Latency of 200+
#21
Posted 31 October 2012 - 03:24 PM
#22
Posted 31 October 2012 - 03:24 PM
Lin Shai, on 31 October 2012 - 01:15 PM, said:
The game servers are in the US (Atlanta). You can use netstat to see where your client is connected, then look up the IP address
Don't take my word for this (I don't profess to know anything about networking whatsoever) but I heard several people say that the IP address that you trace is misleading since almost all online games route it so that you can't DDoS them or anything.
#23
Posted 31 October 2012 - 03:36 PM
Krivvan, on 31 October 2012 - 03:24 PM, said:
I ... won't take your word for it
I kinda do software engineering for a living. Specifically distributed systems / computing. That's the IP address your game client is connecting to and I can guarantee you that "almost all online games" don't connect to it.
Now ... it's quite possible (and actually more than likely) that it's a load balancer due to the nature of this game (they have a number of servers that are used for running the actual matches each with their own IP), but that doesn't change the data center that it's living in.
#24
Posted 31 October 2012 - 07:15 PM
Zanathan, on 31 October 2012 - 03:10 PM, said:
As for oceanic servers, I'm all for it but being in the IT industry myself, I will say this. Our datacentres are overpriced when compared with the rest of the world (aren't most things a little costly in Aust anyway?) and we are also running short of storage space in DCs. I don't know if it will be a worthwhile investment for PGI to start hosting servers here, especially dedicated ones.
Whilst I agree things can be overpriced here we don't necessarily need servers in Australia. Either New Zealand, Singapore, or perhaps Japan would offer competitive prices and offer similar benefits. A quarter of a second is pretty ridiculous for a competitive shooter game. I don't want to regret buying the founders pack if they are simply ruling out all options.
I'm sure there are probably enough Oceanic folk interested in a regional server as we'd be willing to provide additional funds towards. It would be nice to consider a trial of something anyway.
#25
Posted 31 October 2012 - 07:21 PM
Its not the ping that screwing up the game its the crap netcode.
#26
Posted 31 October 2012 - 07:26 PM
250 ms on an average day.... And 283 ms is the poorest so far. It is quite noticeable with ACs where there is lead and bullet drop.
I have to use all manner of ACs like shotguns.
Edited by EDMW CSN, 31 October 2012 - 07:27 PM.
#27
Posted 31 October 2012 - 07:28 PM
If a mech is moving straight at you or away from you, the latency doesn't have much of an impact, but if it's something fast traversing across you, finding an aim off point can be spitting-half-chewed-food-in-fury at your monitor frustrating.
#28
Posted 31 October 2012 - 07:38 PM
#29
Posted 31 October 2012 - 07:45 PM
StunningJew, on 31 October 2012 - 01:07 PM, said:
maybe because the main devs ceo etc are from canada and they like the laws of canada? contrary to popular belife in the states, the world does not revolve around the US.
also sounds like a possible routing issue to australia more than anything, depends who the network backbone is guess, and not talking your ISPs, talking more their ISP.
#30
Posted 31 October 2012 - 08:28 PM
#31
Posted 31 October 2012 - 08:45 PM
Ardem, on 31 October 2012 - 08:28 PM, said:
Definately the best FPS game in regards to playability with a ping over 200 ping. I personally have a ping of 205 to 220 since the latest patches where i was getting 240 ping 6 months ago.
One thing that helped me is after a little research I contacted my ISP and had them put me on a "priority connection" and had them remove the line filter which is there for line stability with bad connections. Forgive me i don't remember the exact names for things as it was a while ago but they should get the idea. ISP's at least here in NZ when you join add you to a standard connection and its up to you to tell them to put you into the priority connection. Only gamers really use this as general users wont notice a problem as its not related with speed of downloads, but more the connection itself. After that was done i dropped from 30 ping to 20 ping to a local server and 60 to 50 ping on an Australian BF3 server.
Then i had them remove the line stability option from my account which was standard with all accounts and i dropped from 20 ping to 9 ping local and 50 to 30 ping to Australian servers. My friend in Brisbane gets 40-50 ping with a cable connection and the server is in his city lol.
I don't know if this is the case for other ISP's in other countries, but it doesnt hurt to check and considering Australian has better internet than NZ its kinda wierd i get the ping rating i do. Check it out, call your ISP and see if they have these sort of things on your connection. They will probably only do one at a time to make sure you line is fine. After a few days and a couple calls i've been happy ever since.
If someone can't explain this better than I have and you want to know more then PM me and ill find the info off and send off the links.
#33
Posted 31 October 2012 - 09:28 PM
No lag shield on my cicada.
#34
Posted 31 October 2012 - 09:33 PM
I don't care about Asian servers because Telstra routes through the US by default, so I'd still be getting 250 if the servers were in Singapore, but moving the servers back to the west coast of the USA would knock a good 50 off my ping and get the game back down into playable territory.
Edited by CheeseThief, 31 October 2012 - 09:33 PM.
#35
Posted 31 October 2012 - 09:48 PM
It's not too bad against slow moving targets but vs lights, learning to lead your shots and streaks are your friend..
#36
Posted 31 October 2012 - 09:55 PM
Ardem, on 31 October 2012 - 08:28 PM, said:
Mine hovers at 260ms most games. Although I agree it is playable due to the nature of it being big slow moving mechs, it could be far better. My hope is that as others mentioned, as they improve the netcode this helps as well - but the underlying latency issue is always going to be a problem.
As mentioned above it is very likely a routing issue for starters. It would be nice to see them look into this or acknowledge they are / have. Generally speaking, once they configure it correctly, they can roughly half the latency.
Other options are looking at third party solutions or configuring our own network tunnels to work efficiently. Similar to some of the ones available for WoW etc. I won't post a direct link (not sure of the rules) but if you google "reduce the lag wow" you can find some of these solutions and read a bit about how they work. As far as I can tell they are legit and I've used some for WoW in the past to improve latency.
I know it seems rather petty when I think back to trying to play the original games on dial up. But it is 2012, and we really should push the devs to do their best.
#37
Posted 31 October 2012 - 10:05 PM
I tend not to use ballistics at all because of this.
#38
Posted 31 October 2012 - 10:41 PM
#39
Posted 31 October 2012 - 11:04 PM
#40
Posted 31 October 2012 - 11:48 PM
CheeseThief, on 31 October 2012 - 09:33 PM, said:
I don't care about Asian servers because Telstra routes through the US by default, so I'd still be getting 250 if the servers were in Singapore, but moving the servers back to the west coast of the USA would knock a good 50 off my ping and get the game back down into playable territory.
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