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Oceanic based servers


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#21 Oderint dum Metuant

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Posted 12 February 2012 - 02:58 AM

Problem with this is that you split the total player base into 2/3 (US/Europe/Asia) as each would have to have its own meta universe, 1 i don't see this would be at all possible with 1 Metagame and multiple location based servers how does it decide who plays where on what server?
If the game wants to be a total success it would be better off keeping the player base together (the houses are pretty big and need a large number of played for a decent activity base), and then branching out if the numbers support such.
Avatars can be transfered if such a thing happened (they are in most other games of type so should certainly be possible at some stage).

It also depends alot on the network code for the game as well as the hardware side of the servers etc, 200/300ms pings are perfectly playable with minimal effect on the player (we're talking 10ths of a second).

The worst thing PGI could do is lock people into set regions, give people the choice to play where they wish IF they go with multi-realms.

#22 MaddMaxx

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Posted 12 February 2012 - 11:06 AM

Yaah! I want to be able to kill Oceanic's too. Would suck if they couldn't be shot all up like everyone else. :)

#23 Alexander Becker

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Posted 13 February 2012 - 05:42 AM

View PostDV^McKenna, on 12 February 2012 - 02:58 AM, said:

It also depends alot on the network code for the game as well as the hardware side of the servers etc, 200/300ms pings are perfectly playable with minimal effect on the player (we're talking 10ths of a second).


Well, no matter what game I play whenever I connected to the USA I got at least 350 ping and in games like world of tanks it takes your tank half a second to respond with such a ping so I don't see MWO being any different.
I hate having people an advantage over me simply because they have 30-50 ping and I have 400...

#24 Dlardrageth

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Posted 13 February 2012 - 06:05 AM

View PostAlexander Becker, on 13 February 2012 - 05:42 AM, said:


Well, no matter what game I play whenever I connected to the USA I got at least 350 ping and in games like world of tanks it takes your tank half a second to respond with such a ping so I don't see MWO being any different.
I hate having people an advantage over me simply because they have 30-50 ping and I have 400...


Well, that would be an issue for the majority of the world population though, with servers based in one location. Forexample, if you have the servers, say, based in some random state in the US... normally noone outside North America would get as good a chance at low ping numbers. I know, it is particularily bad for the people downunder in comparison, but still. Looking at WoT's NA server, some people close to it can get pings around 50, over here in europe you can get pings aroung 150-200, and your 400 isn't even the worst for oceanic area.

Like stated before, the actual network code has some influence on how the game responds to this. Another option could be to have the server tasked first to synch the ping rates to provide a level playing field for all. Though expect much hate and whining from those with "good" connections to become nerfed this way. They'd rather keep their "1337 internets" advantage, wanna bet? :)

It could still remain an option if the servers get continentally dislocated but an option for "inter-server" matches would be available. As long as it would be optional, it should shut up the majority of complaints because noone forced you to opt for it. Having the options of playing either on "your cluster" only, or go "worldwide" alternatively, would surely be a nice extra, but will naturally totally depend on which way PGI want to go with their server architecture plans.

#25 Oderint dum Metuant

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Posted 13 February 2012 - 08:18 AM

No to mention a simple change to your own machine and how it sends out packets, windows by default trys to be efficient and sends packets as groups, not the best for gaming.
A quick change to send them as soon as they are ready reduces ping.

#26 Havoc2

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Posted 13 February 2012 - 08:25 AM

View PostDraco Argentum, on 09 November 2011 - 11:33 PM, said:

This +1000000

Shooters are unplayable with 200ms lag and I'd be very lucky to get even that to a US server.


WHAT?!?!?

I used to PRAY for a 200ms ping to another player when I was playing MercsPPP on MW2:Mercs (back in '97)!

#27 MaddMaxx

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Posted 13 February 2012 - 11:15 AM

View PostDV^McKenna, on 13 February 2012 - 08:18 AM, said:

No to mention a simple change to your own machine and how it sends out packets, windows by default trys to be efficient and sends packets as groups, not the best for gaming.
A quick change to send them as soon as they are ready reduces ping.


You wouldn't have a Link to a .doc showing this change by chance? I did look. :)

Edited by MaddMaxx, 13 February 2012 - 11:15 AM.


#28 Qman

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Posted 13 February 2012 - 12:08 PM

View PostMaddMaxx, on 13 February 2012 - 11:15 AM, said:


You wouldn't have a Link to a .doc showing this change by chance? I did look. :)


Yes indeed. could you please tell us more? i usally use a tunnel service for my mmo play.

Edit: again my keyboard fails me....

Edited by Qman, 14 February 2012 - 12:28 PM.


#29 OzBrad

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Posted 14 February 2012 - 12:37 AM

Another one here aswell B) cant imagine how anooying it is to get kicked by yanks!

#30 nubnub

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Posted 14 February 2012 - 01:16 AM

+1, although high ping usually meant I went into command positions and had more fun anyway!

#31 Oderint dum Metuant

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Posted 14 February 2012 - 09:40 AM

View PostMaddMaxx, on 13 February 2012 - 11:15 AM, said:


You wouldn't have a Link to a .doc showing this change by chance? I did look. B)


The change was initially developed as a World of Warcrack addon, but changed over time as it works for any online game using TCP.
To save everyone searching this is how it works.

