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Kick everyone with abusive ping

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Jun 14, 2016 look... no hands link
". Or it may also be possible to just broaden the bounds-checking of the server to have a great bias towards believing people on lower-latency connections (making "close enough" a little larger, as I mentioned previously in this thread)."

I have a question about the "bounds checking" you mentioned. Can it be done differently in different sectors?

Pick a couple of empty sectors in Sedina or Latos, and implement "bounds checking" in varying degrees and tell us what sectors are what and ask people to try them to see what is acceptable.

I know it won't SOLVE the problem, but it might help, and even if it turns out to be a flop, it won't screw with the whole game if you can do it that way, as a sample and just let us test it for you.
Jun 15, 2016 Jashen Bonarus link
So most of the things said in this thread are read as "kick him", "let him be a sitting duck", "let me slaughter him all the time", "he is a cheater prick", etc. How wonderful. And people are crying that they are full subscribers? Guess what? Me too! Playing on mobile does not mean I am a FTP or little sub.

As an exclusive mobile player in UK, I must say that my ping is always between 150-350 ms. I mean always, without a single exception. But many people blame me of cheating because once in a while I lag like I have 2 sec. ping due to jitter cause by packet loss, router switching, plug-in glitches, slow hardware, temporary router overload, switching base stations or whatever. It also does not matter if I am on my 50 Gbps home brad-band (without any other machines connecting) because this time WiFi is unreliable.

For a large player base this issue has one and only one PARTIAL solution with current Internet infrastructure, which is separating servers in two schemes:
* create seperate mobile and desktop servers; and
* create US, Europe and Asia servers.

In other words, create all 6 combinations above. Let me say that this will also not help with desktop player connecting with WiFi or using a communal router loaded by multiple devices.

But... For a small player base this issue has NO solution. At. All. It is a textbook synchronization problem from any academic lecture with no global solution at all.
Jun 16, 2016 Xeha link
No and no. VO is 1 verse! if you use shitty wifi its not the games fault. most wifi routers are tuned for max bandwidth for the cost of higher latency and/or spikes. In this situation your setup just sucks.
Jun 17, 2016 incarnate link
I have a question about the "bounds checking" you mentioned. Can it be done differently in different sectors?

Pick a couple of empty sectors in Sedina or Latos, and implement "bounds checking" in varying degrees and tell us what sectors are what and ask people to try them to see what is acceptable.


That might be a possibility. The code is definitely not designed for that, and basically we would need to "manually" run those sectors so they never shut down; but it might be an interesting way to get some feedback on different options, when we get to that point.
Jun 17, 2016 yodaofborg link
Well, I like the idea of not using the test server to try this as most people don't or cannot use it right now. Maybe try it on the race tracks in Sedina at first? They are a novelty anyway, but have objects so would provide better feedback than empty sectors (I think?)

Anyway, I hate laggers, but still manage to deal with them myself, so I agree that this is not a pressing issue.