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Living With Lag (Video Experiment) - Playing Mwo In Oceanica

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#1 ebea51

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Posted 28 April 2014 - 11:10 PM

Saw this:

http://livingwithlag.com

Its like how MWO plays for us Australians/Oceanic realm players who have 250-300+ ms...
... except its not funny.

Its 'Normal' lag mode was 'one third of a second'... which is 333ms.
So its pretty close to what we have to deal with.

Edited by ebea51, 28 April 2014 - 11:13 PM.


#2 Kilo 40

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Posted 28 April 2014 - 11:20 PM

View Postebea51, on 28 April 2014 - 11:10 PM, said:

Saw this:

http://livingwithlag.com

Its like how MWO plays for us Australians/Oceanic realm players who have 250-300+ ms...
... except its not funny.


not funny at all

....until the dude tried to crack an egg!

#3 El Bandito

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Posted 28 April 2014 - 11:31 PM

240-260ms here. ;)

Thankfully LRMs do a fine job of bridging the ping difference.

Edited by El Bandito, 29 April 2014 - 02:48 AM.


#4 MonkeyCheese

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Posted 28 April 2014 - 11:37 PM

Just looked at all my screenshots via the steam overlay that I have taken from july 2013 to april 2014 (current) and my ping is usually stable anywhere from 250-320ms from Brisbane Au and honestly I just learnt to play with it from the beginning. Usually 280ish.

I am certain that from memory most of my weapon accuracy stats before the stat wipe were in the 80% + range for all my serious weapons without guidance (LLs MLs SLs SRMs ACs and SRMs) and the only thing I really ever had problems with is the PPCs and the charging mechanic gauss but I only use one ppc on a single build nowdays.

The noticeable lag for me was always over say 340ish aka not normal stable internet for me, and with the playspeed/ttk of this game and whatever communication systems that have been put in place the lag is perfectly fine and manageable and honestly unless my ping is in the abnormal range I rarely even think about deliberately leading.

Edited by MonkeyCheese, 28 April 2014 - 11:39 PM.


#5 GalaxyBluestar

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Posted 28 April 2014 - 11:44 PM

it's not as bad as the vid but it's simillar on occasion. tackling fast mechs or being one is like that, shooting at air for a kill and being shouted at for being a bad shot if you are hitting the target, 101 building crashes when piloting a light.

yeah one of the reasons heavies and assaults are popular.

#6 Igchy

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Posted 28 April 2014 - 11:54 PM

My ping is around 300 -340 since server side hit animation came out.I think i can adjust to the hit animation delay when i fire like weapon ppc or ballistic (its show the hit animation half a second later on the target) but with laser type weapon i dont know where exactly i hit the target , i hope they do some thing about it , maybe make damage glow server side too?

Anyway i had been hearing a lot that High ping player got the advantage when piloting fast light mech , from my experience people shot me up just fine and i dont think i suck at piloting light. At the same the i have trouble hitting fast light mech with laser because i dont know how much i have to lead the target.

Just want people to know things from my perspective.


Edited by Igchy, 28 April 2014 - 11:58 PM.


#7 Impyrium

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Posted 29 April 2014 - 01:34 AM

Same, run about 280-340 ping here. Highly unstable broadband, haven't be able to upgrade to ADSL yet due to Australian ISPs being what they are.

I've adapted though, you learn to compensate for the problem. I can score fairly high damage with my favorite 'Mechs though, primarily Atlas DDC, Hunchie 4G and Griffin 3M. Lock on weapons certainly help though. ;)

#8 Appogee

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Posted 29 April 2014 - 01:49 AM

Mine is persistently 230.

Since the recent change to how damage animations are displayed (ie now server side authoritative) I've been shocked to observe just how many of my ballistics shots have been missing the target completely, even though I've been leading the target by what I thought was a compensatory quarter of a second.

Net of it is: the lag is certainly an impediment to success. It's particularly brutal when Lights are circling in close proximity, and the best you can do is use a laser to sweep their legs and impart maybe a quarter of their damage each time.

