Instead of you teleporting around for 7 other players (ruining their experience) you will have delayed controls and the other 7 players will see you smoothly run around (this assumes that the server runs well). As said before it's to "protect others" in the game from someone's high ping. Just a matter of time before someone will claim that it's server side movement at 20 ping. So when you say 85 you're probably exaggerating (or your ping fluctuate above 100 all the time in a server where the host has lowered the default threshold). Server side movements activates by default somewhere at 160 ping (don't remember exactly) and can never be activated lower than 100. But like in the alpha without serverside my ping could be 200 and still playable. For the record i hate serverside, mainly because i hate servside LAG more than i hate teleportation lag, ANd thats because minor teleportation is fine but with server side lag, my actions are delayed and its ACTUALY unplayable whenever my ping is over 85 Tbh I think that would be the best course of action Game is good because we can play with players from other countries and in this version this is not possible because the new game system does not allow us, even playing with people from my country this option influences and disrupts the gameplay of the game.Īdding to the original suggestion, it might be a good idea to display whether the server has server-side movement enabled before you join, in a similar way to how you can view the map or amount of players before you join a server. I'm trying to use the translator to express myself better: But that would be outrageous damn stupid (so we won't do that)! It's like an unfixable problem, so we let the host decide for themselves their own max ping cap and server movement threshold Add some stress-test routine to servers to check that they can perform well enough for an overall smooth experience and if that fails the server won't start. The only REAL fix to the server movement issue is to add a hard limit on 100 ping or something and anything above that and you can't join. But don't expect to be able to run the game smoothly if you join a server with 200+ ping, or if the server is running some old CPU that barely can keep up and where the user have a buggy router or even drops packages that it can't handle. There's a real reason why (most) modern games don't allow end users to set up their own games.ġ: They can't verify that the hardware meets minimum requirements for a smooth experience.Ģ: They can't verify the hardware that deals with network packages (routers etc.).ģ: They can't verify that the ping is less than a certain threshold, like 60.Ĥ: They can't verify possible in-game progress for user accounts (cheats running on the server for example). If you have 100 ping, it will take 100ms for your actions to be executed on your screen. With server-side, you have an input delay depending on your ping. Note that all of this can't be "fixed" magically this literally happens because the game can't predict the future, although he tries. You can punch a laggy player and suddenly he's behind your back punching you instead. You can shoot a laggy player perfectly and miss because he suddenly teleported backwards. Servers sometimes miscalculate the position of players and some collisions are wonky. With client-side, a lot of weird stuff can happen. With server-side, you know exactly what's going on your screen shows exactly what is happening in the server. With client-side, you can move around the map with precision. So what are the pros and cons of each system? We're just not used to this input delay anymore. Some games like Street Fighter V even have a small input delay by default (100ms~ I think), but players can adapt easily after playing a few rounds. Before client-side movement was implemented in 2015, we could play with 200 ping by adapting to the 200ms delay and predicting the opponent's moves. Both client-side movement and server-side movement have their pros and cons.
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