Nice game but...


(InfiniteStates) #21

LOL well who’d’ve thought it? Shocker.

You can’t overcook grenades - I tried. It auto-throws to explode about 10m in front of you.

It sounds like the OP will never be pleased, even if all the complaints were fixed.

At the end of the day, there is no such thing as “the perfect game”. It’s completely subjective, anyway. You either enjoy each product on it’s own terms, or move on to another product. Unless something is legitimately broken, there aren’t any grounds for complaint - just suggestions.


(dazman76) #22

I also found that statement a tad confusing :slight_smile: I don’t know of any online (realtime) game that doesn’t get harder if your connection is bad. Only turn-based games could possibly shrug off an increase in latency.


(MorsTua) #23

my connection isnt bad at all i am talkin about 90/100 ping not about bad connection

and on ET with 50 or 150 you could make headshots at same way.
in brink u cant cause higher is the ping, more random they become
maybe cause the antilag in et, works fine and it doesnt in brink?

who can deny this, has no experience in online games.
i play since 1998 and i have never seen a bad netcode like this one

oh yes i did… sorry… in quake wars!

ps: plz fanboys shushhhhhhhhh…


(dazman76) #24

I don’t think you know WHAT you’re talking about, to be honest. A low ping is a good connection, a high ping is a bad connection - that’s how latency works. Your connection to the internet can be the smoothest connection on the planet, but if your ping to a server is high, that is a BAD CONNECTION TO THE SERVER. Everything you do ingame will suffer - that’s how latency works. You cannot have smooth gameplay with high latency, regardless of how much “client prediction” you employ.

90/100 ping is not good - it’s average. I get pretty much the same results in Brink as I would in ET:QW - if you’re landing regular headshots at 150ms, you’re either pretty skilled, or pretty lucky. Client prediction or none.

You ignorant, misinformed ****tard. Before you attempt to insult somebody, go and learn about the subject you’re discussing. Either that, or do us all a favour and shut up.


(MorsTua) #25

[QUOTE=dazman76;331347]I don’t think you know WHAT you’re talking about, to be honest. A low ping is a good connection, a high ping is a bad connection - that’s how latency works. Your connection to the internet can be the smoothest connection on the planet, but if your ping to a server is high, that is a BAD CONNECTION TO THE SERVER. Everything you do ingame will suffer - that’s how latency works. You cannot have smooth gameplay with high latency, regardless of how much “client prediction” you employ.

90/100 ping is not good - it’s average. I get pretty much the same results in Brink as I would in ET:QW - if you’re landing regular headshots at 150ms, you’re either pretty skilled, or pretty lucky. Client prediction or none.

You ignorant, misinformed ****tard. Before you attempt to insult somebody, go and learn about the subject you’re discussing. Either that, or do us all a favour and shut up.[/QUOTE]

bad connection= laggy connection with packet loss

high ping is high ping, low ping is low ping it depends only on how fast is connection or how distant u are from server.

and now stfu plz.


(dazman76) #26

Nope, sorry. You’re still presenting incorrect information, so you don’t get the last word :slight_smile:

Try reading up on it eh? Wikipedia is your friend :slight_smile: Your ping is only related to the “speed” (you mean bandwidth btw, not speed) of your connection if the size of the data you’re sending is greater than the bandwidth you have available. If each packet can successfully be sent without exceeding the bandwidth available to a single packet, there is no implication for latency related to bandwidth. If you can’t fit the data for a single packet within the bandwidth available, then bandwidth is your problem, not latency - and it’ll be impossible to play that game on that connection. You did get one thing right though - the main cause of latency is the distance between you and the server, with the number of “hops” along the route also being important.

Your original point is still faulty though - high ping in any game makes precision more difficult. Every FPS since QuakeWorld (not Q1) has used client prediction code in an attempt to ease the problems caused by latency, but they simply cannot be removed completely. I don’t think you understand how network transmission works at a technical level - because if you did, you would not have made the statement that “headshots are ping dependent in Brink”. You can apply judgement and experience, and luck will always play a part - but precision is ping-dependent regardless of the situation or game, and it cannot be avoided - only eased.

If you find headshots more difficult in Brink that ET:QW, that’s going to be down to things like hitboxes, weapon spread etc. If ping was really a problem factor there, it would also be affecting shots landed in other areas too - so some of your torso shots would also be unexpectedly missing. Shot detection will be the same for the entire body, it’s just that the head hitbox is obviously smaller. You mention only headshots, so either you’re not looking at your evidence properly, or you simply have the wrong end of the proverbial stick - or a bit of both :slight_smile:


(Kurushi) #27

First, learn what a port is

Second, get better internet instead of relying on some luck predicition to get you more headshots or try Source engine where it’s easier on a higher ping.

Grenade physics? You need a new hobby

Harsh? No. You sound like a dick, sorry