I've started the list - An FPS server guide for developers

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#21
It's funny, like mentioned above, we took a lot of this for granted and I don't think any of us, in a Million years, think we really had to mention the basics but a game I will leave unnamed left 98% of that out.

- Thanks all, I will be updating and cleaning up the list later today. I also fixed all the broken site links, sorry about that guys/gals.
lol... probably forgot there is a whole thread with some great thoughts in it right here on FPSADMIN already as well!

http://www.fpsadmin.com/forum/showthread.php?t=11377

...all the info compiled for BlackhatAA that EA ignored making the MP Airboring...
 

rudedog

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#22
OK, guys I'm going to move the first post here and edit the #1 slot so I can sticky this thread on top of the front page.

Originally posted 10/16/2007

I'm personally tired to giving developers and publishers the same information over and over again. When will they listen or take notes! You would have thought they would remember what we've asked for, the last time they asked us.

I've started the "An FPS server guide for Developers" and need your help.
1) I need your input as I'm not the only guy running and or testing FPS game servers. Please stop by this link and read what I have so far. Use this thread to leave comments and suggestions (as well as grammar and spelling mistakes ) and I will make changes as quickly as I can.

2) From now on, when someone, more likely a dev, asks you what you want for server features, simply give them the link to that page. I've enclosed a tinyurl

3) I need everyone's help spreading this around so we can get as much support as possible. If you can, please, link to it from your site as I will be placing everyone name and url on the page (who support it of course).

4) I think these recommendations go far beyond our core games of COD and MOH. So again please try and spread them around to as many FPS sites as possible
If enough devs keep getting pointed back to that page over and over again, they have to take these recommendations seriously.

Thanks for your support, now lets make a difference! :salute:

* You do not have to register to offer feedback, use this link (site feedback) to send me your comments and suggestions as well as site info if you wish to be listed and support these ideas.
 

rudedog

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#23
Today's been a very interesting day. I've had two developers (different companies) ask for a link to the list, thus the reason why I moved the first topic and added it to the front page as a sticky.

A big :salute: to those guys, who will remain anonymous.
 

garetjax

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#24
I would add 64bit support (linux). From my experience owning a server company 64bit counterstrike binaries were the single best thing other than valve's steam tool that allowed gamefiles to be downloaded to the server as well as patches with no gamefiles necesarry.

The 64bit server bins used almost half the cpu of the 32 bit versions for me and they seemed to run a lot smoother. So basically it cut linux gsp costs in half since you could put twice as many servers on a box.

Garet
 

bullet-worm

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#25
It is crazy how much of this stuff we players, admins, and modders assume are "duh, of course" items that evidently are not so obvious to FPS developers. It's great to have a single place to point them to.

---

For the in-game browser, it is important to be able to single-out servers in a 'favorites' list. This enables players to make a small, succinct list of servers the player is interested REGARDLESS of filters.

Players should be able to add servers to this Favorites list manually by entering an address, or from the main server browser, and it would be great to have a way to add the server you are currently ON to your favorites list.

---

Players should be able to customize their in-game name at will. A unique, static account name is fine, but there should be a method to allow a player to change his in-game name to something else.

---

For GSPs: Server variables should be settable via the command-line, and those command-line variables should be LOCKED from being changed once the server is up and running. This allows GSPs to lock in items like max players and server passwords.

---

worm
 

Ghost-Ryder

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#26
The funny part of all this is when I played Unreal Tournament with the UE2 engine all that is ask here ,well almost ,was already in use 7 years ago.
Unreal Tournament came with Webadmin,clientside admin,UnrealED for map making and moding , http redirect ect... all came with the game installed.
I could go on and on.
It even had 5 mods already installed.

I think that is a big part why we are expecting stuff like that would be in all new MP game.
 

rudedog

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#27
exactly Ghost, nothing in the list is ground breaking or "crysis" like.

or some games where simply ahead of their time in support and giving customers what they want
 

garetjax

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#28
Another thing worth mentioning is that in 1999 a game was released that had a server that was adjustable as far as the smoothness of play - that game being counterstrike. Only other game that really allows it is source based games. I used to sell different quality servers based on these settings for CS and CSS - a top of the line 12 slot server was $100 a month.

I don't know why but no other game has come out that has a server that can really be tweaked like CS and now source to offer amazingly smooth gameplay. Sure the tweaked servers use more cpu and more bandwidth but the gameplay is noticeably smoother and shots register better.

Garet
 

Pendragon

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#29
Since the Airborne debacle I, along with the rest of "The Senile Soldiers" have been playing ET:QW. Now say what you like about the game, it's strengths and weakness.

