Why after today I'm quitting Dirty Bomb


(SirBaas) #21

Well, from gold up you dont get matched with bronze anymore, and rarely ever with silver (in my experience)


(StIwY) #22

@SirBaas said:
Well, from gold up you dont get matched with bronze anymore, and rarely ever with silver (in my experience)

This WAS more or less true also for me, the problem is i was gold-2 pretty stable for one month, then gradually demoted / silver-5 because of unranked-leavers. Now, if i reach gold-1, i can’t keep it even for 24 hours, and i get back again at silver-5 for same reasons.

Just a screenshot from yesterday…

https://postimg.org/image/cwrezvd7f/

…and still almost lost even at 4vs5…just saying…


(GatoCommodore) #23

@StIwY said:

@SirBaas said:
Well, from gold up you dont get matched with bronze anymore, and rarely ever with silver (in my experience)

This WAS more or less true also for me, the problem is i was gold-2 pretty stable for one month, then gradually demoted / silver-5 because of unranked-leavers. Now, if i reach gold-1, i can’t keep it even for 24 hours, and i get back again at silver-5 for same reasons.

Just a screenshot from yesterday…

https://postimg.org/image/cwrezvd7f/

…and still almost lost even at 4vs5…just saying…

what i hate is if under 2 minutes were not pushing through people would just vote surrender.

too much people have become defeatist.


(foo_) #24

@Eox said:
Link removed due to “no name and shame rule”. However I took the liberty to report the steam profile of that person to a staff member.

If you guys come across more of those throwers, please report them as soon as possible. We can’t let those getting even more common as well as we can’t let that kind of activity become popular.

Didn’t have that link - searched and found, reminder to myself and everyone:


(Chris Mullins) #25

The best solution to this issue is to reduce latency across the board which is something we’re trying to tackle with better server selection. Our current system is very good at preventing hacks/lag-switches from making ‘crazy-hits’, but we cannot make it too aggressive as we’d start to get false-positives and hits not landing.

Perception is a real issue here. When players are further away you don’t notice it as much, however when they’re up close and personal, such as Phantom, it becomes a lot more apparent.

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!


(Mc1412013) #26

@stayfreshshoe said:
The best solution to this issue is to reduce latency across the board which is something we’re trying to tackle with better server selection. Our current system is very good at preventing hacks/lag-switches from making ‘crazy-hits’, but we cannot make it too aggressive as we’d start to get false-positives and hits not landing.

Perception is a real issue here. When players are further away you don’t notice it as much, however when they’re up close and personal, such as Phantom, it becomes a lot more apparent.

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!

How about giving us an option to limit servers in cmm. i live on east coast and keep getting west coast servers. East coast new york servers gives me 24 ping while west coast los angeles servers around 100 ping. Also i keep getting back to back maps yesterday i played defenders on bridge 2 times before getting different map


(K1X455) #27

@stayfreshshoe said:

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!

So will you establish match servers to Australia and New Zealand?

I really hate still getting shot around the corner after I passed it and rubber band back to where I got hit.


(FalC_16) #28

@Mc1412013 said:

@stayfreshshoe said:
The best solution to this issue is to reduce latency across the board which is something we’re trying to tackle with better server selection. Our current system is very good at preventing hacks/lag-switches from making ‘crazy-hits’, but we cannot make it too aggressive as we’d start to get false-positives and hits not landing.

Perception is a real issue here. When players are further away you don’t notice it as much, however when they’re up close and personal, such as Phantom, it becomes a lot more apparent.

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!

How about giving us an option to limit servers in cmm. i live on east coast and keep getting west coast servers. East coast new york servers gives me 24 ping while west coast los angeles servers around 100 ping. Also i keep getting back to back maps yesterday i played defenders on bridge 2 times before getting different map

This !!! Hate when it puts me on London server! I want to customize my preferences of servers. I kinda know this would further prolong waiting times thoug. But hell I’d rather wait more then getting a match with crapy ping


(B_Montiel) #29

@stayfreshshoe said:
The best solution to this issue is to reduce latency across the board which is something we’re trying to tackle with better server selection. Our current system is very good at preventing hacks/lag-switches from making ‘crazy-hits’, but we cannot make it too aggressive as we’d start to get false-positives and hits not landing.

