OgTheEnigma
The Rainbow Effect Negative-Feedback
180
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Posted - 2014.03.30 01:03:00 -
[1] - Quote
KalOfTheRathi wrote:You are wrong sir. The problem is not only with them, it is built into CCP network architecture.
The first piece of information you haven't shared is why are you stating your position and what previous experience makes you think this is solvable? Because if one considers that Dust is running on CCP/Iceland ruby on rails designed servers nothing on the planet will fix this. I seriously doubt even a decent programmer could fix the problems as it in inherent to their design.
Why? Everything is based on 200ms pings. You target, fire, hit, damage, continue or stop and all of those actions are limited by the current network design. To overcome the problem the only solution they could have chosen is to Predict Actions of Both Clients. The server resolves things but in what order and with what priority. Well, we will never know that Because Secret. However we do have information on how the game works.
You can get shot and killed even though you have moved behind a corner. That has been true since the beginning of the game. One design solution (not a good design but hey ... Dust!) is to allow the actions started by one client have priority. This means all of his rounds will hit you even though most of them shouldn't. There is up to 800ms of lag built into the system during complex encounters. That is unacceptable so they overcome it by pretending to know what is going to happen and using that result instead. Which is dumb unless wants to produce an absolute deluge of QQ on the forums. Considering that is what happens one might suspect that is what goal was. Is does fit in nicely with HTFU.
Now we have many problems with hit detection, target accuracy, range issues and the ever confusing the pip is orange but no damage happens (because of map/mesh issues 99% of the time). The map/mesh is bad, it definitely has improved but has never approached the quality of maps in any other FPS I have played. Not even close. At least it is better now. Sort of not good but not as terrible as it was. Your opinion may well vary.
To service all the customers for their click and point in spaaace spreadsheet game of 'Gankers In Spaaace' several standard assumptions had to be thrown away. Kitten, they are even proud of forcing an entire server into 90% lag mode (search google CCP time dilation) which is nothing more than admitting they could not handle the load but refused to fix it the normal way.
Admittedly many of the issues can amplify when battles that involve actual players running on PS3s from various continents that need to shoot at other players on unknown continents can aggravate the problem. Locking those out of a match will not solve the real problem. Too many Mercs, bullets, vehicles and only the gods know what else are adding to the batches of crap that must be handled but 30 FPS means responses should be in 33ms. That is both ways. We are in New Eden where responses start at 200ms. I have done the math for you. With the current situation we have down here in the Dust; This is as good as it gets.
Welcome to Dust
Dust does not run on "200ms pings". What you're probably thinking of is the tick system used on EVE, which is normally 1hz (1 second) when time dilation isn't in effect. Dust does utilise Tranquility for certain things, such as fittings assets and corporations, but when battles load they're held on completely seperate servers.
There are server clusters set up as the regional battle servers, and to my knowledge they're just using a typical server side multiplayer game model - similar to Battlefield 3 and 4. There certainly isn't any reason to incorporate any tick system into Dust, and I can assure you that battles would feel a hell of a lot laggier if it was the case. |