it to work which can be pretty challenging. If you've ever played a game where you couldn't host but could join, you can get an idea of our challenge: In Demigod, all players are, in effect, hosts.

So why was this done? There are many reasons for it. For one, it tends to reduce lag between players and in a game like Demigod where timing is important, reducing lag is a big deal.

So what is the problem at this point?  Right now, a player creates a game, someone tries to join and until those two players are able to connect, the guy joining is staring at the "connecting" screen.  But then, someone else tries to join, now both the people are waiting at the connecting screen until all 3 are connected to each other.

So let's say right now there's a 50% chance that player A and B won't be able to connect.

If it were a 1 on 1 game, that would mean you could join half the games. If there are 2 people in the game, that means there's a 25% chance you can connect (50% of 50%).  If there are already 3 people in the game, that means there's a 12% chance you'll be able to connect.  You see how this gets bad in a hurry.

So what if we get the connectivity up to 90%?  So 9 out of 10 games with only the host you can connect to.  What if there's 2 people in? You're already down to 80%. And so on. 

So what can we do?  Well, that's what we're working on.  Right now, I'd say we're at over 90% connectivity in less than 10 seconds and 95% in less than 20 seconds to connect to a random person. But given the current UI/experience we give users, even if we get it to 99% (which is our goal) we need to provide more feedback to the player and more control.

On our tests yesterday, what would happen in a typical 6 person game is that there'd be one player who just couldn't connect in a reasonable amount of time to the other players.  Right now, the result would be everyone but the host would be staring at a "connecting" dialog.

What we need to do is A) Provide feedback so players can see what's happening and B) ideally let the host kick out the player who just can't seem to connect to everyone else.

26,506 views 31 replies
Reply #1 Top

Yay! :D

Reply #2 Top

Yes, not having to download 1GB+ each time would be handy. And I'd guess you don't really want to be sending us 1GB+ each update. ;)

Was Sedna perceived as over- or under- powered? I only tried her the once and she seemed weak to me. I had thought maybe I just wasn't using her "right" yet.

Hope the connectivity stuff goes better this time round. I'm guessing we're not looking at beta 3 on Thursday anymore?

Reply #3 Top

Nice update and overall info!

Reply #4 Top

Wow very impressive guys. Already released patch after 2 days! Even if patch is small, most companies take a few weeks to release the most simple patches. Appreciate your hard work guys and keep it up...

yay can tab between password and username!

Reply #5 Top

ty

Reply #6 Top

Yay  :D Downloading now, but testing tomorrow, our game lasted 1h, we're tired  :grin:

 

Soccer : When you left the game, the bots remplacing you were 501245 more than before  8(| :grin:

Reply #7 Top

Cool. I'll test it tomorrow with Kr3v :D

 

Soccer194, when you want for a revenge :grin: , it was a very interesting game.

Reply #8 Top

ugh still cant connect with all 3 accounts the 1 im using now the 1 i made to see if another account works and the account i bought it with this sucks

Reply #9 Top

i still don't understand Why you guys don;t use a client server in the 1st place. It works a lot better and the way you have it setup from my understanding it seems everyone will have to know how to open router ports to play fluently online and altho me and most my freinds can theres a lot of people who don't know how to. I mean sure it might cost more but all the time you guys are spending on the netcode it probalby would be cheaper to just use a server.

but on another note OMG you guys work fast, great work so far!! :D

Reply #10 Top

Quoting The_Syv,
i still don't understand Why you guys don;t use a client server in the 1st place
End of The_Syv's quote

Quoting Frogboy,
So why was this done? There are many reasons for it. For one, it tends to reduce lag between players and in a game like Demigod where timing is important, reducing lag is a big deal.
End of Frogboy's quote

 

Quoting The_Syv,
it seems everyone will have to know how to open router ports to play fluently online
End of The_Syv's quote

The entire point of Stardock's fancy ImpulseReactor system is to make opening ports unnecessary.  All you have to do is start up the game and login to Impulse and you are set.

Reply #11 Top

actually demigods doesn't need any open ports, thats the clue (and also the reason why it currently works not perfectly as it is still in development, if they had taken the same approach as they did with supcom, you'd just have to open a port and it would work in most situations)

Reply #12 Top

if they had taken the same approach as they did with supcom, you'd just have to open a port and it would work in most situations)
End of quote
When this is 100% you won't have to do *anything* and it can be reused for other games (ftw)  :)

Reply #13 Top

Kayato u no it wasn't fair Tox got stuck. Than he quit and I still did okay for a bit but I had to go.

Reply #14 Top

We're putting up Beta 2C as we speak. Just 2 business days after beta 2B.
End of quote

Hey wait, was that friday? I think I missed an update. Is there anyway to download a previous update? I don't want to think I missed out on anything.

Reply #15 Top

No need to download a previous update when there's a new one, since it replaces it.

Reply #16 Top

connectivity is great now...first time since beta 1 using hamachi that I was able to play with others online finally and join a game for once.  Only issue I've seen it finishing a game/leaving a server/booting someone from server/someone leaving server all cause the server to become unsynced in which requires host to restart game client.

Also every game I've played so far tonight has desynced, first time was random near middle flag...mostly other were at end of the game near enemy fortress.

And again when game over have to restart client because port gets all screwed up and displays game on port 0 but when some others join then pings get yellow and the p2p system has trouble seeing other people in the server lobby.

Reply #17 Top

Thanks for the whole explanation on the peer-to-peer some more. Although I still struggle to think that client/server was going to be that traumatic for the game.

 

Connectivity is getting better, now to deal with those darn desynchs! 

Reply #18 Top

Thanks for the update guys.

Will download tonight and revert with any comments I have.

Reply #19 Top

Way to go guys my net connect is 90% better everyone stop and give themselves a pat on the back

Reply #20 Top

Very impressive! 

 

Can you give more details about this: 3. Sedna got some balancing

Reply #21 Top

Quoting lprometheus, reply 19
Way to go guys my net connect is 90% better everyone stop and give themselves a pat on the back
End of lprometheus's quote

Ditto WTG GPG and stardock great improvements in a very short time frame

Reply #22 Top

if just other publishers would also work in such innovative paths like you. if i look the netcode and connectivity i had in some games like CnC where i needed to open a bilion ports before even beeing able to join games, how long i played them because of frustration about disconnects and so on im very sure, this technology will be the holy grail of the web-based multiplayer game ... if it works like i hope and belive :D

Reply #23 Top

Quoting Soccer194, reply 13
Kayato u no it wasn't fair Tox got stuck. Than he quit and I still did okay for a bit but I had to go.
End of Soccer194's quote

Yeah, that was lame. I definitely demand a rematch!

Reply #24 Top

Regarding those desyncs, I heard from Frogboy that their likely related to some minions... I never have desyncs when nobody in the game goes minion-heavy :).

 

-Drexion

Reply #25 Top

guys wonder if u want a rematch 12:00 est saturday