Perception is a real issue here. When players are further away you don’t notice it as much, however when they’re up close and personal, such as Phantom, it becomes a lot more apparent.

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!
@stayfreshshoe

Currently, compared to many UE3 games I’ve played in the past, Dirty Bomb is way (too far ?) tolerant about excessive pings. Tribes or Chivalry were not playable in the conditions this game is when playing with or against player with 120 ms ping.

The rest, sigh, sorry, it’s just a pack of b!shit.

Better server selection ? Really ? Stockholm servers give West European players 50 ms ping at best when you have a fibre cable broadband. If the server provider routes us through Moscow, then yes. But I’ve rarely seen ping such ping increase for a 1000 km difference. That’s not proper server selection.

How do you actually maintain servers ? You still never gave an answer to this. Issues improved when Nexon was responsible of this part, stayed good when you took the charge back, but definitely went to the shitter since september, pretty much when you removed the min level servers. Most of the lags and warps start to appear when the server did not restart for a while, thats a common issue with UE3 and it has always been there. With the AIE server, I had some occasions to notice how a crash improved the situation after the restart. And again, this is a known issue with UE3 servers.

And ping-limits, well, it does not require work when it’s built-in.

Honestly, I may be quite sensitive about this, but when I hear more and more concerns about lags-warps-hitting inconsistencies by people who rarely complain about it the rest of the time, I really consider there is something wrong. And for the resource it requires to get nicely improved service conditions, you should not avoid or even postpone that question.


(StIwY) #30

I think players demanding for a better latency is a bit too pretentious. Getting paired with legit people on ranked, renouncing to a flawlessy latency is IMO FAR MORE important than having <40 ms of ping. No one gold ranked+ wants to play with low bronzses-unranked on team.

Any skilled player will be skilled even with 150 ms of latency…let them focus on the real problems of the game, stop crying for everything ffs.


(Chris Mullins) #31

Most of the comments since my reply all seem to be asking for the same thing which I covered in that reply.

“Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently.”

Being able to do anything with limited pings would come under the same bracket. That base work would need to be done and then integrated with existing features. Doing that with CMM would cause longer queue times and personally I feel kicking players above ‘X’ ping from matches would be a more efficient way of handling it.

As you can pick your region in CMM the majority of players you’re with should be playing with an acceptable ping so taking care of the odd few that make it through is more the focus.


(B_Montiel) #32

@StIwY said:
I think players demanding for a better latency is a bit too pretentious. Getting paired with legit people on ranked, renouncing to a flawlessy latency is IMO FAR MORE important than having <40 ms of ping. No one gold ranked+ wants to play with low bronzses-unranked on team.

Any skilled player will be skilled even with 150 ms of latency…let them focus on the real problems of the game, stop crying for everything ffs.

Player latency is not the issue here. Including the said odd few shoe just mentioned, no one should have a ping above 120 ms ping to their closest server region(s). Right now, I consider that it’s a milestone they have not reached yet. But that’s a lesser issue compared to the crappy server management we have to face for a good 4 or 5 months. And both should resolve if they were taking the time working on it -prioritizing server maintenance and routing-.

And again, it’s perfectly reachable since servers were in a better condition at the end of Nexon’s server management / when SD took it back.

As I can only speak for myself European player, when the server localisation was added (London, Amsterdam, Frankfurt, Stockholm) is probably when the server service definitely got worse.