Quote

Online games generally use the TCP protocol which requires that network segments sent to your computer be acknowledged in order to provide a reliable connection.

Windows bundles these acknowledgements together and sends them in pairs. While this is an efficient way of dealing with them generally, the inevitable delays caused by the bundling process increase latency considerably.

This is because when Windows queues up an acknowledgement in order to bundle it with the following one, the game server has to wait for the acknowledgement timer to expire before sending new data.

Leatrix Latency Fix removes the acknowledgement bundling process so that an acknowledgement is sent immediately for every segment that's received. This produces a significant reduction in latency as there is no longer a delay before new data is sent to your computer.

In a normal networking environment, you would prioritise network efficiency over latency and use the Windows defaults, but in online games the opposite is true and you want the lowest latency you can possibly get.

Typical Scenario

If you could listen to a conversation between your computer and the game server, this is what you would hear.

Before Leatrix Latency Fix is installed:
  • Server: "Ok computer, I just sent a data packet over to you, got it?"
  • Your computer: ...
  • Server: "Come on, answer me! I don't have all day! Stop wasting time!"
  • Your computer: ...
  • Server: "Ok, forget it, I've waited long enough, sending another one over! Got it?"
  • Your computer: "Yep, got that one, also got the one you sent before, thanks."
  • Server: "Well, why didn't you acknowledge the first one when I sent it? I was waiting ages!"
  • Your computer: "Sorry, I'm just trying to make the network more efficient by bundling the acknowledgements together in pairs. This is how I'm setup by default."
After Leatrix Latency Fix is installed:
  • Server: "Ok computer, I just sent a data packet over, got it?"
  • Your computer: "Yep, send the next!"
  • Server: "That was fast! Ok, here's another, got that?"
  • Your computer: "Yep, send the next!"
  • Server: "Wow! What an improvement! Now that's more like it!"
  • Your computer: "Yep, it's certainly keeping me on my toes, thanks!"
It has since been downloaded over 2.5million times as it caught on, some people noticed no difference but most noticed a decent reduction 300ms down to 100's some more some less but any reduction is a reduction

For those using Proxy services its worth a try to see which works better for you.

You can read the comment section to see where people have posted their reduction in latency, for the security paranoid amongst us, the file has been checked by the hosting website (which hosts 1000's of downloads) you can also run it through any checker you like it will come back clean.
It's all written in VB and the source code is included for the clever to pull it apart if they wish ;p

The download is hosted here > http://www.wowinterf...cyFix.html#info

Edited by DV^McKenna, 14 February 2012 - 09:42 AM.


#32 MaddMaxx

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Posted 14 February 2012 - 10:12 AM

View PostDV^McKenna, on 14 February 2012 - 09:40 AM, said:


The change was initially developed as a World of Warcrack addon, but changed over time as it works for any online game using TCP.
To save everyone searching this is how it works.
[font=verdana, geneva, lucida,]
[/list]It has since been downloaded over 2.5million times as it caught on, some people noticed no difference but most noticed a decent reduction 300ms down to 100's some more some less but any reduction is a reduction

For those using Proxy services its worth a try to see which works better for you.

You can read the comment section to see where people have posted their reduction in latency, for the security paranoid amongst us, the file has been checked by the hosting website (which hosts 1000's of downloads) you can also run it through any checker you like it will come back clean.
It's all written in VB and the source code is included for the clever to pull it apart if they wish ;p

The download is hosted here > http://www.wowinterf...cyFix.html#info


Thank You kind sir. Will give it a whirl.

#33 Naduk

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Posted 14 February 2012 - 04:55 PM

local servers , local players , global meta
works for me

#34 Dirk Le Daring

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Posted 18 February 2012 - 04:41 PM

I'm an Aussie, and would like to see an Australian based server. Realistically though, I am doubtful if there will be enough Australian based players to justify the expense.

#35 DarkReaver

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Posted 18 February 2012 - 04:44 PM

Approved for Oceania servers ...Stamped need BETA!

#36 FinnMcKool

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Posted 18 February 2012 - 08:11 PM

the more the better

hope to here a lot accents, and even languages.



Drink only the best Fizzy water.

#37 Nik Van Rhijn

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Posted 19 February 2012 - 05:15 AM

I'm all for regional servers with one metagame. Like others who played in the 80's and 90's I learned to cope with lag. It doesn't mean to say I liked it and it did mean I played far ,less multi-player MW than I would have liked simply because it was too much hard work at times. When Beta comes out I will see what, if any, problems there are. People may want to check this thread http://mwomercs.com/...o-range-finder/ which has a good idea. It's how I always used to use sight gradations.
@DV - thanks for the link will try it.

#38 Oderint dum Metuant

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Posted 20 February 2012 - 04:40 AM

Np let me know how it goes.

I'll be interested to see if it works well for MWO, MW4 was a bit hit and miss.

#39 Bluemaxx

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Posted 20 February 2012 - 05:28 AM

i'd love a locally based server, BF games have been killed for me with random "teleportation" during a game......

oceania based servers please (if possible, you are making an awesome looking game after all)

#40 Black Mamba

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Posted 20 February 2012 - 07:03 PM

I'm an Aussie too, I get around 190 - 220 ms in games like League of Legends and SWTOR, both servers are however on the West Coast of U.S. On the East back in SWTOR beta, it jumped to 300 average. Only problem with servers being located on West Coast is that players from EU will have now have higher latency.





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