

Australian servers
#41
Posted 09 January 2013 - 06:54 PM
#42
Posted 09 January 2013 - 07:08 PM
Personally though, I'd happily wait MUCH longer to find games with decent ping. Then be dropped into games quickly with unplayable lag.
#43
Posted 09 January 2013 - 09:12 PM
Of course you would have a bunch of crying Yanks but...make an omlette, crack eggs and all that.
#44
Posted 09 January 2013 - 09:29 PM
Yogsothoz, on 09 January 2013 - 09:12 PM, said:
Of course you would have a bunch of crying Yanks but...make an omlette, crack eggs and all that.
don't think that will happen... crying yanks make the majority of this game atm, it could be cutting the nose to spite the face with that move.
#45
Posted 09 January 2013 - 09:45 PM
Yogsothoz, on 09 January 2013 - 09:12 PM, said:
Of course you would have a bunch of crying Yanks but...make an omlette, crack eggs and all that.
Yeah you couldn't do that, we can usually hold our own despite the huge pings an even playing field just wouldn't be fair.
#46
Posted 09 January 2013 - 10:47 PM
#47
Posted 09 January 2013 - 10:48 PM
#48
Posted 09 January 2013 - 10:51 PM
#49
Posted 09 January 2013 - 10:54 PM
The Cheese, on 09 January 2013 - 10:48 PM, said:
Yeah I suggested that they match players via their ping. I for one am sick of missing to hot my target I want to play mech warrior not ghostbusters

#50
Posted 09 January 2013 - 11:14 PM
upload speed you say? upload effects download especially if its info from yourside. hopefully someone more tech savy can explain this in detail.
#53
Posted 10 January 2013 - 12:52 AM
Then submit a proposal with all the data showing the cost / benefit etc. Of course being Aussies, we're all too damn lazy to do that so no local servers for us

#54
Posted 10 January 2013 - 01:51 AM
Imperius, on 09 January 2013 - 10:54 PM, said:

I'm sure many people have told you what kind if idea that is and why it would not do anything about the ghost-shooting.
King Arthur IV, on 09 January 2013 - 11:14 PM, said:
Our net providers gouge us because they know we will pay it. We get screwed on internet in Australia.
Also, the laws of physics dictate what kind of latency we can get. Not any government or service provider. A single bit of data will travel at the same speed from point A to point B regardless of what your internet package says.Your brother can take his tinfoil hat off now.
Think of it like an hourglass. I don't know what the middle bit is called, so I'm calling it a neck. The grains of sand are our data packets. The diameter of the neck defines how many graind of sand can fall through at once, but it doesn't control how fast each grain of sand falls. Gravity decides that. Say we have two hourglasses. Both are identical except that one has a wide neck (high bandwidth service) and one has a thin neck (low bandwidth service). Both the larger and smaller necks allow the sand to fall through at the same speed, but the larger one allows more sand to fall through in a given duration.
In this way, the hourglass with the wide neck runs out of sand much faster than the hourglass with the thin neck, even each grain of sand fell at the same speed in both hourglasses.
Edited by The Cheese, 10 January 2013 - 02:10 AM.
#55
Posted 10 January 2013 - 03:03 AM
The Cheese, on 10 January 2013 - 01:51 AM, said:
I'm sure many people have told you what kind if idea that is and why it would not do anything about the ghost-shooting.
Our net providers gouge us because they know we will pay it. We get screwed on internet in Australia.
Also, the laws of physics dictate what kind of latency we can get. Not any government or service provider. A single bit of data will travel at the same speed from point A to point B regardless of what your internet package says.Your brother can take his tinfoil hat off now.
Think of it like an hourglass. I don't know what the middle bit is called, so I'm calling it a neck. The grains of sand are our data packets. The diameter of the neck defines how many graind of sand can fall through at once, but it doesn't control how fast each grain of sand falls. Gravity decides that. Say we have two hourglasses. Both are identical except that one has a wide neck (high bandwidth service) and one has a thin neck (low bandwidth service). Both the larger and smaller necks allow the sand to fall through at the same speed, but the larger one allows more sand to fall through in a given duration.
In this way, the hourglass with the wide neck runs out of sand much faster than the hourglass with the thin neck, even each grain of sand fell at the same speed in both hourglasses.
i understand distance will always be an issue that is not my argument. the "neck" is small compared to the rest of the worlds "necks" we would have less of a issue with fat necks. the technology is there but we are restricted that is not a conspiracy by any means. crap net + distance = poor gaming, good net + distance =.......... better then poor.
i have been scouring the net for articles to back myself up but can not find anything in 2012, this topic of bad internet is like a broken record and has not been revised much since 2010. (but i know you dont need me to tell you about the crap net)
the other thing iv been scouring for is the upload speed to gaming performance. i can not find anything from reputable sites but there is alot of forum talk about it if your willing to indulge in the concept.
#56
Posted 10 January 2013 - 03:06 AM
Quote
Hello themoob,
For the moment all servers are based out of Canada so your distance from the servers and the popularity of MechWarrior Online in Australia, Asia and Russia will affect your gameplay. We will have additional servers setup internationally to improve this performance for all users. Sorry for the inconvenience in the meantime.
#57
Posted 10 January 2013 - 03:21 AM
#58
Posted 10 January 2013 - 03:40 AM
#59
Posted 10 January 2013 - 04:50 AM
King Arthur IV, on 10 January 2013 - 03:03 AM, said:
i have been scouring the net for articles to back myself up but can not find anything in 2012, this topic of bad internet is like a broken record and has not been revised much since 2010. (but i know you dont need me to tell you about the crap net)
the other thing iv been scouring for is the upload speed to gaming performance. i can not find anything from reputable sites but there is alot of forum talk about it if your willing to indulge in the concept.
I'm not sure you understood what I was trying to say. The emphasis should have been on the speed of the grains falling. With the small neck and the fat neck, the grains both fell to the lower globe at the same speed. The fat neck just allowed more grains to fall simultaneously. The grains in both hourglasses fell at exactly the same speed.
This isn't a matter of the rest of the world's internet being able to transfer data packets faster than ours can, it's just that the services are closer to the clients. That's why they get lower ping. If someone at 'PGI Server central' were to ping your home PC, they would see very close to the same latency as what you see when you play the game.
The up/downstream speeds we get on residential service plans are well capable of transferring the amount of data needed to run a game like this without lag, provided the distance isn't too great. It's all about the distance between client and server. That's all there is to it. Being in Australia, you could have a direct fibre connection from your home PC to the MWO servers, with no repeaters (yeah, yeah, I know, it's not possible), and still have noticeable lag. Light can only travel so fast.
Upload speed is indeed important for gaming performance, but again, just about anything above dial up (or cable, at peak times) is sufficient for modern games. They just don't transmit that much data at a time. If you want proof, just grab a network bandwidth monitoring tool and run it while you play MWO. Unless you're on the dreaded dial up and/or are running some net-hogging software like a torrent client, I can guarantee you that MWO won't use up all of your up or downstream bandwidth.
Edited by The Cheese, 10 January 2013 - 04:51 AM.
#60
Posted 10 January 2013 - 05:10 AM
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