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Old 06-04-2010, 10:23 PM   #26
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Hey I may be older but I can still hang with you youngsters.Lol and watch my dust.See you in game soon.You can watch Gramps kick some tails.
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Old 06-04-2010, 10:59 PM   #27
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what's this about forcing people to use servers in their own country? i seriously hope that's not how it's going to be. i'm all for servers in other countries, but they should all be visible to everyone, with a flag or a color to signify what country the server is in. that would make it fair too. i would gladly join a foreign match when there is no american one going. i think i'm usually playing with over there folks anyway, since i usually play very late at night.
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Old 06-05-2010, 01:33 AM   #28
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I have got idea.
mayby not american and europan sever.
Firesky we want server under pacific ocean.
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Old 06-05-2010, 06:01 AM   #29
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Screw that! My husband and I joke about moving to Sweden once he retires. He has 6 years left till retirement from the USAF. Low crime rate, moms and dads both get maternity leave. Better hospitals. Better education. And fewer redneck bible thumping good ol' boys to worry about. My three top choices? Colorado, Alaska or Sweden.
Haha, but sweden is a socialistic nightmare! don't you know? ;P

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Btw im from sweden ^^
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Old 06-05-2010, 06:31 AM   #30
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sweden hmm. Climate not that far off from alaska. but i dont know if im willing to be a lagger just for free healthcare and education. that and to become a resident its like 6 years wait unless i marry or something. but i hear thier bread is good.
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Old 06-05-2010, 06:33 AM   #31
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Norway is nice . I wish I could have stayed in Lillehammer, I loved the slopes there.
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Old 06-05-2010, 06:45 AM   #32
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Originally Posted by quack.bigduck View Post
sweden hmm. Climate not that far off from alaska. but i dont know if im willing to be a lagger just for free healthcare and education. that and to become a resident its like 6 years wait unless i marry or something. but i hear thier bread is good.
Actually i never felt any real problem with the lag, i always stay around 150-200 but never seen any in-game issues with that. And the bread is great ;P

and we got this in the alphabet -> Å

it aint really the real symbol but almost! Btw.. that makes it really annoying when they write Stargate like Stårgåte... that is just wrong =P
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Old 06-05-2010, 08:13 AM   #33
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Originally Posted by Antzuch View Post
I have got idea.
mayby not american and europan sever.
Firesky we want server under pacific ocean.
I support this idea! lol they could have scret military base under the ocean with access to it via a submarine, very high class how many of you can say you ride the submarine to work on a morning?

Seriously though, would like to have Servers in EU, but have the oportunity to join an American hosted game, if EU is not available, that would be fair for everyone.
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Old 06-05-2010, 08:18 AM   #34
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The best solution:
Detcated server to everyone. We start on our machine and play. No lags.
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Old 06-05-2010, 08:19 AM   #35
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What about Australia? We're bleeding down here while you guys carve up the world!
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Old 06-05-2010, 10:11 PM   #36
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Aussie servers would be awsome, so would dedicated servers. I have a ping on 250+ but i still get good scores and KDRs. I would love to see what i can do on a server where i have low ping.
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Old 06-06-2010, 12:30 PM   #37
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As long as we can play on any servers located in any place around the world, I am happy. I've made a ton of friends, playing many games on US servers. So as long as X country can only play on these servers, I'll be happy.
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Old 06-07-2010, 08:29 AM   #38
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The main reason I would play on an EU Server rather than an American one, is because I would have a much lower ping. Having said that most people might feel this way, it is the sole reason to have an EU Server.

But instead of splitting the Players, is there not a way to raise the Ping of the American Players to balance it a little for the EU Players?


I will be the first to admit that Players with low ping who manage to kill me because of this advantage, it is rather annoying. As you didn't die from a fair match, you died because of something outside of your control.

If the Devs could increase the ping of the American Players, we would all be on equal terms, no one could complain about bad ping being an issue, and quite frankly you can still play the game with a 200 - 230 ping.

Please Devs increase ping for American players, rather than splitting the Servers! Less money to spend on more Servers!
WARNING: INCOMMING TECHNO-JARGON!!!!

