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  • otisman666 Master 9,045 posts since
    Aug 3, 2011
    Currently Being Moderated
    135. Apr 24, 2012 9:57 AM (in response to capp00)
    Re: Matchmaking Changes - Lag Compensation

    Nice video guys.

     

    Here is my question.  So I play with a six man team (3 East, 3 West and west is usually party leader).  We are pretty sure that we are host every game, as we are the first in an empty lobby and it fills with players, usually randoms.

     

    So how does this help us?  We don't search for a host since we usually are the host.  Will this get a better quality random coming into our lobby?  The way I understood the video, the only impact of the TU will be for parties searching for hosts.  We are not search for hosts, but we are often times stuck waiting for players to come in.

  • maccabi Master 11,798 posts since
    May 31, 2011
    Currently Being Moderated
    136. Apr 24, 2012 10:25 AM (in response to otisman666)
    Re: Matchmaking Changes - Lag Compensation

    otisman666 wrote:

     

    Nice video guys.

     

    Here is my question.  So I play with a six man team (3 East, 3 West and west is usually party leader).  We are pretty sure that we are host every game, as we are the first in an empty lobby and it fills with players, usually randoms.

     

    So how does this help us?  We don't search for a host since we usually are the host.  Will this get a better quality random coming into our lobby?  The way I understood the video, the only impact of the TU will be for parties searching for hosts.  We are not search for hosts, but we are often times stuck waiting for players to come in.

    the reason you end up in a new lobby is one of two main reasons.. either there isnt a lobby that can accomodate your mixed party (too much poing disparity ) so it makes a new session for your party or at the time you searched there was no sessions available.

  • otisman666 Master 9,045 posts since
    Aug 3, 2011
    Currently Being Moderated
    137. Apr 24, 2012 11:37 AM (in response to maccabi)
    Re: Matchmaking Changes - Lag Compensation

    So once again, if we are starting a new lobby and have host, how does this change help us?

     

    Once the first random joins the lobby, the search is over and we are there to stay.  So do the randoms that follow find us on our Avg ping or on just the party leader / host's ping?  How will this change with the TU?

  • maccabi Master 11,798 posts since
    May 31, 2011
    Currently Being Moderated
    138. Apr 24, 2012 12:31 PM (in response to otisman666)
    Re: Matchmaking Changes - Lag Compensation

    otisman666 wrote:

     

    So once again, if we are starting a new lobby and have host, how does this change help us?

     

    Once the first random joins the lobby, the search is over and we are there to stay.  So do the randoms that follow find us on our Avg ping or on just the party leader / host's ping?  How will this change with the TU?

    first off you wouldnt automatically have host until the lobby fills.. but thats by the by at this point..

     

    ok so 2 west and 3 east ..

    if the west is party leader matchmaking should then add people to the session local to the west coaster.. meaning in theory (perfect world if theres enough spare players ect)  that the lobby will be all west coast with 3 east coasters . the west coaster shouldnt reach the threshhold of ping differences where lag comp kicks in and the east coasters should be the only ones who do. In theory (and i keep saying in theory as well its IW) everyones game should then be that much smoother. Whatever why matchmaking works or lag comp is applied a mixed geographical party will always result in someone being a 3/4 bar .

    The difference is with the new system you can have more control over where your party plays so with a little trail and error can find much better quality sessions as a result. Say for example the west coaster ping higher to the east coast than vice versa you know the east coaster will play better west coast than the other way round...that make sense?

     

    just bear in mind this isnt a "fix" for conenction issues its to address a major flaw in the games matchmaking which in turn impacts on connections and "lag comp"

  • KingM16 Newbie 86 posts since
    Nov 10, 2011
    Currently Being Moderated
    139. Apr 25, 2012 9:35 AM (in response to maccabi)
    Re: Matchmaking Changes - Lag Compensation

    I hope that soon  'Lag correction' is replaced with how it used to be, At the moment (I'm in the UK) me and my friends end up in servers full of French, Italian & German gamers. The 'lag correction' ends up giving out imbalanced advantage to those with weak ping.

