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GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 14:18:00 -
[1] - Quote
Hecarim Van Hohen wrote:Vman Q wrote:Hecarim Van Hohen wrote:Lag switching in Dust is like lag switching in EVE online what happens when you lag switch in EVE? User suffers from lag while everyone else carries on with their life's like nothing happened
Actually EVE is a true TCP/IP game, and DUST utilizes UDP over TCP/IP so there is a big difference in how time stamps are handled in FPS.
I do not think that a simple orange/white orange switch is being used-I think they are using PC's with dual NICs and running a UDP flood on the transmit side.
It would look like a DDOS attack- a simple syn flood.
CCP your net code is too permissive in allowing people with bad ISP connections and your desire to have a global community-both are laudable and commendable, but you need to protect your baby (DUST514)
I love your game, I believe you are on the right track and I am supporting you financially-please feel free to look at my families DUST purchases. With this support in mind I must ask you to protect my investment in you and DUST 514.
You need to segment your regions first and then tighten up your net code. I know some of the "amazing" players will have to fix their internet situation and not be so "amazing" and the true hack/laggers will get filtered as well. I know this is a lot of work and expensive and we can manage for now, but you NEED to get it done, ready and tested before your PS4 migration.
The free riders are not helping the situation and they certainly are not here to support your baby as it grows up! They are trying to suffocate it in the crib.
My FPS friends, and I am 50yrs old so I have a lot, that have tried DUST will not play it because of the laggers, and when you combine the Proto/WASD stuff they wonder about your insight and ability to get this right.
My FPS experience started on "broken ring" IPX networks. ;-) |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 14:39:00 -
[2] - Quote
Soraya Xel wrote:Lag switching doesn't help you in DUST. /facepalm
Was this aimed at my post? |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 14:45:00 -
[3] - Quote
Ghosts Chance wrote:ask yourself this, if it was so easy to lag switch dust, and so benificial.
then why would people of had to rely on the "lag bomb" equipment glitch to achieve the same effect? and why is it that the problems have largly vanished now that particular lag inducing problem is fixed?
the current DDOS attacks are the result of people attempting to build a lag switch that works, and their attempts have so far been unsuccessful. meaning anyone whos every adamanly stated that someone else has lag switched this game is not only wrong, but has no idea what a lag switch is and how it works.
put a PC in front of your ps3, and is not so hard, routers where once software based. 500-700 miliseconds is easy.
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GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 14:51:00 -
[4] - Quote
Altina McAlterson wrote:GLOBAL RAGE wrote:Hecarim Van Hohen wrote:Vman Q wrote:Hecarim Van Hohen wrote:Lag switching in Dust is like lag switching in EVE online what happens when you lag switch in EVE? User suffers from lag while everyone else carries on with their life's like nothing happened Actually EVE is a true TCP/IP game, and DUST utilizes UDP over TCP/IP so there is a big difference in how time stamps are handled in FPS. I do not think that a simple orange/white orange switch is being used-I think they are using PC's with dual NICs and running a UDP flood on the transmit side. It would look like a DDOS attack- a simple syn flood. CCP your net code is too permissive in allowing people with bad ISP connections and your desire to have a global community-both are laudable and commendable, but you need to protect your baby (DUST514) I love your game, I believe you are on the right track and I am supporting you financially-please feel free to look at my families DUST purchases. With this support in mind I must ask you to protect my investment in you and DUST 514. You need to segment your regions first and then tighten up your net code. I know some of the "amazing" players will have to fix their internet situation and not be so "amazing" and the true hack/laggers will get filtered as well. I know this is a lot of work and expensive and we can manage for now, but you NEED to get it done, ready and tested before your PS4 migration. The free riders are not helping the situation and they certainly are not here to support your baby as it grows up! They are trying to suffocate it in the crib. My FPS friends, and I am 50yrs old so I have a lot, that have tried DUST will not play it because of the laggers, and when you combine the Proto/WASD stuff they wonder about your insight and ability to get this right. My FPS experience started on "broken ring" IPX networks. ;-) I see you used a lot of abbreviations and it does sound like you know what you are talking about so perhaps you could explain exactly how someone "lag switches" in DUST? People keep talking about it like it is a fact but no one has ever actually gotten around to telling me how it works in this game. And to everyone else: I fear that "lag switch" is one of those things that people keep saying without understanding it. Just because they are rubberbanding around does not mean they are "lag switching". Unless you think they can access the server (or install malicious software onto every other player in the match's PS3) allowing them to desync everyone but themselves, run around shooting the frozen players, then resync so the damage registers and everyone dies. Because that is what a "lag switch" is. Please, someone correct me if I'm wrong. I'm sure there are exploits people have figured out that will cause massive lag but they're going to cause it for everyone. The thing I keep pointing out over and over again is that it's "so suspicious" that as soon as you see them/start shooting/ etc it lags out and they escape. Even though seeing them/starting to shoot/etc mean increased load on the server and could compound issues in the game or generate new ones. I understand that it's all assumptions and guesswork but what I hear is: "When I wasn't doing anything it was fine and then as soon as I started doing something it messed up so they're obviously lag switching/hacking!" I'll bet on either issues with the server itself or the game's code or at the very worst someone simply exploiting a bad internet connection (which is not a "lag switch" because there isn't any switching) before I start looking for Zebras in Central Park.
