<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_06_07_0413218</id>
	<title>How <em>Demigod's</em> Networking Problems Were Fixed</title>
	<author>Soulskill</author>
	<datestamp>1244372520000</datestamp>
	<htmltext>The launch of <em>Demigod</em> was troubled by <a href="//games.slashdot.org/article.pl?sid=09/04/18/0255254&amp;tid=95">piracy</a> and <a href="//games.slashdot.org/article.pl?sid=09/05/20/065251&amp;tid=230">networking difficulties</a>, which publisher Stardock worked quickly to correct. They've now released a documentary that gives a detailed look <a href="http://hellforge.gameriot.com/blogs/Demigod/Stardocks-documentary-of-how-it-rewrote-Demigods-networking-code-in-three-weeks">behind the scenes of diagnosing and fixing those problems</a>. It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.</htmltext>
<tokenext>The launch of Demigod was troubled by piracy and networking difficulties , which publisher Stardock worked quickly to correct .
They 've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems .
It includes meetings , interviews with the devs , and part of the bug-tracking process during a frenzied 108-hour work week .</tokentext>
<sentencetext>The launch of Demigod was troubled by piracy and networking difficulties, which publisher Stardock worked quickly to correct.
They've now released a documentary that gives a detailed look behind the scenes of diagnosing and fixing those problems.
It includes meetings, interviews with the devs, and part of the bug-tracking process during a frenzied 108-hour work week.</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28243011</id>
	<title>Re:poor management</title>
	<author>Anonymous</author>
	<datestamp>1244403660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>the ineptitude of their management can be seen in the 108 hour week. anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.</p><p>i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.</p></div><p>Yeah, sure, did you miss this sentence ?<br>"and part of the bug-tracking process during a frenzied 108-hour work week."</p><p>Read it.<br>In case you still don't get it, this sentence STRONGLY implies it was a single week of crazy work to get everything running smoothly after launch.</p></div>
	</htmltext>
<tokenext>the ineptitude of their management can be seen in the 108 hour week .
anything over a 12 hour day is wasted , and you NEED 1 day off a week minimum to recharge the batteries , otherwise you just find ways to waste time on the job.i 've been there , i 'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.Yeah , sure , did you miss this sentence ?
" and part of the bug-tracking process during a frenzied 108-hour work week .
" Read it.In case you still do n't get it , this sentence STRONGLY implies it was a single week of crazy work to get everything running smoothly after launch .</tokentext>
<sentencetext>the ineptitude of their management can be seen in the 108 hour week.
anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.Yeah, sure, did you miss this sentence ?
"and part of the bug-tracking process during a frenzied 108-hour work week.
"Read it.In case you still don't get it, this sentence STRONGLY implies it was a single week of crazy work to get everything running smoothly after launch.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240895</id>
	<title>Re:Professional Game Studio?</title>
	<author>Anonymous</author>
	<datestamp>1244385300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Well I have to admit to buying Demigod and would say that satisfied with it than other games I bought on the same service which have been a lot cheaper due to being released a while ago. Interestingly, the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine (at least) for Demigod. I am unsure how satisfied I would have been had I bought the Supreme Commander titles when they were launched at full price.</p><p>I haven't actually come across many technical glitches because I haven't really given it a good go online.. my main beef is the lack of content. Perhaps that is the issue with these companies.. they are spending too much time making their game look awesome that when you come to actually play it although the concept might be sound you are getting little value for money. Using Supreme Commander as another example.. however awesome the game is you begin to hate the fact that the development was pretty much abandoned when it released apart from token bug fixes and drips of content. You have a community telling the developers 'this is what we need to make this game perfect' and they just can't satisfy them however much they try because they only have probably one person working on things in his spare time. Another example of this is Neverwinter Nights which was absolutely awesome but fell so far short of its potential that you end up wishing they released the source. </p><p>I must stress that I use those two games as examples not because the developers were bad but because they were a lot better than most. I don't think their work ethic was at fault quite as much as their business model which rewards release early release often rather than more common alternatives. One alternative would be release early but offer a level of ongoing support comparable with other types of software or release a product with strictly defined goals and don't release it until it is perfect. The first alternative would likely be impossible to sustain unless you use open source methods, the second is one that is often used by other studios.. but limits the scope of games significantly. For example, the last option is great for games such as Braid or World Of Goo whereby a testing process should eliminate practically all bugs and those that are left can be addressed with minimal effort. For large scope games such as heavily multiplayer orientated games I believe that the open source model is the best one to satisfy the consumer while still maintaining a viable business. The option I haven't covered is the one used by WoW whereby you make continued payments to fund the development.. eg a subscription. Unfortunately, Blizzard etc. seem to use this option to bleed people dry, rather than offering ongoing support worth as much as the original investment in the game. I think perhaps Guild Wars has a similar model that certainly works better.</p></htmltext>
<tokenext>Well I have to admit to buying Demigod and would say that satisfied with it than other games I bought on the same service which have been a lot cheaper due to being released a while ago .
Interestingly , the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine ( at least ) for Demigod .
I am unsure how satisfied I would have been had I bought the Supreme Commander titles when they were launched at full price.I have n't actually come across many technical glitches because I have n't really given it a good go online.. my main beef is the lack of content .
Perhaps that is the issue with these companies.. they are spending too much time making their game look awesome that when you come to actually play it although the concept might be sound you are getting little value for money .
Using Supreme Commander as another example.. however awesome the game is you begin to hate the fact that the development was pretty much abandoned when it released apart from token bug fixes and drips of content .
You have a community telling the developers 'this is what we need to make this game perfect ' and they just ca n't satisfy them however much they try because they only have probably one person working on things in his spare time .
Another example of this is Neverwinter Nights which was absolutely awesome but fell so far short of its potential that you end up wishing they released the source .
I must stress that I use those two games as examples not because the developers were bad but because they were a lot better than most .
I do n't think their work ethic was at fault quite as much as their business model which rewards release early release often rather than more common alternatives .
One alternative would be release early but offer a level of ongoing support comparable with other types of software or release a product with strictly defined goals and do n't release it until it is perfect .
The first alternative would likely be impossible to sustain unless you use open source methods , the second is one that is often used by other studios.. but limits the scope of games significantly .
For example , the last option is great for games such as Braid or World Of Goo whereby a testing process should eliminate practically all bugs and those that are left can be addressed with minimal effort .
For large scope games such as heavily multiplayer orientated games I believe that the open source model is the best one to satisfy the consumer while still maintaining a viable business .
The option I have n't covered is the one used by WoW whereby you make continued payments to fund the development.. eg a subscription .
Unfortunately , Blizzard etc .
seem to use this option to bleed people dry , rather than offering ongoing support worth as much as the original investment in the game .
I think perhaps Guild Wars has a similar model that certainly works better .</tokentext>
<sentencetext>Well I have to admit to buying Demigod and would say that satisfied with it than other games I bought on the same service which have been a lot cheaper due to being released a while ago.
Interestingly, the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine (at least) for Demigod.
I am unsure how satisfied I would have been had I bought the Supreme Commander titles when they were launched at full price.I haven't actually come across many technical glitches because I haven't really given it a good go online.. my main beef is the lack of content.
Perhaps that is the issue with these companies.. they are spending too much time making their game look awesome that when you come to actually play it although the concept might be sound you are getting little value for money.
Using Supreme Commander as another example.. however awesome the game is you begin to hate the fact that the development was pretty much abandoned when it released apart from token bug fixes and drips of content.
You have a community telling the developers 'this is what we need to make this game perfect' and they just can't satisfy them however much they try because they only have probably one person working on things in his spare time.
Another example of this is Neverwinter Nights which was absolutely awesome but fell so far short of its potential that you end up wishing they released the source.
I must stress that I use those two games as examples not because the developers were bad but because they were a lot better than most.
I don't think their work ethic was at fault quite as much as their business model which rewards release early release often rather than more common alternatives.
One alternative would be release early but offer a level of ongoing support comparable with other types of software or release a product with strictly defined goals and don't release it until it is perfect.
The first alternative would likely be impossible to sustain unless you use open source methods, the second is one that is often used by other studios.. but limits the scope of games significantly.
For example, the last option is great for games such as Braid or World Of Goo whereby a testing process should eliminate practically all bugs and those that are left can be addressed with minimal effort.
For large scope games such as heavily multiplayer orientated games I believe that the open source model is the best one to satisfy the consumer while still maintaining a viable business.
