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Old 14th August 2008, 07:31   #1 (permalink)
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Default High ping rates....

With the game being skill-based (no levels) and combat being in first person, some folks automatically think the playing field will be even. However I am curious how the devs will handle high ping rates. In a 'twitch-based' game, the person with higher ping may well be at a disadvantage.

'ping' the time that it takes for 1 packet of data to travel from your PC to the server you are contacting. The higher the ping the more lag you are going to see in the game.

The greatest 'lag' is traditionally seen during heavy traffic times.. ex 3pm - 10pm, but other causes of high ping is the 'quality' of service you have... ex dialup/cable/dsl.

high ping induced lag has been the bane of many MMOs, and I'm curious how Mortals Online will deal with it.
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Old 15th August 2008, 02:46   #2 (permalink)
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TF2 Tried dealing with that by giving players with the higher ping a higher chance of getting a "Critical Hit".
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Old 15th August 2008, 03:26   #3 (permalink)
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Originally Posted by Shinzon View Post
TF2 Tried dealing with that by giving players with the higher ping a higher chance of getting a "Critical Hit".
not a bad idea, but i'm not so sure there will be "critical hits" in MO, and according to the recent poll, it looks like most people aren't too keen on random crits.

perhaps a swing/cast time inversely proportional to your ping? but i just hate to think of how this might be exploited.
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Old 15th August 2008, 04:39   #4 (permalink)
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I honestly think the best option would just be regional servers. If one player has a higher ping from thier connection rate, that is sad for them, but I really don't think there would be any way for that to really be evened out in an MMO in such a way that could not be exploited one way or another.
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Old 15th August 2008, 06:28   #5 (permalink)
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I honestly think the best option would just be regional servers. If one player has a higher ping from thier connection rate, that is sad for them, but I really don't think there would be any way for that to really be evened out in an MMO in such a way that could not be exploited one way or another.
yea, i probably have to agree here. if you're getting bad pings, most likely you're just gonna have to tough it out. it'd be better to just have some players with slightly worse pings than leave room for exploits.
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Old 15th August 2008, 11:59   #6 (permalink)
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yeah, i totally agree. Don't penialize me because so guy is trying to play on a phone line with minimum settings. If my comcast line is acting up, that is sad for me as well. It shouldn't effect you though. If that was the case, what do we do when someone with a low connection attacks us so ours bottoms out, then a third party enters the scene and starts wiping all of us?
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Old 15th August 2008, 13:15   #7 (permalink)
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Yeah, it sucks to have a bad ping but its something that can only be addressed by having local servers! Iam sure we will have US and European ones, so the majority should be fine!
Hopefully also Asian servers as I am moving to Singapore and really need a good ping!!!

Please put up a server in Singapore ;D
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Old 17th August 2008, 19:03   #8 (permalink)
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The way PlanetSide deals with ping is on a hit box basis instead of actually hitting a body part. It makes the game skill based, but not so much as being able to get headshots and the like. If the player is standing still, they have the standard sized hit box. Crouching makes it smaller, while running makes it larger. Granted, there is no blocking in PlanetSide, so I'm not sure how they would compensate for that.
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Old 18th August 2008, 13:15   #9 (permalink)
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The way PlanetSide deals with ping is on a hit box basis instead of actually hitting a body part. It makes the game skill based, but not so much as being able to get headshots and the like. If the player is standing still, they have the standard sized hit box. Crouching makes it smaller, while running makes it larger. Granted, there is no blocking in PlanetSide, so I'm not sure how they would compensate for that.
UT2k4 had a similar system but added the "head"-hitbox for headshot-weapons. It's really smart because they don't have to check if a bullet hits the head if you aren't holding a HS-weapon.
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