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Client lag and game interference about base HOT 5 OPEN

qreeves avatar qreeves commented on August 23, 2024
Client lag and game interference

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Comments (5)

acerspyro avatar acerspyro commented on August 23, 2024

It's not entirely stupid, it somewhat makes sense. Just replace kicking with spectating, along with a pre-spectate notice that says "Unusually high packet jump detected! Stop all your downloads, streams, etc. you might have or you will be put into spectating after 10 seconds!".

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gynter avatar gynter commented on August 23, 2024

Yeah, playing agains teleporting players can be pretty annoying. Other games have a maxping setting which usually ends with kick or immidiate disconnect, but I like @acerspyro`s idea more - force spectate + notification. Thou there should be some final limit, like teamkill has, eg if player doesn't fix connection issues then he/she gets kicked (not banned thou).

But on the other side, the main packet/ping issues are usually between continents (eg US client + EU server and vice versa etc), this means that thiskind of limit will probably break community more apart.

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coornio avatar coornio commented on August 23, 2024

Put them in spectator mode and warn them that the server enforces an upper limit for packet jump/ping and that they won't be able to play if they're not within normal boundaries for 30 seconds to ensure line stability.

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freezurbern avatar freezurbern commented on August 23, 2024

@gynter instead of kicking for connection issues, tie the /allow command to allowing them to play. Also, if the client is not able to fix their connection, the server could keep them in spectator and not use a server slot. Which leads to another idea, of player slots vs spectator slots.

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acerspyro avatar acerspyro commented on August 23, 2024

@gynter Unless I am completely wrong, transcontinental playing induces higher pings, not higher packet jumps, which are caused by crappy internet connections and heavy bandwidth usage on the client's side.
Also, if this gets implemented, it would be a good idea for the mechanism to differentiate between server-side lag issues and client-side lag.

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