The option I haven't covered is the one used by WoW whereby you make continued payments to fund the development.. eg a subscription.
Unfortunately, Blizzard etc.
seem to use this option to bleed people dry, rather than offering ongoing support worth as much as the original investment in the game.
I think perhaps Guild Wars has a similar model that certainly works better.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240581</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</id>
	<title>poor management</title>
	<author>Anonymous</author>
	<datestamp>1244382720000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext>the ineptitude of their management can be seen in the 108 hour week. anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.<p>
i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.</p></htmltext>
<tokenext>the ineptitude of their management can be seen in the 108 hour week .
anything over a 12 hour day is wasted , and you NEED 1 day off a week minimum to recharge the batteries , otherwise you just find ways to waste time on the job .
i 've been there , i 'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks .</tokentext>
<sentencetext>the ineptitude of their management can be seen in the 108 hour week.
anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.
i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240949</id>
	<title>they were using BITS</title>
	<author>Anonymous</author>
	<datestamp>1244385900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Um, I don't feel sorry for these guys at all, they used the msft BITS downloader (also delivers windows updates...), and I'm guessing other prepacked peer to peer software...</p></htmltext>
<tokenext>Um , I do n't feel sorry for these guys at all , they used the msft BITS downloader ( also delivers windows updates... ) , and I 'm guessing other prepacked peer to peer software.. .</tokentext>
<sentencetext>Um, I don't feel sorry for these guys at all, they used the msft BITS downloader (also delivers windows updates...), and I'm guessing other prepacked peer to peer software...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28241267</id>
	<title>Re:poor management</title>
	<author>Anonymous</author>
	<datestamp>1244389500000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p><i>the ineptitude of their management can be seen in the 108 hour week. anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.</i></p><p><i>i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.</i></p><p>While I agree with what you're saying, it's only true long term.  As long as they are \_unusual\_, long hours really can pull more work out of developers, without a necessarily huge drop in productivity.  108 hours is perhaps taking it too far (approaching 16hrs/day), but I can and have worked 90 hour weeks without significant issues.  It's when you're doing them week after week that you lose productivity.</p></htmltext>
<tokenext>the ineptitude of their management can be seen in the 108 hour week .
anything over a 12 hour day is wasted , and you NEED 1 day off a week minimum to recharge the batteries , otherwise you just find ways to waste time on the job.i 've been there , i 'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.While I agree with what you 're saying , it 's only true long term .
As long as they are \ _unusual \ _ , long hours really can pull more work out of developers , without a necessarily huge drop in productivity .
108 hours is perhaps taking it too far ( approaching 16hrs/day ) , but I can and have worked 90 hour weeks without significant issues .
It 's when you 're doing them week after week that you lose productivity .</tokentext>
<sentencetext>the ineptitude of their management can be seen in the 108 hour week.
anything over a 12 hour day is wasted, and you NEED 1 day off a week minimum to recharge the batteries, otherwise you just find ways to waste time on the job.i've been there, i'm working 50 - 60 hour weeks and i achieve more now than i did in 90 hour weeks.While I agree with what you're saying, it's only true long term.
As long as they are \_unusual\_, long hours really can pull more work out of developers, without a necessarily huge drop in productivity.
108 hours is perhaps taking it too far (approaching 16hrs/day), but I can and have worked 90 hour weeks without significant issues.
It's when you're doing them week after week that you lose productivity.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28249729</id>
	<title>Re:poor management</title>
	<author>Anonymous</author>
	<datestamp>1244469000000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Maybe not poor management... but poor planing could be to blame.  Software is naturally a difficult thing to predict timetables on.  When in doubt, err on the side of caution and give your development team more time than they need to complete a task.  I know that the businessmen managing the programmers don't typically understand this... but customers see it first hand.  It's easy to identify a product that was produced by long hours, rushing to fix major issues last-minute, verses a project that was able to finish early and have time left over to go back and clean up functionality.  The latter ultimately delivers a much more resilient and flexible product than the former.  It's the responsibility of the middle-manager (the one that has actually written a line of code before) to come to bat for the programmers when the upper-management demands results on an unreasonable timetable.  If the middle-manager is ineffective in this role... then perhaps he/she better belongs in upper-management.  It's not that he/she is unqualified for the task at hand, but his/her bent is toward business, not toward the programmer... making him/her incompatible with the middle-management position.</p></htmltext>
<tokenext>Maybe not poor management... but poor planing could be to blame .
Software is naturally a difficult thing to predict timetables on .
When in doubt , err on the side of caution and give your development team more time than they need to complete a task .
I know that the businessmen managing the programmers do n't typically understand this... but customers see it first hand .
It 's easy to identify a product that was produced by long hours , rushing to fix major issues last-minute , verses a project that was able to finish early and have time left over to go back and clean up functionality .
The latter ultimately delivers a much more resilient and flexible product than the former .
It 's the responsibility of the middle-manager ( the one that has actually written a line of code before ) to come to bat for the programmers when the upper-management demands results on an unreasonable timetable .
If the middle-manager is ineffective in this role... then perhaps he/she better belongs in upper-management .
It 's not that he/she is unqualified for the task at hand , but his/her bent is toward business , not toward the programmer... making him/her incompatible with the middle-management position .</tokentext>
<sentencetext>Maybe not poor management... but poor planing could be to blame.
Software is naturally a difficult thing to predict timetables on.
When in doubt, err on the side of caution and give your development team more time than they need to complete a task.
I know that the businessmen managing the programmers don't typically understand this... but customers see it first hand.
It's easy to identify a product that was produced by long hours, rushing to fix major issues last-minute, verses a project that was able to finish early and have time left over to go back and clean up functionality.
The latter ultimately delivers a much more resilient and flexible product than the former.
It's the responsibility of the middle-manager (the one that has actually written a line of code before) to come to bat for the programmers when the upper-management demands results on an unreasonable timetable.
If the middle-manager is ineffective in this role... then perhaps he/she better belongs in upper-management.
It's not that he/she is unqualified for the task at hand, but his/her bent is toward business, not toward the programmer... making him/her incompatible with the middle-management position.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28252915</id>
	<title>Re:Multiplayer is not fixed</title>
	<author>Rakthar</author>
	<datestamp>1244484840000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>Your comment of:</p><p>&gt;&gt;Demigod itself suffers from the problem of being designed with Microsoft's tools that have been focused on the Xbox, and using similar ideas. For example, running at the speed of the slowest isn't a problem when you have a homogeneous environment. PCs aren't homogeneous.</p><p>is wrong. They are using the Supreme Commander engine, which was designed for PCs in mind, and had the same issue. The problem is that SupCom and now Demigod are Peer 2 Peer, which means if one node is lagging and can't keep up, everything has to slow down to that pace or things get out of synch. RTS games in particular seem to suffer from this, with Starcraft having slow players and Warcraft 3 having "laggy" connections as well.</p><p>It has nothing to do with Xbox tools.</p></htmltext>
<tokenext>Your comment of : &gt; &gt; Demigod itself suffers from the problem of being designed with Microsoft 's tools that have been focused on the Xbox , and using similar ideas .
For example , running at the speed of the slowest is n't a problem when you have a homogeneous environment .
PCs are n't homogeneous.is wrong .
They are using the Supreme Commander engine , which was designed for PCs in mind , and had the same issue .
The problem is that SupCom and now Demigod are Peer 2 Peer , which means if one node is lagging and ca n't keep up , everything has to slow down to that pace or things get out of synch .
RTS games in particular seem to suffer from this , with Starcraft having slow players and Warcraft 3 having " laggy " connections as well.It has nothing to do with Xbox tools .</tokentext>
<sentencetext>Your comment of:&gt;&gt;Demigod itself suffers from the problem of being designed with Microsoft's tools that have been focused on the Xbox, and using similar ideas.
For example, running at the speed of the slowest isn't a problem when you have a homogeneous environment.
PCs aren't homogeneous.is wrong.
They are using the Supreme Commander engine, which was designed for PCs in mind, and had the same issue.
The problem is that SupCom and now Demigod are Peer 2 Peer, which means if one node is lagging and can't keep up, everything has to slow down to that pace or things get out of synch.
RTS games in particular seem to suffer from this, with Starcraft having slow players and Warcraft 3 having "laggy" connections as well.It has nothing to do with Xbox tools.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242693</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28243847</id>
	<title>Re:poor management</title>
	<author>JimboFBX</author>
	<datestamp>1244367600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>At that rate, imagine what you could accomplish if you worked 1 hour a week.<br> <br>

On a side note you should spend more time with your family.</htmltext>
<tokenext>At that rate , imagine what you could accomplish if you worked 1 hour a week .
