Suggestion: Auto kick anyone with more than 150 ping.


(Ghosthree3) #41

Just tick ‘Not Full’ and sort by players.

Yeah it’s confusing to people who aren’t used to the idea I guess. A space in the filter string is not a literal space but a spacer. To get around this quotes are used, everything inside " and " are treated as literal.


(Leonine) #42

You guys really will blame your deaths on anything, won’t you?

If it’s not OP merc of the month it’s aimpunch, if it’s not aimpunch it’s high ping - even though most of the time the guy you’re shooting isn’t teleporting around the map.

I’ve maybe seen one person with seriously high ping teleport. It really isn’t a prevalent issue. Most of them are just free kills because they can’t react to anything at all. It’s usually an advantage for me, not them.

Hey - here’s an idea; how about we just auto kick anyone with less than 1000 score after the 3 minute mark? They’re just ruining the game for everyone else after all. It’s their own fault for not having good enough pro MLG skillz.


(Eddie) #43

i strongly agree on the auto kick players but at 200+ ping


(Yak) #44

[quote=“Leonine;49374”]You guys really will blame your deaths on anything, won’t you?

If it’s not OP merc of the month it’s aimpunch, if it’s not aimpunch it’s high ping - even though most of the time the guy you’re shooting isn’t teleporting around the map.

I’ve maybe seen one person with seriously high ping teleport. It really isn’t a prevalent issue. Most of them are just free kills because they can’t react to anything at all. It’s usually an advantage for me, not them.

Hey - here’s an idea; how about we just auto kick anyone with less than 1000 score after the 3 minute mark? They’re just ruining the game for everyone else after all. It’s their own fault for not having good enough pro MLG skillz.
[/quote]

Not at all. I’m perfectly fine dying to a better player/player who got the drop on me, good on them. My problem is when I’m losing a firefight, I run around the corner a few steps, then collapse, only to see the death afterimage showing me die before I get behind the corner, even though I very obviously (to me) got behind cover.


(god1) #45

Public servers should stay open for everyone, if you feel there’s someone way too laggy you can try to votekick them.

Also higher ping makes up for those shots around corner with the fact that the same delay applies to when you start firing. Having higher ping is an all around disadvantage.


(Sephios) #46

I’ve been playing against people with over 200+ ping on competitive. I can shoot them correctly and they do NOT teleport.


(Ghosthree3) #47

Ping no matter the value will not give teleports. Someone can have 2,000 ping and still not warp, this has already been explained.


(RuleofBooKz) #48

when did this become about rubber banding and teleporting as the “why” folks want to implement the kick for over “XXX” ping?


(D'@athi) #49

Yeah a few might have a clean connection. Still they have a “connectionlag” of a fifth of a second, in this game. And they are, by far, a minority of the highpingers.
Most of them simply are problematic to hit while getting all advantages of the netcode, and the ping is the only thing visible, so everyone is talking about the ping.

Yes, best solution would be to check for the packetloss, and kick, it it was to high. Guessing even some lowpingers downloading “stuff” while playing or people using wifi would have a terrible surprise… :wink:
But ok, that would be fair to all, but would also be stressing the servers and/or datacenters more, dunno where the bottleneck, at least in the .eu, is.


(ev1ldarks) #50

Noticed several times that a 100+ ping player on a server can make other players lag… this game is truly ping dependent…

But kicking high ping players would be a little brutal !

Wait for private servers :stuck_out_tongue:


(D'@athi) #51

If they come one day… for a reasonable price and with a good performamce. And then let’s see how much of private is left with those rentable servers.


(AirborneAsian) #52

I got over 10,000 points on a objective match and had over 300+ ping…


(Nail) #53

another person’s ping cannot make you lag, quit reading reddit


(Amerika) #54

[quote=“Yak;49385”][quote=“Leonine;49374”]You guys really will blame your deaths on anything, won’t you?

If it’s not OP merc of the month it’s aimpunch, if it’s not aimpunch it’s high ping - even though most of the time the guy you’re shooting isn’t teleporting around the map.

I’ve maybe seen one person with seriously high ping teleport. It really isn’t a prevalent issue. Most of them are just free kills because they can’t react to anything at all. It’s usually an advantage for me, not them.

Hey - here’s an idea; how about we just auto kick anyone with less than 1000 score after the 3 minute mark? They’re just ruining the game for everyone else after all. It’s their own fault for not having good enough pro MLG skillz.
[/quote]

Not at all. I’m perfectly fine dying to a better player/player who got the drop on me, good on them. My problem is when I’m losing a firefight, I run around the corner a few steps, then collapse, only to see the death afterimage showing me die before I get behind the corner, even though I very obviously (to me) got behind cover.
[/quote]

Except if they were lower ping then you still would have died. You just would have died closer to the corner. This is a total non-issue that people get worked up about and make unrealistic demands without fully understanding the issue at hand.


