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Shaun Iwairo
Simple Minded People Pty. Ltd.
511
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Posted - 2016.02.12 00:26:00 -
[1] - Quote
2 players, both running the same dropsuit class and module types, with a ~100% TTK differential.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
514
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Posted - 2016.02.12 01:02:00 -
[2] - Quote
Soto Gallente wrote:Medical Crash wrote:People that don't belong in our server. If you are 50,000 miles away from the most populated server, go away. There is only one server. I disagree with you, everyone should play with everyone, that is the only way to have a fully integrated sandbox where everything you do affects it.
Goddamn this is an interesting point that I don't think has been brought up yet. I think most people agree that Phoenix should operate in more of a sandbox mode rather than a lobby mode, but in an FPS a ping of 100+ is near unplayable.
Having two players from different parts of the world roaming around on the same planet is awesome and all but if they get into a firefight with each other one of them will likely be at a big disadvantage. How do you consolidate the two? Won't someone think of the Australians?!
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
514
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Posted - 2016.02.12 01:08:00 -
[3] - Quote
Soto Gallente wrote:Shaun Iwairo wrote:Soto Gallente wrote:Medical Crash wrote:People that don't belong in our server. If you are 50,000 miles away from the most populated server, go away. There is only one server. I disagree with you, everyone should play with everyone, that is the only way to have a fully integrated sandbox where everything you do affects it. Goddamn this is an interesting point that I don't think has been brought up yet. I think most people agree that Phoenix should operate in more of a sandbox mode rather than a lobby mode, but in an FPS a ping of 100+ is near unplayable. Having two players from different parts of the world roaming around on the same planet is awesome and all but if they get into a firefight with each other one of them will likely be at a big disadvantage. How do you consolidate the two? Won't someone think of the Australians?! Well they do it in EVE: Online don't they? They have people from dozens upon dozens of countries all playing the game on one giant server.
It works in Eve because of 1-second server ticks.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
516
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Posted - 2016.02.12 01:15:00 -
[4] - Quote
Soto Gallente wrote:Shaun Iwairo wrote:Soto Gallente wrote:Shaun Iwairo wrote:Having two players from different parts of the world roaming around on the same planet is awesome and all but if they get into a firefight with each other one of them will likely be at a big disadvantage. How do you consolidate the two? Won't someone think of the Australians?! Well they do it in EVE: Online don't they? They have people from dozens upon dozens of countries all playing the game on one giant server. It works in Eve because of 1-second server ticks. Then what is to stop them from doing the same thing in the new EVE: fps?
1 second server ticks (1-tick) would make it feel like you had a ping of 1000ms. For reference, CS:GO has 64-tick (~15ms) and 128-tick (~7.5ms) servers.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
518
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Posted - 2016.02.12 01:43:00 -
[5] - Quote
Soto Gallente wrote: Well, considering that the Tranquility server is constantly getting upgrades, would that help with anything?
Playing Eve from Aus my ping to tranq is about 250ms, which is fine because the important commands that needs to be validated by the server are only updated once a second. Generally I'm at no disadvantage vs someone in London with a 10ms ping to tranq because we both have to wait for that once-a-second update. All the gameplay mechanics of Eve are based around the 1 second ticks, so it doesn't seem laggy.
For an FPS you need a much higher tick rate to make things seem smooth, so now you run into the problem of geographical location. If your ping is higher than the server tick rate all sorts of problems like bad hit detection come up (think of what happens with the high ping South American players).
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
520
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Posted - 2016.02.12 02:27:00 -
[6] - Quote
Living Rock 523 wrote:So how big of an issue would varying pings be for PC Dust, and does CCP have any solid work around for the issue?
Up to a certain point varying pings don't really matter. San Fran to NY is about 75ms which is still quite playable but you might notice some weird edge cases.
However two people that are on different continents duking it out in an FPS would experience very noticeable latency issues. Unless some new internet technology comes around before the release of Phoenix I can't see how it'd be viable to have everyone PvP'ing on the same physical server.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
520
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Posted - 2016.02.12 02:38:00 -
[7] - Quote
Living Rock 523 wrote:And how big of an issue will that be for the vision of a fully connected EVE/Dust?
I can't see it having any impact unless you're expecting a Rifter to fly down into the battlefield and start pew-pewing mercs. OBs work because they don't rely on lining your sights up on a moving player. Markets and trading, districts changing ownership, chat, teleporting between star systems, etc all can work fine with once-a-second updates.
Something is killing new player retention.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
523
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Posted - 2016.02.12 02:59:00 -
[8] - Quote
Living Rock 523 wrote:And what about important battles, say a PC-esq match, involving an American Corp vs an Australian Corp, or a European Corp vs a South American Corp? Are we looking at lag levels equal to what we have now? Less? More?
Hard to tell because we don't know how much lag is attributed to the game itself vs peoples internet connection. You will always get the lag that comes from peoples internet connection, which is not insignificant for Australia -> US or Euro -> South America.
The absolute theoretical minimum (assuming 0 delays at either end and the server) for Melbourne, Aus to NY, USA is 107ms because the signal cannot travel faster than the speed of light. Obviously this time is never achieved in practice.
E: But Blaze is right, I would be very surprised if it wasn't less.
Something is killing new player retention.
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