On a side note you should spend more time with your family .</tokentext>
<sentencetext>At that rate, imagine what you could accomplish if you worked 1 hour a week.
On a side note you should spend more time with your family.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28247799</id>
	<title>Re:Multiplayer is not fixed</title>
	<author>atamido</author>
	<datestamp>1244491380000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>Here are some of the problems, having played it since pretty much the first day:
In the initial release, they always tried to use NAT punchthrough. This includes when it wasn't needed. This put more load on their servers and made it slow to connect. Maybe piracy played some role, but given how it worked after it was 'fixed' I rather doubt piracy was the main problem, but more of an excuse.
There are some ISPs (and routers) that mess with port numbering for UDP receive. This screws up the P2P network connection.</p></div><p>A big part of the problem was routers that performed Symmetric NAT.  Basically, the router will randomize the outgoing port from the router, which is actually a sensible security feature.  The problem was that the port would get randomized as something to their connection server, and then randomized to another port when connecting to another player.  So that other player would attempt to connect back over a port that wasn't valid.</p><p>What was funny about it is that you could forward specific ports to your computer from your router, specify those ports in Impulse, but it still wouldn't work.  The outgoing ports on the router would still be randomized to the connection server, and the clients would attempt to connect back over the randomized ports instead of the ports specified in Impulse.</p><p>They've improved things but, as you say, they still have a bugs to work out.  On the plus side, once they've fixed all of networking issues with Demigod, Impulse should be ready to handle whatever other games come along.</p><p>The quote at the bottom of the page, "If things don't improve soon, you'd better ask them to stop helping you."</p></div>
	</htmltext>
<tokenext>Here are some of the problems , having played it since pretty much the first day : In the initial release , they always tried to use NAT punchthrough .
This includes when it was n't needed .
This put more load on their servers and made it slow to connect .
Maybe piracy played some role , but given how it worked after it was 'fixed ' I rather doubt piracy was the main problem , but more of an excuse .
There are some ISPs ( and routers ) that mess with port numbering for UDP receive .
This screws up the P2P network connection.A big part of the problem was routers that performed Symmetric NAT .
Basically , the router will randomize the outgoing port from the router , which is actually a sensible security feature .
The problem was that the port would get randomized as something to their connection server , and then randomized to another port when connecting to another player .
So that other player would attempt to connect back over a port that was n't valid.What was funny about it is that you could forward specific ports to your computer from your router , specify those ports in Impulse , but it still would n't work .
The outgoing ports on the router would still be randomized to the connection server , and the clients would attempt to connect back over the randomized ports instead of the ports specified in Impulse.They 've improved things but , as you say , they still have a bugs to work out .
On the plus side , once they 've fixed all of networking issues with Demigod , Impulse should be ready to handle whatever other games come along.The quote at the bottom of the page , " If things do n't improve soon , you 'd better ask them to stop helping you .
"</tokentext>
<sentencetext>Here are some of the problems, having played it since pretty much the first day:
In the initial release, they always tried to use NAT punchthrough.
This includes when it wasn't needed.
This put more load on their servers and made it slow to connect.
Maybe piracy played some role, but given how it worked after it was 'fixed' I rather doubt piracy was the main problem, but more of an excuse.
There are some ISPs (and routers) that mess with port numbering for UDP receive.
This screws up the P2P network connection.A big part of the problem was routers that performed Symmetric NAT.
Basically, the router will randomize the outgoing port from the router, which is actually a sensible security feature.
The problem was that the port would get randomized as something to their connection server, and then randomized to another port when connecting to another player.
So that other player would attempt to connect back over a port that wasn't valid.What was funny about it is that you could forward specific ports to your computer from your router, specify those ports in Impulse, but it still wouldn't work.
The outgoing ports on the router would still be randomized to the connection server, and the clients would attempt to connect back over the randomized ports instead of the ports specified in Impulse.They've improved things but, as you say, they still have a bugs to work out.
On the plus side, once they've fixed all of networking issues with Demigod, Impulse should be ready to handle whatever other games come along.The quote at the bottom of the page, "If things don't improve soon, you'd better ask them to stop helping you.
"
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242693</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28243319</id>
	<title>Summary of Technical Reasons Stated In  Videos</title>
	<author>Anonymous</author>
	<datestamp>1244405940000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p>I've summarized the technical reasons given by the three videos.</p><p> <b>Executive Summary:</b> </p><p>Seems like their peer-to-peer architecture exasperated otherwise common matchmaking and NAT transversal problems that should be expected and thoroughly tested when developing networked games.</p><p> <b>Video 1:</b> </p><ul>
<li> <i>Summary:</i> The game is peer-to-peer.</li></ul><p> <b>Video 2:</b> </p><ul>
<li> <i>Quote:</i> "We're trying to figure out why users are being removed from the database, which keeps them from being connected, but their not really disconnected, but the server thinks they're disconnected."</li><li> <i>Quote:</i> "...and if you put a return to just ignore the disconnect message it works fine".</li></ul><p> <b>Video 3:</b> </p><ul>
<li> <i>Quote:</i> We're working on a problem in which something, for some reason, keeps telling the database that manages people's records that they're disconnected and we don't know why.</li><li> <i>Quote:</i> So you're putting in the the debug messages?</li><li> <i>Quote:</i> Yep. Just putting in some debug messages to figure out where these<nobr> <wbr></nobr>... what is, like<nobr> <wbr></nobr>... wh what<nobr> <wbr></nobr>... first of who is sending what, um these disconnects.</li><li> <i>Quote:</i> Right, okay, we'll be back.</li><li> <i>Quote:</i> "One of the fields in the database are backwards, or something, on IP addresses because there are so many IP addresses and ports and sockets and stuff that I don't know anything about."</li><li> <i>Observation:</i> They test a fix and it seems to work on several office PCs.</li><li> <i>Summary:</i> The description of the fix includes faster lobby connection time and visual changes to each players ping in the game lobby.</li><li> <i>Paraphrase:</i> How about in terms of the robustness of it, like, how much will people be able to connect?</li><li> <i>Paraphrase:</i> Their games are significantly more intelligent now.  Um, there were are lot of crazy things that were going on before and we've been able to simplify a lot of them.</li><li> <i>Paraphrase:</i> What about proxy servers, do you think we need proxy servers now?</li><li> <i>Paraphrase:</i> No I don't think we need proxy servers.  It might be good for backup; we were tossing around the thought, I think you brought this up, with routing some traffic if we can thorough the host.  That may or may not be possible.</li><li> <i>Paraphrase:</i> Though we had to take care of the case if the host leaves the game we don't want the whole thing to fall apart.</li><li> <i>Paraphrase:</i> Right, right.  But it might be a solution for players with low ping times who, you know, can't seem to connect to anybody, but, you know, want to get in the game.</li><li> <i>Paraphrase:</i> Right, that's true.  Of course as a backup plan; so if the host left it would take out those people who have really bad connections.  But based on what we're seeing, we think, this should handle symmetrical NATs now?</li><li> <i>Paraphrase:</i> What's that?</li><li> <i>Paraphrase:</i> Asymmetrical NATs; this should handle that now?</li><li> <i>Paraphrase:</i> Uh, it's going to handle it better, yeah.</li><li> <i>Paraphrase:</i> Well before it didn't handle it at all, so...</li><li> <i>Paraphrase:</i> Right before it didn't handle it at all, before...</li><li> <i>Paraphrase:</i> I mean if I have two IP addresses, will this work with it now?</li><li> <i>Paraphrase:</i> I don't know that if you have two IP addresses this will work.  Uh, this is going to help alot with firewalls and nats, however, um, it does a better job of piercing through the firewall.</li><li> <i>Paraphrase:</i> Of course if you port forward to the right IP, then, from your router, then you're just set.</li><li> <i>Paraphrase:</i> Yeah, that's not an issue.</li><li> <i>Paraphrase:</i> So anyone who's technical will be fine, pretty much for sure, no matter on what kind of crazy connection they've got.</li><li> <i>Paraphrase:</i> And since we've spent more time improving the base systems in the program instead of doing one of the things we wanted to do, which hopefully we'll do next week, is detect if you have been able to optimize your network connection by opening your ports.</li><li> <i>Summary:</i> Discuss adding test connection button and providing some help based on connection type.</li><li> <i>Summary:</i> State why they are against DRM because it hampers soldiers in Iraq from playing the game..</li></ul></div>
	</htmltext>
<tokenext>I 've summarized the technical reasons given by the three videos .
