Keep in mind one of the problems currently in the game is that since the server authentication code isn't fully written yet, hitting targets is a combination of both your own ping and your specific target's ping (dumb I know, the fix to ensure that only your connection was taken into account was supposed to go in last week but they ended up having some problems with it before they could roll it out, it was removed from the patch notes). Thus, your ping might be fine (50 or so), but if your target's ping is 250 or so you'll have to deal with lag firing for a target between 200 and 300 ping. Considering this changes with every individual mech you shoot in the game, there is currently no way of consistantly telling whether the problem is with your connection or with your target's unless yours is really truly bad (and therefore get really wierd results when you try to correlate the data with your own connection).
Codejack, on 15 January 2013 - 12:51 PM, said:
If they do that, then it is SERIOUSLY hosed; what happens if, like myself, the person is on cable internet and the ping will vary significantly over the course of any 5 minute period? It will permanently be off.
If your ping (quality of connection) varies that wildly over the course of a few seconds then you'll never get a truly reliable server authenticated experience no matter how good the game server's netcode is to begin with (but you should be able to get rather close). Client side authentication for time stamps comes with the problems you mentioned, which is why we're trying to avoid it. Various algorithms are capable of sorting out exactly when a ping rises and falls and use it to piece together the exact order of times of events, but it's a matter of developing a good enough one capable of doing this to an acceptable level.
Codejack, on 15 January 2013 - 12:51 PM, said:
But the client can alter the timestamp, and if it's that easy to figure out how it is calculating it, then reversing that is easy, too.
Using the proposed topology I offered, it may prove difficult to do this that confers an advantage to the person manipulating their ping. Purposefully increasing their ping will cause the information to look like it happened a few seconds ago, but it will have reached the server a few seconds later anyway. Thus, it is up to the netcoder to produce a strong enough algorithm to properly handle situations where a person's ping suddenly rises and falls.
Codejack, on 15 January 2013 - 12:51 PM, said:
No. No. No, no, no, no, no. N-O. No. N. O. Super-slow motion: Nnnnnnnnnnnnnnnooooooooooooooooooooooooooooo.
I just stopped you here because you obviously haven't had the problem. I can have 50 ping and the worst lag ever, or 100 ping and it plays OK.
Ping has nothing to do with it.
Had you kept reading, I mentioned three other things that can cause these problems that are directly related to netcode (too large packet size, packet drop and missing information in packets). Time lag (not FPS) can also come from the network (netcode related), your client (though rare, so I'll ignore this for now), and server overstress (happens most often during peak playing times), so sometimes the lag you see might not be coming from the netcode at all, but the game server not processing the game information fast enough. Although it might not be true in your case, for other players ping is the majority factor for game lag, which is why people talk about it so much.
Edited by Nathiel Surefire, 15 January 2013 - 01:27 PM.