What is the logic in being disconnected from a custom game if you get disconnected from Battle.net?
And why in your almighty among all the possible improvement you just missed the reconnection button?
What is the logic in being disconnected from a custom game if you get disconnected from Battle.net?
And why in your almighty among all the possible improvement you just missed the reconnection button?
Disconnecting from the service that is hosting your game… disconnects you from the game.
Why does a custom game has to be hosted on battlnet anyway???
Games always ran on the host computer. I still remember that you could receive the “Your connection to battle.net has been lost” or something like that when you were in game, but you could still normally play. Battlenet chat was lost but you could still chat in game.
After the game obviously you could not return to the channel (that’s obvious).
We just needed the possibility to reconnect. We didn’t need to remove everything that was useful AND STILL NOT HAVE THE RECONNECT BUTTON.
In order to get games to connect directly to each other, the two (all) computers have to have a mutual networking port available between them. For simple, single-home networks, this is typically not a problem as most default port settings allow for plenty of ports to choose from and/or gives the owner the ability to dictate which ports can be used.
When this becomes an issue is when computers are on 3rd party networks, such as school, corporate, apartment, hotel, etc which can have strict security/firewalls, none of which the player has any control over. Those tighter restrictions interfere with direct connections in various ways, one of which is by restricting port use. This can leave less or even no port choices when trying to connect.
Thus, a solution is the use of an intermediary: a proxy server. The proxies allow connections when a mutual port can’t be found between the all the players. Without the proxies, there’d be a fairly large segment of the population that couldn’t play online at all.
This is how WC3 worked before, with only the host being required to “configure the router” (remember the 6112 port-forwarding?^^) (it was 6112 right? oO).
In the beginning it was a bit of a mystery, but after almost 20 years I wonder if there is still someone not able to do it.
You are actually right, in the sense that given the outstanding lack of information it would be hard for newcomers to imagine how to connect, so, a good solution could be to have the possibility to open new games with an option like:
Battlenet game
Private host
That could make everyone happy.
But we know that they are not willing to make everyone happy.
I don’t know if WC3 does it, but SCR has a back-end system that first checks for a mutual port between all players. Then,
It’s kind of a best of both worlds setup over there. I don’t know anything about how WC3 itself works on the back end, but maybe something similar could be be done here.