@K1X455 said:
@Deathi said:
Yes, servers are @$!#-up, gotten even worse lately, guess we are able to guess why (meltdown, virtual-machines, network-io-calls… probably).
Still, as an example, we also had tons of warping/packetlossing eastern-europeans with ping <60 ms on the frankfurt-servers (probably inet and the paygap are the last remnants of the iron curtain) before, so you may guess what a phantom, or worse, a kiratana, is doing then…
But as highpinging gamers are most phrone to packetloss, as single-cables tend to priotize anything but game-traffic, most probably even netflix has a higher priority than game-traffic, if they haven’t got proxies chaching your stuff in-between.
So getting rid of highpingers would be a first logical step. Especially as they are kinda bad for the “perfect” UE3’s netengine.
BTW: I really don’t see the logic on wanting to play a faced-paced-shooter, while having a quarter of a second of ping, but here we are every day, every week, every month.
I’ll see if I can post the latest Ranked match I play at EU West so I can make my point about latency and netcode in DB. It’s really not how high your ping is (to a certain extent), but actually, how stable you receive data from the server. If you have unstable latency, then your movement becomes choppy and you “teleport” from point to point. That’s one of the reasons why I made this poll.
Just recently, I’ve seen a 368ms ping player from EU East duke it out in AUS 7v7 Stopwatch server and he was doing alright (actually, he’s pretty good), until he started having increasing latencies (368ms up to 988ms) which caused him to lose connection.
Pretty brave of him to go up against sub 60ms ping players.
Yes, stability is the most important factor here. But on the other hand, in pure terms of action consistency, high ping will always provide its lots of issues. Strangely with UE3, position seems to be prioritized over any other action, such as weapon switches and firing.
And that’s an issue I’ve always encountered with that engine, having played many hours on tribes ascend and chivalry medieval warfare 3-4 years ago. Having monitored and optimised a chivalry server for more than 2 years, I witnessed many occasion that very same issue : high ping, moving pretty nicely, without teleporting, is generally a proper mess when we talk proper action distribution, especially when in combat, where you send the biggest amount of inputs to the server. Which was a far worse threat in chivalry than here in dirty bomb. You couldn’t afford to have an archer parrying a sword hit with his bow.
UE3, with bad refresh rate is quite good coping with high ping, at the cost of action consistency. It seems to average positioning quite well and do not generate many hiccups if set so.
UE3, with high refresh rate, is quite bad coping with high ping, but is very accurate on the action side of things.
UE3 servers hate high pingers, somehow adapt to them, and worsen the situation to everyone else. Situation I still encounter here in DB. A server half filled with 150 ms ping players will definitely turn crap even for 20 ms players. As a side-note, he’ll eventually crash at some point. Usual symptoms : refresh rate going down, teleports and rollbacks start to happen for everyone, then crash.
At some point, in chivalry, we managed to get a super accurate experience tweaking server refresh rates and few other things, to the extent that playing on our server was literally impossible above 120ms ping. Thus the ping limit kick. Getting that from the closest server location should be mandatory no matter what.
Here is some reason why I’m still waiting for proper improvements.
And don’t minimize the importance of such thing : Many of my hardcore gaming friends who tried DB had one or two complains about server conditions. And keep in mind, those issues can be BLATANT when players came from games where servers are actually tuned up and not just simply turned on.