Executive Summary : Seems like their peer-to-peer architecture exasperated otherwise common matchmaking and NAT transversal problems that should be expected and thoroughly tested when developing networked games .
Video 1 : Summary : The game is peer-to-peer .
Video 2 : Quote : " We 're trying to figure out why users are being removed from the database , which keeps them from being connected , but their not really disconnected , but the server thinks they 're disconnected .
" Quote : " ...and if you put a return to just ignore the disconnect message it works fine " .
Video 3 : Quote : We 're working on a problem in which something , for some reason , keeps telling the database that manages people 's records that they 're disconnected and we do n't know why .
Quote : So you 're putting in the the debug messages ?
Quote : Yep .
Just putting in some debug messages to figure out where these ... what is , like ... wh what ... first of who is sending what , um these disconnects .
Quote : Right , okay , we 'll be back .
Quote : " One of the fields in the database are backwards , or something , on IP addresses because there are so many IP addresses and ports and sockets and stuff that I do n't know anything about .
" Observation : They test a fix and it seems to work on several office PCs .
Summary : The description of the fix includes faster lobby connection time and visual changes to each players ping in the game lobby .
Paraphrase : How about in terms of the robustness of it , like , how much will people be able to connect ?
Paraphrase : Their games are significantly more intelligent now .
Um , there were are lot of crazy things that were going on before and we 've been able to simplify a lot of them .
Paraphrase : What about proxy servers , do you think we need proxy servers now ?
Paraphrase : No I do n't think we need proxy servers .
It might be good for backup ; we were tossing around the thought , I think you brought this up , with routing some traffic if we can thorough the host .
That may or may not be possible .
Paraphrase : Though we had to take care of the case if the host leaves the game we do n't want the whole thing to fall apart .
Paraphrase : Right , right .
But it might be a solution for players with low ping times who , you know , ca n't seem to connect to anybody , but , you know , want to get in the game .
Paraphrase : Right , that 's true .
Of course as a backup plan ; so if the host left it would take out those people who have really bad connections .
But based on what we 're seeing , we think , this should handle symmetrical NATs now ?
Paraphrase : What 's that ?
Paraphrase : Asymmetrical NATs ; this should handle that now ?
Paraphrase : Uh , it 's going to handle it better , yeah .
Paraphrase : Well before it did n't handle it at all , so... Paraphrase : Right before it did n't handle it at all , before... Paraphrase : I mean if I have two IP addresses , will this work with it now ?
Paraphrase : I do n't know that if you have two IP addresses this will work .
Uh , this is going to help alot with firewalls and nats , however , um , it does a better job of piercing through the firewall .
Paraphrase : Of course if you port forward to the right IP , then , from your router , then you 're just set .
Paraphrase : Yeah , that 's not an issue .
Paraphrase : So anyone who 's technical will be fine , pretty much for sure , no matter on what kind of crazy connection they 've got .
Paraphrase : And since we 've spent more time improving the base systems in the program instead of doing one of the things we wanted to do , which hopefully we 'll do next week , is detect if you have been able to optimize your network connection by opening your ports .
Summary : Discuss adding test connection button and providing some help based on connection type .
Summary : State why they are against DRM because it hampers soldiers in Iraq from playing the game. .</tokentext>
<sentencetext>I've summarized the technical reasons given by the three videos.
Executive Summary: Seems like their peer-to-peer architecture exasperated otherwise common matchmaking and NAT transversal problems that should be expected and thoroughly tested when developing networked games.
Video 1: 
 Summary: The game is peer-to-peer.
Video 2: 
 Quote: "We're trying to figure out why users are being removed from the database, which keeps them from being connected, but their not really disconnected, but the server thinks they're disconnected.
" Quote: "...and if you put a return to just ignore the disconnect message it works fine".
Video 3: 
 Quote: We're working on a problem in which something, for some reason, keeps telling the database that manages people's records that they're disconnected and we don't know why.
Quote: So you're putting in the the debug messages?
Quote: Yep.
Just putting in some debug messages to figure out where these ... what is, like ... wh what ... first of who is sending what, um these disconnects.
Quote: Right, okay, we'll be back.
Quote: "One of the fields in the database are backwards, or something, on IP addresses because there are so many IP addresses and ports and sockets and stuff that I don't know anything about.
" Observation: They test a fix and it seems to work on several office PCs.
Summary: The description of the fix includes faster lobby connection time and visual changes to each players ping in the game lobby.
Paraphrase: How about in terms of the robustness of it, like, how much will people be able to connect?
Paraphrase: Their games are significantly more intelligent now.
Um, there were are lot of crazy things that were going on before and we've been able to simplify a lot of them.
Paraphrase: What about proxy servers, do you think we need proxy servers now?
Paraphrase: No I don't think we need proxy servers.
It might be good for backup; we were tossing around the thought, I think you brought this up, with routing some traffic if we can thorough the host.
That may or may not be possible.
Paraphrase: Though we had to take care of the case if the host leaves the game we don't want the whole thing to fall apart.
Paraphrase: Right, right.
But it might be a solution for players with low ping times who, you know, can't seem to connect to anybody, but, you know, want to get in the game.
Paraphrase: Right, that's true.
Of course as a backup plan; so if the host left it would take out those people who have really bad connections.
But based on what we're seeing, we think, this should handle symmetrical NATs now?
Paraphrase: What's that?
Paraphrase: Asymmetrical NATs; this should handle that now?
Paraphrase: Uh, it's going to handle it better, yeah.
Paraphrase: Well before it didn't handle it at all, so... Paraphrase: Right before it didn't handle it at all, before... Paraphrase: I mean if I have two IP addresses, will this work with it now?
Paraphrase: I don't know that if you have two IP addresses this will work.
Uh, this is going to help alot with firewalls and nats, however, um, it does a better job of piercing through the firewall.
Paraphrase: Of course if you port forward to the right IP, then, from your router, then you're just set.
Paraphrase: Yeah, that's not an issue.
Paraphrase: So anyone who's technical will be fine, pretty much for sure, no matter on what kind of crazy connection they've got.
Paraphrase: And since we've spent more time improving the base systems in the program instead of doing one of the things we wanted to do, which hopefully we'll do next week, is detect if you have been able to optimize your network connection by opening your ports.
Summary: Discuss adding test connection button and providing some help based on connection type.
Summary: State why they are against DRM because it hampers soldiers in Iraq from playing the game..
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240369</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240943</id>
	<title>Multiplayer is not fixed</title>
	<author>dunezone</author>
	<datestamp>1244385780000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>No to be a troll or anything but they haven't fixed multiplayer. They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.
<br>
<br>
The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues. You spend more time waiting to get into a game lobby then playing the actual game.
<br>
<br>
Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.</htmltext>
<tokenext>No to be a troll or anything but they have n't fixed multiplayer .
They 've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix .
The game is good and I enjoy it a lot , but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues .
You spend more time waiting to get into a game lobby then playing the actual game .
Like I said the game is good , and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth .</tokentext>
<sentencetext>No to be a troll or anything but they haven't fixed multiplayer.
They've released several patches over the past few weeks that have fixed issues but they tend to introduce more problems then fix.
The game is good and I enjoy it a lot, but my god every time my friends and I decide to play we debate on rather we want to deal with all the connection issues.
You spend more time waiting to get into a game lobby then playing the actual game.
Like I said the game is good, and it has its share of issues even outside of multiplayer but to say its fixed is long from the truth.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28243569</id>
	<title>Re:Awesome...</title>
	<author>Tybalt\_Capulet</author>
	<datestamp>1244407800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Shouldn't they be trying to advertise on Warcraft 3? Or would Blizzard be to upset that they stole one of their user's creations?</p></htmltext>
<tokenext>Should n't they be trying to advertise on Warcraft 3 ?
Or would Blizzard be to upset that they stole one of their user 's creations ?</tokentext>
<sentencetext>Shouldn't they be trying to advertise on Warcraft 3?
