Thread: Online Q&A
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Old 05-02-2009, 11:58 AM   #43 (permalink)
EA_WilsonVenhola
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Join Date: Oct 2006
Location: Vancouver, BC, Canada
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Hi, I'm back.

Responses included.

Quote:
Originally Posted by mcpop72 View Post
Thanks for the Info.

All I can say is that when I first got the game in December I didn't have any lag problems other than users with noticeably bad internet connections (which you can understand coming across from time to time)

Nowadays I frequently get sluggish, non-responsive games: underpowered passing, chip shots that no longer go over the goal line, balls bouncing off players etc etc

So, logically, you would assume something has changed between when I got the game and now?

I'm going to endeavour to keep a log of games where these problems exist and post them on to you. Notepad next to PS3
I have to apologize, I'm not sure how to best respond to this. I have read the long thread that is "Online Changes", and I see there is a lot of passion about this topic but it's still not clear to me what exactly is the problem. Right now, I think I should re-iterate that there were no changes to gameplay ( online or not ) between the patch that fixed the crab walking bug and now. If you find a pattern, reasoning, or cause to these sluggish, non-responsive games please keep us informed.

I should also mention that there should be a distinction made between the what you consider sluggish or non-responsive and the specific items you have listed. An underpowered pass is not necessarily unresponsive. It's coherant to say that an underpowered pass may in fact be very responsive. The same holds true for for underpowered chip shots, and ball player collisions. Although I would be hard pressed to find a situation where I would ever classify a ball player collision as responsive or unresponsive.

It's an important distinction for any engineer looking at the problem because the architecture of the peer to peer online gameplay means that network conditions will affect the responsiveness ( latency, lag, sluggishness ) of when your gameplay actions are applied, but will NOT affect the power applied to passes, chip shots, or the timing of player ball collisions.

Quote:
Originally Posted by cbcruz View Post
"You may have noticed that this is much more frequent in head to head matches than it is in online team play or clubs matches. This is because online team play and club matches connect to an EA hosted game server"

I guess this answers why there's so much delay in club mode.

It doesn't matter if were 3v3 or 10v10, delay is always presence.

Q: Are you guys planning on upgrading the servers?

Sure, we can play some beatiful football, but in most situation it's based on pure luck. Mainly because of the delay. Head-to-Head games as you called it, feels like playing offline compared to clubs, and to be fairly honest, this needs to be looked at.
If there is a problem with the game servers, it will be corrected as we identify it. If you could provide a little more information about your connection quality, that would help a lot in narrowing down the problem. It wouldn't do us any good to add better or more hardware to the servers, if the problem actually stems from a routing problem between your location and the nearest server.

With regards to online gameplay latency, I find the opposite true myself, clubs matches are generally more responsive than 1v1 matches for me. In Vancouver, when I play with our dev team club, we generally match-up against opponents on the North American west coast server. However, when I match up against 1v1 opponents they are generally from a broader pool of opponents ( I'd hazard a guess that the average latency I experience would end up being equivalent to playing a NA east coast opponent )

I see you're in Norway. The european game servers are located in Geneva. Can you try pinging 159.153.161.74 and report back what kind of latency you get? ( type ping 159.153.161.74 on the command prompt ( on windows, start->run->cmd.exe) , and copy the output into this thread. )

Quote:
Originally Posted by MusePT View Post
Hi... great topic here...

I have two questions that I don't know if you can reply to:

1- When will the advantage rule be fixed? it was supposed to be fixed on the latest update but still 9 times out of 10 the ref will stop the match when he should let it play on

2- The Squad update due to release friday will only have the transfers from the january market or will it have more things like review stats for players, apperances, etc?

Thanks
Re: Question 1 - I believe that's really a design question. I'm not a designer!

The advantage rule is a relatively tricky one, and I'm not an expert on the implementation in FIFA so I'll decline to comment.

I believe the fix that was applied during the patch fixed a particularly annoying bug whereby it was possible to score a goal on the advantage but have the free kick awarded instead of the goal. I am pretty sure that does not occur anymore.

