It's time to clean up the mess SD (a concerned observation by me)


(doxjq) #21

I really do wish they separated US west/east ranked though. They took away our Australian servers and forced us to play on Asian servers, but since Asian ranked is dead we play USA instead. The problem is some Australians (mostly western) can’t play US east, so playing ranked is a gamble for them.

You’d certainly see more Aussie players playing ranked if we could specifically choose US west.


(B_Montiel) #22

One answer to most of your concerns : community servers

  1. It will drag most of the experienced players in the same places, leaving “official” servers (the one Nexon rent) to newcomers and casuals.
  2. If they allow enough servers renters, as well as allowing server tunings, most of your lag/hit detection/ping issues could be lowered for people who actually care about it. Allowing tickrate tunings, and putting ping limits on a server makes a dramatical difference. I’ve monitored UE3 servers on two other games, and I know from my personal experience that there is a lot to gain, especially with this engine.

Either way, this should not stop them to improve the situation for everyone. DB servers are run cheaply to say the least, and there are not enough server regions to allow anyone to have a ping below 80ms under normal circumstances (for a player monitoring his broadband correctly and not abusing of p2p while playing).


(SnakekillerX) #23

Just wondering where you are getting this data from. I get about 60ms on the servers I play on and I’ve seen plenty of people with a lot better pings than that. I’ve even seen some with like UNDER 10ms, which is nuts and I’m jealous.

Yes, there are plenty of people with much higher pings as well, however this is due to people joining a server at random. It would be like me playing on a EU server when I’m in the US East area, of course my ping is going to be bad.

The servers run very well from my experience playing on them and its usually the higher pinged players that make for strange game play moments. They need have ping restricted servers to help keep people within their own regions. (as well as some extra servers with no restrictions, for those who don’t care about the ping and just want to play with a friend overseas)

If people stuck to their region servers more, maybe they would be worth keeping. I see many people from other regions playing on US East, its really obvious when you see people with like 300 pings, and then their Steam profile shows them on the other side of the globe.


(B_Montiel) #24

Just wondering where you are getting this data from. I get about 60ms on the servers I play on and I’ve seen plenty of people with a lot better pings than that. I’ve even seen some with like UNDER 10ms, which is nuts and I’m jealous.

Yes, there are plenty of people with much higher pings as well, however this is due to people joining a server at random. It would be like me playing on a EU server when I’m in the US East area, of course my ping is going to be bad.

The servers run very well from my experience playing on them and its usually the higher pinged players that make for strange game play moments. They need have ping restricted servers to help keep people within their own regions. (as well as some extra servers with no restrictions, for those who don’t care about the ping and just want to play with a friend overseas)

If people stuck to their region servers more, maybe they would be worth keeping. I see many people from other regions playing on US East, its really obvious when you see people with like 300 pings, and then their Steam profile shows them on the other side of the globe.[/quote]

From the sole ping point of view, you should better ask this to any South American or Asia / Aus guy. Some only have the choice between shitty or shittier ping. Which is not normal, especially when you can’t do anything to host/rent a server by yourself.

Either way, I’m more referring to tickrate and such parameters as well as the way servers are maintained when I say that servers are run cheaply. There aren’t any scheduled restart per region. With the habit of UE3 binaries to turn server nuts in less than 72 hours, that’s quite bad in my opinion. I don’t know for you in the US, but in Europe here this factor is just as important as having a decent ping. From a server to another we can see huge differences, simply because one crashed earlier than the other.

About tickrate, if they’d invest or even just tune their current servers, I can guarantee that if it was possible to see a steady 70 tickrate on their server, hit detection problems and weird situations would be definitely lower.

Edit : something I forgot to mention in my first post : SD seems to have very small power on how servers are run. They can’t really be blamed for that, as Nexon is responsible for the server infrastructure and the anti-cheat. As far as I see it, they suffer from this situation as much as we do.


(DeadAlive) #25

Balance: Agreed

Ping: I play off hours so I’m usually stuck with foreign servers and higher pings. The game isn’t popular enough to have sufficient off hours variety.

Lag: I don’t see much of this

Hit detection: I’m not good enough in general to know if my hits are counting or not, but I do have a major beef with Thunder’s grenade not throwing a full 50% of the time, and usually it happens 3-4 times in a row before it finally tosses.

I don’t know if there’s some trick to it or what, but I’ve died so many times after the first attempt that it’s ridiculous. It’s become a suicide nade for me.


(bushyg) #26

Competitive Nexon servers, I can’t even type it without laughing.


(Szakalot) #27

[quote=“spaceboy;c-218187”]Balance: Agreed

Ping: I play off hours so I’m usually stuck with foreign servers and higher pings. The game isn’t popular enough to have sufficient off hours variety.

Lag: I don’t see much of this

Hit detection: I’m not good enough in general to know if my hits are counting or not, but I do have a major beef with Thunder’s grenade not throwing a full 50% of the time, and usually it happens 3-4 times in a row before it finally tosses.

I don’t know if there’s some trick to it or what, but I’ve died so many times after the first attempt that it’s ridiculous. It’s become a suicide nade for me.[/quote]

the thunder bug is usually ping related. you have to let the server register you threw the nade before switching back to your weapon. if your ping is high enough this might be a considerable disadvantage


(DeadAlive) #28

Ok, well, the quick nade key auto switches back to the previous weapon, so nothing I can do there. I can’t remember if you can manually switch to the grenade like other weps. I’ll check that tonight.


(pumpkinmeerkat) #29

You can. Definitely recommended!


(DeadAlive) #30

You can. Definitely recommended!

[/quote]

Btw, have the devs mentioned this issue as something they will address eventually, or is this ‘just the way it is’? I ask because I’ve played plenty of other games with occasional high ping and never had this ‘registration’ issue, just the typical need to lead targets.


(pumpkinmeerkat) #31

@spaceboy It’s a issue with other throwables as well. Shoe seems to have acknowledged it here.

As far as hit detection goes. Lower ping players have the advantage. You shouldn’t have to lead since the game is hit scan. That being said, high ping and packet loss can cause weirdness which you may need to compensate for. There seem to have been random issues with hit detection, animations, weapon changes, damage indication, and input lag that came with the last Summer Squash and MOFO updates. Sounds and animations are missing, usually when making quick weapon changes or actions. I assume this is ping related as @Szakalot mentioned.

All these weird bugs are frustrating and I’m sure SD is aware. No news on when fixes will be rolling out yet. Raziel mentioned a small patch currently in testing that could roll out soon but no guarantee.