Go Back   Battlestar Galactica Online > Battlestar Galactica Online - Game > Game Discussion Forum
FAQ Members List Mark Forums Read

Reply
 
Thread Tools Display Modes
Old 22.06.2012, 12:31   #1
Saribaldes
Forum-Greenhorn
 
Join Date: 19.06.2011
Posts: 26
Default @ BP_Lori Question about game synchronization

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.
Saribaldes is offline   Reply With Quote
Old 22.06.2012, 12:59   #2
cprstupid
Commander of the Forum
 
cprstupid's Avatar
 
Join Date: 11.05.2011
Posts: 2896
Default

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.
__________________
cprstupid is offline   Reply With Quote
Old 22.06.2012, 13:00   #3
illi_am
Forum General
 
Join Date: 10.03.2011
Posts: 1813
Default

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.
illi_am is offline   Reply With Quote
Old 22.06.2012, 13:30   #4
LTHudson
Padavan
 
Join Date: 02.04.2012
Posts: 194
Default

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.
LTHudson is offline   Reply With Quote
Old 22.06.2012, 14:51   #5
BP_Lori
Exceptional Talent
 
Join Date: 09.01.2012
Posts: 514
Default

Quote:
Originally Posted by Saribaldes View Post
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 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
A person's performance level is compared against the server, which is hosted in one of three data centers: Los Angeles, CA, USA; Ashburn, VA, USA; and Hamburg, Germany. The server determines the speed at which updates are made. It is a person's individual communication time to the server that may alter what they perceive. Every 1000 ms of ping time equals 1 second of delay to the user. A person with 100 ms ping fighting someone with 250 ms might not notice all that much difference, but if someone's connection is so poor that they are in excess of 1000 ms, then they will may have a difficult time keeping track of an attacker. On their end, it may seem they are getting hit without seeing where the shots are coming from. His shots will still fire at the same rate, but the target may not always be where they expect.
__________________
Lori
Lead Game Designer
Battlestar Galactica Online
BP_Lori is offline   Reply With Quote
Old 22.06.2012, 14:56   #6
McLaine
Forum Demigod
 
McLaine's Avatar
 
Join Date: 05.03.2011
Posts: 2120
Default

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.
__________________
McLaine is offline   Reply With Quote
Old 22.06.2012, 14:59   #7
BP_Lori
Exceptional Talent
 
Join Date: 09.01.2012
Posts: 514
Default

Quote:
Originally Posted by McLaine View Post
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.
Granted, I've learned that this game does a lot of things MMOs should not do. I'll look in this.
__________________
Lori
Lead Game Designer
Battlestar Galactica Online
BP_Lori is offline   Reply With Quote
Old 22.06.2012, 19:12   #8
yellow_pecora
Someday Author
 
yellow_pecora's Avatar
 
Join Date: 10.11.2011
Posts: 76
Daumen hoch

Quote:
Originally Posted by McLaine View Post
BP_Lori, You need to check out the mythbusters thread dealing with damage per second and the effect of lag.
Correct. From what we have experienced, and got confirmation of by MB, the server only allows a second fire volley after the client communicates the expendition of the previous one. So, let's say my gun in optimal conditions fires 1 round every 250 ms. That translates in:
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.
__________________
- Radiin -
- Tauron, Deadaces -
- There are just two kinds of ships: strikes and targets -
yellow_pecora is offline   Reply With Quote
Old 22.06.2012, 21:30   #9
BP_Lori
Exceptional Talent
 
Join Date: 09.01.2012
Posts: 514
Default

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.
__________________
Lori
Lead Game Designer
Battlestar Galactica Online
BP_Lori is offline   Reply With Quote
Old 22.06.2012, 22:50   #10
-Blackangel9-
Forum Baron
 
-Blackangel9-'s Avatar
 
Join Date: 04.05.2011
Posts: 912
Default

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?
__________________
-Blackangel9- is offline   Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT +1. The time now is 04:38.

Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.