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 Regarding ping 
 

fedayeen

Private First Class
Posts: 150
Joined: 17 May 2010

      Posted: 28 Jun 2010 12:07 ProfileOnline Estonia


Thanks, mister Obvious. We know. This doesn't answer anything.

=IK=Doba=

Staff Sergeant
Posts: 593
Joined: 03 Nov 2009

      Posted: 28 Jun 2010 12:07 ProfileOnline Canada


soo before it was showing ping now latency, as far as I was told there is a difference hence the higher number?

darksmaster923

Sergeant
Posts: 380
Joined: 10 May 2008

      Posted: 28 Jun 2010 12:28 ProfileOnline Senegal


looks like they only changed the scoreboard display

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Killerbunny.
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=IK=Doba=

Staff Sergeant
Posts: 593
Joined: 03 Nov 2009

      Posted: 28 Jun 2010 12:34 ProfileOnline Canada


All im woried about is my game play, and its much much better now imo and in many others, in fact a lot of people came back to AA3 after this patch because of the improvement in game performance, you guys are worried about what is displayed.. I dont care if you display a donkey as long as its smooth

m2-stryker

Private
Posts: 39
Joined: 13 Feb 2010

      Posted: 28 Jun 2010 13:12 Profile Canada


[Ri051]LittleCannon


C:\Users\Dad>ping 74.63.64.138 -l 512

Pinging 74.63.64.138 with 512 bytes of data:
Reply from 74.63.64.138: bytes=512 time=53ms TTL=116
Reply from 74.63.64.138: bytes=512 time=54ms TTL=116
Reply from 74.63.64.138: bytes=512 time=56ms TTL=116
Reply from 74.63.64.138: bytes=512 time=56ms TTL=116


here you go smart mouth. Not a huge difference, and the ping shown in game is STILL WRONG you wing nut.

richei

Staff Sergeant
Posts: 822
Joined: 27 Feb 2004

      Posted: 28 Jun 2010 13:53 ProfileOnline United States


Whether they're right or wrong, you still can't punish that person for something they have no control over. We don't all have 200mg connections and shouldn't have to be punished for it. I know its up the admins, but they all need to be schooled heavily on how to be one. Some are fine and fun to play with, but others are some seriously power trips. They suck all the fun out of playing the game. I got kicked from because i was chatting when i was dead. how lame was that. Specially when i was answering the admin's question, though i guess that was bait.

I've gone into servers and had a ping of around 200 and completely wiped out the other team, which had supposive pings of around 50-100. 90-180 is around my normal ping in most servers, 200 in some of the laggier servers. For me, its the norm, i've played with that kind of ping for so long that i know where to aim and how to compensate for it.

MajorWinters

Volunteer Community Manager
Volunteer Community Manager
Posts: 6763
Joined: 18 Feb 2005

      Posted: 28 Jun 2010 13:53 ProfileOnline Belgium


Calm down and treat others with respect. If not you'll find this thread locked very very soon.

randytextera

Private
Posts: 37
Joined: 16 Jun 2010

      Posted: 28 Jun 2010 13:57 Profile


richei, i've always thought player ping had no effect on the server, but that's simply a misconception. in aa3, at least, a high pinger will actually ruin the server's performance. there were many instances where the server started lagging and the only solution was to kick the foreigners that recently joined.

frankof

Moderator
Moderator
Posts: 6987
Joined: 28 Nov 2004

      Posted: 28 Jun 2010 13:59 ProfileOnline Norway


fedayeen wrote:

Thanks, mister Obvious. We know. This doesn't answer anything.


Actually it does, the scoreboard ping is the correct one, it it THE ping, everything else is wrong(yes, we know)

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SGTKoz

Recruit
Posts: 2
Joined: 25 Jun 2010

      Posted: 28 Jun 2010 14:06 Profile


richei wrote:

Whether they're right or wrong, you still can't punish that person for something they have no control over. We don't all have 200mg connections and shouldn't have to be punished for it. I know its up the admins, but they all need to be schooled heavily on how to be one. Some are fine and fun to play with, but others are some seriously power trips. They suck all the fun out of playing the game. I got kicked from because i was chatting when i was dead. how lame was that. Specially when i was answering the admin's question, though i guess that was bait.

I've gone into servers and had a ping of around 200 and completely wiped out the other team, which had supposive pings of around 50-100. 90-180 is around my normal ping in most servers, 200 in some of the laggier servers. For me, its the norm, i've played with that kind of ping for so long that i know where to aim and how to compensate for it.