(Dirmagnos) #55

IF server is trying to compensate for that high ping and in turn adjust for every1 else, then, by extension laggers can lag all other players on the server.

If player has 2000 ping, then hel be losing a boatload of packets and will teleport. Ive yet to see players, in any game, who would have pings above 500 ms and have a good connection.


(Yak) #56

[quote=“Amerika;49955”]
Except if they were lower ping then you still would have died. You just would have died closer to the corner. This is a total non-issue that people get worked up about and make unrealistic demands without fully understanding the issue at hand.[/quote]

How so? If they have lower ping and I duck around the corner at the same time, they won’t be able to shoot the after image of me because I will duck around the corner on their screen closer to the time I do it on my screen.


(Amerika) #57

IF server is trying to compensate for that high ping and in turn adjust for every1 else, then, by extension laggers can lag all other players on the server.

If player has 2000 ping, then hel be losing a boatload of packets and will teleport. Ive yet to see players, in any game, who would have pings above 500 ms and have a good connection.[/quote]

That isn’t how it works. Yes, people might drop packets or have a ping that goes way up and down at random (which is what causes rubber banding) but that doesn’t effect everyone else playing on the server. It only affects you when you try to hit that teleporting/rubber banding person.

[quote=“Yak;49970”][quote=“Amerika;49955”]
Except if they were lower ping then you still would have died. You just would have died closer to the corner. This is a total non-issue that people get worked up about and make unrealistic demands without fully understanding the issue at hand.[/quote]

How so? If they have lower ping and I duck around the corner at the same time, they won’t be able to shoot the after image of me because I will duck around the corner on their screen closer to the time I do it on my screen.[/quote]

In one sense you are correct. If the player had a 150+ ping and there wasn’t any antilag you would have lived because there would be no possible way for that player to sync up with the server effectively to have hit you. It would have been like games from the 90’s/early 2000’s.

But if the person had the same ping as you then you would have died still. The logic behind that is the hit registration in dirty bomb is client side. So what you see and what your opponent sees are two different things as the game is compensating, and then the server too, based on what happens in a fight on each one of your clients. The fight info is sent to the server and a winner is determined based on comparing the time frame and what happened on your side to what happened on their side. Basically, if you outshoot them within the given time frame (which is an incredibly small window from a human’s perception) then you will win the fight. That’s what allows DB to have pretty good hit registration even under non-optimal conditions. However, one of the side effects is the latency of registering that kill or death. Which is what causes you to feel as though you made it behind a wall when on the other person’s screen you definitely didn’t (and the server agreed). But if that same player had a low ping the same as yourself you still would have died…you just would have died in a more accurate position.

I know it’s a bit weird to contemplate and I didn’t cover all of it but there is a lot of documentation on how predictive systems like this work out there on the internet.


(Yak) #58

I don’t want to quote the wall of text so I’ll just reply right underneath.

I understand that the client is king and while its good in a fast game like this. My point is that if under 2 identical situations, one where we have the same low ping, and one where the enemy has higher ping, I would survive the first time if I left at say 30% health and went around the corner, because at about the same time on their screen I went behind the corner.

When they have higher ping, though, on their screen my retreat would be delayed, allowing them to shoot me on their screen, and since client is king, it counts as hitting me even though on my screen I’m behind cover safely.


(Dirmagnos) #59

To a degree. But if server load is maxed out, then all that compensation and syncronization can top the server. Effect similar to memory leak.


(Amerika) #60

[quote=“Yak;49995”]I don’t want to quote the wall of text so I’ll just reply right underneath.

I understand that the client is king and while its good in a fast game like this. My point is that if under 2 identical situations, one where we have the same low ping, and one where the enemy has higher ping, I would survive the first time if I left at say 30% health and went around the corner, because at about the same time on their screen I went behind the corner.

When they have higher ping, though, on their screen my retreat would be delayed, allowing them to shoot me on their screen, and since client is king, it counts as hitting me even though on my screen I’m behind cover safely.[/quote]

I honestly can’t explain it any better than what I did. I advise going out and looking it up yourself. There is a lot of interesting things in how this works that you’ll discover with predictive/rollback/client side netcode.

[quote=“Dirmagnos;50037”][quote=“Amerika;49993”]

That isn’t how it works. Yes, people might drop packets or have a ping that goes way up and down at random (which is what causes rubber banding) but that doesn’t effect everyone else playing on the server. It only affects you when you try to hit that teleporting/rubber banding person.
[/quote]

To a degree. But if server load is maxed out, then all that compensation and syncronization can top the server. Effect similar to memory leak.[/quote]

Again, that’s just not how it works. A high ping player is not putting anymore stress on the server, or at least nothing quantifiable that could be measured, causing the server to lag for everyone else. I’m not even sure how you came up with that conclusion. A server that is having ISP issues itself will go wacky with the players connected but it will not get stressed out over a person with a high ping.