Optimization of netcode?

Yanoflies Profile Options #1

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The way BHS designed TERA worked with the Koreans, but they have VDSL. Unreal Engine has proven to be a great engine that could handle client-server and client-server-client nicely, could you (the publisher) work with the developers to improve how the client and server processes data? I spent a few hours today on EU-TERA testing the effects on ping. ~350ms vs ~50ms showed almost a 100% increase in attack speed.

I ran tests with a group of people:

>made two level 1's archers
> duel
>attack eachother
>lower ping would win with almost 50% hp

>repeated above with other classes
>observed similar results with other classes

>tried level 19's of same class and similar gear
>duel
>both stood still and chained the same spell over and over
>lower ping won in all cases as well, with a significant amount of hp (4x%!)

>low ping vs low ping for control
>VERY close matches


I don't understand how the spell queuing works, is everything performed in the server? Why not have the client process it and then validate it on the server, that way everyone will be equal. That's pretty much how Dragon's Nest done it (well not UE3 but the combat was VERY similar if not the same) and at least everyone had the same potential to do damage.

In WoW, even a pretty huge difference in ping (less than 100 and more than 800) showed even fights if everything was casted properly ...


Please help the Australis :'( :'( :'(.

While in NA, Oceaneans will have a ping ofr ~200-250, the effects, while to a lesser extent, will surely have massive impact as well ... Please help us!
Edited by: Yanoflies about 1 year ago
Waiden Profile Options #2

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Well thats already well known fact. Pings is big factor in Tera but that wont change. Tera combat is similar to fps games where you need good ping to stay competitive.

I dont want to say this but whoever has ping 250+ shoud forget about serious pvp :(
JenXIV Profile Options #3

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http://www.youtube.com/watch?v=IbRuXAnYing

It's not incredibly apparent if you're playing normally though, unless it's in PvP. However, there is just not much you can do about latency without introducing ghost/rubberbanding effects or delaying everyone's inputs.
Waiden Profile Options #4

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JenXIV on 03/18/2012, 05:14 AM - view
http://www.youtube.com/watch?v=IbRuXAnYing



It's not incredibly apparent if you're playing normally though, unless it's in PvP. However, there is just not much you can do about latency without introducing ghost/rubberbanding effects or delaying everyone's inputs.


delaying everyones input = so everyone feels as bad as those who has 250+ ping .. best idea ever xD xD then they also can only allow 0 present graphic qualitity for everyone :) its not theirs fault that someone has ping 30 and someone 300, thats players fault :(
Edited by: Waiden about 1 year ago
Yanoflies Profile Options #5

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There's a few solutions:

1. Offer an Oceanic server
2. Optimize the code
3. Something else
4. Don't allow customers you are not going to cater for to be your customers :(
5. Do nothing and make us sad

We're paying customers, even if we live across this big pile of water.
Edited by: Yanoflies about 1 year ago
BLOODALiTY Profile Options #6

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What's pissing me off about people lagging, especially in pvp, is the fact they keep teleporting everywhere
SobeItsavized Profile Options #7

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I noticed that the pets are server dependent which is really funny because you can run away and lose complete sight of your Mystic pet and he'll still come running towards you if he doesn't have aggro. He'll still fight even off your screen and, if he's alive, he'll run back to you once he's done.
Yanoflies Profile Options #8

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The pets make use of an advanced GPS tracking system so that they never loose their masters.
Edited by: Yanoflies about 1 year ago
msoltyspl Profile Options #9

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Amene Lvl.60
Tempest Reach (PVE)
Elin Warrior
Yanoflies on 03/18/2012, 05:06 AM - view
The way BHS designed TERA worked with the Koreans, but they have VDSL. Unreal Engine has proven to be a great engine that could handle client-server and client-server-client nicely, could you (the publisher) work with the developers to improve how the client and server processes data?


Of course, UE3's net code is not used in Tera - and as it goes to korean games based on unreal engines, I'm not sure if it was ever the case - they (usually) rely on in-home made something, running on top of tcp to add to the insult.

Furthermore, in the near-lan conditions in Korea, they don't really care much.

Latency in Tera is extremely influential, but you know that already :)

I don't understand how the spell queuing works, is everything performed in the server?


Tough to say, from my observations there's none. Say - you shoot, the server accepts then explicitly confirms it, and only then you can shoot again.

Maybe I'll do some more digging, with netem and stuff at some later point.
Yanoflies Profile Options #10

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:(.