Or would Blizzard be to upset that they stole one of their user's creations?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240383</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28257353</id>
	<title>Re:Multiplayer is not fixed</title>
	<author>Gnavpot</author>
	<datestamp>1244458560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><blockquote><div><p> <i>In the initial release, they always tried to use NAT punchthrough. This includes when it wasn't needed.</i></p></div> </blockquote><p>And if implemented like in Supreme Commander: The NAT punchthrough would in a lot of cases conflict with proper router forwarding of the game's listening port.</p><p>Instead of trying to contact the port you forwarded in the router and had announced to the servers, other clients would ONLY try to contact the source port your router had used for your outbound connection to the server, hoping that your router would also allow inbound traffic from other ip adresses. This is an incredibly fragile connection method which is bound to cause problems on a lot of routers.</p><p>There were two of us on the forums trying to explain to GPG why it would never work on all routers unless they implemented some very simple fixes in the game client. Now it seems that they have repeated the same mistake.</p></div>
	</htmltext>
<tokenext>In the initial release , they always tried to use NAT punchthrough .
This includes when it was n't needed .
And if implemented like in Supreme Commander : The NAT punchthrough would in a lot of cases conflict with proper router forwarding of the game 's listening port.Instead of trying to contact the port you forwarded in the router and had announced to the servers , other clients would ONLY try to contact the source port your router had used for your outbound connection to the server , hoping that your router would also allow inbound traffic from other ip adresses .
This is an incredibly fragile connection method which is bound to cause problems on a lot of routers.There were two of us on the forums trying to explain to GPG why it would never work on all routers unless they implemented some very simple fixes in the game client .
Now it seems that they have repeated the same mistake .</tokentext>
<sentencetext> In the initial release, they always tried to use NAT punchthrough.
This includes when it wasn't needed.
And if implemented like in Supreme Commander: The NAT punchthrough would in a lot of cases conflict with proper router forwarding of the game's listening port.Instead of trying to contact the port you forwarded in the router and had announced to the servers, other clients would ONLY try to contact the source port your router had used for your outbound connection to the server, hoping that your router would also allow inbound traffic from other ip adresses.
This is an incredibly fragile connection method which is bound to cause problems on a lot of routers.There were two of us on the forums trying to explain to GPG why it would never work on all routers unless they implemented some very simple fixes in the game client.
Now it seems that they have repeated the same mistake.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242693</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240955</id>
	<title>Re:Nice summary</title>
	<author>JustOK</author>
	<datestamp>1244385960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>WTFV</p></htmltext>
<tokenext>WTFV</tokentext>
<sentencetext>WTFV</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240369</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28241255</id>
	<title>Re:Professional Game Studio?</title>
	<author>Anonymous</author>
	<datestamp>1244389320000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>Here is the thing about the advertising and no piracy protection.
<br>
<br>
Demigod is a DOTA clone which was originally a Warcraft 3 map that is still widely played today and will more then likely be ported to Starcraft 2 if possible. So Demigod is competing against a game that already has a wide install base and is already cheap and will compete against a new game that will sell like bananers.
<br>
Secondly, there is another game called League of Legends which is in the same style of Demigod that is coming out and is currently in BETA. From what I have been told about those in the BETA. Everything that is broken in Demigod is fixed in League of Legends. Remember, first impressions go a long way, many games start like crap and gain momentum but it takes a lot to pull people back into it. Unreal Tournament 3 is a very good example.
<br>
<br>
My opinion is that Demigod was released early to get a head start on League of Legends, and it has no piracy protection to help compete against the already installed and well tested Warcraft 3 DOTA map.</htmltext>
<tokenext>Here is the thing about the advertising and no piracy protection .
Demigod is a DOTA clone which was originally a Warcraft 3 map that is still widely played today and will more then likely be ported to Starcraft 2 if possible .
So Demigod is competing against a game that already has a wide install base and is already cheap and will compete against a new game that will sell like bananers .
Secondly , there is another game called League of Legends which is in the same style of Demigod that is coming out and is currently in BETA .
From what I have been told about those in the BETA .
Everything that is broken in Demigod is fixed in League of Legends .
Remember , first impressions go a long way , many games start like crap and gain momentum but it takes a lot to pull people back into it .
Unreal Tournament 3 is a very good example .
My opinion is that Demigod was released early to get a head start on League of Legends , and it has no piracy protection to help compete against the already installed and well tested Warcraft 3 DOTA map .</tokentext>
<sentencetext>Here is the thing about the advertising and no piracy protection.
Demigod is a DOTA clone which was originally a Warcraft 3 map that is still widely played today and will more then likely be ported to Starcraft 2 if possible.
So Demigod is competing against a game that already has a wide install base and is already cheap and will compete against a new game that will sell like bananers.
Secondly, there is another game called League of Legends which is in the same style of Demigod that is coming out and is currently in BETA.
From what I have been told about those in the BETA.
Everything that is broken in Demigod is fixed in League of Legends.
Remember, first impressions go a long way, many games start like crap and gain momentum but it takes a lot to pull people back into it.
Unreal Tournament 3 is a very good example.
My opinion is that Demigod was released early to get a head start on League of Legends, and it has no piracy protection to help compete against the already installed and well tested Warcraft 3 DOTA map.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240581</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28243301</id>
	<title>Re:poor management</title>
	<author>antdude</author>
	<datestamp>1244405820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>But they are a small company, not like EA, and had emergencies. So during emergencies like disasters, they can't do crazy hours?</p></htmltext>
<tokenext>But they are a small company , not like EA , and had emergencies .
So during emergencies like disasters , they ca n't do crazy hours ?</tokentext>
<sentencetext>But they are a small company, not like EA, and had emergencies.
So during emergencies like disasters, they can't do crazy hours?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242825</id>
	<title>Re:Awesome...</title>
	<author>XorNand</author>
	<datestamp>1244402220000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext>Stardock is based in Plymouth, MI which is halfway between Detroit and Ann Arbor.  Slashdot was originally founded in the same area (Dexter, MI IIRC). I live about 15 minutes north of Dexter and about 45 minutes from Plymouth.  In case you haven't been following the news, Michigan doesn't have a whole lot to be proud of, economically-speaking.  It's possible that the editors have a special fondness for Stardock.  While independent game publishers are common in California, it's very rare to find a successful one in the Midwest.  And honestly, Stardock produces some pretty top-notch stuff.  I am consistently impressed about how close they get to EA in terms of production value.  They also have a very progressive (customer friendly) stance on DRM and piracy.</htmltext>
<tokenext>Stardock is based in Plymouth , MI which is halfway between Detroit and Ann Arbor .
Slashdot was originally founded in the same area ( Dexter , MI IIRC ) .
I live about 15 minutes north of Dexter and about 45 minutes from Plymouth .
In case you have n't been following the news , Michigan does n't have a whole lot to be proud of , economically-speaking .
It 's possible that the editors have a special fondness for Stardock .
While independent game publishers are common in California , it 's very rare to find a successful one in the Midwest .
And honestly , Stardock produces some pretty top-notch stuff .
I am consistently impressed about how close they get to EA in terms of production value .
They also have a very progressive ( customer friendly ) stance on DRM and piracy .</tokentext>
<sentencetext>Stardock is based in Plymouth, MI which is halfway between Detroit and Ann Arbor.
Slashdot was originally founded in the same area (Dexter, MI IIRC).
I live about 15 minutes north of Dexter and about 45 minutes from Plymouth.
In case you haven't been following the news, Michigan doesn't have a whole lot to be proud of, economically-speaking.
It's possible that the editors have a special fondness for Stardock.
While independent game publishers are common in California, it's very rare to find a successful one in the Midwest.
And honestly, Stardock produces some pretty top-notch stuff.
I am consistently impressed about how close they get to EA in terms of production value.
They also have a very progressive (customer friendly) stance on DRM and piracy.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240383</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240627</id>
	<title>TFA didn't tell...</title>
	<author>seezer</author>
	<datestamp>1244380860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Now TFA might show many things. <br>
What it doesn't: TFG just isn't fixed at all.<br>
<br>
There are unbefuckinglievable many ways to crash the game and even the servers crash at least once a week. The real server-crash-amount is probably only known to Stardock since everyone else doesn't try to play such a buggy game too often..<br>
<br>
But:<br>
Although I do think it's mostly a marketing thing, I still prefer Stardocks openness over "The problem is known and we're doing our best to fix it." type of answers which most other companies feed us with.</htmltext>
<tokenext>Now TFA might show many things .
What it does n't : TFG just is n't fixed at all .
There are unbefuckinglievable many ways to crash the game and even the servers crash at least once a week .
