Stricter ping caps


(avidCow) #1

I think these need to be a thing. Getting really tired of players with ping that is 300+ mucking things up. Last night it was a proxy player who reached 400+ and they were very hard to hit and you never knew exactly when they started shooting at you because often all the damage would come in a very short burst or it would continue to sap your health well AFTER you ducked behind a wall and out of sight. Prediction hides small differences in ping but makes such large differences insufferable!

There are other issues as well, eg if they kill one of your team mates their prone model may warp or rubber-band on the ground, making reviving as a medic frustrating.

I suggest a cap of 260ms. Still quite high but allows some wiggle room.

thoughts?


(Ghosthree3) #2

Very frustrating to play against, but more frustrating for them. If you’re taking damage behind cover they did hit you fair and square before they died - if they died at all. I do agree not knowing where they’re looking at any given moment is pretty bad though.


(D'@athi) #3

To be honest, with openbeta and so many new servers everywhere, tons of players around, I don’t think theres a need to allow people over 150 ping to play on a server. I don’t know the average pings around the world, but in europe I would even cap the pings to a maximum 100.

And yes, I am indeed able to remeber times, playing through a 33.6 modem with pings of 170 on servers in germany geographically just 30 miles± from here.
But back there, we had no interpolation, so we had to pre-aim. And people with better connection had an advantage, but whatever.

But as long as companies vote to give every player/customer a “smooth” experience, even with high packetloss or high pings, nothing will change there.
In western-europe for example we got tons of eastern-europe players with an average ping around 60-70, which isn’t bad at all. But them having packetloss like hell, and the usual situation, where there is no way you missed, but the hit just didn’t get registered, simply is frustrating.
So thanks to these nice netengines nowadays, you get penaltized for having a fairly good connection and playing against them.


(Amerika) #4

As an NA person who ends up on EU servers somewhat often I find it funny how often I get yelled at for having a 130-140 ping (but no packet loss) despite nobody having any issues other than that number. Ping topics in this game are all weird and there is a LOT of misinformation out there.


(KINE) #5

People don’t understand netcode well enough to make requests like these. Fact that no one other than the network engineer who wrote the code knows how server resolves hit miss means he and his team alone are the only ones able to determine whether large latency difference is fair or unfair in the game.

But let’s theorycraft.

Lets exaggerate numbers to make it easier to see and understand.

Your ping = 20 ms
His ping = 10 seconds

Player location is received from server. The middleman.

When he shoots at you, he is shooting at a location 10 seconds ago in time. That is the time it takes for his computer to receive your location from the server.

When you shoot at him, you are shooting at a location 20 miliseconds ago.

Because server is the supreme judge when deciding a hit or miss, only your ping time to the server matters. He may well be in a totally different place on his computer screen when you made that shot. But the only thing that is being considered is his location as the server sees it and the trace from your shots.

So how does ping matter ?

If you are shooting at coordinates that is 10 seconds old, by the time it reaches the server that location will be considered a miss.

If you are shooting based on 20ms old data, you are more likely to hit.

So no, shooting at a 400ms proxy is not harder to hit. It will be harder for him to hit you but not the other way around.

The only way that is true is if the server will have to requery his exact location each time you scored a hit but that is unlikely. Chances are, clients update server on their coordinates and everyone’s hit or miss are based on those.

Also - I do not understand how a high ping player can cause your team mate’s corpse to warp ? Can he infect his bad connection to others ?

There are other issues as well, eg if they kill one of your team mates their prone model may warp or rubber-band on the ground, making reviving as a medic frustrating.


(D'@athi) #6

https://udn.epicgames.com/Three/NetworkingOverview.html#Unreal%20networking%20architecture and following, have fun.


(Viquel) #7

Every now and then, the ping-column fails and shows “-” (or was it – or 0? in any case, some garbage) If that happens, matchmaking likes to put me into 300+ ping server half a world away.

I highly recommend using the server browser and setting a filter like this while there are only official servers with good names.
The “EU”-part should be clear, use your preferred server-region instead.
The “- Ob”-part is to get rid of level restricted servers, change that to any gamemode you like (partial match is enough :slight_smile: )

The filter sometimes remembers old input, if you forget a space, you might need to add it a couple times before it sticks.


(avidCow) #8

@symmetricalRotoscope People notice patterns of poor performance around high latency players and complain. They might not be technically correct about the exact cause but that doesn’t mean it’s not happening and these patterns persist. What we see in-game is an approximation and high latency doesn’t help one bit, especially when it approaches half a second of delay. It’s not unreasonable to expect players with 350 - 400ms+ latency to go elsewhere.


(reliableTortoise) #9

the issue with this is the server client update delay due to ping and the prediction system of the engine itself… higher ping players generally have an advantage when they push around corners but have a disadvantage when it comes to retreating around corners so its not unusual to be repeatedly killed by a high ping player when they play aggressively… generally i dont have a problem tracking or predicting movements of high pingers but it does get ridiclious when the server predicts the player to move in one direction when he is moving in another result in a warp drive evasion maneuver from star trek… DB isnt really affected much in the 18days i have played it so far and i have to say its way better compared to most F2P fps games out there… at least with the TTK in this game u have a chance to actually shoot back at an aggressive high pinger while in most other F2P fps its an insta death…