(YogiDeBear) #33

i didn’t agree with ping limit and i assume that you guys prefer to play with low ping newbies rather than a high ping veteran player

FYI you’ll met a newbie who didn’t know how to play cause they came from EXP farming method


anyways i play across server (with 250-300 ping) because there’s no CMM in asia and lack of player in ranked too but still win 10 match in a row JFYI


(SirBaas) #34

@stayfreshshoe said:
The best solution to this issue is to reduce latency across the board which is something we’re trying to tackle with better server selection. Our current system is very good at preventing hacks/lag-switches from making ‘crazy-hits’, but we cannot make it too aggressive as we’d start to get false-positives and hits not landing.

Perception is a real issue here. When players are further away you don’t notice it as much, however when they’re up close and personal, such as Phantom, it becomes a lot more apparent.

Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently. A note has been made though and we’ll look more into this when other key systems have been completed.

Thanks for bringing this up and for the ideas!

Wait, I don’t understand this response at all. What does latency have to do with disruptive behaviour and the auto-kick system that is in place, which kicked me for obviously wrong reasons?

That’s a totally different (albeit important) topic from what was being discussed in this thread.


(K1X455) #35

@stayfreshshoe said:
Most of the comments since my reply all seem to be asking for the same thing which I covered in that reply.

“Another solution aside from reducing pings is to introduce a ping limit which would warn and remove players who have a high ping. This would require a decent amount of programming which sadly isn’t a resource we have an abundance of currently.”

Being able to do anything with limited pings would come under the same bracket. That base work would need to be done and then integrated with existing features. Doing that with CMM would cause longer queue times and personally I feel kicking players above ‘X’ ping from matches would be a more efficient way of handling it.

As you can pick your region in CMM the majority of players you’re with should be playing with an acceptable ping so taking care of the odd few that make it through is more the focus.

It literally took me over two seasons to get the hang of playing in excess of 300+ ms ping in EU. Why I chose to play ranked in NA and EU over ASIA is two fold; of which one is a technical decision and the other is something I will keep to myself for now. It was never easy and is always a challenge to play Ranked (specifically in Stockholm); I’ve recently discovered that higher ping increases your hit box proportionally, which explains the reason why aim punch is magnified from my client perspective. All the more I should be discouraged, but I remain steadfast and hold my resolve. I’ve already earned quite a reputation in match servers in EU West and some of them already knows how to manage my gameplay. It keeps me on my wits when I’m up against them and I just gain more confidence when they’re on my team; they have actually learned how to compliment my moves.

There’s a lot of misconception and misinformation being circulated that a higher ping player is gaining advantage; it is not true and they just that don’t know yet what I have recently discovered. Perhaps it is even to my detriment that it can be leveraged against me and against any player in excess of 100ms latency. There’s a handful of NA & EU players that knows how latencies affect gameplay and I these are the ones that I should pay close attention to.

The best solution really is to localise the match servers to the particular region. Why SD removed match servers in Australia/NZ and relocate them in SG is something that puzzles me to no end. Initially, I was given the reason that Asian players connecting to Asian Match servers will get good latency and Oceana Players will have “acceptable” latencies but Asian Players connecting to Sydney Match servers will be severely disadvantaged. In that line of thinking, I cannot comprehend why Asian players will willingly choose to have a disadvantage knowing they’re better off connecting to Asian servers.

I know that low level programming will be involved in solving latency related issues (in fact, it’s best really to just make better management and administration rather than tweak netcode even further) but it is quite important to make the game fair across the board. It won’t be long before everyone realises the discovery I have. I’m just putting it all forward for transparency reasons.