I started on Wellfleet and Synoptics gear with Motorola software routers, so yeah i have the grey hair to prove it, and i used acronyms so that only the enlightened would understand-knowledge disclosed in this instance is not prudent.
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GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 15:12:00 -
[5] - Quote
Hecarim Van Hohen wrote:Knowledge easily attained by a simple google search? Not saying that I don't believe that you have expertise on the subject at hand. I have a question though, did you read Garret Blacknova's take on the topic at hand? These topics come and go and I'm yet to be convinced that lag switching is actually possible in Dust 514 EDIT Failure on quoting
i'll try to find it.
MCSE/CCNE/CCNA/CCNP/CNE/NCSS |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 15:32:00 -
[6] - Quote
Ghosts Chance wrote:GLOBAL RAGE wrote:Ghosts Chance wrote:ask yourself this, if it was so easy to lag switch dust, and so benificial.
then why would people of had to rely on the "lag bomb" equipment glitch to achieve the same effect? and why is it that the problems have largly vanished now that particular lag inducing problem is fixed?
the current DDOS attacks are the result of people attempting to build a lag switch that works, and their attempts have so far been unsuccessful. meaning anyone whos every adamanly stated that someone else has lag switched this game is not only wrong, but has no idea what a lag switch is and how it works. put a PC in front of your ps3, and is not so hard, routers where once software based. 500-700 miliseconds is easy. oh yah its REALLY easy to lag YOURSELF out 500-700miliseconds behind everyone else giving you a massive disadvantage. doing it the other way around is whats not possable ATM this is illustrated by the need to use the equipment lagbomd and the current DDOS issues we are having as people now dont have said lag bomb and are searching for wasy to much up the network in their favor to compensate. the DDOS dust is currently under is the result of people trying to find a way to lag switch, meaning they currently do NOT have a way to lag switch :P
Not on the recieving side but on the transmit side-I would see you real time you would see me 500 ms in the past-just like ****** DSL connections just man made-this is simple stuff. |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 15:42:00 -
[7] - Quote
Everything Dies wrote:General John Ripper wrote:ONE-I-BANDIT wrote:General John Ripper wrote:NAV HV is a lag switcher. He confessed to it. Its because hes Asian huh lol asian/lagswitcher same thing.... Just try playing nyain san. You will see what I mean. Whew...I was afraid we were going to make it past the first page without the name Nyain San being mentioned. Admit it, people--that was first thing you thought of when reading the thread title!
He's not the only one, watch for people who when you shoot disappear and then shoot you from a position 5 or 6 meters away and with ADS precision-you'll notice it alot. |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 15:47:00 -
[8] - Quote
Hecarim Van Hohen wrote:Lag switching in Dust is like lag switching in EVE online
NO! EVE is a TCP/IP game port 26000 and or 3724 are used. Eve online according to the WIKI does not use any UDP ports.
