Author: John Merlino
Date: 11:37:41 06/24/04
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On June 24, 2004 at 13:22:31, steven blincoe wrote: >hi John >> >>I also just tried to play online, with a person persistently challenging me, and >>we could never get the game started. I could chat with no difficulties >>(including private chatting) and no apparent lag. Online LOOKS pretty seamless >>and very easy to use, but it also looks like there are several kinks that are >>going to need to be worked out. I would assume, that since I was able to connect >>cleanly I have no network/firewall issues that could muck up the works. > > >as someone only interested in the online play ability of CM10K can i ask you.. >what (if any)are the differences between the online play of the demo and Cm 9K? >i tried THE CM9K online play via the Ubigoft game server >it was a complete joke . >if i recall there was 1 player in the game room and we tried to get a game >started but he got dropped about 15 moves in > >with CM 5500 there used to be a seperate server called CM Live with literally >hundreds of players at any time > >this was then discountinued with CM6K which switched to Mplayer and then i >think from Mplayer to Ubi soft > >Steve You're right in everything you say. I would say that, with CMXK, we're going to be back to the days of CM5500. The system is well-integrated and easy to use. All you have to do is create a ubi.com account, and that account creation is handled easily within the program. Also, as I have mentioned elsewhere, if the ability to give online tutorials in real time turns out to be as good as advertised, then I think that it will be a HUGE feature. I just went on and there were about a dozen people online. There were a few games in progress, but there were also a few people who said that they were unable to play or watch a game (myself included). So, unless there are problems that plague CMLive from the start, I think it will be very successful. jm
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