The problem is made worse by there being no way to experiment and identify the correct amount to lead. (Targets in the testing ground are both static, and all testing is client side, not server side.)

Edited by Appogee, 29 April 2014 - 01:50 AM.


#9 Jun Watarase

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Posted 29 April 2014 - 01:53 AM

View Postebea51, on 28 April 2014 - 11:10 PM, said:

Saw this:

http://livingwithlag.com

Its like how MWO plays for us Australians/Oceanic realm players who have 250-300+ ms...
... except its not funny.

Its 'Normal' lag mode was 'one third of a second'... which is 333ms.
So its pretty close to what we have to deal with.


Its too bad its 2014 and PGI cant figure out how to add proper working lag compensation into the game.

No, HSR doesnt work, if it did light mechs would simply explode when 8+ enemy mechs light light up with lasers, instead of having orange armor left.

I just face palm everytime a mech with a open torso is walking around and multiple alpha sstrikes are not killing him. Or when my ACs/Missle decide to fire an extra second too slow and they completely miss.

I mean, you cant even headshot a AFK mech because the game says "oh your lasers hit the cockpit, the CT, RT and LT...." and you are like, wtf, how is that even possible on a stationery target...

Edited by Jun Watarase, 29 April 2014 - 01:57 AM.


#10 Eglar

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Posted 29 April 2014 - 02:25 AM

View PostJun Watarase, on 29 April 2014 - 01:53 AM, said:

Its too bad its 2014 and PGI cant figure out how to add proper working lag compensation into the game.

No, HSR doesnt work, if it did light mechs would simply explode when 8+ enemy mechs light light up with lasers, instead of having orange armor left.

How does bugged Hit detection because of the current HSR-State and the general inability to kill a light mech relate to High Ping vs Low Ping? On the contrary, HSR is working as intended in a sense that it at least partially equalizes high and low ping players.

That being said a high ping player still has many game-pplay disadvantages e.g.. zoomlag and targetlag.

View PostAppogee, on 29 April 2014 - 01:49 AM, said:

Mine is persistently 230.
Since the recent change to how damage animations are displayed (ie now server side authoritative) I've been shocked to observe just how many of my ballistics shots have been missing the target completely, even though I've been leading the target by what I thought was a compensatory quarter of a second.

Net of it is: the lag is certainly an impediment to success. It's particularly brutal when Lights are circling in close proximity, and the best you can do is use a laser to sweep their legs and impart maybe a quarter of their damage each time.

The problem is made worse by there being no way to experiment and identify the correct amount to lead. (Targets in the testing ground are both static, and all testing is client side, not server side.)


AFAIK the damage has always been server-side authoritative. Having experienced both 160 ish and 200-300 ping I can't say that I need to aim differently to yield significantly different results. Though in my opinion the game goes haywire on 300+ ping.

After the recent (April Hitreg) Patch, I've noticed that my average damage per match went up while my crosshair did not register (glow red) after many hits. I've discussed that issue with a few friends and they've experienced the same thing. Of course I can't bring some definite evidence but I believe that this is a bug and the hits still register.

#11 Appogee

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Posted 29 April 2014 - 03:21 AM

View PostEglar, on 29 April 2014 - 02:25 AM, said:

AFAIK the damage has always been server-side authoritative. Having experienced both 160 ish and 200-300 ping I can't say that I need to aim differently to yield significantly different results. Though in my opinion the game goes haywire on 300+ ping.

After the recent (April Hitreg) Patch, I've noticed that my average damage per match went up while my crosshair did not register (glow red) after many hits. I've discussed that issue with a few friends and they've experienced the same thing. Of course I can't bring some definite evidence but I believe that this is a bug and the hits still register.

Check the patch notes.

The damage visual effects (eg explosion) used to be calculated client side, even though the damage was calculated server side.

Now, if you see your target experience a damage effect, you know you hit that target.

Before last patch, even if you saw the damage effect, the server could calculate that you missed.

Now I can see projectiles hitting a target, and no explosion. Which lets me know that "laggy server says I missed".

