

Pretty Mechs - Still Unplayable Due To Lag.
#1
Posted 29 November 2012 - 02:21 AM
Nuff said.
Get more servers outside of Canada or I wont be playing / paying for anything!
Love.
The rest of the world.
#2
Posted 29 November 2012 - 02:27 AM
Streak SRM's are the only weapons that can hit anything. And the server locations are only half the blame. If you check out Mechwarrior Living Legends (a fan mod made on Cryengine 2), you'll see that it doesn't have such lag issues, even if the pings are in the 100-200ms range.
The netcode in MWO is just inexcusably horrible.
#3
Posted 29 November 2012 - 02:29 AM
This game could still be good.... bugs in all.... But at the moment I cant hit ANYTHING unless I use Streak due to lag. Gets very boring very fast.
Ive seen mods with little to no financial backing have better servers than this (Beta) Game.
Edited by NZStevie, 29 November 2012 - 02:30 AM.
#4
Posted 29 November 2012 - 02:37 AM
NZStevie, on 29 November 2012 - 02:21 AM, said:
Nuff said.
Get more servers outside of Canada or I wont be playing / paying for anything!
Love.
The rest of the world.
Not not try to speak for the rest of world. South america here, and I do not have problems until the rare days my ping goes above 330 ms. But the net code is VERY VERY sensitive to package losts that were resent and arrive out of predicted time. That means if you are usign wireless you WILL SUFFER!! Stop it and things get very smooth with anything under 300ms ping.
#5
Posted 29 November 2012 - 02:50 AM
Urza Mechwalker, on 29 November 2012 - 02:37 AM, said:
Not not try to speak for the rest of world. South america here, and I do not have problems until the rare days my ping goes above 330 ms. But the net code is VERY VERY sensitive to package losts that were resent and arrive out of predicted time. That means if you are usign wireless you WILL SUFFER!! Stop it and things get very smooth with anything under 300ms ping.
Hardwired in man. I dont use wireless. There is nothing I can do till they get more servers.
Although... I am 1/2 way around the world and I do get better than 330 on a good day.
#6
Posted 29 November 2012 - 03:01 AM
Dr Icchan, on 29 November 2012 - 02:27 AM, said:
Streak SRM's are the only weapons that can hit anything. And the server locations are only half the blame. If you check out Mechwarrior Living Legends (a fan mod made on Cryengine 2), you'll see that it doesn't have such lag issues, even if the pings are in the 100-200ms range.
The netcode in MWO is just inexcusably horrible.
near lag-independent competitive netcode has been around since counterstrike ..... already there the bullets had speed, you could fire up/down/diagonally wherever you want, you could jump and all other connected clients saw the same smooth gameplay even with 300ms.
#7
Posted 29 November 2012 - 03:33 AM
#8
Posted 29 November 2012 - 03:36 AM
Edited by Neozero, 29 November 2012 - 03:36 AM.
#9
Posted 29 November 2012 - 03:49 AM
NZStevie, on 29 November 2012 - 02:50 AM, said:
Although... I am 1/2 way around the world and I do get better than 330 on a good day.
that is my point I do play on 300 Ms and have no issues with lag. The feeling is smooth constant and very easy to compensate (since its stable you do not miss shots because of it). Problem lies when the delay changes abruptly, like for example on a burst of package lost, then the deadreckoning mechanism seems to fail. The easiest way to reproduce it is using wireless with a bad signal but there might be other ways. This is type of issue syou woudl not sovle even putting 1 server per country. The code seems too vulnerable to variance of the ping, much more than the ping scale itself.
If you play with 80ms but sporadic bursts to 200ms you will have far far more problems in this game than if you play with constant 300ms ping. How ti fix its up to them, but the fact that i and several do not have problems with constant ping over 300m just shwos that more servers is not the solution (at least not by itself)
Neozero, on 29 November 2012 - 03:36 AM, said:
DX 9 or Dx11 is completely unrelated to networking.
#10
Posted 29 November 2012 - 04:21 AM
#11
Posted 29 November 2012 - 04:32 AM
Dr Icchan, on 29 November 2012 - 02:27 AM, said:
Streak SRM's are the only weapons that can hit anything. And the server locations are only half the blame. If you check out Mechwarrior Living Legends (a fan mod made on Cryengine 2), you'll see that it doesn't have such lag issues, even if the pings are in the 100-200ms range.
The netcode in MWO is just inexcusably horrible.
