Decreasing playerbase

Discuss the Ballistic Weapons servers here.
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Earl_Vencar.:LLS:.
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Re: Decreasing playerbase

Post by Earl_Vencar.:LLS:. » Wed 28 May , 2014 2:34 pm

The freezing does seem to happen for longer if in close proximity to a greater number of players.
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iRobot
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Re: Decreasing playerbase

Post by iRobot » Wed 28 May , 2014 3:48 pm

Would any changes affecting the visibility of the skill system in BW also apply to Assault?

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Re: Decreasing playerbase

Post by Skaldy » Wed 28 May , 2014 4:45 pm

Azarael wrote:Does the degree of freezing vary with playercount?
Slightly, perhaps - difficult to tell.

There may be a proximity component to the large pauses (I was calling it "firefight" or "melee" lag in chat a while back) but it's mainly general and from this thread seems to be affecting those of us with highly variable connections. Another factor of course may be that some ISPs have Traffic Management policies, but unfortunately it's impossible to find out if your traffic is actively being managed from minute to minute. I've already said mine is better after 10pm but the problem is still potentially being made worse if it is PingComp that is just aggravating strangled connections.

I'm assuming that PingComp is an everybody-or-nobody mechanism, which cannot be disabled per client?

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Azarael
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Re: Decreasing playerbase

Post by Azarael » Wed 28 May , 2014 5:02 pm

I've not seen any kind of config property in the mutator.

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Re: Decreasing playerbase

Post by Butcher » Wed 28 May , 2014 8:31 pm

Azarael wrote:Does the degree of freezing vary with playercount?
:) Yes!.. When server full in Freon is worse for me at least.. I don't have issues in TDM. Sometimes in DM only when server is full. In invasion server, no issues.
Sometimes in Freon: It runs ok while not in combat, can jump, and move correctly.. then comes an opponent and lags in the combat... this is what I call "Lag".
Sometimes in Freon: It micro-stutters in the beginning a bit, then I can't control the movement correctly, can't make a simple elevator jump for example.. then comes an opponent , I do aim correctly and in center and it does not hit the opponent... this is what I call "Delayed"

For example, if I snipe, I do not follow the opponent with the scope, but I move my aim to where the opponent will go and shoot when it passes through the aim. I normally hit any moving target like this correctly, but when I'm "Delayed", I fail most all the shots. But there are games that I aim like this with skaldy or capaco and it works, but I do it with calypto, gizmo or Aza and doesn't work, same game, same weapons... that is why I had the impression that there is something either with being admin, or the ping compensation.

Edit: when delayed, also the reload is delayed from the moment I press the button...
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Re: Decreasing playerbase

Post by Capaco » Wed 28 May , 2014 10:53 pm

Butcher wrote:
Azarael wrote:Does the degree of freezing vary with playercount?
:) Yes!.. When server full in Freon is worse for me at least.. I don't have issues in TDM. Sometimes in DM only when server is full. In invasion server, no issues.
Sometimes in Freon: It runs ok while not in combat, can jump, and move correctly.. then comes an opponent and lags in the combat... this is what I call "Lag".
Sometimes in Freon: It micro-stutters in the beginning a bit, then I can't control the movement correctly, can't make a simple elevator jump for example.. then comes an opponent , I do aim correctly and in center and it does not hit the opponent... this is what I call "Delayed"

For example, if I snipe, I do not follow the opponent with the scope, but I move my aim to where the opponent will go and shoot when it passes through the aim. I normally hit any moving target like this correctly, but when I'm "Delayed", I fail most all the shots. But there are games that I aim like this with skaldy or capaco and it works, but I do it with calypto, gizmo or Aza and doesn't work, same game, same weapons... that is why I had the impression that there is something either with being admin, or the ping compensation.

Edit: when delayed, also the reload is delayed from the moment I press the button...

skaldy and me? that just means we suck in movement, thank you ;'D'D , no no joke ^^

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Re: Decreasing playerbase

Post by Spin » Thu 29 May , 2014 12:17 am

I play less because of lag
2nd thing is that almost all weapons fuck with my movement/vision
and its warm outside...


Ping compensator might be good in 1 vs 1, but with more people I'm not sure how it calculates. I think its impossible to calc this with normal server.
Looks like it was made for 1 player only. Funny thing is only one player became better and others seem to be same or shittier. and if i recall correctly that same player was banned for cheating.....


Actually I claim that ping compensator could only work on server side, but then server would have to send different "images?" to each client. Only calculating bullet trajectories is not enough.

Absolute space can only exist if one observer is always defined as being "at rest."

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Azarael
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Re: Decreasing playerbase

Post by Azarael » Thu 29 May , 2014 2:02 am

This is how ping compensation works:

A mutator is replicated from the server to all clients. On the client's side, this mutator adjusts the location of pawns (players, etc) based upon their Physics and player's Ping variable, in the PlayerReplicationInfo.

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Re: Decreasing playerbase

Post by reload » Thu 29 May , 2014 6:33 am

giZmo wrote:Since we noticed a steady decreasing of players on the ballistic weapon server im kind of interested why. So im asking everyone for their opinion why this is happening or about their problems why they stopped playing, play less, think about quiting etc.

Please don't start discussions about someone else opinion or comment it with a trollpost since im gonna delete them anyway.
I'm busy with my classes which are around peak hours. Since I live in the US the server is empty when I have some spare time in the morning so I don't bother playing anymore.

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Re: Decreasing playerbase

Post by Skaldy » Thu 29 May , 2014 11:30 am

So how does the mutator respond if the ping is varying between 20 and 40 from moment to moment, compared to if ping is relatively static? As it dynamically attempts to compensate, might its attempts at correction/prediction actually be introducing lag, or make movements less smooth?

Just clutching at straws here, because the server is borderline unplayable during peak hours, sorry.

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