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#1 |
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Join Date: Jul 2009
Reputation: 4
Posts: 6
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Multiplayer lag when not hosting
Anyone else experience this? It's really frustrating and extremely noticeable. Simple things like hitting the enemy's doors become a challenge, as you watch yourself oversteer and smash harmlessly into the side of the castle.
Possible problems in the netcode? |
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#2 |
![]() Join Date: Jul 2009
Reputation: 85
Posts: 213
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Yea, there is quite a host-advantage. As a host, you can actually see your opponent lag in the view-in-view.
If the standard UE3 netcode has been used, this shouldn't really be a problem as that is made to be played by 32+ people at once in a FPS environment. I suspect more than necessary information like the boulder location, build defense location and playerinfo is send around, causing the lag. Last edited by LennardF1989: 09-09-2011 at 12:35 AM. |
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#3 |
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Join Date: Jul 2009
Reputation: 4
Posts: 6
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Well, I hope it gets fixed in the upcoming patch. At this point, it doesn't matter how close you are to a person, the delay is always terrible. Multiplayer would be super fun without this issue.
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#4 |
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ACE Team
Join Date: Jan 2009
Reputation: 423
Posts: 703
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We got rid of the connection indicators in the patch released today (1.01), because they were flat out lying (always showing green). Better to not have info than have wrong info...
We're gonna fix them for 1.02 (should be out early next week). I'd like to then see if you guys think the lag is too bad when you have certainty you are playing against opponents with good connections. When we play online with people with good connections, the game is super playable. |
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#5 | |
![]() Join Date: Aug 2011
Reputation: 9
Posts: 110
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Quote:
It's not easy to tell where the person you're connecting to is either. Sometimes the flags show, sometimes they do not. And the connection-bars (as you have stated) are a bunch of liars. Last edited by TheGoden: 09-09-2011 at 09:23 PM. |
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#6 |
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Join Date: Jul 2009
Reputation: 4
Posts: 6
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Some people might be able to compensate for it, and get used to it.
RE:cbordeu, once you guys fix the connection indicators, it should at least help to see if there is a connection issue. Just from my experience (and experience of others I know), the non-host always has major delay issues, regardless of physical distance to the host. |
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