Forged Alliance Forever Forged Alliance Forever Forums 2016-09-12T15:47:40+02:00 /feed.php?f=2&t=13100 2016-09-12T15:47:40+02:00 2016-09-12T15:47:40+02:00 /viewtopic.php?t=13100&p=135132#p135132 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
I think we gave you the best answer we could why it was removed and that ping in the lobby will not help you discover disconnect during the game.

Statistics: Posted by speed2 — 12 Sep 2016, 15:47


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2016-09-12T15:27:28+02:00 2016-09-12T15:27:28+02:00 /viewtopic.php?t=13100&p=135129#p135129 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]> Statistics: Posted by BenDover — 12 Sep 2016, 15:27


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2016-09-12T15:22:21+02:00 2016-09-12T15:22:21+02:00 /viewtopic.php?t=13100&p=135128#p135128 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
Also im not sure how you cannot understand a ping under 500 is irrelevant because of the games built in delay? not hard to get imo

Statistics: Posted by biass — 12 Sep 2016, 15:22


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2016-09-12T15:19:19+02:00 2016-09-12T15:19:19+02:00 /viewtopic.php?t=13100&p=135127#p135127 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
biass wrote:
you have been told why the ping counter or whatever you want is not ingame
maybe just remember the people who lag and who do not and you will have a better time with your gap games or whatever

It was removed because a couple of people kept whining probably you and someone who was kicked 10 times because he was a lagger. Good reason, cue applause.

Statistics: Posted by BenDover — 12 Sep 2016, 15:19


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2016-09-12T15:16:03+02:00 2016-09-12T15:16:03+02:00 /viewtopic.php?t=13100&p=135126#p135126 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]> maybe just remember the people who lag and who do not and you will have a better time with your gap games or whatever

Statistics: Posted by biass — 12 Sep 2016, 15:16


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2016-09-12T15:14:21+02:00 2016-09-12T15:14:21+02:00 /viewtopic.php?t=13100&p=135125#p135125 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
biass wrote:
Im not sure if you're here to argue or whine about losing games
Either way, i think we've heard enough already

What? I think you're lost, be on your way out.

Statistics: Posted by BenDover — 12 Sep 2016, 15:14


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2016-09-12T15:13:01+02:00 2016-09-12T15:13:01+02:00 /viewtopic.php?t=13100&p=135124#p135124 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]> Either way, i think we've heard enough already

Statistics: Posted by biass — 12 Sep 2016, 15:13


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2016-09-12T15:09:03+02:00 2016-09-12T15:09:03+02:00 /viewtopic.php?t=13100&p=135122#p135122 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]> Statistics: Posted by BenDover — 12 Sep 2016, 15:09


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2016-09-12T14:47:21+02:00 2016-09-12T14:47:21+02:00 /viewtopic.php?t=13100&p=135117#p135117 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
BenDover wrote:
Vanguard wrote: just create another set of problems.

I dare you to name one, literally every multiplayer game has a ping meter and for a damn good reason


Any player running on 400 MS and a stable connection for sure will feel better for not being judged by his ping bar - because his client´s performance will not negatively impact the game to the best of my knowledge, but he would be excluded simply on the grounds of faulty information.

StarcraftX has no ping bar. Command and Conquer didn´t. The only multiplayer games which NEED ping indicators are 1) Server based ( because P2P just has to take the lower value of boths ) and 2) Twitch based ( shooters ).

Currently I´d like to maintain my position that ping values below 500ms have no negative impact on the game´s performance ( speed 2 and this thread by stratocaster seem to be indicating that quite clearly to me: viewtopic.php?f=2&t=3033 ) and thus are irrelevant in information. The problem of disconnecting/stuttering gameplay exists, yes, but it´s a variable of packet loss, not high latency times.

Statistics: Posted by Vanguard — 12 Sep 2016, 14:47


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2016-09-12T14:37:21+02:00 2016-09-12T14:37:21+02:00 /viewtopic.php?t=13100&p=135114#p135114 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
TheKoopa wrote:
Completely untrue. Any pings under 500ms don't affect the game at all because the inbuilt delay in the game is 500ms. Whether or not you guys have stable connections and/or faf decides to f*** you in the ass #justsheeothings are the real factors in lag

Please read all the posts before you write irrelevant response next time, I already explained why it does matter.

