From reading the manual, I get the impression that the only way to 'find' a host on the Internet is to somehow be given the IP address, ie from the person running the host, another contact, via your online chat room or some other communication method.
If so, may I make my first (and hopefully last! ) criticism of G2 and say that this seems rather cumbersome and primitive.
Why not have one (or more) central servers that store all the available hosts - so, when a new host goes online it lets the central server(s) know that it is available and also that 'x' number of players are connected to it. Every so often the central server(s) will contact the hosts to check that they're still available, how many players are online, etc, etc, etc. When someone wants to join a new session the program simply contacts the central server(s) to see what is available, where it is and how many are playing.
This is effectively how the hosting in Quake III works and it works very well. (I realise RealFlight G2 isn't Quake III, but I'm just using it as a good example in this instace )
As noted above, the method currently implemented seems to be rather non-user friendly. Because dynamic IP addresses are assigned to many people who log on to the Internet it makes it especially annoying to have to announce a new IP address every time you set up a new host.
I can appreciate some people requiring privacy and not wanting just anyone to join with them and their selected friends, but if so give the host an option to be hidden, so in that case the only people who know of its existence will be those that are allowed to know.
That'll do for now.
Overall though, even though I don't yet have the program, the features outlined in the manual are impressive to say the least! As I was so looking forward to Multiplayer gaming I guess the above issue has disappointed me a bit.
Thanks,
Phil
If so, may I make my first (and hopefully last! ) criticism of G2 and say that this seems rather cumbersome and primitive.
Why not have one (or more) central servers that store all the available hosts - so, when a new host goes online it lets the central server(s) know that it is available and also that 'x' number of players are connected to it. Every so often the central server(s) will contact the hosts to check that they're still available, how many players are online, etc, etc, etc. When someone wants to join a new session the program simply contacts the central server(s) to see what is available, where it is and how many are playing.
This is effectively how the hosting in Quake III works and it works very well. (I realise RealFlight G2 isn't Quake III, but I'm just using it as a good example in this instace )
As noted above, the method currently implemented seems to be rather non-user friendly. Because dynamic IP addresses are assigned to many people who log on to the Internet it makes it especially annoying to have to announce a new IP address every time you set up a new host.
I can appreciate some people requiring privacy and not wanting just anyone to join with them and their selected friends, but if so give the host an option to be hidden, so in that case the only people who know of its existence will be those that are allowed to know.
That'll do for now.
Overall though, even though I don't yet have the program, the features outlined in the manual are impressive to say the least! As I was so looking forward to Multiplayer gaming I guess the above issue has disappointed me a bit.
Thanks,
Phil