Dear Frontier: Please Fix Multiplayer

The people with bad connections have a bad time but everyone else has a good time, as opposed to everyone having a bad time. Thanks for being hostile about it though.

Nim

Exactly. All it takes is 1 or 2 users with terrible connections to screw everyone else over in the current scenario. I remember during the war of Lugh, I was fighting with a group of users and be fine. Then all of a sudden, rubberbanding, as someone new joined the instance. Everyone was affected by it.

But out why is it so bad? I remember playing Halo 2 way back in the day against people from other countries, and it was never this bad. And that was back in 2005/6, when broadband was just starting. And in a game where accuracy mattered. Sure, it had lag, but nowhere as bad as this! Are people playing on dialup or something?
 
Exactly. All it takes is 1 or 2 users with terrible connections to screw everyone else over in the current scenario. I remember during the war of Lugh, I was fighting with a group of users and be fine. Then all of a sudden, rubberbanding, as someone new joined the instance. Everyone was affected by it.

But out why is it so bad? I remember playing Halo 2 way back in the day against people from other countries, and it was never this bad. And that was back in 2005/6, when broadband was just starting. And in a game where accuracy mattered. Sure, it had lag, but nowhere as bad as this! Are people playing on dialup or something?

Plastic cup on a very long string here 😁
 

xkjacob

X
So basically, things will probably only get worse for you.
1. when we start to implement additional barriers for cheating (like being invulnerable and having infinite game resources) it will either be all client side, which is pretty easy to overcome or they'll need to add a heart beat to validate credentials to the server, most likely in the UK. All that does is add dead weight onto your connection and slow you down even more. The farther you live from the UK the more screwed you are.

2. why don't you ask for a refund? explain your situation and maybe you can get some of your money back. multiplayer looks for be important to you and if you have a sufficient connection this should not be an issue, the issue is in the P2P design and matching.

So you may continue trying to play in a lagtastic game that is easily exploited and cheated in and hope in the future some magical more efficient p2p client to server methods come out or just cut your losses and ask for your money back.
The worst thing they can say is no.

3. Kudos to everyone in here telling him to just turn multiplayer off. I got a great laugh from that.
 
The servers are Amazon EC2 so the nearest for me (UK) is Dublin, Ireland. FD did do a deal with Amazon during the Kickstarter so it is likely there are servers based elsewhere around the world.
 
Guys i have a 1000 Mgbits internet connection and it is still lagging when i enter conflict zones. And i am playing at about 8-9 UK time sooooo yeah
 

xkjacob

X
Guys i have a 1000 Mgbits internet connection and it is still lagging when i enter conflict zones. And i am playing at about 8-9 UK time sooooo yeah

The match making system probably thinks..
"Hey!! His speed is good let's connect him with a 56k in India!"
I'm running the fastest I can for my area in the US (100Mbps) and Yea I just switch to group mode to avoid it. If I group with my local friends it isn't bad.
Ill just stick to closed game play with t7 system to system trading until they
- actually make some decent weapons
- do something about invulnerable players
- do something about p2p blocking
 
Guys i have a 1000 Mgbits internet connection and it is still lagging when i enter conflict zones. And i am playing at about 8-9 UK time sooooo yeah

How many players are in the conflict zone with you?
A gigabit connection is pretty good :)
 
If you got rubber-banding:
Check your "packet-loss", it should be ZERO..

at pingtest.net

I think rubberbanders already concluded it is the lack of server that causes their rubberbanding, so nothing to check here :) Otherwise, yes, it should be zero. The tricky part it has to be also zero with most peers you are playing with and there is no easy way to check that. FD needs to display some connection quality statistics for the players you are connected with.
 
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The problem is and has always been with the point to point model in games like this that really need hit by hit checking, reliable player location update (especially during pvp), and the nearly zero chance of client side hacking. The issue is that it would not be cheap nor easy to implement at this stage. It would also need separate server locations in the world in order to be most effective. From a design aspect it needed to be built from ground up as client/server. I'm not saying it can't be done, it can, it's just not all that feasible at this point.

Server farms are not cheap, but then again, do you want a successful game long term with good playability (especially in pvp) for everyone? It's just not going to happen with this model I'm sorry to say. PtP is an old and inexpensive route to go just as someone else had mentioned, but it's not for this type of game where you need positional accuracy for most if not all players. But don't take my word for it, ask someone who has run both client/server game development and PtP. I can guarantee you they will agree with the above statements.
 
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