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I quit a while ago because everytime I tried to defend an objective as infantry someone would either kill me before he even came around the corner or i would kill him first and he would just turn and shoot me and we both would die.Does anyone know if they ever fixed this yet becuase I liked the game other than that but all i really like to play is a grunt on the ground and its evry frustrating when this happens.
Thank you.
Comments
Killer said that this will be rewerted next patch.
I quit 4 or 5 years ago because of this problem when the game was still in Beta. I tried it in march for a week or two and it has the exact same problems which caused me to quit in the first place. Really poor performance issues and people can still clip in the bunkers.
So I canceled my account and will probably never try it again. Five years is more than enough time to fix simple problems.
Hmm,
Latency: In networking, the amount of time it takes a packet to travel from source to destination. Together, latency and bandwidth define the speed and capacity of a network.
Wow I played on a Battlefield 2142 server with 60+ people on it and had no lag at all....hmm..and I know for sure one of the guys there was from England because I was talking to him on Ventro. I've also been on a WoW server with a heck of a lot more people in the same area than will probably ever be on WWII online with not nearly the lag that was on WWII.
I wonder if bandwidth has anything to do with this or maybe it's just a secret to cash in on the billions of dollars.
For starters I have WoW and it has more latency and more weird effects then Battleground Europe does. Mobs and other players will be quite a distance behind you and yet they're still swinging swords and hitting you because as far as they're concerned they're actually right behind you on their screen, for the real players that is. That is due to latency. You start running and it sends the info to the server which then sends it to the players. They then start running after you the instant they see you start running. However, on your end you've been running for a little bit by the time you get the packets telling you that they've started to chase you so it looks funny that they're running after you and swinging and hitting from where they are.
WW2OL BE is a lot bigger than BF2142 and more than just people from England play. I doubt England was on the other side of the planet from where the server was that you were on. No doubt you had no lag at all because you were very close to the server.
No dude I have no idea what I'm talking about. That is why I posted the definition of Latency. But I do have a question. Why would you develop a game that you know will involve hundreds of people with different speed connections and not have some kind of control to make the game fair or at least playable? This in my opinion is poor performance of the game.
I've been playing online games for over 20 years and it can be done. Battlefield servers do it by kicking you if you if your connection is not fast enough because it will slow down the whole server. I have played on some servers that will slow your speed down a fraction of a second or two to compensate for any differences in the speed of your connections and not let you play at all if your connection is to poor.
Either way if you have a poor connection to the server that you want to play on you will get poor preformance and slow down the server. Your experience with WoW is a good example of a poor connection. I have no problems at all with most of the online games I play but in WWII I do and so does everyone else. As far as me having no problems... let's just say I have a really good connection.
This is my last post on the subject and I suggest you read the definition of latency again before using it in a sentence because it and bandwidth determine the speed and capacity of a network. You can have thet fastest car in the world and still be slowed down by a two lane road.
cmon girls! Get that catfight on!!
*laughs*
Btw, comparing a very limited size game like BF to WW2online is not really something you can do.
WoW, chars disappear out of your view quite fast when they run off, so you cant compare that limited world either with WW2online.
Its like me comparing my brain to yours, yours is small and contains little, mine on the other hand...
MMOs are much different.
no.. they don't.
lol, so far you whined about electricity not going faster than lightspeed (damn physics!!!) and that CRS hasn't rewritten it's entire game engine (something that would take a couple of years alone and which they are doing right about now..)
I am seriously intrested about all those other mmorpgs that did that..
..I can think of exactly.. zero..
The games overall performance however has steadily increased since day one..
[/quote]
Your ping is not your opponents ping. You can have the greatest ping in the world, but so what if the person you're shooting doesn't?[/b][/quote]
so true
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Oh my got!!!
i neber see a graphic of this before,
i neber p2p any game before, but this game i must!
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It is caused by predictor algorithm they use ingame. In order to eliminate the lag, server constantly sends you a stream of info predicting the position of the enemy soldier based on what that soldier does at the moment.
So if that player have a very bad connection with severe packet loss you get the effect you described.
For example, he runs strafing 45 degrees left. It's a constant stream of packets from him to server, so server predicts that the guy will keep doing that and sends you the same info ahead of receiving info from that guy (eliminating lag by doing that). Then the guy changes his strafe to 45 degrees right (zigzagging), so now his client sends packets to server that he's strafing to the right. But server already sent you a 0.5 sec worth of prediction that he is strafing left.
So you see all this funny things. The problem is that everybody on good (low packet loss) high-speed broadband doesn't do this. All guys on dial-up produce all these "turn around - killed me", "i hit him in the head he kept running". Basically you never hit him in the head you hit in the head the prediction of him, while real info was different, thus no kill.
However, that means that the inf now is skating again as a trade-off. So lots of people want it back to how it was before 1.26.
So there you go. It doesn't matter what you do, there will always be lots of people who's never satisfied.
Anyway, CRS is working on a middle way, but it will take some time before it can be done.
The reason for the dual kills is not ping or latency directly, but also server design. With your regular FPS server (quake, HL, BF etc.) it does most of the decisions. If two people meet and fire, the first kill to get to the server wins, which is why having a good ping is so important in these games. WWIIOL with 200-2000 players at once CAN'T do this work, so it basically is just a bit router of information with the user PC doing the work. In this case if two people meet each other and fire, BOTH PCs register the kill and pass it to the server, the server doesn't determine first come first kill, it instead just passes the kill info to both PCs resulting in a dual kill.
eg. if you have a 250 ping, and someone else has a 750, it will take 1 second minimum for your kill to be sent and received by the other guy. If he kills you within that time.. his PC will also send a kill message back meaning another second later you'll be killed. Thus can get killed two seconds total after you killed someone on your screen.
It's not something they can ever totally fix, and they have said it's more 'fair' as it doesn't punish the player with the higher lag, but you do get that funky dual kill. It also explains why you get skating objects and the, what you see isn't really what you get. You know bombs missing someone but still kiling them, or hitting and not etc.
T.
Heh, I'm a explayer who left due to the lower FPS, the lag issue, and other fairly recent gameplay changes (not a fan of the MSPs) so far from a rat. But that info was just for anyone curious on the mechanics of the problem as some actually like to know how things work, regardless of whether it's getting fixed or not (or can be). I must admit I'm suprised how long they have been running as lots have left... but I guess more still join up as it's got a certain uniqueness. But after playing Red Orchestra I don't think I could take the laggy inf play again myself. Now maybe if they got the ATGs back in the game....
T.