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Mossellia Delt
Militaires Sans Jeux
1204
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Posted - 2014.04.12 12:01:00 -
[1] - Quote
Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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jerrmy12 kahoalii
967
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Posted - 2014.04.12 12:03:00 -
[2] - Quote
Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything. Client side should be there first.
Closed beta vet
Tears, sweet delicious tears
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R F Gyro
Clones 4u
1265
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Posted - 2014.04.12 13:40:00 -
[3] - Quote
No to client-side hit detection. If another player has a bad connection I don't want it to work to his advantage.
Hit detection lag is currently (afaik) based on your own ping time, not your target's. So the only way kicking of slow pingers would help you is if the game kicks you from the match. You wouldn't suffer from bad hit detection after that
The Tranquillity cluster isn't really used during the battles; your regional battle server handles all of that. They generally seem to cope OK, apart from when there is lots of equipment spam, but this is probably an area that could be improved.
I'm not saying that hit detection shouldn't be improved. Just not sure how practical your suggestions are.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1749
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Posted - 2014.04.12 13:58:00 -
[4] - Quote
R F Gyro wrote:No to client-side hit detection. If another player has a bad connection I don't want it to work to his advantage. Hit detection lag is currently (afaik) based on your own ping time, not your target's. So the only way kicking of slow pingers would help you is if the game kicks you from the match. You wouldn't suffer from bad hit detection after that The Tranquillity cluster isn't really used during the battles; your regional battle server handles all of that. They generally seem to cope OK, apart from when there is lots of equipment spam, but this is probably an area that could be improved. I'm not saying that hit detection shouldn't be improved. Just not sure how practical your suggestions are.
We get auto pinged... Everyone at 200. |
XV1
The Legion of X
58
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Posted - 2014.04.28 14:43:00 -
[5] - Quote
I really hope they work on hit detection, lag or no someone can sidestep through my HMG's stream of death and take next to no damage. Unless I lead the target a bit I seem to seldom hit at all. I would say it is because I play on a lower connection than before but my other connection had the same issue and it was great. |
Gaelon Thrace
Villore Sec Ops Gallente Federation
200
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Posted - 2014.04.28 14:46:00 -
[6] - Quote
Bring time dilation to DUST! |
NomaDz 2K
The Rainbow Effect
148
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Posted - 2014.04.28 14:58:00 -
[7] - Quote
Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything. THE REAL REASON IS HERE...SHAME MOST ARE TO BLIND TO REALISE IT
DON'T SPEND CA$H ON DUST 514
CCP WILL ONLY GIVE YOU AUR AFTER THEY REMOVE YOUR BPOs WHICH U SPENT REAL MONGé¼Y ON!
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Thumb Green
The Valyrian Guard
999
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Posted - 2014.04.28 15:03:00 -
[8] - Quote
R F Gyro wrote:No to client-side hit detection. If another player has a bad connection I don't want it to work to his advantage. It already works to his advantage. Ever notice how you can be playing match after match smoothly and the suddenly you get one that's laggy even so bad that people are rubber banding around? That means there is a person or multiple people with a really high ping and the server is trying to bring us to their level so we don't have an unfair advantage. But the thing is having a really high ping doesn't negatively effect that person besides maybe a little lag since everything is being brought to their level.
Support Orbital Spawns
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DJINN Stephani
234
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Posted - 2014.04.28 15:06:00 -
[9] - Quote
Gaelon Thrace wrote:Bring time dilation to DUST!
this is the answer
"20,000 years in the future"
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ZDub 303
TeamPlayers Dirt Nap Squad.
2586
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Posted - 2014.04.28 15:09:00 -
[10] - Quote
Your posts are almost impossible to read. Please learn to spell and use grammar.
It's YOU not U, seriously... It's two more letters, take the extra 2s and write the whole word out. It's not witty or clever, it just makes you look uneducated. |
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NomaDz 2K
The Rainbow Effect
149
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Posted - 2014.04.28 15:26:00 -
[11] - Quote
ZDub 303 wrote:Your posts are almost impossible to read. Please learn to spell and use grammar. It's YOU not U, seriously... It's two more letters, take the extra 2s and write the whole word out. It's not witty or clever, it just makes you look uneducated.
Well GENIUS, WHY "Y" Don't YOU "U" EXPLAIN TO EVERYONE WTF HAPPENS WHEN U SELECT YOUR OWN REGIONAL SERVER AND FIND YOURSELF SHAFTED BY CCP ON SOME OTHER SERVER ELSEWHERE IN THE WORLD WHICH HAS NOTHING TO DO WITH YOUR OWN REGION WHICH U SELECTED - Then let us see who is really the uneducated 1 here.
