Little Green Man

Mar 19, 2003 01:21 Little Green Man
Erebus, Severian, Suicide Jockey, and I were playing a 2x2. As i was heating a pill Severian goes to spike and i shot his lgm on the way to plant (before the plant) and when it planted and it did not die. SuicideJockey had the same problem. Erebus (sev's allie) we did not have a problem with, his lgm we got plenty :twisted:
At first we thought is was just lag but is had happened to often for it to be lag. We had the same problem 3-4 times.

h4tred
Mar 19, 2003 02:51 hrm
sounds like regular network latency to me. just becuase it happens 3-4 times doesn't mean anything.

Min
Mar 19, 2003 21:41
I've seen it happen alot, players complain alot about it, I wouldn't think of it as a bug, but i dont know what else to think of it as. But if any case if it is network. Then we need much better ones.
Mar 19, 2003 22:22
there are a number of different things you have to keep in mind when playing a game like bolo. one ... information you send doesn't get to its destination instantly. and second packet loss. which means the info didn't get to its destination at all. the packet loss is what cuases "network resync's" to occur. were as latency or the "time" it takes for your information to get to its destination (the server) can cause odd behavior like you descibe. becuase of the time it takes for the server to realize his lgm has been sent. and the time it takes for your client to realize his lgm has been sent it can cause lgm's to run through your bullets becuase the lgm has actually already past that point and is probably back in the enemy tank by the time you see it. this can make things interesting. I've found I've sometimes had to aim as far ahead of a lgm as an inch on my screen to properly hit them. which can also make things interesting for dog fighting ... same thing .. just its a tank your trying to hit
Mar 19, 2003 23:08
So everybody is getting packet loss on the same player? Little odd don't you think?
Mar 20, 2003 00:26
uh, I think you misunderstood ... if that player has a lag problem (lag is latency, not packet loss) then everyone will experiance that against that person .... imagine a game ... 2x2 ... 3 players have 20 millisecond latency. and one player has 800 millisecond ... when that player sends his lgm. everyone else wouldn't receive that data until 820 milliseconds after he sent it. so were is that builder 820 milliseconds later? .... not in the same place as when it was originally sent thats for sure. now imagine this in the extreme sense .... 3-4 seconds of lag for that one person ....

Min
Mar 20, 2003 00:46
Min wrote:
uh, I think you misunderstood ... if that player has a lag problem (lag is latency, not packet loss) then everyone will experiance that against that person .... imagine a game ... 2x2 ... 3 players have 20 millisecond latency. and one player has 800 millisecond ... when that player sends his lgm. everyone else wouldn't receive that data until 820 milliseconds after he sent it. so were is that builder 820 milliseconds later? .... not in the same place as when it was originally sent thats for sure. now imagine this in the extreme sense .... 3-4 seconds of lag for that one person ....

Min


And to further make things interesting, in addition to that one player having 800 miliseconds of lag to the server, add the lag time each other player has to the server - if another player (player 2) has 400 ms lag time, then that'd be 1200 ms for an action from player 1 to register to player 2, while it may only take 820 ms for that action to get to player 3 if player 3 has lag of only 20 ms.

Now did i just make it look like I know what I'm talkinga about, or did I just display unbeknownst to me my complete and utter ignorance of this subject?

Hehe :D 8)
Mar 20, 2003 00:53
From what I understand your talking about general lag. We are talking about that little green guy that struts around with his red hair with god mode :twisted: :twisted: HE CHEATS US ALL
Mar 20, 2003 00:54
heh, I think you understand what I'm talking about FI ...

Min