GTA V

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pete_bubonic
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Re: GTA V

Post by pete_bubonic » Tue Oct 01, 2013 3:44 pm

Spamoni wrote:MMO stands for Massive Multiplayer Online.... That said, GTA:Online has massive amounts of people playing multiplayer online.... how is this not a MMO?
MMO is supposed to be a large number of people playing the same game, same server, same instance. Like World of Warcraft, 1500 people on the same server at the same time etc.

Battlefield 3 has 64 people playing in the same instance, that's a multiplayer game, not an MMO.
CoD has 32 people playing in the same instance, another multiplayer game.
Max Payne 3 (Rockstars previous game with the same crew setup) had 16 people per instance, that was a multiplayer game.

Admittedly, fucked if I know what the official number for an MMO is, but comparing Planetside 2 to GTA:O highlights the differences.
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Re: GTA V

Post by Spamoni » Tue Oct 01, 2013 3:52 pm

I highly doubt there is a set number of people that makes something a MMO as opposed to a multiplayer game. Comparing PS2 to GTA:Online is a pretty bad example imo. Those two games have nothing to do with each other and have almost opposite goals as a game. Like you though, I'm not an authority on what constitutes what as far as multiplayer or MMO's goes. But even so, only having 16 players is still more than having 1 player in a game. I'm sure we could sit and argue semantics all day though :D

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Re: GTA V

Post by wubstep » Tue Oct 01, 2013 4:18 pm

Seriously doe, who's got a Xbox Live code for me :(
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Re: GTA V

Post by dickman69 » Tue Oct 01, 2013 5:23 pm

god damn my shit is all fucked up

my character got frozen in a race so i quit & go back on & hes still frozen

so i have great idea to delete my character

now its been "deleting" it for 20 minutes & says to not turn off the console so wtf
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Re: GTA V

Post by Spamoni » Tue Oct 01, 2013 5:27 pm

Damn, apparently PS3 users are having the most issues today. A lot of people have reported having to re-create their online characters several times today. To my knowledge the Xbox servers are working better but it's still slow going across the board.

gtaforums.com has a bunch of people keeping up with the tech issues min by min, everyone else on that forum is crying

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Re: GTA V

Post by m8son666 » Tue Oct 01, 2013 5:31 pm

pete can i have mason back pls
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Re: GTA V

Post by pete_bubonic » Tue Oct 01, 2013 6:35 pm

m8son wrote:pete can i have mason back pls
No
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Re: GTA V

Post by m8son666 » Tue Oct 01, 2013 6:36 pm

:'(
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Re: GTA V

Post by Spamoni » Tue Oct 01, 2013 6:51 pm

This is the most insightful post I've seen regarding the GTA:Online issues

Hi all,

I know that we're all frustrated with Online - and the general consensus is mudslinging at R*... I'm an infrastructure engineer myself - and build out server environments myself (albeit for apps for corporate enterprises rather than games). I've been lurking on here for a little while but finally joined as I think I can offer a perspective that is often overlooked.

Sure - what I have to say won't fix the problem. It won't make everything suddenly work - and it won't answer everyone's questions or make people feel better... But I'm guessing understanding what's going on a bit does help.

So - one of the big criticisms of R* is that they "should have been prepared" and "they've had an extra two weeks since launch", etc, etc. I hear ya - but what you have to remember is that R* is a business and they can't have enough capacity for every game sold to all play at once for the next 10 years. If that were to happen, then each game would probably cost in the region of $500 - $1000 a copy.

The simple fact is that only some people will play the game, and for various reasons - time zones, work / school schedules, eating habits, family and other commitments - not everyone will be playing at once. So... R* needs to provide enough capacity with servers - and just as importantly bandwidth to those servers - to enable people to play.

In the first few hours and days, we're all clambering to play as early as possible - heck, we've already had to wait an extra few weeks, right? The thing is that there's more people trying to play now then there will normally be. What should R* pay for? Should they pay for capacity for everyone to play now and then have all that extra capacity afterwards when numbers level out? If so, that has to be paid for from somewhere.

Of course, hopefully R* will be utilising some form of "elastic" cloud servers and networking. Apologies for those of you that knows that this means that they can add more servers and bandwidth, etc "on demand" (I'm not trying to teach people to suck eggs, just set a level of understanding for everyone reading).

Whilst this allows on-demand upscaling / downscaling of servers available - it also means that disk space and the building out of templates to allow the quick provision of servers needs to be accounted for. If there's too much demand then new servers may need bringing online at a new datacenter, or where hardware hasn't got access to templates to build new servers. This means that extra time is needed to bring up new servers in new locations.

Also, if a larger number of servers are needed then it can sometimes have to wait until the datacenter has physically got the resources available to provide (I'd hope that this wouldn't happen though!) - and in some cases if an agreed threshold is surpassed it can mean that until a new Purchase Order is signed off by the customer (in this case R*) with the host/datacentre, new servers can't be deployed.

Also you have to remember that not everyone wants to play online - and so a huge guessing game would have had to have taken place with R*. Admittedly it would have been an educated guessing game, based on number of sales... But very little else!

Another of the criticisms being levelled at R* today is that people don't like being "beta testers" and that's what we are...

When any new service goes live - no matter how much testing has been done - there will always be issues. A testament to a company and the services they and their suppliers provide is how they react to those issues.