FPSes are balanced around having 150-200 ping

this is quite idiotic as in FPSes its not ping/lag that is the problem. actually in shooters ping/lag is NEVER the problem.

so what is the problem? latency. that is what you should be trying to find a solution for. ping/lag is not what is causing your problem, it is latency. and there is currently only 1 way to address latency.

converting the shooter to a client-based shooter. the problem is that when you play a client-based shooter it will feel very wonky and feel very wrong if you are used to server-based shooters.

so why do shooter makers do server-based shooters? it is much simpler and you will get fewer complaints from your customers. client-based shooters favor the lucky over the skilled. and in fact, players who predominantly play server-based shooters usually play and then stop pretty quickly when they run across a client-based shooter.

server-based shooters where players complain of lag or high ping are just showing their ignorance of the mechanics of how they work and why they are having problems. as a dev, if you pay attention to people complaining about lag/ping, you would have to realize you are dealing with someone who does not understand mechanics or what is happening so you must take what they are saying either with a grain of salt, or ignore them completely.

in server-based shooters, unless the server itself is having cpu load problems, lag/ping issues simply do not exist. it is impossible for them to exist. the whole point of a server based shooter eliminates lag/ping as a possible reason. in server-based shooters, there is no such thing as high/low ping or lag causing a problem. server-based shooters ONLY allow for latency to be an issue.

and the default for UE3 to correct for is in the 150-250 range ping. you already are getting corrected for having a high ping.

your problem is not lag/ping. your problem is latency.
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Old 06-07-2010, 09:25 AM   #39
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Originally Posted by thewesdude View Post
WARNING: INCOMMING TECHNO-JARGON!!!!

FPSes are balanced around having 150-200 ping

this is quite idiotic as in FPSes its not ping/lag that is the problem. actually in shooters ping/lag is NEVER the problem.

so what is the problem? latency. that is what you should be trying to find a solution for. ping/lag is not what is causing your problem, it is latency. and there is currently only 1 way to address latency.

converting the shooter to a client-based shooter. the problem is that when you play a client-based shooter it will feel very wonky and feel very wrong if you are used to server-based shooters.

so why do shooter makers do server-based shooters? it is much simpler and you will get fewer complaints from your customers. client-based shooters favor the lucky over the skilled. and in fact, players who predominantly play server-based shooters usually play and then stop pretty quickly when they run across a client-based shooter.

server-based shooters where players complain of lag or high ping are just showing their ignorance of the mechanics of how they work and why they are having problems. as a dev, if you pay attention to people complaining about lag/ping, you would have to realize you are dealing with someone who does not understand mechanics or what is happening so you must take what they are saying either with a grain of salt, or ignore them completely.

in server-based shooters, unless the server itself is having cpu load problems, lag/ping issues simply do not exist. it is impossible for them to exist. the whole point of a server based shooter eliminates lag/ping as a possible reason. in server-based shooters, there is no such thing as high/low ping or lag causing a problem. server-based shooters ONLY allow for latency to be an issue.

and the default for UE3 to correct for is in the 150-250 range ping. you already are getting corrected for having a high ping.

your problem is not lag/ping. your problem is latency.
Ok explain this, (see below)

My Ping fluctuates from 180 - 250, when my ping is 180 I experience almost no lagg at all, but when my ping is 250, well I am shooting at ghosts as everyone is a second ahead of me, the environment is laggy. Therefore Low ping = Lagg!!!! Get low ping and experience it for yourself, then tell me it ain't lagg.