ALL FPS use UDP because FPS is packet time sensitive and EVE is an MMO |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 15:56:00 -
[9] - Quote
I have a buddy who's "downrange" and connects via satellite and thats an 88,000 mile round trip - that's some ****'ed up **** |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 16:05:00 -
[10] - Quote
Maken Tosch wrote:As everyone else here before me has pointed out, the server handles the real load. It is also the same server that handles massive fleet battles, millions of transactions every day, as well as using scripts to hunt down and punish Bot users* while backed up by a dedicated security team in CCP Reykjavik.
* - Bot users are players who automate all of their actions in an MMO so they can do things like eat, sleep, take a shower, and do their dishes while the game is handled by a third-party software that does all the work for them non-stop from downtime to downtime. Botting is bannable offense and if you're caught doing RMT on top of botting, you're permanently banned without a warning. CCP's security enforces that rule vigorously without any exceptions.
Now, in the case of Lag Switching in Dust, to successfully lag switch in Dust like how you would in Call of Duty, you will either need to be the host of the server or have the hit detection done client side instead of server side. Either way, that will require manipulating the data in a way that forces the server to either give you control or let your client validate the hit detection instead. That means having to break into the main server which is NOT an easy thing to do. CCP Reykjavik's security is always watching the server around the clock and they are no strangers to hacking attempts and DDoS attacks. They have 11 years experience after all.
If you are caught hacking into their server, I would be more worried about your local authorities knocking on your front door than CCP banning your account as hacking a company server without permission is grounds for any local government to come looking for you. And if you try to do it, CCP will very much likely LITERALLY pull the plug on the server to shut it down for its own protection. After all, that server not only has Eve account information such as your login, but it also has credit card information stored which is why hacking that server is grounds for your government to come after you if they manage to trace you.
Add on top of that the fact that the matches you play on is based on regional battle servers which seem to act as proxies to the main server. That's an extra layer of connection you have to go through to successfully lag switch.
So anyone claiming to be able to lag switch in Dust like they do in CoD is just bullshitting you.
Therefore, the only safe way to lag a match is to utilize lag bombs by spamming nanohives and uplinks (lots of it) in a room.
I am referring not to hardware switches but taking a PC with 2 nics connecting the PS3 to the pc and then the pc to the internet. In between the two nics you would create a software router or even use "other" security tools to slow or even stop the transmit side of the equation.
Yes, of course there are physical switchers, lag bombers and people with **** internet as well as joing cross region-it's a cesspool of bad routing. |
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GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 16:23:00 -
[11] - Quote
Malkai Inos wrote:GLOBAL RAGE wrote:I am referring not to hardware switches but taking a PC with 2 nics connecting the PS3 to the pc and then the pc to the internet. In between the two nics you would create a software router or even use "other" security tools to slow or even stop the transmit side of the equation. The method of interruption/delay doesn't matter. When the server doesn't get your input within an unknown but certainly very short threshold (lag compensation) then it will count that as you not doing anything and that's the end of it. You might very well surpress your outbound data transmission while still reacting to received data on your client, but when your reaction reaches the server half a second late then the enemy shots at your last known position within that half a second will count as hits and you're dead.
"very short" lol no CCP's netcode is loose they expected cross region play-hence my friend being an example because he is on via satellite. In a BF of COD lobby shooter that is zero bars and you don't play without bars-lol.
DUST everyone plays witout and UDP time stamp restrictions. Next time someone runs around a corner and insta kills you it's lag. |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 16:26:00 -
[12] - Quote
Maken Tosch wrote:GLOBAL RAGE wrote:I am referring not to hardware switches but taking a PC with 2 nics connecting the PS3 to the pc and then the pc to the internet. In between the two nics you would create a software router or even use "other" security tools to slow or even stop the transmit side of the equation.
Yes, of course there are physical switchers, lag bombers and people with **** internet as well as joing cross region-it's a cesspool of bad routing.
And as a note: the regional servers are just that regional. It still won't matter if the server, not the client, is the one handling the hit detection. So you can lag your client, but the server will still see you as just not doing anything or going anywhere even though you are running around shooting people once you enable the lag switch and resync.