The real server-crash-amount is probably only known to Stardock since everyone else does n't try to play such a buggy game too often. . But : Although I do think it 's mostly a marketing thing , I still prefer Stardocks openness over " The problem is known and we 're doing our best to fix it .
" type of answers which most other companies feed us with .</tokentext>
<sentencetext>Now TFA might show many things.
What it doesn't: TFG just isn't fixed at all.
There are unbefuckinglievable many ways to crash the game and even the servers crash at least once a week.
The real server-crash-amount is probably only known to Stardock since everyone else doesn't try to play such a buggy game too often..

But:
Although I do think it's mostly a marketing thing, I still prefer Stardocks openness over "The problem is known and we're doing our best to fix it.
" type of answers which most other companies feed us with.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28241511</id>
	<title>Re:poor management</title>
	<author>SeeManRun</author>
	<datestamp>1244391840000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext>I just watched the entire video, and have no problem with what they did.  Working in a game company, and any software company really, you learn that there is no substitute for real users.  Once you get thousands of users online doing no deterministic things, your architecture crumbles.  These guys did whatever they could to fix it, and for that I commend them.

Hell, I was tempted to email the CEO and ask for a job until I learned they are in MI.

I am very impressed with their efforts and the fact they documented it as evidence for their fans.</htmltext>
<tokenext>I just watched the entire video , and have no problem with what they did .
Working in a game company , and any software company really , you learn that there is no substitute for real users .
Once you get thousands of users online doing no deterministic things , your architecture crumbles .
These guys did whatever they could to fix it , and for that I commend them .
Hell , I was tempted to email the CEO and ask for a job until I learned they are in MI .
I am very impressed with their efforts and the fact they documented it as evidence for their fans .</tokentext>
<sentencetext>I just watched the entire video, and have no problem with what they did.
Working in a game company, and any software company really, you learn that there is no substitute for real users.
Once you get thousands of users online doing no deterministic things, your architecture crumbles.
These guys did whatever they could to fix it, and for that I commend them.
Hell, I was tempted to email the CEO and ask for a job until I learned they are in MI.
I am very impressed with their efforts and the fact they documented it as evidence for their fans.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28241201</id>
	<title>Re:poor management</title>
	<author>juuri</author>
	<datestamp>1244388660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Way to post without bothering to invest even one moment in the source material.</p></htmltext>
<tokenext>Way to post without bothering to invest even one moment in the source material .</tokentext>
<sentencetext>Way to post without bothering to invest even one moment in the source material.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240731</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28244881</id>
	<title>Since when is it fixed?</title>
	<author>TheRealRainFall</author>
	<datestamp>1244375160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Demigods P2P connections are *NOT* fixed.  This game is filled with desynchs, lag drops, the inability of two random players to connect and all sorts of various bugs. This does not include the extreme balance issues that are coming from HP stacking and classes that benefit from heavily from it (The UB) vs classes that are mana based and get waxed(TB).

All in all i find it odd that a documentary of fixing something made it to slashdot of something that wasn't fixed.

All in all i give this game a 9/10.  With current EXTREME balance issues now i'd drop it to a 7.7 or so because the balance issues are i win buttons.</htmltext>
<tokenext>Demigods P2P connections are * NOT * fixed .
This game is filled with desynchs , lag drops , the inability of two random players to connect and all sorts of various bugs .
This does not include the extreme balance issues that are coming from HP stacking and classes that benefit from heavily from it ( The UB ) vs classes that are mana based and get waxed ( TB ) .
All in all i find it odd that a documentary of fixing something made it to slashdot of something that was n't fixed .
All in all i give this game a 9/10 .
With current EXTREME balance issues now i 'd drop it to a 7.7 or so because the balance issues are i win buttons .</tokentext>
<sentencetext>Demigods P2P connections are *NOT* fixed.
This game is filled with desynchs, lag drops, the inability of two random players to connect and all sorts of various bugs.
This does not include the extreme balance issues that are coming from HP stacking and classes that benefit from heavily from it (The UB) vs classes that are mana based and get waxed(TB).
All in all i find it odd that a documentary of fixing something made it to slashdot of something that wasn't fixed.
All in all i give this game a 9/10.
With current EXTREME balance issues now i'd drop it to a 7.7 or so because the balance issues are i win buttons.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240399</id>
	<title>How we did our job the right way!</title>
	<author>Anonymous</author>
	<datestamp>1244377500000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Why is this a story?  I mean really...</p><p>How we fucked up to start with and then fixed some software we sold people....  wtf...</p></htmltext>
<tokenext>Why is this a story ?
I mean really...How we fucked up to start with and then fixed some software we sold people.... wtf.. .</tokentext>
<sentencetext>Why is this a story?
I mean really...How we fucked up to start with and then fixed some software we sold people....  wtf...</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240457</id>
	<title>Professional Game Studio?</title>
	<author>Manip</author>
	<datestamp>1244378280000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>I've spoken with, and listened to, several game developers over the years and it just strikes me how different they have been to the guys on this. I'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.</p><p>Very different from the professional environment that you find in a lot of studios these days. They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.</p><p>But then again I've not played (or heard of) Demigod before this, and if they can produce fun games that's all that is really important.<nobr> <wbr></nobr>:)</p></htmltext>
<tokenext>I 've spoken with , and listened to , several game developers over the years and it just strikes me how different they have been to the guys on this .
I 'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.Very different from the professional environment that you find in a lot of studios these days .
They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.But then again I 've not played ( or heard of ) Demigod before this , and if they can produce fun games that 's all that is really important .
: )</tokentext>
<sentencetext>I've spoken with, and listened to, several game developers over the years and it just strikes me how different they have been to the guys on this.
I'm watching the videos and it reminds me of my college days geeking it out with other geeky types and screwing around with code.Very different from the professional environment that you find in a lot of studios these days.
They often seem to be run more like a Hollywood Movie or similar to commercial software companies and less like a college startup.But then again I've not played (or heard of) Demigod before this, and if they can produce fun games that's all that is really important.
:)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28246275</id>
	<title>Re:Try testing</title>
	<author>Anonymous</author>
	<datestamp>1244387460000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Testing costs money. Pissing people off costs less money than testing.  Testing loses.</p></htmltext>
<tokenext>Testing costs money .
Pissing people off costs less money than testing .
Testing loses .</tokentext>
<sentencetext>Testing costs money.
Pissing people off costs less money than testing.
Testing loses.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240373</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240581</id>
	<title>Re:Professional Game Studio?</title>
	<author>PhoenixAtlantios</author>
	<datestamp>1244380380000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>But then again I've not played (or heard of) Demigod before this</p></div><p>That seems somewhat odd, as they've tried to get as much free advertising as they can by posting various development or piracy related stories to social news sites; some stories even got caught by the traditional media.  It's not a bad marketing effort; people seem to be falling over themselves to get the game's name out there.</p><p>I wonder how effective this type of advertising actually is though; does pointing out your mistakes and how you fixed them to a technical crowd win additional sales?  Maybe that can be the next article they submit.</p></div>
	</htmltext>
<tokenext>But then again I 've not played ( or heard of ) Demigod before thisThat seems somewhat odd , as they 've tried to get as much free advertising as they can by posting various development or piracy related stories to social news sites ; some stories even got caught by the traditional media .
It 's not a bad marketing effort ; people seem to be falling over themselves to get the game 's name out there.I wonder how effective this type of advertising actually is though ; does pointing out your mistakes and how you fixed them to a technical crowd win additional sales ?
Maybe that can be the next article they submit .</tokentext>
<sentencetext>But then again I've not played (or heard of) Demigod before thisThat seems somewhat odd, as they've tried to get as much free advertising as they can by posting various development or piracy related stories to social news sites; some stories even got caught by the traditional media.
It's not a bad marketing effort; people seem to be falling over themselves to get the game's name out there.I wonder how effective this type of advertising actually is though; does pointing out your mistakes and how you fixed them to a technical crowd win additional sales?
Maybe that can be the next article they submit.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240457</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28270061</id>
	<title>Re:What we need is ...</title>
	<author>Anonymous</author>
	<datestamp>1244578620000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Best veiled car analogy evar.</p></htmltext>
<tokenext>Best veiled car analogy evar .</tokentext>
<sentencetext>Best veiled car analogy evar.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240785</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28251545</id>
	<title>I've had little problem</title>
	<author>Anonymous</author>
	<datestamp>1244478480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>As a counter example, I've had very few issues playing online since I bought the game on May 21st.  Certainly far less issues than I've had playing other RTS's online (for example, Company of Heroes), and this is usually playing 6 or 8 player games where I usually play 2 or 4 player games in other RTS's.</p></htmltext>
<tokenext>As a counter example , I 've had very few issues playing online since I bought the game on May 21st .
