Internet lag in WR explained By Jake [Video] /lag discussion thread.
Killingtime
Posts: 246Member Trainee
Important topic and nice video but I think he is missing some stuff here, its not only the servers which affect the lag, there is something else wrong with it too, netcode perhaps? and other stuff like that. Like when you roll and shoot in other versions of WR, the other person wont take damage before he sees you, he will see when you are coming and is able to react even if you have high ping and same with the rolling trough walls.
And its not only NA/other high distance countries that lag, everyone lags for everyone atm. playing against a person from your country when you both have low ping very good internet, nope. doesn't help, still lagging.
Also there isn't many NA players but there are a lot South American/Brazilian players which have even more lag, so having NA serverwould help them too.
For now I guess we just wait and see how the game and "the servers that will be an improvement on existing servers" will be, I think its gonna be better at least at the beginning like Nexon servers were just fine at first too.
But feel free to discuss about this problem.
Comments
-------------------------------------------------------------------------------------------------------------------------------------
-------------------
P2p on warrock = You connect directly to your opponent(s) and send and
receive each other's position, animation, angle, weaponID, if weapon is
shooting, etc... Bullet registration has ALWAYS been p2s, as the server
HAS to store the value for the character's HP... So when I shoot you,
the bullet is registering on the server.
Now the whole game is
p2s, on the server I am sending it my position, animation, angle, etc...
Then every x amount of time the server is sending that information to
you... Some points for you to understand:
1. Mixing p2p and p2s de-syncs the game for every player (every player interprets the game differently)
2.
P2p would bring back the 999 ping / 0 ping bug, due to their internet
connection denying a direct connection to another user (trust me, p2p is
not normal xD)
3. P2p has security risks. Anyone can easily use
wireshark to get your IP address... Using that IP address they can find
out where you are from using something like http://www.ip-tracker.org/
(oh well) or ddos you (denial of service attack) to shutdown your
internet
4. Back-tracking and re-implementing the p2p netcode would
be a waste of time and it's benefits (if there are any) doesn't outweigh
the cons
The only advantage of a p2p network structure that I
can see, is if FOR EXAMPLE: --- 2 NA players connect to a Europe server
and play VS each other... They are seeing each other clearly because of
the p2p connection... Now here's the disadvantage xD they shoot each
other and their bullets have to register in Europe :) not good...
So the best solution is have 3 servers: NA, EU West and EU East...
If you say there's a problem between European players? Personally I don't have
a problem with that... But as Papaya already stated like in my video at
3:34 "the servers will be an improvement on the existing servers"... So
my advice is wait until Thursday...