Edited by Appogee, 29 April 2014 - 03:24 AM.


#12 Jun Watarase

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Posted 29 April 2014 - 04:59 AM

If HSR worked there would be no difference between high and low ping for hit detection.

In most other games, the game checks to see if your crosshair was over the target when you fired oon your screen, if it was, they gave you the hit.

Thats exactly how EA MPBT 3025 worked and it was perfect because high ping players had literally no disadvantage vs low ping players. It worked perfect, for every single shot, 100% of the time. Not a SINGLE complaint was ever made that "i fired and hit but it did no damage??? wtf lag!!!!".

Contrast this to the buggy mess HSR is and how long PGI has been trying (and failing) to get it to work.

#13 Mechteric

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Posted 29 April 2014 - 06:05 AM

View PostAppogee, on 29 April 2014 - 01:49 AM, said:

Net of it is: the lag is certainly an impediment to success. It's particularly brutal when Lights are circling in close proximity, and the best you can do is use a laser to sweep their legs and impart maybe a quarter of their damage each time.


Actually the same is true for my average 50ms ping!

#14 Iqfish

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Posted 29 April 2014 - 06:09 AM

EU player here, my Ping is at 120 and I though I was in a bad situation. I can only hope they add a few australian servers...

#15 Jun Watarase

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Posted 29 April 2014 - 06:31 AM

View PostIqfish, on 29 April 2014 - 06:09 AM, said:

EU player here, my Ping is at 120 and I though I was in a bad situation. I can only hope they add a few australian servers...


Nobody ever adds australian servers. We are like invisible to game companies.

#16 Iqfish

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Posted 29 April 2014 - 06:34 AM

View PostJun Watarase, on 29 April 2014 - 06:31 AM, said:



Nobody ever adds australian servers. We are like invisible to game companies.


Which is a damn shame.

#17 Troutmonkey

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Posted 29 April 2014 - 06:58 AM

View PostJun Watarase, on 29 April 2014 - 04:59 AM, said:


In most other games, the game checks to see if your crosshair was over the target when you fired oon your screen, if it was, they gave you the hit.



Client side hit detection is ripe for Hackers.
We also have travel time on a lot of weapons too, so this kind of hit detection isn't ideal, even if it was secure

#18 ARCTICF0X

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Posted 29 April 2014 - 07:07 AM

What I really don't get, is that they fixed it with the very first roll out of HSR last year (Feb-Apr maybe, not sure).

1st HSR patch (energy) - EVERYTHING HIT PERFECTLY!!!! ZOMG - WAY TO GO PGI!!!
2nd HSR patch (ballistics) - EVERYTHING STILL HITS TARGET!!! LOVE THIS GAME!!!
3rd HSR patch - and all others that have ever followed (missiles) - Back to leading all targets to do damage...

I find lasers the worst weapon to use in game, as you never know how much damage you have managed to maintain on the enemy - other than the reticle went red at some stage. So that blood red CT you were aiming at? Turns out you made an arm go yellow instead...

For me (having to deal with that crap), I find myself using PPCS + ACs more than anything else. Not to join the meta parade, but for the relief of knowing that if/when I do hit an enemy mech... I know that all the damage has been transferred without the need to lead a target with sustained fire.

I may not do X damage to the CT, but at least it might all go to a ST instead etc.

I love this game... but man... there are days...

#19 MonkeyCheese

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Posted 29 April 2014 - 01:32 PM

View PostJun Watarase, on 29 April 2014 - 06:31 AM, said:


Nobody ever adds australian servers. We are like invisible to game companies.

Planetside 2 did....... and its currently pooping itself because of some character profile check communication problems between Sydney and the US before players launch into the local server.

But saying that I play every other game including ps2 with US/Canadian friends on their countries servers and have just learnt to adapt as I haven't experienced low ping in such games before.

And by far MWO is (outside of the old lagshield raven/spiders thing) the most stable accurate overseas game I play.

#20 Jin Ma

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Posted 29 April 2014 - 01:45 PM

has it gotten worse in the latest patch?





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