    Please release a patch to get rid of 'lag correction'. It's a joke and does not work.If you don't fix it many more gamers will leave the game.

  • Calculating status... 45 posts since
    Dec 15, 2011
    Currently Being Moderated
    141. Apr 25, 2012 11:19 AM (in response to maccabi)
    Re: Matchmaking Changes - Lag Compensation

    Maccabi, first lets get something straight.  I am talking about the out of sync hit detection issue not party lag.  I don't play in a party often and when I have nothing was better or worse than my existing awful experience.

     

    Here is the thing, I called it a theory because that is what it is.  You are basing your argument off of your experience and generally accepted common knowledge of the game but you have absolutely zero factual evidence to support ping or lag compensation causing the out of sync hit detection issue.  You also have zero working knowledge of MW3's lag compensation system.  Those are facts, the end.  Nothing you said earlier disproved me and in almost every case you later gave an example and explained that what I said was how it worked.

     

    Now you also put on a good show earlier but all you did was muddy up things to make yourself sound correct.  You even admitted I was correct in your post.  You say when people time out they stop moving but then admit that it isn't accurate because I gave an example of what interpolation does to smooth things out by following the last command issued to it by the player.  Then you gave a different example of the same thing and told me I was wrong.  If the player then drops it continues with that command unless programmed to do otherwise and I have seen players who dropped continue firing well past the number of bullets in their weapon and run into a wall until they disco.  I have seen the same thing in BF3, Planetside, BF2, Black Ops, Rainbow Six Vegas 1 and 2, and a dozen or more other FPS's because as you and I both agree that's how it works.

     

    All those other games don't make me feel like I am out of sync and my bullets are pointless if I play them anywhere else in the world. In BF3 or RSV I have 4 bar or better connections and no real lag to any server any where.  If ping was the great destroyer of gaming experience how is my ping on to Australia, Europe, and Asia not killing my gaming experience?  Probably because the lag compensation methodology is different between those games.  My xbox or router are probably not holding onto a personal grudge against MW3.  So since I can play other FPS's with no issues the only available evidence suggest that ping isn't the issue at all.  Even better is you say ping is the issue but you ignore the fact that artificially enducing latency doesn't change the situation and does in fact make it worse like it should do while exclaiming that my sync and hit detection issues are caused by ping.  If ping is the problem adding ping would help not hurt.  If ping was the problem restricting bandwidth wouldn't do jack especially when 250kbps should still be plenty enough to handle the data the game is sending and receiving during gameplay.  Yet somehow restricting bandwidth does.

     

    You are either confusing my concerns about being out of sync and having poor hit detection with your concerns about party lag or you are basing your theory off of your practical knowledge of how your games have addressed lag compensation and ignoring evidence that doesn't support ping being the culprit.

  • xxxharveystjockxxx Novice 77 posts since
    Feb 8, 2012
    Currently Being Moderated
    142. Apr 25, 2012 12:50 PM (in response to ShankDaddyMack)
    Re: Matchmaking Changes - Lag Compensation

    I think your answer sums this up.  It is a business.  Period.  Its obiovious that leveling the field is there goal.  The game is designed to attract as many players as possible and profit.  With this in mind you have to wonder what other restrictions are implimented, such as health ratings mods, hit value counts etc.. per game.  The options that exist when setting up a private match.  Basically things that make you weaker and another player stronger.  Has anyone ever questioned things like this?  For example say you have been playing for a long time but someone just joined, they would want that person to enjoy the game so you would be resticted and the new comer would be "boosted."  You would have to know the status of everyone playing to evaluate this situation.  Im not a networking person but do comprehend the ping issue.  If connection issues were all that were in play why would they not have a minimum quality of connection test that tells you yes you can connect and play or no your connection is not sufficient.  This would force those with inadequate connections to improve their lines and solve the problem to begin with.  Is this not a solution?  Once everyone reaches a certain connection threshold then all would be on even ground, right or wrong? The system they are developing is reaction not proaction.  Throttling i call it people's avatar leads to players circumventing the system, forcing developers to react to problems that are artificially created as some have found ways to succeed in the game by mods with their own equipment.  Sorry this is so long but am I wrong on this?

