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Covert Clay
Red Star.
4
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Posted - 2013.03.28 14:18:00 -
[31] - Quote
BASSMEANT wrote:bf3 sucked because it was a cod version of battlefield.
just like bc1 and bc2 and vietnam and every other version that has come out.
the last REAL bf game was bf2mc and you guys would NEVER be able to play that game. woulda killed ya or turned your hair white.
and i HAVE had a UK guy in my squad and as soon as we hit the room either he was complaining that it was laggy or the other 3 in the squad were. so it's on CCP to fix it, since we don't have access to the game code.
or implement the player ping rating and THEN the player base can sort it out, manually.
Peace B
I love how your still trying to defend dust by not acknowledging all the bugs dust HAS and HAD HAD. And just to clarify, you think Dust (in its current form) is better than bf3?
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BASSMEANT
ZionTCD Legacy Rising
181
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Posted - 2013.03.28 16:09:00 -
[32] - Quote
i think you're seriously confused, brother...
1. i'm not defending a damn thing. what i'm saying is that ALL games since bf2mc have been watered down for the codbois and it's actually bled over into 514.
2. at this point, based on the info for the next build, i'm gonna hold my judgement til i see if this thing has legs or not. the next build should separate the clans out from the children and garbage gamers and if there is some substance in the warfare THEN we can go back to the lag issue and i'll just be biching for the same thing which they won't do because it goes against the "cater to the casual" dev mentality and that is for the player ping rating. which WAS in bfmc2, but if you're a codboi or under 30, you have no clue because you weren't there for it. combine player ping rating with v2k and there was virtually NO lag in those rooms because the players didn't have to put up with it. see a guy with a red ping rating, kick em, problem solved. but they are hinting at doing a "room" ping rating which is crap, because then the laggy bastards are just gonna jump in the green rooms and turn em red and they players causing it will never know because they are too stupid to check their ping and the players experiencing it will never know because all youll see is that if you check the "room stat page" it was green when the match started but now it's red so you can either suck lag or quit out, find a new green ping room and wait til the next laggy bastard shows up to turn it red. because you can't have v2k because again... codbois. they have soft skin. whole other thread.
so yeah don't think im on ccps jock because i'm pretty sure at this point neither one of us are big fans of the other. but ill give em a chance to prove me wrong. and ill admit it if they do.
Peace B |
Covert Clay
Red Star.
4
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Posted - 2013.03.28 16:25:00 -
[33] - Quote
BASSMEANT wrote:i think you're seriously confused, brother...
1. i'm not defending a damn thing. what i'm saying is that ALL games since bf2mc have been watered down for the codbois and it's actually bled over into 514.
2. at this point, based on the info for the next build, i'm gonna hold my judgement til i see if this thing has legs or not. the next build should separate the clans out from the children and garbage gamers and if there is some substance in the warfare THEN we can go back to the lag issue and i'll just be biching for the same thing which they won't do because it goes against the "cater to the casual" dev mentality and that is for the player ping rating. which WAS in bfmc2, but if you're a codboi or under 30, you have no clue because you weren't there for it. combine player ping rating with v2k and there was virtually NO lag in those rooms because the players didn't have to put up with it. see a guy with a red ping rating, kick em, problem solved. but they are hinting at doing a "room" ping rating which is crap, because then the laggy bastards are just gonna jump in the green rooms and turn em red and they players causing it will never know because they are too stupid to check their ping and the players experiencing it will never know because all youll see is that if you check the "room stat page" it was green when the match started but now it's red so you can either suck lag or quit out, find a new green ping room and wait til the next laggy bastard shows up to turn it red. because you can't have v2k because again... codbois. they have soft skin. whole other thread.
so yeah don't think im on ccps jock because i'm pretty sure at this point neither one of us are big fans of the other. but ill give em a chance to prove me wrong. and ill admit it if they do.
Peace B
This thread is almost certainly going to get locked. Right CCP?
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Garrett Blacknova
Codex Troopers
2173
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Posted - 2013.03.28 17:53:00 -
[34] - 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. |
Covert Clay
Red Star.
4
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Posted - 2013.03.28 23:13:00 -
[35] - Quote
Garrett Blacknova wrote: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.
Why did they decide to handle hit detection server side?
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Garrett Blacknova
Codex Troopers
2186
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Posted - 2013.03.28 23:55:00 -
[36] - 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... |
Covert Clay
Red Star.
4
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Posted - 2013.03.29 03:28:00 -
[37] - Quote
Garrett Blacknova wrote: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...
I still don't understand your 2nd point. Bf3 hit detection is handled client (player) side and I have no issues with HD there. Even COD is the same way and has less problems with hit detection. |
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