Eu Server = Pointless
#1
Posted 23 July 2015 - 07:24 PM
First some background: I play from Australia. Pings between 220-250 are a norm and the game is absolutely playable. I don't believe that our EU cousins had pings worse than that...
So what's the point of splitting an already small player base into two even smaller groups!?
And before I hear some crap about lag being an issue for competitiveness (e-sport BS) consider this:
Lag works both ways. While it (theoretically )makes opponents harder to see/hit, it also protects the lagged player. Phenomenon known as "lag shield". Because my location is communicated to opponent slower he/she also not aware of my true position.
Anything under 400 ms is really not an issue.
Word to developers: Drop this sever thing and work on something that really matters.
Cheers!
#2
Posted 23 July 2015 - 07:28 PM
Odinvolk, on 23 July 2015 - 07:24 PM, said:
First some background: I play from Australia. Pings between 220-250 are a norm and the game is absolutely playable. I don't believe that our EU cousins had pings worse than that...
So what's the point of splitting an already small player base into two even smaller groups!?
And before I hear some crap about lag being an issue for competitiveness (e-sport BS) consider this:
Lag works both ways. While it (theoretically )makes opponents harder to see/hit, it also protects the lagged player. Phenomenon known as "lag shield". Because my location is communicated to opponent slower he/she also not aware of my true position.
Anything under 400 ms is really not an issue.
Word to developers: Drop this sever thing and work on something that really matters.
Cheers!
HSR compensates. Lag shield doesn't work like that anymore; he doesn't need to be aware of your exact position, as the server takes your pings into account when calculating hits (that is, if he had what looked like a good shot to him, it still hits).
I just play on both servers, so at least for me I'm available to both queues.
#3
Posted 23 July 2015 - 07:30 PM
...
About a full third of the player base is in Europe, a little more than half in the US. Oceania makes up a smaller percentage of the player base. It's a business, you cater to the largest group of customers first. They're getting an Asian-Pacific server by year's end (in Singapore, iirc), so quit whining that someone that wasn't you got something nice.
#4
Posted 23 July 2015 - 07:32 PM
Odinvolk, on 23 July 2015 - 07:24 PM, said:
First some background: I play from Australia. Pings between 220-250 are a norm and the game is absolutely playable. I don't believe that our EU cousins had pings worse than that...
So what's the point of splitting an already small player base into two even smaller groups!?
And before I hear some crap about lag being an issue for competitiveness (e-sport BS) consider this:
Lag works both ways. While it (theoretically )makes opponents harder to see/hit, it also protects the lagged player. Phenomenon known as "lag shield". Because my location is communicated to opponent slower he/she also not aware of my true position.
Anything under 400 ms is really not an issue.
Word to developers: Drop this sever thing and work on something that really matters.
Cheers!
ERMAIGAWD SERVERS DOESN'T HELP ME THEREFORE IT'S POINTLESS EVEN THOUGH 1/3 OF THE POPULATION IS IN EU.
What the hell.
Edited by NephyrisX, 23 July 2015 - 07:37 PM.
#6
Posted 23 July 2015 - 07:41 PM
its introduction worsened my ping on the american server by 50 and the eu server has the very same 320 ping as american despite lol servers in europe have 170 ping for me
Edited by bad arcade kitty, 23 July 2015 - 07:41 PM.
#7
Posted 23 July 2015 - 07:47 PM
#8
Posted 23 July 2015 - 07:50 PM
Wintersdark, on 23 July 2015 - 07:28 PM, said:
I just play on both servers, so at least for me I'm available to both queues.
I am afraid this predictive hits business is more of a problem than help:
1. It cannot predict changes in direction, changes in torso twist, changes in mech speed. I control these from my end and due to game mechanics these change with extreme frequency. Predictions based on ping only work for mechs that move at steady speed and in a straight line!
2. If the hits are counted based on guesswork or visuals of the player with better ping, then player with worse ping is put further at disadvantage. The game counts hits that really were not there because player with worse ping did change speed/direction/torso position. And the game ignored it.
Regarding my point two: I regularly observe situation where I see opponent miss by a few mech lengths, because I reversed or dropped speed. But then my mech takes damage anyway. That's just silly.
3. I'll concede that better ping might help with rubber-banding during collision of mechs. But is it worth splitting community to address that?
Escef, on 23 July 2015 - 07:30 PM, said:
...
About a full third of the player base is in Europe, a little more than half in the US. Oceania makes up a smaller percentage of the player base. It's a business, you cater to the largest group of customers first. They're getting an Asian-Pacific server by year's end (in Singapore, iirc), so quit whining that someone that wasn't you got something nice.