Statistics: Posted by BenDover — 12 Sep 2016, 14:37


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2016-09-12T14:34:37+02:00 2016-09-12T14:34:37+02:00 /viewtopic.php?t=13100&p=135113#p135113 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
BenDover wrote:
Vanguard wrote:I agree - a stable connection IS the most important thing for FAF. However, the ping bar in lobby will not help with this.

What you would need to implement is a predefined set of data, which you would have to stream to the lobby clients for a minute and measure a result. Anything else is just subpar information to begin with. :)

Well if I see someone in the lobby from europe with ping 400 to me and a bunch of americans join it's a sure bet the game is going to be unplayable, so respectfully I call bullshit the ping is a big help.


Completely untrue. Any pings under 500ms don't affect the game at all because the inbuilt delay in the game is 500ms. Whether or not you guys have stable connections and/or faf decides to f*** you in the ass #justsheeothings are the real factors in lag

Statistics: Posted by TheKoopa — 12 Sep 2016, 14:34


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2016-09-12T13:45:38+02:00 2016-09-12T13:45:38+02:00 /viewtopic.php?t=13100&p=135108#p135108 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
Vanguard wrote:
Noted, but I disagree. Ping is not a measurement of the stability of a connection and bringing back the ping bar will just create another set of problems.

I dare you to name one, literally every multiplayer game has a ping meter and for a damn good reason. If you're not bothered by a 1 hour slideshow you're welcome to ignore the ping and start any game you wish, but for the rest of us it will just save us the time we would have to waste on re.

Statistics: Posted by BenDover — 12 Sep 2016, 13:45


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2016-09-12T13:22:41+02:00 2016-09-12T13:22:41+02:00 /viewtopic.php?t=13100&p=135107#p135107 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
BenDover wrote:
Well if I see someone in the lobby from europe with ping 400 to me a bunch of americans join it's a sure bet the game is going to be unplayable, so respectfully I call bullshit the ping is a big help.


Noted, but I disagree. Ping is not a measurement of the stability of a connection and bringing back the ping bar will just create another set of problems.

I´ve had about as many games were people who weren´t behind on data simply disconnected from the game ( lost connetion to the proxy, problems with the UPNP on the router or Provider disconnects ) and I´ve had many bad connections stabilize over a few minutes.

Statistics: Posted by Vanguard — 12 Sep 2016, 13:22


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2016-09-12T13:10:30+02:00 2016-09-12T13:10:30+02:00 /viewtopic.php?t=13100&p=135105#p135105 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
Vanguard wrote:
I agree - a stable connection IS the most important thing for FAF. However, the ping bar in lobby will not help with this.

What you would need to implement is a predefined set of data, which you would have to stream to the lobby clients for a minute and measure a result. Anything else is just subpar information to begin with. :)

Well if I see someone in the lobby from europe with ping 400 to me and a bunch of americans join it's a sure bet the game is going to be unplayable, so respectfully I call bullshit the ping is a big help.

Statistics: Posted by BenDover — 12 Sep 2016, 13:10


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2016-09-12T13:08:11+02:00 2016-09-12T13:08:11+02:00 /viewtopic.php?t=13100&p=135104#p135104 <![CDATA[Re: My last 10 games I have lost because my team disconnects]]>
BenDover wrote:
Vanguard wrote:

You're all ignoring the fact that having people from different continents usually means two players usually have 300-400 ping to each other and if one of them is spiking everyone in the game can feel that it's not like there is a host handling the sync it's p2p. Just because you see <500ms to everyone doesn't mean it will be fine because you don't know how the pings are for each of the players in the game until you start it and see whos behind to whom, that's why it's useful to know how stable everyone's connection is before starting the game.


I agree - a stable connection IS the most important thing for FAF. However, the ping bar in lobby will not help with this.

What you would need to implement is a predefined set of data, which you would have to stream to the lobby clients for a minute and measure a result. Anything else is just subpar information to begin with. :)

Statistics: Posted by Vanguard — 12 Sep 2016, 13:08


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