I'm sure everyone have seen players complaining about how differences in ping gives other players an advantage or disadvantage, all in all it makes the game unfair.
Now as i understand it having a constant stable 300 ping does not make the game unplayable or make you teleport, it's rapid drops and increases like going from 30 to 300 and back to 30 that does this.
Anyways it's no question that servers prefer it when all the players have a similar ping and if a player where to connect to a server where they are the only one with 30 ping and everyone else have 300, that player would rather have 300 too.
So why not have a "global" ping of 300 or so as there seems to be no server that has more than that and induce lag to players with less so they reach 300 as well, now all players have the same ping no more no less and EU and NA players can play in harmony.
This is partly question and suggestion as I'm not so sure if any of this even works, only that the impression i have got is "equal ping is the best".
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Make all players have the same ping
#2
Posted 01 February 2014 - 04:42 AM
Ping is a subjective subject controlled by net propagation and is not a static value.
Ping,as in real time, is in constant state of fluctuation that the only way to make it usable as a value is to take the average, normalize it, and what you see is the average between the high and low values.
What makes the difference is not the ping but the total number of hopes from client>hops>server>hops>client.
The least amount of hops the better the ping average and the race is on to see who gets to the server before the other guy as ping is the round trip value necessary to see the result decided by the server.
In other words it takes half the ping rate to get the snap shot to the server and if you get there first in a foot race you win.
What makes the difference though is reaction times equal to a drag racer. A drag racer is already gone even before the light turns green as he is expecting it to where the driver is waiting for it to turn green already lost before they know it.
And yes your right ping swings are really bad as it's an indication of network problems not necessary caused by client or server.
Of interest there use to be a Quake 3 server browser/launcher that would calculate the total number of hops and included as part of the list. This was and is a better way of finding a stable server as the ping you see on a refresh is not always the ping you get once you log onto the server. If one can find that it should work with Urban Terror or someone with skills could write one. ;)
Ping,as in real time, is in constant state of fluctuation that the only way to make it usable as a value is to take the average, normalize it, and what you see is the average between the high and low values.
What makes the difference is not the ping but the total number of hopes from client>hops>server>hops>client.
The least amount of hops the better the ping average and the race is on to see who gets to the server before the other guy as ping is the round trip value necessary to see the result decided by the server.
In other words it takes half the ping rate to get the snap shot to the server and if you get there first in a foot race you win.
What makes the difference though is reaction times equal to a drag racer. A drag racer is already gone even before the light turns green as he is expecting it to where the driver is waiting for it to turn green already lost before they know it.
And yes your right ping swings are really bad as it's an indication of network problems not necessary caused by client or server.
Of interest there use to be a Quake 3 server browser/launcher that would calculate the total number of hops and included as part of the list. This was and is a better way of finding a stable server as the ping you see on a refresh is not always the ping you get once you log onto the server. If one can find that it should work with Urban Terror or someone with skills could write one. ;)
doing "stuff" with dead things.
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