  • xxxharveystjockxxx Novice 77 posts since
    Feb 8, 2012
    Currently Being Moderated
    143. Apr 25, 2012 12:51 PM (in response to ShankDaddyMack)
    Re: Matchmaking Changes - Lag Compensation

    I think your answer sums this up.  It is a business.  Period.  Its obiovious that leveling the field is there goal.  The game is designed to attract as many players as possible and profit.  With this in mind you have to wonder what other restrictions are implimented, such as health ratings mods, hit value counts etc.. per game.  The options that exist when setting up a private match.  Basically things that make you weaker and another player stronger.  Has anyone ever questioned things like this?  For example say you have been playing for a long time but someone just joined, they would want that person to enjoy the game so you would be resticted and the new comer would be "boosted."  You would have to know the status of everyone playing to evaluate this situation.  Im not a networking person but do comprehend the ping issue.  If connection issues were all that were in play why would they not have a minimum quality of connection test that tells you yes you can connect and play or no your connection is not sufficient.  This would force those with inadequate connections to improve their lines and solve the problem to begin with.  Is this not a solution?  Once everyone reaches a certain connection threshold then all would be on even ground, right or wrong? The system they are developing is reaction not proaction.  Throttling i call it people's avatar leads to players circumventing the system, forcing developers to react to problems that are artificially created as some have found ways to succeed in the game by mods with their own equipment.  Sorry this is so long but am I wrong on this?

  • maccabi Master 11,798 posts since
    May 31, 2011
    Currently Being Moderated
    144. Apr 25, 2012 12:53 PM (in response to RedRaider)
    Re: Matchmaking Changes - Lag Compensation

    RedRaider wrote:

     

    Maccabi, first lets get something straight.  I am talking about the out of sync hit detection issue not party lag.  I don't play in a party often and when I have nothing was better or worse than my existing awful experience.

     

    Here is the thing, I called it a theory because that is what it is.  You are basing your argument off of your experience and generally accepted common knowledge of the game but you have absolutely zero factual evidence to support ping or lag compensation causing the out of sync hit detection issue.  You also have zero working knowledge of MW3's lag compensation system.  Those are facts, the end.  Nothing you said earlier disproved me and in almost every case you later gave an example and explained that what I said was how it worked.

     

    Now you also put on a good show earlier but all you did was muddy up things to make yourself sound correct.  You even admitted I was correct in your post.  You say when people time out they stop moving but then admit that it isn't accurate because I gave an example of what interpolation does to smooth things out by following the last command issued to it by the player.  Then you gave a different example of the same thing and told me I was wrong.  If the player then drops it continues with that command unless programmed to do otherwise and I have seen players who dropped continue firing well past the number of bullets in their weapon and run into a wall until they disco.  I have seen the same thing in BF3, Planetside, BF2, Black Ops, Rainbow Six Vegas 1 and 2, and a dozen or more other FPS's because as you and I both agree that's how it works.

     

    All those other games don't make me feel like I am out of sync and my bullets are pointless if I play them anywhere else in the world. In BF3 or RSV I have 4 bar or better connections and no real lag to any server any where.  If ping was the great destroyer of gaming experience how is my ping on to Australia, Europe, and Asia not killing my gaming experience?  Probably because the lag compensation methodology is different between those games.  My xbox or router are probably not holding onto a personal grudge against MW3.  So since I can play other FPS's with no issues the only available evidence suggest that ping isn't the issue at all.  Even better is you say ping is the issue but you ignore the fact that artificially enducing latency doesn't change the situation and does in fact make it worse like it should do while exclaiming that my sync and hit detection issues are caused by ping.  If ping is the problem adding ping would help not hurt.  If ping was the problem restricting bandwidth wouldn't do jack especially when 250kbps should still be plenty enough to handle the data the game is sending and receiving during gameplay.  Yet somehow restricting bandwidth does.

     

    You are either confusing my concerns about being out of sync and having poor hit detection with your concerns about party lag or you are basing your theory off of your practical knowledge of how your games have addressed lag compensation and ignoring evidence that doesn't support ping being the culprit.

    tl;dr

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