So you're admitting that you have a high ping and ingnore the fact that you're laggin other players. Hmmmm.... I'd be willing to punish anyone with a high ping. Their ping is either high because they're playing on a server that is halfway around the world (which they shouldn't do) or they can't afford to pay more than $10 (or the local equivelant) for internet connectivity. It's not the server admin's fault, nor the other players fault that you can't afford a good internet connection. And if you're paying out the butt for the connection and you're gettin these high pings, I'd talk to your connection provider and tell them they need to run some diagnostics on your segment.

[Dev]SledgeHammerD

Developer
Developer
Posts: 64
Joined: 19 Jan 2010

      Posted: 28 Jun 2010 15:41 Profile United States


=IK=Doba= wrote:

soo before it was showing ping now latency, as far as I was told there is a difference hence the higher number?



There is a difference in the calculations. Standard ping is a network layer machine to machine latency test (not really affected by server load, only by the "load" of the network cards and the connection between them). The AA3 client "ping" calculation shown in the display really is a server latency calculation calculated by the response between the AA3 server and client, hence the difference from the tcp/ip ping command. This should provide more accurate quality of service info regarding the server and the client's connection to it.

fedayeen

Private First Class
Posts: 150
Joined: 17 May 2010

      Posted: 28 Jun 2010 16:29 ProfileOnline Estonia


frankof wrote:

fedayeen wrote:

Thanks, mister Obvious. We know. This doesn't answer anything.


Actually it does, the scoreboard ping is the correct one, it it THE ping, everything else is wrong(yes, we know)


That does not explain why the new scoreboard pings divide neatly by 4 into the supposedly "wrong" pings shown in the server info. They don't even divide just approximately, but EXACTLY. This cannot be a coincidence. Go into any server and try it yourself if you don't believe me. Hence, all that was done was multiplication of old ping by 4. Until you provide an adequate answer I've no reason to believe otherwise.

[Dev]SledgeHammerD

Developer
Developer
Posts: 64
Joined: 19 Jan 2010

      Posted: 28 Jun 2010 17:04 Profile United States


[programmer]

The internal latency calculation didn't change. This value is converted to an unsigned 8-bit number (range 0-255) for optimized network transmission (needed by all of the other clients for display) thus the number has to be divided by 4 to transmit (max = 1020ms displayed). The client's display needed to be multiplied by 4 to restore and display the correct value (it wasn't). This error was discovered and changed in 3.0.8. Anything above 255*4 (1020) is capped (assume not playable at this latency so display above 1020ms is irrevelant). The previously displayed value (< 3.0.8) really amounted to a latency index as it wasn't tied to any specific time unit.

[/programmer]

Hopefully this clears up the ping calculation.

PapaBear=VX9=

Staff Sergeant
Posts: 681
Joined: 15 Jan 2007

      Posted: 28 Jun 2010 17:57 ProfileOnline United States


[Dev]SledgeHammerD wrote:

[programmer]

The internal latency calculation didn't change. This value is converted to an unsigned 8-bit number (range 0-255) for optimized network transmission (needed by all of the other clients for display) thus the number has to be divided by 4 to transmit (max = 1020ms displayed). The client's display needed to be multiplied by 4 to restore and display the correct value (it wasn't). This error was discovered and changed in 3.0.8. Anything above 255*4 (1020) is capped (assume not playable at this latency so display above 1020ms is irrevelant). The previously displayed value (< 3.0.Cool really amounted to a latency index as it wasn't tied to any specific time unit.

[/programmer]

Hopefully this clears up the ping calculation.



Have I told you today that you're my hero, Sledge? Cheesy Grin

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-=316=-peg_em

Staff Sergeant
Posts: 616
Joined: 10 Oct 2008

      Posted: 28 Jun 2010 18:05 ProfileOnline United States


[Dev]SledgeHammerD wrote:

[programmer]

The internal latency calculation didn't change. This value is converted to an unsigned 8-bit number (range 0-255) for optimized network transmission (needed by all of the other clients for display) thus the number has to be divided by 4 to transmit (max = 1020ms displayed). The client's display needed to be multiplied by 4 to restore and display the correct value (it wasn't). This error was discovered and changed in 3.0.8. Anything above 255*4 (1020) is capped (assume not playable at this latency so display above 1020ms is irrevelant). The previously displayed value (< 3.0.Cool really amounted to a latency index as it wasn't tied to any specific time unit.

[/programmer]

Hopefully this clears up the ping calculation.



Im confused,but overall gameplay seems smoother, even when the avarage pings are 70 to 160,where as with 3.0.7 these numbers would cause a server to crash.


 Regarding ping 
 

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