I still don't understand why they would move in this direction? I mean, what would be the problem in setting up a dedicated server anyway?
The usual reasons given are cost - that it would cost more time and therefore money to develop a split server/client hosting model, and that it would represent an ongoing cost to maintain a master server list that would track all dedicated servers that are up and serve that information to any client that goes online.
As far as CoD:MW2 goes, though, this argument is arse.
In the first place, MW2 is clearly built on the CoD4 engine. This is shown in the graphics similarities, console commands being the same (lean, FOV etc can all be re-implemented by using the CoD4 console commands), and would suggest that the netcode is also the same, meaning that as with the other things removed from the PC version (ie. lean, changing FOV), the lack of dedicated servers is probably simply due to IW disabling existing functionality. This would mean that the only cost to them would be maintaining a master server list - which really isn't that expensive, seeing as they aren't actually hosting any games.
Secondly, though, the entire argument is misleading. The true cost to IW of allowing dedicated servers is a lack of content control - in any dedicated server model, a client upon connecting to the server syncs game files, allowing dedicated servers to run mods and other content changes. Thus, a large and active modding community for CoD4 arose, playing on dedicated servers that supported mods. If you do not allow a dedicated server model, and rather force a P2P listen server system, you don't have a central hub, and you cannot play with mods or other content changes - when you connect to another player (who is the temporary host) and your game files differ from theirs, you'll be refused connection and can't play. Because you can't choose who will host your game, you can't play with any mods or suchlike.
Why does IW care about this? Noone is really sure, but the elephant in the room here is DLC - one of the best ways to make money off a game post-release is to dribble out paid-for content to users, like new guns, campaigns, and perks. If users effectively cannot mod game files, IW is guaranteed a market for all this after launch, as the only way to change the game is to pay for the DLC.
__________________
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Why does IW care about this? Noone is really sure, but the elephant in the room here is DLC - one of the best ways to make money off a game post-release is to dribble out paid-for content to users, like new guns, campaigns, and perks. If users effectively cannot mod game files, IW is guaranteed a market for all this after launch, as the only way to change the game is to pay for the DLC.
That's exactly what it is. Control of distribution and ultimately increased cash-flow. Nothing more, nothing less. Obviously no one that truly cares about gaming is working anywhere close to the top of the chain at EA and now Activision. Sad.
__________________ For my part I know nothing with any certainty, but the sight of the stars makes me dream.
Modders won't stop modding (it's in their blood). Maps will just get more creative and some will make their own games. Automobile makers never killed the Custom Car or Hot Rod cult. It may look like a '32 Phaeton but what engine is in there?
Modders won't stop modding (it's in their blood). Maps will just get more creative and some will make their own games
How are you intending to play your mods? Currently the only way you can mod the game and have it work is either a) install a pirated version of MW2 and join a hacked "server" (which restricts you to a max number of players of 17, down from 18 on non-hacked servers - the current ded server hacks take up one player slot), or b) play single-player only, which sort of defeats the purpose.
__________________
Rig specs
CPU: i7 920 @ 3.8GHz Mobo: eVGA Classified 760 RAM: 3x2GB OCZ DDR3-1866 Reapers @ 1,800, CAS-8 VGA: Sapphire HD5870 @ Core 900 Mem 1,250
HDD: 6x WD6400AAKS in RAID-6 powered by Highpoint RocketRaid 3520 SFX: Auzentech X-Fi Prelude
PSU: Corsair HX-1000 Case: Silverstone TJ-09 modded for WC OS: Win7 RTM x64 Liquid-cooled
Sub-loop One: EK-Supreme -=- MCR320, 3x Scythe S-FLEX "F" fans -=- 7/16" Pro-LRT -=- 7/16" BP compressions-=- MCP655 w. Typhoon III Sub-loop Two: EK Classified FC -=- 2x MCR120, Scythe S-FLEX "F" fans -=- 7/16" Pro-LRT -=- 7/16" BP compressions-=- MCP655 w. Typhoon III Peripherals
-=- Dell 2408WFP rev.A01 -=- Audio Technica ATH-AD1000 -=- Razer Mamba -=- Microsoft "Natural Ergonomic 7000" keyboard -=-
Never mentioned CoD MW2.
IW can hold it between their knees.
There are way to many games and mods to play out already. And they are paying for their own servers, Don't need Antivision.
If IW wants to go console, Let 'em. They won't miss me anymore than I will miss them!
Never mentioned CoD MW2.
IW can hold it between their knees.
There are way to many games and mods to play out already. And they are paying for their own servers, Don't need Antivision.
If IW wants to go console, Let 'em. They won't miss me anymore than I will miss them!
Couldn't agree more... there are a ton of similar games out there that can easily replace COD
The usual reasons given are cost - that it would cost more time and therefore money to develop a split server/client hosting model, and that it would represent an ongoing cost to maintain a master server list that would track all dedicated servers that are up and serve that information to any client that goes online.
As far as CoD:MW2 goes, though, this argument is arse.
In the first place, MW2 is clearly built on the CoD4 engine. This is shown in the graphics similarities, console commands being the same (lean, FOV etc can all be re-implemented by using the CoD4 console commands), and would suggest that the netcode is also the same, meaning that as with the other things removed from the PC version (ie. lean, changing FOV), the lack of dedicated servers is probably simply due to IW disabling existing functionality. This would mean that the only cost to them would be maintaining a master server list - which really isn't that expensive, seeing as they aren't actually hosting any games.
Secondly, though, the entire argument is misleading. The true cost to IW of allowing dedicated servers is a lack of content control - in any dedicated server model, a client upon connecting to the server syncs game files, allowing dedicated servers to run mods and other content changes. Thus, a large and active modding community for CoD4 arose, playing on dedicated servers that supported mods. If you do not allow a dedicated server model, and rather force a P2P listen server system, you don't have a central hub, and you cannot play with mods or other content changes - when you connect to another player (who is the temporary host) and your game files differ from theirs, you'll be refused connection and can't play. Because you can't choose who will host your game, you can't play with any mods or suchlike.
Why does IW care about this? Noone is really sure, but the elephant in the room here is DLC - one of the best ways to make money off a game post-release is to dribble out paid-for content to users, like new guns, campaigns, and perks. If users effectively cannot mod game files, IW is guaranteed a market for all this after launch, as the only way to change the game is to pay for the DLC.
Good explanation and the truth hurts
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