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#1 |
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Forum-Greenhorn
Join Date: 19.06.2011
Posts: 26
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Concerning synchronization in multiplayer matches there are mainly 2 kinds of computer games: real time strategy games and first person shooters.
In rts the game runs at the speed of the slowest player so, for example, if there is a person with a bad internet connection (a lagger) everyone is forced to play slowly. In fps who has a bad internet connection suffers an handicap since his gameplay is subjected to a considerable delay; for example he has an hard time targeting the enemies: he aims and shoot them but he often misses because his targets have already moved away despite he still spots them in their "past" position. I know fps game mechanics are generally not comparable with BGO ones but in any case I think BGO belongs to the second kind and I wonder what kind of handicap a player suffers when he faces a player with a better internet connection. His game got left behind and part of the damage of his weapons ends to be "ignored"? His guns shoot slower? Issues with ship positions and so optimal range could result being misleading? Any clarification is welcome ![]() Last edited by Saribaldes : 26.06.2012 at 01:30. |
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#2 |
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Commander of the Forum
Join Date: 11.05.2011
Posts: 2896
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There is a dps issue Mythbusters have a thread about it. Also do not for get socket errors lol, kills more players than other players. That is right the pvp leader in all servers is really socket error lol. He is unbeatable.
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#3 |
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Forum General
Join Date: 10.03.2011
Posts: 1813
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there is a thread somewhere (in the mythbusters list i think) that suggests a delay occurs between every shot your weapons fire as each registers on the server and waits until the next 'all clear' until it shoots. a slow connection would mean slower guns.
we still dont 'miss' through human error so this delay isnt a game killer. Last edited by illi_am : 22.06.2012 at 18:04. |
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#4 |
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Padavan
Join Date: 02.04.2012
Posts: 194
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I've never had a socket error but use a MAC so maybe thats why. I do have an issue with lag though and think i may be better off investing my hard earned cubits into a faster internet connection (mine is only about 2 mg!) than my ship! I've lost lots of PVPs due to lag.
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#5 | |
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Exceptional Talent
Join Date: 09.01.2012
Posts: 514
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Quote:
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Lori Lead Game Designer Battlestar Galactica Online |
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#6 |
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Forum Demigod
Join Date: 05.03.2011
Posts: 2120
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BP_Lori, You need to check out the mythbusters thread dealing with damage per second and the effect of lag.
The end result we are seeing is that higher ping = less bullets fired and less damage done, effectively meaning low ping users have an advantage.
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#7 |
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Exceptional Talent
Join Date: 09.01.2012
Posts: 514
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Granted, I've learned that this game does a lot of things MMOs should not do. I'll look in this.
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Lori Lead Game Designer Battlestar Galactica Online |
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#8 | |
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Someday Author
Join Date: 10.11.2011
Posts: 76
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1)fire 2)comm to the server that I have fired 3)server acknowledges, counts 250 ms, then sends back a packet allowing me to fire another round 4)I am able to fire again. Since reality, especially network-wise, is far from perfect, the above results in 0+$mypingtime+250ms+$mypingtime. Therefore my connection speed is definitely a factor in the equation. Sorry if I didn't get it right and I'd be glad to be proved wrong, though my in-game experiences seem to state otherwise. I saw my strike guns fire MUCH slower on a 200ms pingtime-to-tauron day compared to a less-than-50ms connection. Cheers Lori, and thanks for be open for discussion. Not so common on this forum, as it seems. ![]()
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- Radiin - - Tauron, Deadaces - - There are just two kinds of ships: strikes and targets - |
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#9 |
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Exceptional Talent
Join Date: 09.01.2012
Posts: 514
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Actually, I misread the original post. I thought it was saying that lower ping time was doing less dps. Unfortunately, what you are describing is fairly standard among most MMOs. People who get pack updates on a more frequent basis have a more consistent behavior than one that lags. This is because the server needs to tell the player's client how well they are doing rather than have the player's client inform the server how they are doing. Having it the latter way allows players to cheat and manipulate the game to their advantage by intentionally lagging their client.
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Lori Lead Game Designer Battlestar Galactica Online |
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#10 |
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Forum Baron
Join Date: 04.05.2011
Posts: 912
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So if I did a ping test to a server in VA (since i play on scorpia), in what range should the result be in order to be optimal? I know the lower the number, the better. But at what point do you start seeing a separation in performance?
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