Totally agree with this. It was frustrating for me to play in my country. It’s quiet a shame if a player’s location (a.k.a connection to the server) determines their game as a whole.
as someone with an average ping of 300, please I’d like this addressed.
I’ve noticed this playing with a friend who is also a wizard. I had a high ping and he had a lower one.
I always used to comment that he attacked like a melee does when I attack with delay. Our attack ratio is 2:1 at times even 3:1.
Please fix this.
Though I don’t expect much, this is something the game could use to improve.
While it wasn’t unexpected and I will still likely enjoy the rest of the game despite this…
I will at the very least bump this up a post and comment.
It may seem insignificant, but what we want is for IMC to notice this thread, not the replies themselves.
I was already aware that this was a problem from kCBT2, from the foreign players in it.
Not particularly game-breaking to me, it is a fairly uncomfortable aspect and it’s much more likely they will simply add more regional servers than try to address this.
I’d like to continue playing on the International server, so I am will prepared for the consequences such as lag and the like. If that does turn out to not be an option… well… I suppose it’s not absolutely necessary to play the game and my presence in ToS is not of any great significance.
Thanks a lot for the video link, it will serve as a great comparison.
Since i have a constant 280~300 ping, its hard for me to record a “legitimate” kneeling shot clip myself.
I’v noticed this as well, since my ping is low i found myself attack much faster then my friends and it took me a while to realize that the reason i was killing mobs faster then them even tho our damage was about the same is that i was squeezing in a extra auto attack every 2 seconds compared to them.
when playing without WTFast my ping is horrible, attack 5 times but only 2 or 3 hits show actual dmg
It is very important issue and if left like this will eventually deal a huge blow to the game. Imagine this at end-game when people are turning really competitive…
-kicking high ping players out of raid/party/pvp team
-achieving ranks, getting better loot just because you live closer to the server
-all auto-attack builds automatically become useless for at least half of the players base
-PvP ranks neatly sorted by connection quality
I’ve have seen people arguing and become salty because of much smaller reasons… I really hope this will not be the case.
The game is server sided, not peer-to-peer, so it’s natural to have lag between our input and the character’s output.
[quote=“Noah_, post:16, topic:31044”]
-achieving ranks, getting better loot just because you live closer to the server
[/quote]What…?
[quote=“Noah_, post:16, topic:31044”]
-PvP ranks neatly sorted by connection quality
[/quote]Any game server sided has better PvP environment than a peer-to-peer one.
Peer-to-peer games open doors for people to abuse intentional lag, which screw the fun for all players in the match. Server sided games are free from this menace, since lag will only cause trouble for the lagged one.
Even if you say “but it also screw for his teammates!”, well, try to imagine League of Legends being peer-to-peer… I doubt it would be the most played game like it’s now.
Also, you can take a note of Guild Wars 2. It’s a server sided game with only 2 servers (NA and EU) and I can play on NA without lag because they made dedicated conections for other countries where the game is published.
Yes,but that’s the case only if the protocol is not optimized relatively to your game.
Lockstep should be different in every game, if your protocol tries to sync every single packet and movement, it is more likely to end up badly and giving the server a lot more pressure.
My point is, my intentional goal about this post is about optimizing the protocol and sync method, instead of changing the whole into P2P. Thanks for making your point nevertheless.
One part of GW2’s optimization is dedicated servers, but not completely. In GW2 PvP match , you can have players from Asia, EU, NA, and all other places, but skills they used can still affect in msec(such as reflect and dodge), which is more based on local calibration and forecast.
I just leave it here
Patch Notes kCBT3 August 15th
Patch #1
-Spawn location of field bosses has been randomized.
-Client slowness/lag has been alleviated.
Credit goes to zazabar from reddit for translating this. I don’t know if this fixes abovementioned issue or related to the topic at all, so I won’t comment it.
Thanks a lot for the info. I guess we will have to see when next beta launches.
I see, I don’t understand so deeply this matter, tho. But I hope IMC can take some of those procedures to make the game more responsive :x
Also, the patch saying they alleviated lag, seems like it was just for the lag spikes we had a few days ago. My delays are still somewhat the same.
Your delays “are” still the same? Man, are you currently even playing any beta “right now”? Sorry, I’m rather confused and worried if I’m missing anything.
P.S.: the patch note was on 15th of August, 5 days after the 1st iCBT ended
EDIT: or enlighten me…is Kr CBT still going on?
kCBT is currently running an extended version on their test server.
Started on monday 10th, with no end date so far.
Footage distribuition (streams, videos, screenshots…) is proibited for now, that’s why a lot of people don’t know about it.
ENVY YOU Koreans, 11 days ady and u still get more hahah have fun and thank you for sharing the info
I have 130 ping. Does that mean Quicken will work for me? If so, what level?
I tested quicken with some ppl on 50-90 ms and it didn’t change their attack speeds. Granted these were wizard auto attacks.
Need to check quicken with swordsman and archer as well.
Never noticed anything like the OP posted.
Maybe thats because my ping is at 180 and I have nagle disabled?
And yes you should always disable nagle for games like these.
how u guy check the ping with the server ?