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07-16-2014
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Darklink*
Join Date: Dec 2012
Location: USA
Posts: 394
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Towering laggers fix
So people are always complaining about other guilds that lag when towering, and I have a quick idea to help balance it out, feel free to poke some holes in it. I got the idea from the new(ish) fences that open and close from the horse stable, that you can set to have friends/guild only enter. The idea is to place something like that in different places in towers, so if you're lagging, you have to wait for your spike to end before you can get through. This would make it a little unfair for people with bad internet, but I think it's possible to make it fair with careful placement of them. What are your thoughts? |
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07-17-2014
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Soooo basically a lag cap for towers? Only if it's set pretty high. And I dont know if that would be wise with the server lag that happens on and off over the years.
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07-17-2014
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EP
Join Date: Nov 2012
Posts: 378
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This is would be a nice addition. It should be placed at any exit or entrance to and from an area in a tower.
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07-17-2014
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Darklink*
Join Date: Dec 2012
Location: USA
Posts: 394
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07-18-2014
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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The problem with having a "gate," entrance, and exit that checks for lag is the fact that lag spikes can happen anywhere between the checkpoints. If you want to get rid of laggers in towers, then it would be better to have an auto-warp that sends laggers to the entrance of the tower.
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07-18-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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pretty sure that would just force them to lagblock at the entrance of those points I don't think admins will ever add a lag cap to anything in this game |
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07-18-2014
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Darklink*
Join Date: Dec 2012
Location: USA
Posts: 394
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07-20-2014
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Might be going off of the original topic a little bit, but the only way I ever see something like this being responsibly implemented would be like this. First, Graal would need information about what your expected or average ping is. One way they could do this is by logging your ping to the server over a long period of time (maybe an average of 100 series of pings over 1-2 days). At this point, they'd have a number that is a good estimation of what your average (natural) ping is. Either that, or they could script something that geolocates your IP and assigns you a fixed "expected average ping" based on location. For US players, it'd be 140 and below; for European players, it'd be 300 and below, etc. Then, they can set the lagcap to be something like an 80% increase to what that value is. So, if your average ping is 150 and then it spikes to 275, you are warped out. Only under one of those two circumstances would I ever support a lag cap at spars or towers, because it'd only see you as lagging if your ping is fluctuating over what it's expected to be (not if it's over a static limit). Any other implementation is harshly discriminating against players located outside of the US. However, this will never happen. Graal is now a mobile game and wireless connections are extremely sensitive, and it's also designed for kids and teens. It'd cause too many problems. How would you like getting warped out of towers because your sister is streaming Bieber videos every other hour? Then on top of that, there's consideration to how poor Graal's servers are when many players are online. I'm pretty sure there's just no fair and reasonable way for this to work out. One thing I will say is that I'd much rather have a system like this responsible for DQs during the GST. I'd much rather have a scripted system capable of making no errors or misjudgments regulating the tournament rather than someone who probably doesn't even understand how lag works. |