RottWeiller Posted March 14, 2007 Share Posted March 14, 2007 Hi, I looked around for posts about this issue bout didn't found any. Ping calculations don't take in account the packet lost or, are just not calculating it right. This originate false "cheater" alerts from the player with the lag towards the other players and vice versa. The players look at their, or others, ping and see it at 50ms when in reality its over 700ms doe to packet lost (Just a example). Most players don't know this issue and don't know how to differentiate between "cheaters" and people that are lagged. This causes admins to ban people that aren't "cheaters" and have a hard time explaining other players why they didn't ban certain player because he is just lagging. I assume this "false ping" its a mta implementation issue since I don't find any server configuration that may cause this. Link to comment
Manej Posted March 14, 2007 Share Posted March 14, 2007 I've never had anyone with a 50ms ping show up as 700ms. Or anything like that. Link to comment
Strepto Posted March 16, 2007 Share Posted March 16, 2007 Actually this is a relevant question, since lag is something you really don't want in races. Packet loss is probably the most devastating thing for the game experience. It would be nice if you could monitor more network statistics than just ping, especially if you want a server without laggers. Link to comment
RA Posted March 18, 2007 Share Posted March 18, 2007 I agree. This is good information to know. I would rather have 200 ping and 0% packet loss than 20 ping and 15% packet loss. Link to comment
Clerlic Posted March 18, 2007 Share Posted March 18, 2007 in CS, even 1% packet loss is pretty annoying, sometimes you shoot and nothing happens, or you jump and suddenly get teleported back and get shot. Link to comment
paul527 Posted March 18, 2007 Share Posted March 18, 2007 yeah, the scoreboard should show the ping relative to the server, not the client. Can the devs do this? Link to comment
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