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Garrett Blacknova
Codex Troopers
2161
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Posted - 2013.03.27 13:51:00 -
[1] - Quote
1. The game runs on dedicated servers.
Alone, this doesn't necessarily mean a whole lot. But if you see someone who's visibly lagging, in 90% of cases, the lag is at YOUR end, not theirs. There are times when you can tell that one particular player is laggy while everything else is running well, but this is usually either lost packets or a really terrible connection to the server. In either of these situations, the end result is usually the player being disconnected from the battle rather than seeing it through to the end. Also, while that player may be very difficult to hit, they'll be having similar trouble getting anything done themselves, only for them, it will be affecting EVERYONE instead of just one player.
2. Hit detection is handled server-side.
THIS is the big one. You need a way to judge YOUR ping/latency to the server, so you know how far to lead your shots. If there's someone moving smoothly on your screen, and that player is laggy, but you have less than 50ms ping, your 0.05s delay won't result in anything going awry.
Ammo counts are also run server-side, so you can watch the delay between firing and seeing your ammo counter drop as an approximate gauge of how far to lead your shots. It's not foolproof, but it gives you a good point to start your estimates from.
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Garrett Blacknova
Codex Troopers
2165
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Posted - 2013.03.27 18:14:00 -
[2] - Quote
Covert Clay wrote:I second almost everything you mentioned above sir. MoH War fighter (I know, its a crappy game) actually gives you your ping in ms to each one of their servers. and on bf3 it gives the general location of each of their servers. So with a little time I could figure out exactly where the server was and ping a server in that city to get a general idea of what my ping was. I would love to know where the dust 514 servers are located. Does any one know? Because I will get in some games that are laggy as hell and others that run fine. Trust me, it not my connection. Devs have confirmed there are servers worldwide - no word on numbers or specific locations anywhere I've seen, but they're based in Iceland and have a Shanghai office, so either of those would be solid bets for a server location. Pretty sure they'd have a server in NA - probably US-based - as well. When we've had games which list the location of servers, they've been labeled US, EU and Asia, so while it's possible there are more individual locations than those 3, I'd be inclined to at least think those three are the majority of DUST's server capabilities.
Devs have stated in the past that the game preferentially TRIES to match you into a local server when a game is available, but will put you on a "more laggy" (not their words, just how you're likely to see it) server if there are no local battles available. |
Garrett Blacknova
Codex Troopers
2173
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Posted - 2013.03.28 17:53:00 -
[3] - Quote
Covert Clay wrote:Garrett Blacknova wrote:Covert Clay wrote:I second almost everything you mentioned above sir. MoH War fighter (I know, its a crappy game) actually gives you your ping in ms to each one of their servers. and on bf3 it gives the general location of each of their servers. So with a little time I could figure out exactly where the server was and ping a server in that city to get a general idea of what my ping was. I would love to know where the dust 514 servers are located. Does any one know? Because I will get in some games that are laggy as hell and others that run fine. Trust me, it not my connection. Devs have confirmed there are servers worldwide - no word on numbers or specific locations anywhere I've seen, but they're based in Iceland and have a Shanghai office, so either of those would be solid bets for a server location. Pretty sure they'd have a server in NA - probably US-based - as well. When we've had games which list the location of servers, they've been labeled US, EU and Asia, so while it's possible there are more individual locations than those 3, I'd be inclined to at least think those three are the majority of DUST's server capabilities. Devs have stated in the past that the game preferentially TRIES to match you into a local server when a game is available, but will put you on a "more laggy" (not their words, just how you're likely to see it) server if there are no local battles available. And then comes the question, what if you have a guy from the UK in your squad. And does the above method you stated work only in favor of the squad leader or the entire squad? I don't know anyone who has a straight answer to this, whether from testing or from the devs.
I'm not 100% certain, but I SEEM to have been put into the US servers more often than usual when I'm in a squad with US-based friends. I'm in New Zealand. I haven't properly tested this, but in my experience, it seems like the game takes into account average ping ot server for the squad.
Don't take that at face value, I'm still calling it unconfirmed because it's based on vague impressions from a single source, not proper empirical testing.
And Bassmeant's logic is great, assuming that DUST's netcode works like CoD and BF games with client-side hit detection. There's plenty of evidence within the game to tell us that ISN'T the case, and as a result, Bassmeant's logic is really obviously flawed.
With hit detection and other factors being handled server-side, a high-ping player won't be wrecking the latency of players with better connections. Their bad connection is almost entirely limited to affecting them. |
Garrett Blacknova
Codex Troopers
2186
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Posted - 2013.03.28 23:55:00 -
[4] - Quote
Covert Clay wrote:Why did they decide to handle hit detection server side? It's not 100% confirmed that they did, it's just the most reasonable explanation for how the game works.
And working from that (logical and well-supported) assumption, I'd say they chose that way because of a variety of reasons.
1. Lag-switches don't break server-side hit detection. 2. A single player's poor connection won't ruin the game for everyone else. 3. Hacks don't work when everything is verified server-side. 4. Mods can't be used when everything is verified server-side.
Points 3 and 4 may not be common factors to worry about on the PS3, since the system is relatively secure against such things, but they CAN and DO happen even on this console. The XBox 360 has more trouble with it, and many PC games promote both as "features" instead of trying to prevent them outside of competitive environments where they have to have a stack of micromanagement and moderators and video evidence when such claims are being made.
Handling things server-side allows CCP to neatly side-step the problems, but results in (usually minor) hit detection problems where people aren't accounting for their connection to the server. Which, admittedly, is understandable when people aren't TOLD our current latency... |
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