R* *could* have done a staggered roll-out - they could have made people sign up to R* Social Club, take their place in a queue and opened up to say a thousand people a day to keep capacity issues at bay. People would've complained about that though, and there would've still been issues that wouldn't be experienced until you had a critical mass of users.

Alternatively they've gone the other way - they've opened up to everyone. The game's sold beyond their wildest dreams. They knew it was gonna be popular - but they didn't expect it to be by this much. It's easy to say "oh, they've had two weeks in the know" - but the fact is that they haven't - the games continued to sell even between now and opening day. For all of the reasons above, I hope it's easy to see that you can't just bring enough capacity online within minutes.

Let me try and put an analogy on it. You invite a load of people to dinner. A few weeks out you have a pretty good idea of who's coming and who isn't, but you haven't quite heard from everyone. A few more people ask to come and you think you'll be okay so say yes. You then make sure you have enough food ordered, and know how you're going to cook it all. The evening before you get a phone call from one of your kids asking if another 3 people can come because they've got a power outage. You say yes, dash to the store only to find out that they're out of some of the food you need - but that there should be a delivery in the morning. The big day comes, but you have to wait for the store to open - and your guests have started arriving before the store takes delivery... What do you do?

For me - I'm frustrated like everyone else. But it's where we are in a couple of days that matters. If R* have it sorted, great... If not then I think it's fair to start asking bigger questions.

I can imagine those involved with infrastructure capacity at R*, along with engineers with their suppliers, are run off their feet, will be working very long hours today and for the next few days, and are doing their level best to get everything sorted for us all....

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Re: GTA V

Post by hugh » Tue Oct 01, 2013 7:30 pm

I'm not surprised by this though, every FIFA game I have played at launch has been a disaster due to massive server demand, and a game like GTA V was always going to be popping off.

The problem is that they had two weeks to guage the number of sales and those still active players. There is no way they wouldn't have had a decent idea of the server demand over that two week period. And I don't buy the whole cost argument. A company like Rockstar makes the kind of money that would make Jesus weep.

this is nothing compared to Rome 2's launch. They fucked it up so much :lol:



This video is pretty hilarious, especially if you played R2 at launch :lol:
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Re: GTA V

Post by Johoosh » Tue Oct 01, 2013 8:28 pm

Cry harder u lot i haven't even got my mitts on single player yet
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Re: GTA V

Post by meanmrcustard » Wed Oct 02, 2013 12:42 am

hugh wrote:I'm not surprised by this though, every FIFA game I have played at launch has been a disaster due to massive server demand, and a game like GTA V was always going to be popping off.

The problem is that they had two weeks to guage the number of sales and those still active players. There is no way they wouldn't have had a decent idea of the server demand over that two week period. And I don't buy the whole cost argument. A company like Rockstar makes the kind of money that would make Jesus weep.

this is nothing compared to Rome 2's launch. They fucked it up so much :lol:



This video is pretty hilarious, especially if you played R2 at launch :lol:
The point is (and I think it's what the post above is saying in a long winded way) on the first day EVERYONE is going to try and get on at once. Within a couple of days the number of people trying to access at any one time will drop massively. It makes no sense whatsoever for Rockstar to buy enough servers etc to manage levels of traffic that are likely to last a few days at most. What are they going to do after then with all the wasted extra bandwdith?

If things are still unplayable in a week's time then people might have a right to complain.
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Re: GTA V

Post by grillis » Wed Oct 02, 2013 12:57 am

^the best way to counter that would have been to launch the game with the online together.... by now mosteveryone has exhausted the barely-two-weeks-worth-of-content provided on launch... if there was some alternative people might stop pummeling the servers

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Re: GTA V

Post by wubstep » Wed Oct 02, 2013 1:34 am

The game has enough content to keep me content for 3-5 years.
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Re: GTA V

Post by grillis » Wed Oct 02, 2013 4:11 am

content with the content.. nah i getcha.. im still occupying myself well enough but am i wrong in thinking that it would've alleviated some stress on the servers? at this point there's hardly anything 'new' to experience compared to what's in store on the online, so some kind of queing system you could enter whilst occupying yourself with the story/single player, seems like the way they've done this has only generated unnecessary traffic for them

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Re: GTA V

Post by Phigure » Wed Oct 02, 2013 4:15 am

grillis wrote:^the best way to counter that would have been to launch the game with the online together.... by now mosteveryone has exhausted the barely-two-weeks-worth-of-content provided on launch... if there was some alternative people might stop pummeling the servers
i think that mightve been worse, i remember for the first 2 days i couldnt even save snapmatic pictures cause social club was down from all the people playing
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Re: GTA V

Post by grillis » Wed Oct 02, 2013 4:21 am

yeh but there was still stuff to do


lol nah i realise i'm being pouty, just think it was a poor choice to launch it entirely seperate.. the update on ps3 has already seized up my system 3 times so the problems may go deeper than just too much traffic..

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Re: GTA V

Post by Terpit » Wed Oct 02, 2013 4:28 am

I keep dying
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Re: GTA V

Post by Phigure » Wed Oct 02, 2013 4:29 am

Yeah I keep getting stuck on loading screens and shit like that on ps3 too
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Re: GTA V

Post by grillis » Wed Oct 02, 2013 5:20 am

just found a ufo a the bottom of the ocean :o

some cool extra-terrestrial motifs throughout the game... at the top of chilliad there's a drawing/map with a ufo + (easter)egg + jetpack.. desperately want to acquire a jetpack but so far i don't think anyone has cracked it!

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