Forums » Suggestions
Generally laggy people are one thing, people who intentionally evade combat with a lag switch when they start to lose is quite another. The best solution to both situations is just to turn away and do something else and accept it as part of the game.
However, if an *already suggested and commented on* latency indicator was added it would give us that are frustrated with this something to chew on (i.e. we have something that confirms our suspicions and gives us reason to report abuse via tickets..).
However, if an *already suggested and commented on* latency indicator was added it would give us that are frustrated with this something to chew on (i.e. we have something that confirms our suspicions and gives us reason to report abuse via tickets..).
Must be one of them years, because again, I agree with wally. I do not think anyone is looking to punish the guy from South Africa, just because he listens to Die Antwoord while playing - errm sorry - has a genuine bad connection that he can do nothing about. I think this topic tends to be raised (again and again) when people start lagging during a fight they are losing - or in the case of some of us - someone who starts to teleport/jump large distances when a pursuit begins.
Some kind of indicator would be a good start, I suppose it would be a lot like the cut-out police person in a shop window. "He is going to see if I start to lag badly" or "He has a bad connection, should I engage him? Prepare to use the force!". Even with your helpful explanation of how you handle UDP transmissions I still get a head ache when thinking about actual counter-lag techniques, and I've only been thinking about it for 5 minutes!
+42 for the lag HUD! (or at least some information sent via the Lua sandbox about current target, so we can implement our own)
Some kind of indicator would be a good start, I suppose it would be a lot like the cut-out police person in a shop window. "He is going to see if I start to lag badly" or "He has a bad connection, should I engage him? Prepare to use the force!". Even with your helpful explanation of how you handle UDP transmissions I still get a head ache when thinking about actual counter-lag techniques, and I've only been thinking about it for 5 minutes!
+42 for the lag HUD! (or at least some information sent via the Lua sandbox about current target, so we can implement our own)
Yeah, what greenwall said. You just can't catch up with someone who does 1-2km jumps in unforeseeable directions, regardless of ship choice or how much you're being taunted by your lagging target.
For anyone who doesn't know what the "rubber banding" is that is being talked about in this thread, watch the first 20 seconds of this video. Luckily that player actually wanted to fight me or else I would have likely never caught up.
A latency or packet loss indicator would at least provide a counter point to the usual finger pointing of who the actual lagging player is after one such encounter.
For anyone who doesn't know what the "rubber banding" is that is being talked about in this thread, watch the first 20 seconds of this video. Luckily that player actually wanted to fight me or else I would have likely never caught up.
A latency or packet loss indicator would at least provide a counter point to the usual finger pointing of who the actual lagging player is after one such encounter.
but nobody uses lagswitches in this game lol