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koch

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  1. koch

    The Problems with Multiplayer Online

    Well - i've got a few comments; I've been playing mainly OFP in single player mode for about 1 month or so. I then tried playing online with 1.00 - but that dident work out. Then 1.10 came out - tried again .. gave it 1-2 days - and then .. trashed the game. Maybe it's my lack of interest in sitting trying for hours to find a server where I can play. Now - about 1-2 months later, Im giving it a go again, but have only found complaints about servers, netcode use of gamespy etc. when I browse forums. I've been playing Unreal Tournament for about 22 months now (since it's debut in dec. 1999) - and compared to this, and many other online games, I find OFP rather strange. I know that OFP - is - a different type of game than UT, Quake, etc., but I'm not quite sure why I has to be so complex to find a server, get into it rather quickly and start playing. There might be a need for people to "check in" - in a sort of que, but - even though not perfect - I guess the TacticalOps, Infiltration and Strikeforce mods for Unreal Tournament all do a rather decent job. How about checking those systems out ? Another thing I find rather strange, is the lack of a server browser build into the game itself; now, there may be some arguments to why you have chosen GameSpy (lets not debate that here) - but actually how difficult is it to build in a screen, that prompts the master server for available server, with sorting etc., and prompting for status etc. The most annoying part from my point of view, is the everlasting : "lanching game" -> "BEEEEP" -> "Error" -> return to gamespy -> find new server -> try again .. it takes A LOT of time on the net, and it shouldent. A friend of mine, and myself ended up launching a 2 player multiplayer game instead of trying out the internet part; which is a shame I believe. So in short - my wishes : a. better que options / launch options b. a build in server browser ** Save a beer for me - thanks **
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