I don't want any Oceania or Singapore server. Happy with NA server. Maybe move it out of Canadia and into USA, but that's it.
#9
Posted 23 July 2015 - 07:53 PM
My ping was ~70ms, and remains so, to the NA servers.
It's around 160ms to the Euro servers - perfectly playable.
#10
Posted 23 July 2015 - 07:54 PM
Odinvolk, on 23 July 2015 - 07:50 PM, said:
I am afraid this predictive hits business is more of a problem than help:
1. It cannot predict changes in direction, changes in torso twist, changes in mech speed. I control these from my end and due to game mechanics these change with extreme frequency. Predictions based on ping only work for mechs that move at steady speed and in a straight line!
2. If the hits are counted based on guesswork or visuals of the player with better ping, then player with worse ping is put further at disadvantage. The game counts hits that really were not there because player with worse ping did change speed/direction/torso position. And the game ignored it.
Regarding my point two: I regularly observe situation where I see opponent miss by a few mech lengths, because I reversed or dropped speed. But then my mech takes damage anyway. That's just silly.
3. I'll concede that better ping might help with rubber-banding during collision of mechs. But is it worth splitting community to address that?
I don't want any Oceania or Singapore server. Happy with NA server. Maybe move it out of Canadia and into USA, but that's it.
HSR works by 'rewinding' shots to see as exactly as possible what the game client doing the shooting saw. If you reverse into cover and are shot after the fact, it's because the player doing the shooting actually shot you on their screen.
And I too play in Australia. I just unchecked the EU box because I have poor ping to it. I still get games as quickly as ever on NA, and my hit detection has never, ever been better.
#11
Posted 23 July 2015 - 07:57 PM
#12
Posted 23 July 2015 - 07:57 PM
This was something that the game needed and will really need when it launches on Steam.
#13
Posted 23 July 2015 - 07:59 PM
A European server is very good for marketing purposes. There are considerable difference in the tastes of American and European gamers, and the latter seems to prefer slower paced, more complex, more strategic games; WoT and EVE Online would not have succeeded on a US audience only. MWO needs to reach those markets, and the EU market is much more accepting of F2P games than the NA market where there still appears to be considerable hostility to the concept. All the successful F2P games have large global markets.
Edited by Anjian, 23 July 2015 - 08:04 PM.
#14
Posted 23 July 2015 - 08:06 PM
#15
Posted 23 July 2015 - 08:14 PM
GBxGhostRyder, on 23 July 2015 - 08:06 PM, said:
Cool. Now I am pretty sure you have actual evidence to support this claim?
#16
Posted 23 July 2015 - 08:15 PM
Odinvolk, on 23 July 2015 - 07:50 PM, said:
I am afraid this predictive hits business is more of a problem than help:
1. It cannot predict changes in direction, changes in torso twist, changes in mech speed. I control these from my end and due to game mechanics these change with extreme frequency. Predictions based on ping only work for mechs that move at steady speed and in a straight line!
2. If the hits are counted based on guesswork or visuals of the player with better ping, then player with worse ping is put further at disadvantage. The game counts hits that really were not there because player with worse ping did change speed/direction/torso position. And the game ignored it.
It doesn't predict anything. It remembers what you did, what your opponent did, and rewinds time by ping amounts so the server knows what the guy shooting at you saw on his screen. A hit on his screen, then, means he made a valid shot and as such it will hit you.
Say you're running to cover, and he's going to fire at you. You've got a 200ms ping, he's 100ms. That's a 300ms trip from you to him. Thus, you're actually in cover for 300ms before he sees you go into cover. That doesn't matter. The server calculates where you were from his perspective to determine if he hits you or not. This is seamless in practice, and allows the server to absorb ping amounts up to 400ms per player.
However, it can only handle relatively consistent ping. If you have a lot of jitter (200ms right now, 30ms a second later) then it can't compensate properly. But overall ping? Not a problem.
GBxGhostRyder, on 23 July 2015 - 08:06 PM, said:
[censored by self]
Provide proof, or stfu & gtfo.
Edited by Wintersdark, 23 July 2015 - 08:17 PM.
#17
Posted 23 July 2015 - 08:19 PM
I am not one of them but I also have no issue playing at 120 ping when I jump over to EU.
#18
Posted 23 July 2015 - 08:23 PM
Alistair Winter, on 23 July 2015 - 07:35 PM, said:
Thats not very nice
GBxGhostRyder, on 23 July 2015 - 08:06 PM, said:
#20
Posted 23 July 2015 - 10:14 PM
I think they plan oceanic servers, too, so playing in Australia should improve then, too.
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