Go rent a BF3 server and after kicking all of the long trip players tell me that the games don't get better. Or unloading a whole clip in someones back and they turn and kill you thats lag, latency or what ever you want to call it, and it is directly associated with UDP. |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 16:34:00 -
[13] - Quote
Maken Tosch wrote:Ghosts Chance wrote:Malkai Inos wrote:GLOBAL RAGE wrote:I am referring not to hardware switches but taking a PC with 2 nics connecting the PS3 to the pc and then the pc to the internet. In between the two nics you would create a software router or even use "other" security tools to slow or even stop the transmit side of the equation. The method of interruption/delay doesn't matter. When the server doesn't get your input within an unknown but certainly very short threshold (lag compensation) then it will count that as you not doing anything and that's the end of it. You might very well surpress your outbound data transmission while still reacting to received data on your client, but when your reaction reaches the server half a second late then the enemy shots at your last known position within that half a second will count as hits and you're dead. what people usually concider signs of a lag switching oponent in dust, are actually caused by their own connection failing. Mostly, yeah. Some people just have bad internet. Most of the bad internet comes from the fact that tier 2 ISPs like Comcast are intentionally throttling your connection speed. Let's say you are paying Comcast for something like 30mb/s. You then watch Netflix which only uses up to about 10mb/s at the most. You'd think you get great service, right? Wrong. Comcast floods the connection with useless traffic so you're only getting a fraction of what you're paying for. Here is a video detailing it. https://www.youtube.com/watch?v=37nfG8m0XzQ&list=PL3C63E5853F06F32E&index=14
WOW, next time your whole DUST fireteam experiences this problem it must be "mass psychosis". As for your Comcast downstream CIR example that is an ass backwards way of looking at FPS lag. |
GLOBAL RAGE
Consolidated Dust
21
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Posted - 2014.03.11 16:56:00 -
[14] - Quote
Serimos Haeraven wrote:I've had the same exact issue when I'm in my Assault DS. Occasionally, I'll come across tanks that right once i start landing the first few shots, all of a sudden each missile i shoot after that has a 10 second delay, and i can't hit them at all anymore.
And then when i go away my missiles go back to normal rate of fire. Total switching.
YUP! UDP circa 1982, but that is the only internet protocol available for FPS and the net code is too forgiving, and as I stated earlier it is admirable of CCP to try to give everyone a chance to play, but there is an inherent performance hit when all UDP is treated equally.
It allows people that want to abuse the chance to do just that.
I love DUST I have spent, unashamedly at least $450.00 US since closed beta for my son and I, and I will continue to support CCP.
Must be something in the Lore to justify closing region crossing down, until a game type is designed that can reunite the regions-as some wise man said "God hates Lag" that means GOD loves FPS
Well peace out! Time to go get a root canal--ummmm! |
GLOBAL RAGE
Consolidated Dust
26
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Posted - 2014.03.12 20:28:00 -
[15] - Quote
Malkai Inos wrote:GLOBAL RAGE wrote:Serimos Haeraven wrote:I've had the same exact issue when I'm in my Assault DS. Occasionally, I'll come across tanks that right once i start landing the first few shots, all of a sudden each missile i shoot after that has a 10 second delay, and i can't hit them at all anymore.
And then when i go away my missiles go back to normal rate of fire. Total switching. YUP! UDP circa 1982, but that is the only internet protocol available for FPS and the net code is too forgiving, and as I stated earlier it is admirable of CCP to try to give everyone a chance to play, but there is an inherent performance hit when all UDP is treated equally. It allows people that want to abuse the chance to do just that. I love DUST I have spent, unashamedly at least $450.00 US since closed beta for my son and I, and I will continue to support CCP. Must be something in the Lore to justify closing region crossing down, until a game type is designed that can reunite the regions-as some wise man said "God hates Lag" that means GOD loves FPS Well peace out! Time to go get a root canal--ummmm! There's no reason to believe any kind of abuse took place in this anectote. Can you explain how a player could be able to generate the described behavior without direct control of the server?
crossing regions with a squad would be the seed, usingthe American server an asian team only needs a couple of Europeans and add a few south Americans and you could easily get 400plus latency, I think CCP/DUST is WYSIWYG and that favors high latency players, you can see it in game and you have proof of it on the score board. CCP collects this data all day long and does nothing to fix the biggest, most unfair inbalance in this game.