Well I play from Germany with a ping of about 150 (and a really mediochre connection) usually and have only problems hitting fast scout mechs because they are warping.
Yesterday I had pings of about 200-300, serious warping (myself and enemies - wouldn't consider this playable on a normal day) and still managed to get some damage done and even kill one or two mechs. I am used to bad connections and lag, but MWO is pretty ok in this regard, if you don't count in light mechs.
#12
Posted 29 November 2012 - 04:40 AM
Hittign normal movign mech is only a problem when your connection spikes violently, not related to direct latency. On ther hand high latency is a problem when jenners are involved ....
Maybe PGI will need to reduce maneuverability of those units to make it easier for the movment extrapolation keep track of their predicted movement. As of now, within a 300ms window a jenner can be running 130 kmph and turn 90 degrees, making impossible any latency compensation mechanic to solve it.
Edited by Urza Mechwalker, 29 November 2012 - 04:43 AM.
#13
Posted 30 November 2012 - 02:11 AM
Urza Mechwalker, on 29 November 2012 - 04:40 AM, said:
Hittign normal movign mech is only a problem when your connection spikes violently, not related to direct latency. On ther hand high latency is a problem when jenners are involved ....
Maybe PGI will need to reduce maneuverability of those units to make it easier for the movment extrapolation keep track of their predicted movement. As of now, within a 300ms window a jenner can be running 130 kmph and turn 90 degrees, making impossible any latency compensation mechanic to solve it.
Oh its easy enough to hit the bigger mechs. I play Raven (just because not many people do) have have almost reached Masters! Its when mechs are jumping or you have a crosshair on a mech - fire and your laser flys far to the left / right of the mech then "jumps" onto target at the last second where I get frustrated. Spech on the few days where I play my cent with the AC20 and have it on target but have the round go to the left / right. Dont get many shots with that and its coming down to luck rather than skill to hit lagging targets when I seem to be lagging myself.
Or... on very bad days. I will randomly take damage even though I am not being shot at from my point of view because I / the server is lagging.
Usually my ping sits around the 230ish mark. On a bad day it will go to 300 - 400ish. That is not acceptable for a game / beta if they expect to keep players.
I mean... Who really wants to play on a laggy game? Im only sticking with it because it is MechWarrior. ANY other game and I would have moved on by now.
Urza Mechwalker, on 29 November 2012 - 04:40 AM, said:
Hittign normal movign mech is only a problem when your connection spikes violently, not related to direct latency. On ther hand high latency is a problem when jenners are involved ....
Maybe PGI will need to reduce maneuverability of those units to make it easier for the movment extrapolation keep track of their predicted movement. As of now, within a 300ms window a jenner can be running 130 kmph and turn 90 degrees, making impossible any latency compensation mechanic to solve it.
And totally agreed about the other lagging Light mechs. I find them hard to hit sometimes and Im in a light mech. I would hate to think of how hard it is for Atlas to hit them.
Edited by NZStevie, 30 November 2012 - 02:12 AM.
#14
Posted 30 November 2012 - 02:19 AM
#15
Posted 30 November 2012 - 02:32 AM
NZStevie, on 30 November 2012 - 02:11 AM, said:
Or... on very bad days. I will randomly take damage even though I am not being shot at from my point of view because I / the server is lagging.
What you describe is NOT cause by lag. ITs caused by weapon convergence system in the game. Your weaposn to9 not aim direclty ahead hey coverge slowly into the angle that they will hit the crosshair at the distance measured under its reticle, when somethign changes distance abruptly under the crosshair the convergence tries to change but do it slowly.
You have this problem in this game even on a 10 ms connection to the server. This is NOT NETWORK RELATED> its a STUPID mechanic that they are stubor to try to use.
#16
Posted 30 November 2012 - 03:04 AM
Only latency I get is mostly due to fast mechs, especially jenners.
#17
Posted 30 November 2012 - 03:06 AM
Line : 5 MBps Fibre Optic - 270 ~ 330ms
Location : SEA, Malaysia
#18
Posted 19 March 2013 - 01:08 AM
Also on a similar but different note PGI needs to add an ingame mouse adjuster. the hoops you have to jump through just to adjust your mouse speed is unprofessional. The game is ok and its fun to build mechs, but the combat is broken to a degree that will doom this game to failure very soon if not fixed.
I love mechwarrior stuff and the upgrades are cool, but bottomline is that this game is just not fun to play.
#19
Posted 19 March 2013 - 01:10 AM
#20
Posted 19 March 2013 - 01:15 AM
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