Certainly far less issues than I 've had playing other RTS 's online ( for example , Company of Heroes ) , and this is usually playing 6 or 8 player games where I usually play 2 or 4 player games in other RTS 's .</tokentext>
<sentencetext>As a counter example, I've had very few issues playing online since I bought the game on May 21st.
Certainly far less issues than I've had playing other RTS's online (for example, Company of Heroes), and this is usually playing 6 or 8 player games where I usually play 2 or 4 player games in other RTS's.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28255803</id>
	<title>Re:Awesome...</title>
	<author>Anonymous</author>
	<datestamp>1244453040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Yeah, heaven forfend that slashdot talk about games.  What do they think this is, games.slashdot.org?</p></htmltext>
<tokenext>Yeah , heaven forfend that slashdot talk about games .
What do they think this is , games.slashdot.org ?</tokentext>
<sentencetext>Yeah, heaven forfend that slashdot talk about games.
What do they think this is, games.slashdot.org?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240383</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240629</id>
	<title>Learn from past mistakes</title>
	<author>Krneki</author>
	<datestamp>1244380860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I mean, why it's so difficult to watch around and see what systems can be warez free.<br><br>Offline gaming will always be pirated if anyone cares enough, but Internet gaming can be controlled. All you need is a serial number and registration. No DRM, Safedisk or any other bullshit. I mean World of Warcraft, has absolutely no CD protection, hell you can just copy the entire folder to a new PC and start to play, you don't even need installation. Yet they earn millions every day.</htmltext>
<tokenext>I mean , why it 's so difficult to watch around and see what systems can be warez free.Offline gaming will always be pirated if anyone cares enough , but Internet gaming can be controlled .
All you need is a serial number and registration .
No DRM , Safedisk or any other bullshit .
I mean World of Warcraft , has absolutely no CD protection , hell you can just copy the entire folder to a new PC and start to play , you do n't even need installation .
Yet they earn millions every day .</tokentext>
<sentencetext>I mean, why it's so difficult to watch around and see what systems can be warez free.Offline gaming will always be pirated if anyone cares enough, but Internet gaming can be controlled.
All you need is a serial number and registration.
No DRM, Safedisk or any other bullshit.
I mean World of Warcraft, has absolutely no CD protection, hell you can just copy the entire folder to a new PC and start to play, you don't even need installation.
Yet they earn millions every day.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240383</id>
	<title>Awesome...</title>
	<author>Anonymous</author>
	<datestamp>1244377320000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>...yet another Demigod Slashvertisement.</p></htmltext>
<tokenext>...yet another Demigod Slashvertisement .</tokentext>
<sentencetext>...yet another Demigod Slashvertisement.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242693</id>
	<title>Re:Multiplayer is not fixed</title>
	<author>Anonymous</author>
	<datestamp>1244401320000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>What's funny is when this article got posted on<nobr> <wbr></nobr>/., and last night, it was pretty much impossible to play online, due to something with their servers. For</p><p>The game itself is good. Stardock's ImpulseReactor is bad. Impulse isn't so great. The engine isn't really to blame (some fundamental bugs though)<br>I've played about 120 games online, and win about 50\% of those.</p><p>Here are some of the problems, having played it since pretty much the first day:<br>In the initial release, they always tried to use NAT punchthrough. This includes when it wasn't needed. This put more load on their servers and made it slow to connect. Maybe piracy played some role, but given how it worked after it was 'fixed' I rather doubt piracy was the main problem, but more of an excuse.<br>There are some ISPs (and routers) that mess with port numbering for UDP receive. This screws up the P2P network connection.<br>Demigod/Supreme Commander speak a sandboxed lua in communication. Impulse sends and receives XML, and they wrote some translation layer in there, which was losing messages.<br>Stardock implemented some proxies for fixing some problems, unfortunately the proxies are in my opinion, buggy. I've been sitting next to two people, and the same person connects to two of us fine, then proxied to the other. Uhhh, wtf? Additionally, they seem to have a tendency to crash, fucking up the game.<br>According to Stardock, Stardock didn't write the NAT punchthrough, but licensed it from Raknet. Also, now Raknet of that denies it's used in Demigod. (And technically, it's not used in the engine, only the connection making, which is the real place where the BIG FUCKING PROBLEM is.)<br>Impulse needs to be smacked with even the GNOME HIG guidelines, Apple's, even CDE's. Seriously, wtf? (I know it's trying to look like the latest office. There are so many people that have problems with the interface because of that. Unless you've seen Office a lot you won't recognize that the orb in the upper left is a menu, and even if you have seen office, you will likely miss it because it looks like an oversize decoration. Disclaimer: I don't like Office's new interface style in the first place.)<br>Impluse's chat is a webpage, even though it's IRC, which requires IE's security settings to be set to default, it doesn't work if that's set higher.</p><p>Demigod itself:<br>Suffers from the problem of being designed with Microsoft's tools that have been focused on the Xbox, and using similar ideas. For example, running at the speed of the slowest isn't a problem when you have a homogeneous environment. PCs aren't homogeneous.<br>Has some issues with the UI and communications due to all computers running the sim, and having to wait for every other computer's packets.<br>Occasionally a desync (sim wasn't the same across all computers), which I have only seen about 3 times.<br>Crashes occasionally, usually on connecting to a port, due to a UPNP call. (This might really belong under Impulse.)</p><p>Plus sides:<br>Less so now, but Stardock people are commonly on their IRC.<br>If they are on, they generally try to be helpful, or such.<br>The game is *very good*, especially on a LAN (or the internet when it works). Remarkably balanced in my opinion, for a newly released game. There are a couple of things which I think might need to be hit with a nerf bat, but they aren't very many.</p><p>Oh, and while there is single player, it's not designed for it. For anyone wanting to play it, play a few games against the AI to understand the basic game, then DON'T PLAY AGAINST THE AI, if you ever intend to play humans. It teaches you bad habits. For example I played with friends against AIs a few games, getting something like a 33-1 K:D ratio against the 'hard' AI. The next games I played against humans, I got waxed.</p></htmltext>
<tokenext>What 's funny is when this article got posted on /. , and last night , it was pretty much impossible to play online , due to something with their servers .
ForThe game itself is good .
Stardock 's ImpulseReactor is bad .
Impulse is n't so great .
The engine is n't really to blame ( some fundamental bugs though ) I 've played about 120 games online , and win about 50 \ % of those.Here are some of the problems , having played it since pretty much the first day : In the initial release , they always tried to use NAT punchthrough .
This includes when it was n't needed .
This put more load on their servers and made it slow to connect .
Maybe piracy played some role , but given how it worked after it was 'fixed ' I rather doubt piracy was the main problem , but more of an excuse.There are some ISPs ( and routers ) that mess with port numbering for UDP receive .
This screws up the P2P network connection.Demigod/Supreme Commander speak a sandboxed lua in communication .
Impulse sends and receives XML , and they wrote some translation layer in there , which was losing messages.Stardock implemented some proxies for fixing some problems , unfortunately the proxies are in my opinion , buggy .
I 've been sitting next to two people , and the same person connects to two of us fine , then proxied to the other .
Uhhh , wtf ?
Additionally , they seem to have a tendency to crash , fucking up the game.According to Stardock , Stardock did n't write the NAT punchthrough , but licensed it from Raknet .
Also , now Raknet of that denies it 's used in Demigod .
( And technically , it 's not used in the engine , only the connection making , which is the real place where the BIG FUCKING PROBLEM is .
) Impulse needs to be smacked with even the GNOME HIG guidelines , Apple 's , even CDE 's .
Seriously , wtf ?
( I know it 's trying to look like the latest office .
There are so many people that have problems with the interface because of that .
Unless you 've seen Office a lot you wo n't recognize that the orb in the upper left is a menu , and even if you have seen office , you will likely miss it because it looks like an oversize decoration .
Disclaimer : I do n't like Office 's new interface style in the first place .
) Impluse 's chat is a webpage , even though it 's IRC , which requires IE 's security settings to be set to default , it does n't work if that 's set higher.Demigod itself : Suffers from the problem of being designed with Microsoft 's tools that have been focused on the Xbox , and using similar ideas .