Also appreciate the Techno Jargon, but what is Latency? As you can see from my example it is hard to think of any other reason other than high ping causing lagg, as when ever I get a High ping spike I lagg...
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Old 06-07-2010, 09:33 AM   #40
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ping is a measure of network latency.
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Old 06-07-2010, 09:38 AM   #41
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Originally Posted by foxandthehen View Post
ping is a measure of network latency.
Please explain, and also explain the high ping lagg issues. Ty
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Old 06-07-2010, 09:46 AM   #42
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Please explain, and also explain the high ping lagg issues. Ty
long distance = high ping = high latency = bad lag = you miss - unless your a banana

if you want more of an explanation check out the other 50000 threads where we have time and time again reached the above summarised conclusion. Alternatively just google "what is ping?", "what is latency?" and "how are ping and latency related?"
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Old 06-07-2010, 09:50 AM   #43
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Originally Posted by foxandthehen View Post
long distance = high ping = high latency = bad lag = you miss - unless your a banana

if you want more of an explanation check out the other 50000 threads where we have time and time again reached the above summarised conclusion. Alternatively just google "what is ping?", "what is latency?" and "how are ping and latency related?"
Ty much better explanation, and I suppose that proves we need EU Servers!!!! lol Ty again.
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Old 06-07-2010, 09:56 AM   #44
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Originally Posted by thewesdude View Post
WARNING: INCOMMING TECHNO-JARGON!!!!

FPSes are balanced around having 150-200 ping

this is quite idiotic as in FPSes its not ping/lag that is the problem. actually in shooters ping/lag is NEVER the problem.

so what is the problem? latency. that is what you should be trying to find a solution for. ping/lag is not what is causing your problem, it is latency. and there is currently only 1 way to address latency.

converting the shooter to a client-based shooter. the problem is that when you play a client-based shooter it will feel very wonky and feel very wrong if you are used to server-based shooters.

so why do shooter makers do server-based shooters? it is much simpler and you will get fewer complaints from your customers. client-based shooters favor the lucky over the skilled. and in fact, players who predominantly play server-based shooters usually play and then stop pretty quickly when they run across a client-based shooter.

server-based shooters where players complain of lag or high ping are just showing their ignorance of the mechanics of how they work and why they are having problems. as a dev, if you pay attention to people complaining about lag/ping, you would have to realize you are dealing with someone who does not understand mechanics or what is happening so you must take what they are saying either with a grain of salt, or ignore them completely.

in server-based shooters, unless the server itself is having cpu load problems, lag/ping issues simply do not exist. it is impossible for them to exist. the whole point of a server based shooter eliminates lag/ping as a possible reason. in server-based shooters, there is no such thing as high/low ping or lag causing a problem. server-based shooters ONLY allow for latency to be an issue.

and the default for UE3 to correct for is in the 150-250 range ping. you already are getting corrected for having a high ping.

your problem is not lag/ping. your problem is latency.
It seems to me, that what we have here, is failure to communicate. In more ways than one.

Lag - Lag is the delay between the effect of an action and the execution of that action. This can be anything from reacting slowly to a ball being thrown at your head, to the time it takes for a recipient to receive a message sent. In multiplayer games, you're oftenmost concerned with the latter, messages in this case being packets of data from a server or other players (clients).

Latency - Latency is the time taken by a message to reach a recipient, called one-way, or to reach a recipient and return to the sender, called round-trip. The metric of this delay is...

Ping - Ping is originally a method to ascertain whether there is a connection between a sender and a recipient. It consists of small data packets sent with a request to be sent back, and by measuring the time for these packets to make it back, you get the latency, and therefore the lag.

The difference between client and server based shooters is... confusing, in your post. I have to admit that I'm not really sure what you're talking about. Server based is simple, each player has a local version of the game on their computers, which has the primary purpose of rendering the graphics, taking and sending the input from the player to the server, and receiving either the state of the game as a whole or individual actions taken by other players. This, of course, would not make the game immune to lag/ping issues. It would actually make it very vulnerable (as demonstrated by anyone with latency problems), as the position and actions of other players would be displayed to the local player too late after they've been taken, IE with a lag.

A client based shooter... well, the only thing I could guess that you're talking about would be a sort of peer-to-peer system, like bittorrent, where you try to eschew a centralized processor as much as possible, and instead placing the responsibility of maintaining a uniform game world for all players, on the combined power of the clients. Now that would indeed be very much vulnerable to lag/ping/latency issues, as the bandwidth of each player is not guaranteed or fixed.