Peac3
DON'T SPEND CA$H ON DUST 514
CCP WILL ONLY GIVE YOU AUR AFTER THEY REMOVE YOUR BPOs WHICH U SPENT REAL MONGé¼Y ON!
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rpastry
The Rainbow Effect
168
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Posted - 2014.04.28 15:53:00 -
[12] - Quote
yeah CCP just make the whole internet latency-free... like develop wormhole quantum entanglement connections or something LOOK JUST FIX IT NOW AAAARGH QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ
[Removed ASCII Art - CCP Logibro]
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xxwhitedevilxx M
Maphia Clan Unit Unicorn
2351
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Posted - 2014.04.28 16:04:00 -
[13] - Quote
Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything.
It shouldn't be fully client side, but an hybrid client/server side, where the server just check the results instead of calculating any shots.
-#Firmocosìperchènonhopersonalità
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NomaDz 2K
The Rainbow Effect
149
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Posted - 2014.04.28 16:48:00 -
[14] - Quote
xxwhitedevilxx M wrote:Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything. It shouldn't be fully client side, but an hybrid client/server side, where the server just check the results instead of calculating any shots.
White i'm still awaiting your results... In anycase I don't think Hybrid servers would work very well, it's what they have used in Killzone SF and tbh it's still laggy. I would personally prefer if CCP were to use the AUTOMATIC Server settings ONLY for those which wish to find a quick game and don't want to wait in a cue BUT allow those which have selected their own Regional Servers to have them. I'd rather wait longer to join a game but know that I would have a smoother gaming experience with virtually no lag, than get into a game server faster which has lag .
DON'T SPEND CA$H ON DUST 514
CCP WILL ONLY GIVE YOU AUR AFTER THEY REMOVE YOUR BPOs WHICH U SPENT REAL MONGé¼Y ON!
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Mossellia Delt
Militaires Sans Jeux
1322
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Posted - 2014.04.28 16:50:00 -
[15] - Quote
NomaDz 2K wrote:xxwhitedevilxx M wrote:Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything. It shouldn't be fully client side, but an hybrid client/server side, where the server just check the results instead of calculating any shots. White i'm still awaiting your results... In anycase I don't think Hybrid servers would work very well, it's what they have used in Killzone SF and tbh it's still laggy. I would personally prefer if CCP were to use the AUTOMATIC Server settings ONLY for those which wish to find a quick game and don't want to wait in a cue BUT allow those which have selected their own Regional Servers to have them. I'd rather wait longer to join a game but know that I would have a smoother gaming experience with virtually no lag, than get into a game server faster which has lag .
The problem is, certain corps select the opposite regional server, not automatic.
Thumb Green: "Sorry we can't all magically kill vehicles like you o' great one."
I am pretty great
Delt for CPM1
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Cody Sietz
Bullet Cluster Lokun Listamenn
3145
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Posted - 2014.04.28 17:08:00 -
[16] - Quote
I think it currently does work to the advantage of the guy with the lag.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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R F Gyro
Clones 4u
1333
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Posted - 2014.04.28 19:56:00 -
[17] - Quote
Thumb Green wrote:R F Gyro wrote:No to client-side hit detection. If another player has a bad connection I don't want it to work to his advantage. It already works to his advantage. Ever notice how you can be playing match after match smoothly and the suddenly you get one that's laggy even so bad that people are rubber banding around? That means there is a person or multiple people with a really high ping and the server is trying to bring us to their level so we don't have an unfair advantage. But the thing is having a really high ping doesn't negatively effect that person besides maybe a little lag since everything is being brought to their level. Do you have any evidence that those effects are due to particular players?
I can certainly understand how CCP could have coded lag compensation that way, but it would be a really strange thing for them to do. It is much more likely (to me, anyway) that this is server lag not network lag, and nothing directly to do with any specific players.
However, even if it were the case, the situation you describe wouldn't give the laggy player an advantage relative to other players, it would just remove the advantage from players with less latency.
Moving to client-side hit detection could actually hand laggy players an advantage, and would certainly make the game more exploitable.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Mr Machine Guns
Nyain San Dirt Nap Squad.