(Xenithos) #36

@K1X455 said:
There’s a lot of misconception and misinformation being circulated that a higher ping player is gaining advantage; it is not true and they just that don’t know yet what I have recently discovered. Perhaps it is even to my detriment that it can be leveraged against me and against any player in excess of 100ms latency. There’s a handful of NA & EU players that knows how latencies affect gameplay and I these are the ones that I should pay close attention to.
From personal experience, I have quite a bit of advantage if I play in Asian servers, and I can hit better with certain weapons much more easily than others. Such as the Dreiss and Grandeur are “easier” to use in Asia while the m4, timik, and hochfir are all “harder” to use for me. I’m from NA-east. However I would also agree that once players understand what I think you’re referring to facing players with high ping isn’t that bad because they are weaker because of hit-regulation… “autocorrecting,” if you will. The problem is that almost no one knows how to compensate for this yet… Also the only reason I call it an advantage is because most players don’t understand what you’re referring to and Asians seem particularly bad at handling my American Awesomeness. ™
The best solution really is to localise the match servers to the particular region.
Agreed.
It won’t be long before everyone realises the discovery I have. I’m just putting it all forward for transparency reasons.
I mean, you could be quite a bit more transparent, but I getcha.


(B_Montiel) #37

@K1X455 said:
It literally took me over two seasons to get the hang of playing in excess of 300+ ms ping in EU. Why I chose to play ranked in NA and EU over ASIA is two fold; of which one is a technical decision and the other is something I will keep to myself for now. It was never easy and is always a challenge to play Ranked (specifically in Stockholm); I’ve recently discovered that higher ping increases your hit box proportionally, which explains the reason why aim punch is magnified from my client perspective. All the more I should be discouraged, but I remain steadfast and hold my resolve. I’ve already earned quite a reputation in match servers in EU West and some of them already knows how to manage my gameplay. It keeps me on my wits when I’m up against them and I just gain more confidence when they’re on my team; they have actually learned how to compliment my moves.

There’s a lot of misconception and misinformation being circulated that a higher ping player is gaining advantage; it is not true and they just that don’t know yet what I have recently discovered. Perhaps it is even to my detriment that it can be leveraged against me and against any player in excess of 100ms latency. There’s a handful of NA & EU players that knows how latencies affect gameplay and I these are the ones that I should pay close attention to.

One flip side to what you said : it also increases the hitbox of your enemies as well, in a less significant bit. I’ve never been better at sniping than when I had to play on a shared broadband that got me 150ms ping every evening. There seems to be a gray area where the game hesitates on what hits and what does not.

Yes, the drawbacks playing with high ping are stronger than the advtanges. But most people complaining about high ping players 1) never experienced playing in such poor conditions 2) generally complains katana phantom which is a minor problem. Shotguns could have been included in the past, but the pretty much removal of their 1htk capabilities solved that issue. In those circumstances, at a corner encounter, high pingers will be favoured, there is no way of denying this. But that’s one true advantage over tons and tons of strain and pain playing in this conditions.

People should never forget that a warping player is mostly warping for himself.


(K1X455) #38

@B_Montiel No. Enemy hit box remains the same because the server only tells you other players’ location and not the hit box. Then, it’s up to the UE3 client to draw the hitbox, otherwise, packets will be too big, the server will be slowed down, an we will not have a fast paced game as it is.

Players warping is a result of client_update rate out of synch with the server.

Actually, I change my stance regarding the best solution of localising match servers.

Because I want to drive a point and drive it hard into all the players, Match Servers should be located only in Honolulu, Christ Church and Wellington… then I’ll get my ideal latency >:)


(Chilled Sanity) #39

TL;DR: You can change the game all you want, You can’t change the autis player though.

I have 1.6K hours in game (2.1K with seal clubbing account) (not steam) yet I refuse to play ranked

The amount of cancer you get is just not worth it
If I could select my reward maybe but I wont torture myself for a fucking ranked Mine Monkey shotgun card that I will never use,

I get fucking trashed on because I play the mercenary I like,
(I don’t mean I’m playing Redeye when my team has no medic or fire support with that, plus I do change if I’m playing like trash)
And even If I play my failsafe card (Sparks) and do everything I can/Buttfuk the enemy team
I’m the fucking problem everytime.

What am I supposed to do if I cant please the arseholes in my team to start with


(SirBaas) #40

Seriously, all of you get out of my thread. This thread isnt about lagg, its not about ping, its not about latency. Shoe for some reason brought that up but it is totally unrelated to this topic. Please create a new thread for your ranting.