So in closing, lag and latency are pretty much the same thing, and ping is just the measure of this phenomenon.
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Old 06-07-2010, 09:58 AM   #45
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Ty much better explanation, and I suppose that proves we need EU Servers!!!! lol Ty again.
aye that would seriously reduce latency, but I'm not so sure about splitting the player base up!
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Old 06-07-2010, 10:17 AM   #46
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latency is how long it takes a packet to go one way.

sender to receiver

ping is not a measure of latency. ping measures 2 way latency. ping is a snapshot of your round-trip latency from sending NIC to receiving NIC.

ping indicates latency, ping is not latency.

because of how the internet works, load on individual nodes rises and falls, and as load on the transitionary networks goes up, the route of an actual packet changes.

in server based shooters, your client estimates what will happen based on what is happening and displays that until it gets verification packets of what is actually happening based on what the server says. thats why people get rubber-banding and ghosting.

that is all caused by latency.

ping measures a snapshot of round-trip latency. the problems you are having is not caused by ping, but latency.

the longer it takes for your packets to be sent to the server and the longer it takes for the server to respond to your computer is all latency.

ping indicates latency, ping is not latency.

there was a movement in the late 90s to introduce a ping 2.0 that actually measured the round trip/2 way latency, but it was scrapped as it takes much more resources to properly do.

in a server-based shooter, your client sends snapshots of your actions to the server, the server receives, proccesses, and sends back.

majority of the work lies on the server.

the longer it takes for your packets to reach the server, the slower it takes for your actions to happen on the server.

in client-based shooters, your client proccesses your actions, verifies legality, and then sends to the server, and then the server verifies what the client says based on the timestamps matches what it had for that timestamp, and then sends back to the client that the server agrees with what the client originally sent.

majority of the load goes on the client, and is less resistant to hacking vs server based shooters.

another factor to consider is that ping echo requests never go higher than the stack, and more and more is handled by the NIC itself. in applications/games, the packets go in the NIC, up to the stack, and then up to the application, gets processed, and then sent back down to the stack, which sends to the NIC and goes back to the client.

which takes more time than simply hitting the NIC and getting bounced back.

ping indicates latency, ping is not latency or an accurate measure of latency.
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Old 06-07-2010, 10:29 AM   #47
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aye that would seriously reduce latency, but I'm not so sure about splitting the player base up!
Indeed, although they could have some Servers dedicated to EU Players, but give the choice for EU players to join American Servers an visa versa. This means that when an EU Player gets so annoyed with Lagg (as it fluctuates, some days worse than others), they can retreat to an EU Server and score a few kills, again Visa Versa. Ty for all the info everyone, really good stuff.
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Old 06-07-2010, 10:59 AM   #48
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Originally Posted by thewesdude View Post
latency is how long it takes a packet to go one way.

[...]


"In multiplayer online video games, ping refers to the network latency between a player's computer (client), and either the game server or another client (i.e. peer). This could be reported quantitatively as an average time in milliseconds, or qualitatively as low ping or high ping. The latter usage is common among players of first-person shooter and real-time strategy games. Having a low ping is always desirable because lower latency provides smoother gameplay by allowing faster updates of game data."

http://en.wikipedia.org/wiki/Ping_%28video_gaming%29


It doesn't matter whether the load is on the client or server side, the big bottleneck that people are experiencing right now lies in the communication between clients and the server.
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Old 06-07-2010, 11:22 AM   #49
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no, the bottleneck is the latency due to the distance and the # of nodes they have to go across.

there are 2 ways to lower latency:

1) fewer nodes through more robust infrastructure/peering agreements
2) connect to a closer server

EU servers would help euro players not because it lowers their ping, but because it would lower their latency.

lower ping is a result of lower latency
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Old 06-07-2010, 11:47 AM   #50
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Originally Posted by thewesdude View Post
no, the bottleneck is the latency due to the distance and the # of nodes they have to go across.

there are 2 ways to lower latency:

1) fewer nodes through more robust infrastructure/peering agreements
2) connect to a closer server

EU servers would help euro players not because it lowers their ping, but because it would lower their latency.

lower ping is a result of lower latency
what are you even arguing about?
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