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GLOBAL RAGE
Consolidated Dust
28
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Posted - 2014.03.12 20:53:00 -
[16] - Quote
Malkai Inos wrote:GLOBAL RAGE wrote:Malkai Inos wrote:GLOBAL RAGE wrote:Serimos Haeraven wrote:I've had the same exact issue when I'm in my Assault DS. Occasionally, I'll come across tanks that right once i start landing the first few shots, all of a sudden each missile i shoot after that has a 10 second delay, and i can't hit them at all anymore.
And then when i go away my missiles go back to normal rate of fire. Total switching. YUP! UDP circa 1982, but that is the only internet protocol available for FPS and the net code is too forgiving, and as I stated earlier it is admirable of CCP to try to give everyone a chance to play, but there is an inherent performance hit when all UDP is treated equally. It allows people that want to abuse the chance to do just that. I love DUST I have spent, unashamedly at least $450.00 US since closed beta for my son and I, and I will continue to support CCP. Must be something in the Lore to justify closing region crossing down, until a game type is designed that can reunite the regions-as some wise man said "God hates Lag" that means GOD loves FPS Well peace out! Time to go get a root canal--ummmm! There's no reason to believe any kind of abuse took place in this anectote. Can you explain how a player could be able to generate the described behavior without direct control of the server? crossing regions with a squad would be the seed, usingthe American server an asian team only needs a couple of Europeans and add a few south Americans and you could easily get 400plus latency, I think CCP/DUST is WYSIWYG and that favors high latency players, you can see it in game and you have proof of it on the score board. CCP collects this data all day long and does nothing to fix the biggest, most unfair inbalance in this game. I don't want to put words in your mouth. Could you briefly elaborate on what you mean by wysiwyg in this context (i know what the acronym means, just not in this context)?
the server records your movement, so if a player with high latency pulls the trigger the server can rewind time and tries to make sence of what that player attempted to hit. if you are the other guy it looks like they have bad aim and are shooting behind you as you run past. the reality is that they are shooting at where they see you, so the term wysiwyg. the server rewinds you and account for latency and bam your dead. i am not privy to all the schemes CCP is or could be using to try to make this global shooter to work, but they can't speed up an electron and distance is not FPS friendly.
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GLOBAL RAGE
Consolidated Dust
28
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Posted - 2014.03.12 21:07:00 -
[17] - Quote
Enji Elric wrote:so people say you can find proof of lag switching on Dust but "just search youtube" but i havent found any... anyone got a link?
proof other than experience is just a bridge too far, I think that most people have seen it in other games and i read a dev post and they seemed adamant that the warping problem was not CCP server related. All i know is some pretty crazy **** is happening and it's more than an orange/white orange switch being toggled. |
GLOBAL RAGE
Consolidated Dust
29
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Posted - 2014.03.12 21:13:00 -
[18] - Quote
Malkai Inos wrote:GLOBAL RAGE wrote:Malkai Inos wrote:I don't want to put words in your mouth. Could you briefly elaborate on what you mean by wysiwyg in this context (i know what the acronym means, just not in this context)?
the server records your movement, so if a player with high latency pulls the trigger the server can rewind time and tries to make sence of what that player attempted to hit. if you are the other guy it looks like they have bad aim and are shooting behind you as you run past. the reality is that they are shooting at where they see you, so the term wysiwyg. the server rewinds you and account for latency and bam your dead. i am not privy to all the schemes CCP is or could be using to try to make this global shooter to work, but they can't speed up an electron and distance is not FPS friendly. It reasonable to assume some form of lag compensation is happening. Pretty much standard in FPS these days. I doubt however that it's willing to rewind upwards of 100ms or so due to entropy alone. You can only shift time around so much before it causes constant and massive desync for everyone involved. Funny things like dying from a hitscan bullet who's shooter died half a second ago would be possible. I've had this happen in crappier games, not in dust.
well during some of the warping events i got rewound more than 50 meters and as a heavy that involves a sundial.. and to make clear the warping is not what i was alluding to but a point of ironic humor.
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GLOBAL RAGE
Consolidated Dust
30
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Posted - 2014.03.13 10:23:00 -
[19] - Quote
CCP could you set the cost of missing and late packets as a hit to the offender's shields. I want a global game, and do realise the necessity for high latency clients, but the score boards are proof that it is now an unfair advantage.
I want to praise and thank you for your game and efforts
Peace/out from sunny Tampa
and yes I am a xenophobic Caldari. |
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