Jump to content

obnoxious bandwidth restrictions? Is the little guy gonna be looked out for?


38 replies to this topic

#21 Dataman

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 338 posts
  • Facebook: Link
  • LocationJakarta, ID

Posted 13 June 2012 - 09:19 AM

the average ping I got when I'm playing LoL are abour 200-250.

#22 Bourbon

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 65 posts

Posted 13 June 2012 - 09:28 AM

I vote in favor of a ping cap

#23 Gorith

    Member

  • PipPipPipPipPipPip
  • 476 posts

Posted 13 June 2012 - 10:23 AM

Sadly OP it may very well keep you from playing. they may not ping cap it BUT that brings an entirely new set of problems for you. I imagine if it causes you to perform poorly in combat that you will find a lot of people rejecting you from organized group enviorments (teams, guilds, merc corps, and so forth) As it will greatly diminish their ability. The sad fact in your case is it's like playing with 7½ players instead of 8.

Edited by Gorith, 13 June 2012 - 10:24 AM.


#24 HRR Nighthawk

    Member

  • PipPip
  • 38 posts

Posted 13 June 2012 - 10:24 AM

We're playing an internet shooter. Lag shooting is a thing (and infact was a skill in previous MW games). Why are we complaining again?

#25 pursang

    Member

  • PipPipPipPipPipPipPipPip
  • 1,877 posts
  • LocationSurrey BC, Canada

Posted 13 June 2012 - 10:26 AM

View PostHRR Nighthawk, on 13 June 2012 - 10:24 AM, said:

We're playing an internet shooter. Lag shooting is a thing (and infact was a skill in previous MW games). Why are we complaining again?


Probably because this is 2012, not 2002?

#26 Deathz Jester

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,107 posts
  • LocationOH, USA

Posted 13 June 2012 - 10:46 AM

View PostHRR Nighthawk, on 13 June 2012 - 10:24 AM, said:

We're playing an internet shooter. Lag shooting is a thing (and infact was a skill in previous MW games). Why are we complaining again?



Because you shouldn't be online gaming with a crappy connection.

Edited by Iron Harlequin, 13 June 2012 - 10:46 AM.


#27 DaZur

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 7,511 posts
  • LocationWisconsin

Posted 13 June 2012 - 11:09 AM

View PostHRR Nighthawk, on 13 June 2012 - 10:24 AM, said:

We're playing an internet shooter. Lag shooting is a thing (and infact was a skill in previous MW games). Why are we complaining again?


Not complaining... stating the obvious.

Yes, you're absolutely right.... Lag shooting is as much a part of online gaming as is warping and rubber-banding. That said, there has to be a cap in place if for no other reason than to guarantee a certain level of service / play-ability for all involved. One high-ping player can effectively ruin a match... Like I stated earlier... It's illogical to hold-back technological advancement to placate the deficits of a few minority gamers.

I'm not being mean and I mean no malice but this is the way things will pan out. Nature of beast called online gaming.

Edited by DaZur, 13 June 2012 - 11:09 AM.


#28 Vohveli

    Rookie

  • 8 posts

Posted 13 June 2012 - 11:22 AM

View PostDaZur, on 13 June 2012 - 08:37 AM, said:

If devs coded to the lowest common denominator... our games would still be 2d sprites played on 486's. ^_^

486 could handle like hundred textured polys on the screen! 286 or Commodore would be much more reasonable for lowest common denominator. :wacko:

#29 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 13 June 2012 - 11:22 AM

Bad ping and fast Mechs are a nightmare on the receiving end. It's hard to hit the buggers under perfect conditions, but if the server can't tell where they are, how is my client to know and have me shooting accurately? That's the main problem I see coming. MW4 had auto-aimed lasers and guided missiles to help things along and the Mechs weren't terribly fast. This might be worth considering when the netcode is hammered out and optimized. It may cut into game balancing as well, forcing fast Mechs to go slower and lose a decisive advantage that has to be compensated accordingly. Just going off of past experiences here ...

#30 Sabor

    Rookie

  • 1 posts

Posted 13 June 2012 - 11:25 AM

There's a misconception that used to be true in the time where Broadband was still new, but isn't really true today, that a high ping makes everyone lag. It doesn't. A person with a high ping will receive information from the server later than anyone else. Just because someone has a high ping doesn't mean they aren't downloading and uploading packets to and from the server just as fast if not faster than other players, they only receive and send information slightly later because of the distance

If there's going to be a latency cap, it should be averaged over the course of 3 or 4 minutes of gameplay. My ISP drowns itself every few minutes for a good 5 to 10 seconds and I'd hate to get kicked because my ping jumped to 800 for a couple seconds. A lot of times people will just say Well get better internet! Because everyone everywhere has access to every ISP and money isn't a factor at all because it all just grows on trees in our yards anyway. Unfortunately my alternative is finding a 56k modem and using that, OR, $200/mo internet that doesn't take 30 minutes to load an image. Those are my two options where I live.

Edited by Sabor, 13 June 2012 - 11:28 AM.


#31 Mowhekan

    Rookie

  • FP Veteran - Beta 2
  • 7 posts

Posted 13 June 2012 - 11:37 AM

Another Point i think worth adressing is a problem i experienced when beta testing a MMORPG called rift a while back.

