online loading times.....

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5 years ago#11
http://image.com.com/gamespot/images/bigboxshots/5/942015_92982_front.jpg

Yeah, I definitely see a Nintendo logo on that. not. :P
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VE - http://www.formspring.me/Vermineater
Now Playing: Pokemon: HeartGold, UT2K4, stuff
5 years ago#12
I'm still angry at HVS for picking SEGA instead of EA. EA has its own servers (and allows up to 32 per game...).

SEGA uses Nintendo WiFi servers.
5 years ago#13

From: bceagles15 | #012
I'm still angry at HVS for picking SEGA instead of EA. EA has its own servers (and allows up to 32 per game...).

SEGA uses Nintendo WiFi servers.


Do you think EA would've published this game? The first one didn't sell enough for the biggest publisher to want them, I'd bet. Plus, Sega offering them a second game is awesome, imo.
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VE - http://www.formspring.me/Vermineater
Now Playing: Pokemon: HeartGold, UT2K4, stuff
5 years ago#14
In COD, one of your Wii's acts as the server. This makes syncing much faster since each connection only has to deal with one other Wii (unless you're the server), so there is a total of 9 connections. HVS uses a peer to peer system where each connection must deal with all Wiis in the game (each Wii connects to 11 other Wiis for a total of 132 connections).

It's much faster to sync 9 connections than it is to sync 132.
5 years ago#15
It removes the need for hosts and therefore host migration...matches aren't affected if players drop out, but the cost is longer matchmaking. Hmmm...I can see where that would be a good or bad thing. It never takes me more than 1:30 to get into a match in C1 though, and I never get the spawn glitch anymore.

Although that might be due to my 10mb/sec cable connection speed.
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Uncharted 2 Machinima Voice Actor. Currently playing Sully and Lazarevic. Add me on PSN if you want to get involved: Geo_Chronic.
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