The user experience is great... First off you don't have to have the disk in the drive to start. Sign in and the server browser works! Been playing BF:2 for the last few years, well you know what that was like. The biggest surprise was the "Buddy" system, even clan support too. How simple, your guys are server surfing and click and you can join in with the fun. Heck if the server is full you can wait for a slot to open, and your in.

The server is a cinch to set up. Everything is configurable, possibly too many options for the less experienced. But what I'm trying to say is ET:QW has just about got things as right as I have seen lately...
 

Dirtynap

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#30
The fact is this list is known to all gamers and common sense if your an online gamer. The dev's should not even have to read this but it seems they do to remind them just what is needed to make a great game online.

IF YOUR A DEV PAY ATTENTION​

We here on this site are the hardcore however we represent a massive proportion of the online gaming community, for ever member here their are 1000's if not 10's f thousands that listen. We are the reason consoles ever got online, we are the reason you have a job, we the reason you can push the limits of hardware, we are the reason consoles have to play caught up, we are the reason you can explore your imagination. NEVER EVER FORGET THAT. We are the base your work life depends on, why?

We own PC's and we own consoles, we spend the most on games and we all care about what we love doing just like you do. Just look at the money we have invested in playing games with our friends, many we have never met. We as PC users are the pioneers, the front line, the ultimate in gaming, we know all this and so do you. Just look at the time we have invested to make our online gaming experiences better.

One more thing EA style ranked servers are ****in bullshit. It ****s over the little guy and costs gamers money for no reason what so ever.
 

GaSplat

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#31
Nice rant. The only thing I don't agree with is the console part. Consoles have crap controllers. This limits the users ability to interact, and when game designers make cross platform games they have to dumb down the experience to accomodate the console's limitations for user input. Consoles won't catch up, they just bring cross platform PC games down. Its like making everyone speak baby talk so the consoles can participate in the conversation. It really limits the number of options and activities the player can exercise.
 

JiiPee

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#34
I would like to say something about game server security here.

Server should do all authentication/handshake with client ONLY via TCP, UDP is not an option here. There is too much now going on fake player DoS attacks against <insert game name here> servers.
 
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#35
similar post in infinity ward forum

Hey guys, newcomer to the site although fps server admin since Doom/Duke Nukem/Wolfenstein 3D on IPX/SPX networks^^ (before all this modern tcp/ip stuff!)

Anyway I too have been dissapointed by the lack of features in server despite the advances in graphics/gameplay. To that end I recently posted a thread on the Infinity Ward forums listing a few features that I would like to see in servers. I fear however that nobody on the development team has read my thread. Oh well^^

http://forums.infinityward.com/viewtopic.php?f=13&t=28985

Jubei :D
 
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rudedog

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#36
Welcome Jubei and I think we all feel your pain.

Rumor has it that there will be another community event, and If I fortunate to attend again this year, I'll be printing this out "again" and leaving it behind at the IW offices.
 
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#37
Command Flooding

Command Flooding, need to be a couple of seconds between duplicate commands.

Sick and tired of name changers in call of duty 4, and rcon blockers...
 

greenbean

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#38
Can I make a suggestion on how your list is presented?

I was thinking, if I were a developer and thought that I might want to start implementing some of your suggestions, I wouldn't really know what you thought was important based on a consensus. I think the list would be more useful if it was broken down (rather than categories as it is now, which is a good way to get organized) like thus:

High Priority
Medium Priority
Low Priority

Within each of the above categories you might suggest which one are 'easy to implement' and which are 'hard to implement'. This way the developers will be more likely to start implementing High Priority Easy to Implement items quickly, to get the ball rolling.

I would also suggest dividing the list in 3 columns as well. The left column would list items as you've noted, short and to the point; the second column would be larger and tell the developer in some detail why you want the particular item; the third right column would list games which actually incorporate the item in their game... so developers could check it out, or feel it's worth the investment.

By setting priorities, you're telling them what admins want the most, and at the same time the format is in a way which helps developers figure out what is important and worth their time.

the one I'm looking for:
- Editable clan or web site tags: An additional text field that can be added to the clients login name ie: |FPSadmin|Rudedog = clan/web tlogin | useielogin name

:)

hope this helps. cheers.
 
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#39
Vince sure makes a great CEO, he dodges questions very well and lets his workers field the tough ones.

Mocking the petition is real nice too, way to completely blow-off your customers you ****s. "402 signed in 4 times"

I can't scroll in the live feed I'm watching, otherwise I would retype it here.
 
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