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T3chnomanc3r
Ultramarine Corp
7
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Posted - 2013.07.21 05:45:00 -
[1] - Quote
In the early multiplayer days of Quake I & II we had Low Ping Bastards (cable) & High Ping Whiners (dial-up), this made sense. Flash forward and the roles have reversed thanks to lag comp, aggravated by devs/server operators not culling excessively high ping players of servers. When is CCP going to admit it's not possible to consistently connect people from all over the planet into a match and get more than few high ping players with the issues they cause? On a darker bent I heard some clueless balk at artificially induced lag as cheat in a client-server game but fact is packet loss from clients happens and it's a documented lag comp cheat by makers of game engines (Unreal, Valve).
In the long run CPP IS going to HAVE TO abandon the idea that lag compensation can fix things. Players with ping higher than usable amount ms are consistently (not to mention artificial lag inducing trickery) playing in the past and their commands are trumping near/real time player's commands. Lag comp is meant to be a minor correction when normal "best effort" Internet traffic results in delayed or dropped packets OCCASIONALLY not to make some 250ms+ high ping player able to play. 1000+ ms latency is why satellite connections are useless for FPS games, why give the equivalent experience to all of us by using lag comp tricks? Exclude players with current excessively high pings or repeated 250ms+ connectivity lapses! Please don't bring up time dilation as a solution, this is real time interaction and it has to happen < 200ms period.
In the mean time why not give us per player ping stats (numbers in ms) in game like PC games have so we can judge for ourselves if we want to be in a game with laggers! This is not a solution but at least we'd know to stop blaming other aspects of Dust 514 code when we see problem players have 200+ ms pings.
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Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
60
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Posted - 2013.07.21 07:19:00 -
[2] - Quote
There are a few players that abuse this to a spectacular effect, hopefully it remains only a few. |
T3chnomanc3r
Ultramarine Corp
8
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Posted - 2013.07.22 17:39:00 -
[3] - Quote
There's nothing poetic about some cheater exploiting it "spectacular" and frankly I'll bet you know more than a few of these losers. So the "hopefully" is that CCP get's their heads out of their asses to cull higher pings & obvious patterns of artificial lag maybe even does what good devs do adding macro detection instead of wasting time nerfing symptoms & promising to fix "issues" they themselves created..
Bettie Boop 2100190003 wrote:There are a few players that abuse this to a spectacular effect, hopefully it remains only a few.
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Doshneil Antaro
SVER True Blood
97
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Posted - 2013.07.22 19:32:00 -
[4] - Quote
This manufactured lag has been an issue since lag compensation has been introduced into fps, and is why developers should do away with it. It is cheating, and is no longer necessary as higher quality Internet is readily available and reasonable costs. This is why I have currently stopped purchasing new fps games. I pay for higher quality internet, which should let me benefit, but instead hinders my game play experience. Have you ever put a full clip into an enemy and he still does not die yet you watch as all your health goes down and you die? That is thanks to lag compensation, on his screen, you are not hitting him so his receives a bonus for having a suit connection, and has a smooth running game, yet good/great internet users get penalized an bizarre deaths. This is why also rendering is a bad idea and also exploitable. A player with crappie Internet can simply flank, shoot, than move away, and probably because he is effectively playing in the past instead of real time, may never render. If I can see the ground clearly a player is standing on, my eyes should be good enough to see him as well. |
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