Whilst in the 7th beta (i think) trion games suffered a large problem with ISP's (mainly in the UK i think) with port throttling at peaks times. this meant that playing the game in "normal" playing hours for most people, made the game unplayable.

Seeing as this forum is adressing a potential problem for people i was wandering if this is a problem piranha are aware of, or have adressed in the current beta?

#32 Ancalagon

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 502 posts
  • LocationThe Abyss at the edge of Terra

Posted 13 June 2012 - 11:38 AM

As long as you don't actually lose any packets, I don't think it would adversely affect gameplay that much; you'll just have a small time delay when you do stuff. When you start teleporting around the map though, that's when you know that your connection is adversely affecting gameplay for other people.

Hopefully it'll work on a mobile phone data connection, I do want to be able to play on a slowish connection.

#33 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 13 June 2012 - 11:41 AM

View PostSabor, on 13 June 2012 - 11:25 AM, said:

There's a misconception that used to be true in the time where Broadband was still new, but isn't really true today, that a high ping makes everyone lag. It doesn't. A person with a high ping will receive information from the server later than anyone else. Just because someone has a high ping doesn't mean they aren't downloading and uploading packets to and from the server just as fast if not faster than other players, they only receive and send information slightly later because of the distance


what it usually does mean is the player who is lagging will appear to be warping every which where, which can make them much more difficult to hit especially if they're moving fast.

#34 GHQCommander

    Member

  • PipPipPipPipPipPipPip
  • 766 posts

Posted 13 June 2012 - 01:12 PM

View PostCapperDeluxe, on 13 June 2012 - 11:41 AM, said:


what it usually does mean is the player who is lagging will appear to be warping every which where, which can make them much more difficult to hit especially if they're moving fast.


Exactly. In a shooter, its an issue.

#35 Roland

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 8,260 posts

Posted 13 June 2012 - 01:15 PM

There's no way this game will have netcode as bad as MW4's... that game's netcode was outdated the second the game hit the shelves.

But at the same time, if your internet connection involves you writing down your packets and sending them in paper envelopes to the server, you can't play modern online games. It's not cause anyone hates you.. it's nothing personal.

#36 LordBeer

    Member

  • PipPip
  • Elite Founder
  • Elite Founder
  • 23 posts

Posted 13 June 2012 - 01:33 PM

I have to vote for having a cap on the ping. I do not want to see a little scout warping all over the place and I dont believe I'm the only one.

To the OP - I do not know anyone who's ever had a satisfying online gaming experience using a satellite connection. You have to figure the packet has already traveled a few thousand miles before it even gets onto an internet backbone (22,000 miles it it's geostationary satellite). The packet can't travel faster then light so you're always going to have a terrible ping no matter how you code the game. I guess you could have hitboxes the size the of mountains, but I wouldnt want to play that.

I'd suggest looking into high speed internet provided by a cell phone company. If you can get 3g or 4g cell phone service then you can probably do it that way. I wish you luck and I am quite familar with your pain sir.

#37 Southern Taxi

    Member

  • PipPipPip
  • 54 posts
  • LocationBehind your Mech.

Posted 13 June 2012 - 01:38 PM

View Postpursang, on 13 June 2012 - 10:26 AM, said:


Probably because this is 2012, not 2002?

View PostIron Harlequin, on 13 June 2012 - 10:46 AM, said:



Because you shouldn't be online gaming with a crappy connection.


No. Lag = Distance to the server =/= crappy connection.

View PostCapperDeluxe, on 13 June 2012 - 11:41 AM, said:


what it usually does mean is the player who is lagging will appear to be warping every which where, which can make them much more difficult to hit especially if they're moving fast.


No. That's handled by the server, you will see him normally, but he will have a worse reaction time.
You are mixing up true, server based online games with player hosted online games.

#38 Blastcaps

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 192 posts

Posted 13 June 2012 - 01:41 PM

View PostCapperDeluxe, on 12 June 2012 - 09:33 AM, said:

Should they also make sure anyone with a 486 processor can play the game? I hate to have to put it like that, but if you don't meet the requirements you simply can't play the game. One of those requirements is having a broadband connection with reasonable latency.



IIRC there's several companys offer services guarentying improved speedsd/latency.

and satalite broadband is known and prone to latency specialy the pure all sat BB instead of the sat download, dsl/cable upload, oblious when your sat dish was originaly installed it was aligned up etc, but weather can slowly knock it of alignment some, so one thing to have checked is it's still aligned as much as possible, also check and read through http://www.dslreports.com/forums/all for ways to improve/tweek your connection/latency etc (who knows even WOT might start running right for you ) ;)

#39 Deathz Jester

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,107 posts
  • LocationOH, USA

Posted 13 June 2012 - 03:04 PM

View PostSouthern Taxi, on 13 June 2012 - 01:38 PM, said:


No. Lag = Distance to the server =/= crappy connection.



Crappy connections can cause lag, also if you live in NA and you pick a server outside of NA (or for that matter if you pick a server outside of the country you live in), then you're inflicting poor performance upon yourself/others with your lag.

All it takes is one person from excessively far away to come in and bomb a server/match.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users