Re: Question 2 - Sorry I'd have to ask our database team for all the updates it has. Maybe they can provide a big summary in another thread.

Quote:
Originally Posted by cG_Zen View Post
Cheers for posting the topic, it's appreciated. One thing though you need to elaborate on, how do clubs get into certain divisions? If you could answer that then everything will be spiffy. Thanks.
I believe this is answered in the clubs faq, but it's a very trivial answer so here goes.

Ranks 1-50 are division 1.
51-100 are division 2.
101-151 are division 3.
etc.

Quote:
Originally Posted by Sumo View Post
Hey Wilson

I have a couple of questions:

1. It is currently impossible for our players to get a serious injury online and be forced to be taken off. Will you be looking to include serious injuries in any upcoming patches?

2. Will the Interactive League problems (games not counting etc) be fixed in an upcoming patch?

Thanks
Re: 1.

Having had ACL reconstruction a couple years ago, due to a football injury, I'm not terribly enthusiastic about adding serious injuries to online play as well!

Seriously though, it's something that comes up once in a while, and I cannot confirm or deny anything.

Re: 2.

This is news to me. I haven't read a thread about this, and IL is not a gamemode I frequently play. Do you have more information about this problem?

Quote:
Originally Posted by Carl---xD View Post
I find it despicable that you expect kids to be able to know how to open ports on there router We want to play others online why can't you of made it easy for us to do that
First off, I totally agree. Asking users to open ports is not ideal, and expecting your kids to do it for you is just plain mean!

We absolutely want it to be as easy as possible to play other people online. We do try to make it so that as many people as possible can connect to each other ( on the 360, microsoft handles the peer 2 peer connection process so we do have to rely on their implementation ). It still remains true that when all else fails the fail safe is to do some port forwarding.

Quote:
Originally Posted by savillbros View Post
Thanks, I have a question?

My club were winning 2-1 in the 90th minute, they decided to make a "substitution", and the game froze, we went to the dressing room, to find that no result what so ever had been recorded, this happened 3 days ago.
This incident happened again and we were recorded a loss, then again when we were winning and no result was recorded.

When will this get sorted, as I believe me & my club are being cheated out of wins, our record is:
Wins - 3
Ties -1
Losses - 1
It should be:
Wins -7
Ties - 1
Losses - 0
Unfortunately, this substitution freeze bug is causing a lot of grief. It's not only a major frustration because it prevents the game from continuing, but it causes problems with clubs game reporting. I don't think I have any concrete answers about why these games wouldn't be recorded. Can you send me more details about any games where this happened to your club? Opposing club name, number of users on each side, what your team did after the freeze occurred.

In the case where you were assigned a loss, that was probably due to one of your users leaving the game ( maybe resetting the console ), and your team falling below the minimum 3 players required to play the game.

Quote:
Originally Posted by Njazz View Post
I think the "if u leave within 3m u dont get a DNF increase" is kinda unfair. Most of the time 3m is not enough to see if the game is laggy or not, specially if u play as the away team...cant u guys remove that rule and stick to the one for the 5m?
It's technically possible. I'm inclined to think the DNF increase isn't really that big of a punishment, and what do you see in 5 minutes that you wouldn't see in 3 minutes of game time? Personally, I think the bigger problem is being able to quit in those 5 minutes if your opponent is maintaining strong possession. But there I go putting on a designer hat.

Quote:
Originally Posted by NZJ0KER View Post
Lol David, I think the question everyone here playing fiwc wants answered is, will there be penalties to the players who have glitched their way to the top. You guys took points away at the start when the ranking system was changed so will this be done again?
I don't know what the exact answer to this is but it's probably ok to say that we did run a script over a history of the FIWC game logs and identified users who consistently exploited the FIWC custom squads bug to gain an unfair advantage.

Quote:
Originally Posted by mcassidy3 View Post
Hey Wilson

can u tell us if u guys are looking at the sub glitch?

thanks
Yes we are looking into the issue. The more information you can provide about how to cause it, the better chance we have of finding a fix for it. I've yet to experience it any of the 30 odd clubs matches I've played, but several other team members have reported seeing it.
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