Analysis of Gameplay in MOBA Games Under Different Network Conditions
Autor: | Marcos Paulo de Moura, Paulyne Matthews Jucá, Arthur Callado, Francisca Luzia Araujo |
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Rok vydání: | 2019 |
Předmět: |
0106 biological sciences
Emulation Game genre Network packet business.industry Computer science ComputingMilieux_PERSONALCOMPUTING 02 engineering and technology 021001 nanoscience & nanotechnology 010603 evolutionary biology 01 natural sciences Packet loss Server Multiplayer game Network conditions Latency (engineering) 0210 nano-technology business Computer network |
Zdroj: | SBGames |
Popis: | This work aims to analyze the influence that different network conditions can have on the performance of a player in a multiplayer game of the MOBA genre, according to scenarios where transmission rate, latency and packet loss are used as factors. The scoring data of the players is collected at the end of each scenario and a quantitative analysis is performed. For this purpose, the DOTA 2 game was chosen and the evaluation metrics were KDA (Kills, Deaths and Assists), along with the farm and the gold collected. This allowed the analysis of how the factors influenced the defined metrics. To create the scenarios, the Clumsy 0.2 network condition emulation tool was used, thus controlling how the network would behave in each scenario. Finally, it can be concluded that for games of the MOBA genre the players have a significant decrease in their performance when submitted to networks of lower quality. The latency has the greatest influence on the player's performance, whereas packet losses of up 5% are almost insignificant if not associated with high latency and the transmission rate is insignificant for the DOTA 2 game since it uses a very low transmission rate, which is typical of this game genre. |
Databáze: | OpenAIRE |
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