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"Omg dis gaem is broken rockstar r n00bs"


tastified
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Ok so, rant incoming. Why the f*ck does everyone think they are entitled to the mp.

Rockstar said nothing beyond when it would go online. They never said it would be fully functional on that date and in fact said it wouldn't for the first two weeks, multiple times. YOU bought the game and did no research into the product, aka your fault for not knowing what you're getting into, they don't owe you sh*t.

 

Secondly, have you, or anyone you personally know ever tried launching an mmo? No? Oh, well then I guess you probably shouldn't act like you would know how to completely run everything and would have done a much better job, aka, stop talking sh*t when you have no position to.

Rockstar have very little experience with online games, let alone an mmo and looking at past examples of COUNTLESS games which have had errors around release day/week anyone with a basic knowledge of this stuff could have assumed this would happen, in fact, there were actually countless topics speculating this WOULD f*ck up, often created by people with past experience.

You're literally all just people with no experience talking sh*t because the thing you were never promised wasn't delivered. GTAV is a big world, with a lot of detail, a lot of connectivity, and it will take a lot of time and effort to bring it online. Grow up, and learn something called patience.

Edited by tastified
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ElscottHavoc

No I've never personally launched an MMO I developed, but I have played several MMOs on launch day and none had major issues like this. Just because I'm not a game developer doesn't mean the people who are shouldn't expect me to want a working game when its supposed to be working.

 

I work in engineering (structural) and there are a lot of times we try new things we have no experience in, and when we do we do lots of research, use examples, numerous testing, and perhaps even hire on people who are familiar with new concepts. And when we tell a customer a deadline will be met, we meet that deadline. Do minor issues occur sometimes? Absolutely, but we do enough research to ensure our structure overall is correct, and fix minor issues as we see them. The difference here is that if our designs are majorly f*cked up, structures fall, people die or get injured whereas in this case people just complain and Rockstar gets to send out a convenient patch.

Edited by ElscottHavoc
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Sim City 5 died for 2 weeks on launch. Diablo 3 servers were DOA for 3 days. Several Ultima Online freeshards, admittedly not run by major developers but many having spent years in development, have crashed on opening - yes, they are privately run but the issue is the same, albeit scaled down. In those cases a server lovingly coded by a UO nerd at home who rented servers out of his own pocket crashed because he had 2000+ players log in and attempt to make characters simultaneously. The scale here is larger and it's more like 5 million people, but the principle is the same.

 

Blizzard have had major server farts in World of Warcraft over the years as millions of people tried to log in on the first day of an expansion release. I am informed that the SC2 servers partially exploded from the stress on launch day. Final Fantasy XIV's online launch was a disaster.

 

etc, etc.

 

It happens. Networking is hard.

 

EDIT: Oh and I forgot to mention. This is one day, against however many months and years GTA Online will be running once they get it going smoothly. Really when you view it in that light it's utterly insignificant.

Edited by chainsoar
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ElscottHavoc

Couldn't they have rolled it out in segments based on timezones to disperse some of the stress. Say, its available in Australia first for player IPs to login. Then move from timezone to timezone.

 

Then they can work out minor issues with patches on a smaller audience that isn't so taxing. Or did they do it this way.

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Lance_Vance89

Sim City 5 died for 2 weeks on launch. Diablo 3 servers were DOA for 3 days. Several Ultima Online freeshards, admittedly not run by major developers but many having spent years in development, have crashed on opening - yes, they are privately run but the issue is the same, albeit scaled down. In those cases a server lovingly coded by a UO nerd at home who rented servers out of his own pocket crashed because he had 2000+ players log in and attempt to make characters simultaneously. The scale here is larger and it's more like 5 million people, but the principle is the same.

 

Blizzard have had major server farts in World of Warcraft over the years as millions of people tried to log in on the first day of an expansion release. I am informed that the SC2 servers partially exploded from the stress on launch day. Final Fantasy XIV's online launch was a disaster.

 

etc, etc.

 

It happens. Networking is hard.

 

EDIT: Oh and I forgot to mention. This is one day, against however many months and years GTA Online will be running once they get it going smoothly. Really when you view it in that light it's utterly insignificant.

916.jpg?new=1

 

That+post+cured+my+cancer+_7927af5fa89ca

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