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Ping issues

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libervisco's picture
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Joined: 2006-05-04

One thing we didn't discuss so far is the issue of lag between the game server and a client. All of the cluenet servers are in USA and it is possible that some of the gamers will have a bit too large latency. What to do then? Maybe we should provision a backup option of some sort, but even my own VPS is located in US.

What do you think?

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Joined: 2007-09-10
I think its ok for some

I think its ok for some games such as tremulous which have an anti-lag feature called unllaged. I can still play moderately well ( xD ) even if I have 300-400 ping + (to US servers)if it is turned on. However, if its not ... then I'll have to shoot / chomp randomly in tremulous to get a kill =(

Still ... I will really appreaciate it if there was some sort of backup server or something like you mentioned

libervisco's picture
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Joined: 2006-05-04
Luckily, we actually stand

Luckily, we actually stand best now with Tremulous considering that Wraths and Mercenaries Guild allowed us to use their servers, Aliens' Wrath and Pure Tremulous respectively. Smiling

The first one is in Germany, Europe and the second in US, so we basically have the backup option we may need. Now the challenge is just coordinating matches and players involved in such a way to allow good latency for all players in a match.

We could form teams based on their geographical location, in addition to other considerations, but it is almost certain that at least one of the matches would end up being between an US team and the European team meaning that the latency advantage would be skewed towards one of them..

Only way I see of solving that problem is to have two matches, one on the US server and one on the European and then see who done better overall.. but it's not a perfect solution.

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Joined: 2007-09-10
Double matches may be the best we can do

>> Only way I see of solving that problem is to have two matches, one on the US server and one on the European and then see who done better overall.. but it's not a perfect solution.

If the lag (or anything else) is a serious enough problem, we might consider hosting tournaments on a per continent basis, leading to separate winners and requiring a future unification bout.

There may be a less dramatic solution.

Whenever one participant pings much worse to the original server than does the other participant:
A -- We attempt to find an alternate server where each side pings to it on roughly equal terms [we need to try to see that cheating is minimized]. If that fail ..
B -- we try and find a pair of counter-balancing servers so that each side ends up with a server that favors them (home vs away server). To determine the winner in this case we host a pair of matches, one on each server. If the counter-balancing servers cannot be found...
C -- we use some formula to award one side with a handicap. To get good values for handicaps, we would need to do a lot of testing and take some guesses. Alternatively...
D -- we can ignore the issue altogether and hope no one gets too angry.

The overall winner for a pair of matches (in the counter-balancing server case or in any other case where a pair of matches is used) is determined:
-- if one side wins both matches
-- else if one side gets more primary points than the other side (we'll have to define "primary points")
-- else if one side gets more secondary points than the other side (we'll have to define "secondary points")
...
-- else by repeating with another pair of matches and testing once again for a winner.

For teams, we might look at team ping averages to make the decisions on having multiple servers/matches.

We might want to do ping tests before scheduled play begins to see what kind of data we get and what we might need. The ping test can be on a volunteer basis with those not participating, potentially losing out on accomodations later on in the tournament.

It's too bad I don't know anyone living near the center of the planet.

libervisco's picture
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Joined: 2006-05-04
That sounds reasonable, I

That sounds reasonable, I think. The pings can be tested already btw. Most servers are up.

So in short, if we can't equalize latency we do double matches or handicap the advantageous team/players a little bit.

libervisco's picture
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Joined: 2006-05-04
I've been suggested not to

I've been suggested not to put anything into the official rules about this latency issue because it is too "unstable" so to speak and could cause people to complain.

It was pointed out that often bad latency happens no matter the geographical location and that often it is simply not something under our control, so coming up with some public rules could annoy some people more than not having anything official and dealing with it on a case-by-case basis instead.

Thoughts?

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