For example , running at the speed of the slowest is n't a problem when you have a homogeneous environment .
PCs are n't homogeneous.Has some issues with the UI and communications due to all computers running the sim , and having to wait for every other computer 's packets.Occasionally a desync ( sim was n't the same across all computers ) , which I have only seen about 3 times.Crashes occasionally , usually on connecting to a port , due to a UPNP call .
( This might really belong under Impulse .
) Plus sides : Less so now , but Stardock people are commonly on their IRC.If they are on , they generally try to be helpful , or such.The game is * very good * , especially on a LAN ( or the internet when it works ) .
Remarkably balanced in my opinion , for a newly released game .
There are a couple of things which I think might need to be hit with a nerf bat , but they are n't very many.Oh , and while there is single player , it 's not designed for it .
For anyone wanting to play it , play a few games against the AI to understand the basic game , then DO N'T PLAY AGAINST THE AI , if you ever intend to play humans .
It teaches you bad habits .
For example I played with friends against AIs a few games , getting something like a 33-1 K : D ratio against the 'hard ' AI .
The next games I played against humans , I got waxed .</tokentext>
<sentencetext>What's funny is when this article got posted on /., and last night, it was pretty much impossible to play online, due to something with their servers.
ForThe game itself is good.
Stardock's ImpulseReactor is bad.
Impulse isn't so great.
The engine isn't really to blame (some fundamental bugs though)I've played about 120 games online, and win about 50\% of those.Here are some of the problems, having played it since pretty much the first day:In the initial release, they always tried to use NAT punchthrough.
This includes when it wasn't needed.
This put more load on their servers and made it slow to connect.
Maybe piracy played some role, but given how it worked after it was 'fixed' I rather doubt piracy was the main problem, but more of an excuse.There are some ISPs (and routers) that mess with port numbering for UDP receive.
This screws up the P2P network connection.Demigod/Supreme Commander speak a sandboxed lua in communication.
Impulse sends and receives XML, and they wrote some translation layer in there, which was losing messages.Stardock implemented some proxies for fixing some problems, unfortunately the proxies are in my opinion, buggy.
I've been sitting next to two people, and the same person connects to two of us fine, then proxied to the other.
Uhhh, wtf?
Additionally, they seem to have a tendency to crash, fucking up the game.According to Stardock, Stardock didn't write the NAT punchthrough, but licensed it from Raknet.
Also, now Raknet of that denies it's used in Demigod.
(And technically, it's not used in the engine, only the connection making, which is the real place where the BIG FUCKING PROBLEM is.
)Impulse needs to be smacked with even the GNOME HIG guidelines, Apple's, even CDE's.
Seriously, wtf?
(I know it's trying to look like the latest office.
There are so many people that have problems with the interface because of that.
Unless you've seen Office a lot you won't recognize that the orb in the upper left is a menu, and even if you have seen office, you will likely miss it because it looks like an oversize decoration.
Disclaimer: I don't like Office's new interface style in the first place.
)Impluse's chat is a webpage, even though it's IRC, which requires IE's security settings to be set to default, it doesn't work if that's set higher.Demigod itself:Suffers from the problem of being designed with Microsoft's tools that have been focused on the Xbox, and using similar ideas.
For example, running at the speed of the slowest isn't a problem when you have a homogeneous environment.
PCs aren't homogeneous.Has some issues with the UI and communications due to all computers running the sim, and having to wait for every other computer's packets.Occasionally a desync (sim wasn't the same across all computers), which I have only seen about 3 times.Crashes occasionally, usually on connecting to a port, due to a UPNP call.
(This might really belong under Impulse.
)Plus sides:Less so now, but Stardock people are commonly on their IRC.If they are on, they generally try to be helpful, or such.The game is *very good*, especially on a LAN (or the internet when it works).
Remarkably balanced in my opinion, for a newly released game.
There are a couple of things which I think might need to be hit with a nerf bat, but they aren't very many.Oh, and while there is single player, it's not designed for it.
For anyone wanting to play it, play a few games against the AI to understand the basic game, then DON'T PLAY AGAINST THE AI, if you ever intend to play humans.
It teaches you bad habits.
For example I played with friends against AIs a few games, getting something like a 33-1 K:D ratio against the 'hard' AI.
The next games I played against humans, I got waxed.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240943</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240373</id>
	<title>Try testing</title>
	<author>Anonymous</author>
	<datestamp>1244377080000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>Maybe they should have made a documentary about their testing procedures instead, or would that be too short to fill even 10 minutes?</p></htmltext>
<tokenext>Maybe they should have made a documentary about their testing procedures instead , or would that be too short to fill even 10 minutes ?</tokentext>
<sentencetext>Maybe they should have made a documentary about their testing procedures instead, or would that be too short to fill even 10 minutes?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28242679</id>
	<title>Re:Professional Game Studio?</title>
	<author>kfx</author>
	<datestamp>1244401200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>Interestingly, the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine (at least) for Demigod.</i></p><p>GPG developed the entire game. Stardock published it and provided the Impulse Reactor overlay and the matchmaking/NAT-Traversal functions (via licensed code from RakNet initially, much of which has been replaced in the weeks since release). Once the NAT-T servers have connected the players together, they hand off to GPG's netcode for the actual gameplay.</p></htmltext>
<tokenext>Interestingly , the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine ( at least ) for Demigod.GPG developed the entire game .
Stardock published it and provided the Impulse Reactor overlay and the matchmaking/NAT-Traversal functions ( via licensed code from RakNet initially , much of which has been replaced in the weeks since release ) .
Once the NAT-T servers have connected the players together , they hand off to GPG 's netcode for the actual gameplay .</tokentext>
<sentencetext>Interestingly, the other games I am more satisfied with are the Supreme Commander titles which are by Gas Powered games who provided the engine (at least) for Demigod.GPG developed the entire game.
Stardock published it and provided the Impulse Reactor overlay and the matchmaking/NAT-Traversal functions (via licensed code from RakNet initially, much of which has been replaced in the weeks since release).
Once the NAT-T servers have connected the players together, they hand off to GPG's netcode for the actual gameplay.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240895</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240369</id>
	<title>Nice summary</title>
	<author>Anonymous</author>
	<datestamp>1244376960000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><p>Am I supposed to watch half an hour of videos before they tell me what they actually did?</p><p>Couldn't you just, you know, <i>summarize</i> it for us?</p></htmltext>
<tokenext>Am I supposed to watch half an hour of videos before they tell me what they actually did ? Could n't you just , you know , summarize it for us ?</tokentext>
<sentencetext>Am I supposed to watch half an hour of videos before they tell me what they actually did?Couldn't you just, you know, summarize it for us?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_06_07_0413218.28240785</id>
	<title>What we need is ...</title>
	<author>The\_Quinn</author>
	<datestamp>1244383500000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>A Government Solution:<br>
1. Pass regulations that don't allow buggy releases.<br>
2. Require dev studios to make games of each genre.<br>
3. Give special legal powers to developers to unionize, preventing firings, and forcing employers to deal with them.<br>
4. Give companies billions after they fail, and claim it was a failure of the free market.<br>
5. Appoint a Game Czar.<br>
6. Takeover the game companies, firing the company heads and appointing government stooges.<br>
7. Transfer ownership of the company to the government, give a minority stake to the developers.<br>
8. Make great games!</htmltext>
<tokenext>A Government Solution : 1 .
Pass regulations that do n't allow buggy releases .
2. Require dev studios to make games of each genre .
3. Give special legal powers to developers to unionize , preventing firings , and forcing employers to deal with them .
4. Give companies billions after they fail , and claim it was a failure of the free market .
5. Appoint a Game Czar .
6. Takeover the game companies , firing the company heads and appointing government stooges .
7. Transfer ownership of the company to the government , give a minority stake to the developers .
8. Make great games !</tokentext>
<sentencetext>A Government Solution:
1.
Pass regulations that don't allow buggy releases.
2. Require dev studios to make games of each genre.
3. Give special legal powers to developers to unionize, preventing firings, and forcing employers to deal with them.
4. Give companies billions after they fail, and claim it was a failure of the free market.
5. Appoint a Game Czar.
6. Takeover the game companies, firing the company heads and appointing government stooges.
7. Transfer ownership of the company to the government, give a minority stake to the developers.
8. Make great games!</sentencetext>
</comment>
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