696
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Posted - 2014.04.28 20:18:00 -
[18] - Quote
Mossellia Delt wrote:NomaDz 2K wrote:xxwhitedevilxx M wrote:Mossellia Delt wrote:Make it client side Kick those with awful ping out of the match Buff TQ
Something, anything. It shouldn't be fully client side, but an hybrid client/server side, where the server just check the results instead of calculating any shots. White i'm still awaiting your results... In anycase I don't think Hybrid servers would work very well, it's what they have used in Killzone SF and tbh it's still laggy. I would personally prefer if CCP were to use the AUTOMATIC Server settings ONLY for those which wish to find a quick game and don't want to wait in a cue BUT allow those which have selected their own Regional Servers to have them. I'd rather wait longer to join a game but know that I would have a smoother gaming experience with virtually no lag, than get into a game server faster which has lag . The problem is, certain corps select the opposite regional server, not automatic.
I wonder what corps you are talking about? |
Cal Predine
StarKnight Security
61
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Posted - 2014.04.29 10:31:00 -
[19] - Quote
Although none of us (that's *none* of us) can state definitively how hit detection is working (or rather, not working) until CCP publish some details, there's some evidence that it's both client and server side.
You shoot at an enemy, their shields flash, that seems to be client side recognition that you are indeed shooting (and hitting) a player and not a rock. We don't want to wait for the round-trip to the server just to see a graphical effect - this makes sense. Damage indication is less clear cut - I've had times I've been shooting away at a player for several seconds (which of course, is an eternity in any FPS game) and despite shield flare, their life gauges indicate that they are receiving no damage. I've also had a suspiciously large number of occasions where the target's shield and armour bars drop to zero (eventually), but they just don't die. I then get a kill report from a player with zero shields and armour. This should be a once or twice in a lifetime occurrence - it's not - several times a day was common when I played lots of Dust. My guess is that the client does a quick calculation to give visual feedback (i.e. to update your enemy armour and shield gauges), but that the real meat of the damage calculation (i.e. "hey Bob - you're dead!") is handled server-side, assuming the data ever get through.
I'm a programmer, but not a games programmer, but as far as I know, it's pretty normal in FPS games to have a "working model" on the client which handles making the game playable and enjoyable, and a definitive model on the server which takes all these different client-side models into account, and judges the outcome of conflicts (given that, with players all over the world, everyone's definition of "now" is different.)
It's notoriously difficult to synchronise the clocks on two remote computers, and when we're talking about the tiny fractions of seconds which make such a big difference in FPS games, that's a real problem. And that *is* a problem. Let's take a very extreme example - If the server thinks my commands are taking a full second to reach it, whereas yours arrive instantly, that means my model of you is running one second in the past. That means I can still shoot you until you've been in cover for a full second - an eternity - sounds familiar? It also means the server has to make a tricky call - say you delivered enough damage to take me down, does it wait a full second to see if I "beat you to the punch" and delivered a killing headshot? The evidence would suggest that yes - that's exactly what it's doing, and why we're seeing such inexcusably weird results when playing against players the server interprets as having high latency.
Worse still, and I won't go too much into detail, what if my latency isn't really a full second? As I said, it's notoriously difficult to synchronise time on two remote computers - what if the calculation is off and my latency is only about a half second, but the server is awarding me a full second of leeway? That gives me a half second "in hand"! What if the lag compensation algorithm is just out-and-out too generous? If you remember Max Payne, that's like me being in bullet time every time we get into a fight - what chance do you stand?
At the risk of being highly unscientific, at time of writing the Human Benchmark reaction time test quotes average reaction time at 215 mS. That's pretty quick. How much of an advantage would I need to make myself almost invincible? 10% ? 20% - 43 milliseconds? And that's before we even consider your damage output not being recorded...
I've been looking at this for a long long time now, well over a year, and I'm pretty well convinced that at best the lag compensation code is way too generous (evidenced by people getting amazing results by selecting servers the other side of the world). At worst, it can be, and is being, intentionally exploited (evidenced by people justifying their being immune to damage by stating that they, and their friend, "had a bad connection because they were downloading in the background" - what kind of justification is that? One from someone who recognises and is exploiting the weakness in the system, that's what kind of justification).
The fixes are no-brainers:
- Remove the ability to select your region. Yes, I'd rather retain this too, but not at the cost of the game being exploitable.
- Sort out match-making so it actually works and correctly selects opponents correctly based on their latency
- Re-assign players to other matches if their latency is too high compared to other players in the match. Feel free to use the word "kick" if you prefer.
- Ban players who are "reassigned" regularly, or whose latency "topically and suddenly changes" outside a specified tolerance.
This isn't the first time I've reported this, so you'll excuse me if I don't hold my breath...
PS3 Slim -
Hybrid hard drive with 8GB SSD -
South Coast UK -
Virgin media cable BB, 20Mbps down, 2Mbps up.
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