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| Poll Results: Yes, maybe, no? | |||
| 30.00% |
Sounds Good, yes
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| 35.00% |
Sounds Complicated, but maybe
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| 35.00% |
Sounds Complicated, no
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| Voters: 20. You may not vote on this poll | |||
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Topic Tools |
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08-19-2015
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1 |
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Registered User
Join Date: May 2013
Posts: 3,027
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Latency-Misplacement Theory, Possible Delay Fix
Okay, so here is how delay looks on 2 points of views. Go to the bottom for a simpler version. American 1. You see the delayer and you hit early to where the server will register their existence at that point of contact. 2. If you are next to the delayer and they swing, you are hit instantly. Delayer 1. You see the american and you hit early to where they will go, so the hit can register when it gets to them. 2. If you are next to the american and they swing, you are hit instantly. Pretty much both of you think the other one is living in the past, and you both have to swing early to make contact later on. How can we correct those few seconds it takes, for the Delayer's present reality (which is in the future for them, but is in the past for us) to be our present reality (which is the past for them, but the present for us). Example with a 2 second delayer Is it possible to make the delayer see the screen 2 seconds after(our present to be their future, what they should be seeing). What that will this cause? 1. It will correct their game and bring them to our reality, our present. So that we can see where they are really at. 2. They will still have to swing early in order to hit you, but you will see their swings, so make sure to not stay where they swung 2 seconds ago. 3. The American will have a huge advantage, because they have lower ms. 4. The Delayer would have to run as much as possible. 5. Everyone will be forced to have the cleanest connection possible, basically the lower your ms, the better chance you have. American, how to fight delayer with this: You just rush them hard, and avoid going to areas where they swung a few seconds ago. Delayer, how to fight with this: You swing early to areas, and force them to not go there. Hopefully they run into them. Simpler Version, maybe Okay, so you have 2 locations, Point(a) and point(b). You have two people, International(i) and USA(u). (i) lives in point(a) (u) lives in point(b) It is August 18th for both (i) and (u) Now, if it takes (i) to travel from (a) to (b) in 2 days from August the 18th, when will he arrive? (i) will arrive on the 20th of August. (u) on the 18th sees (i) arrive 2 days later on the 20th. (2 second delay) If (i) is sent back two days in the past, starts his journey on the 16th, when will he arrive? (i) will arrive on the 18th of August. (u) on the 18th sees (i) arrive instantly. (Server transfers info to delayer 2 seconds later, to let them see where you really are, and causing you to see them where they really are) Note: This Latency-Misplacement will only happen in battle arena, since events and such need to be real-time. Ask any questions below.
Last edited by Aguzo; 08-19-2015 at 08:30 AM.
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08-19-2015
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2 |
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The God
Join Date: Mar 2014
Location: USA
Posts: 159
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The delay and timing for each delayer would have to be calculated somehow, I don't agree with the advantage for us non-delayers though just me I guess.
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08-19-2015
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3 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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Also if you don't know how delay works, then don't vote.
Last edited by Aguzo; 08-19-2015 at 08:49 AM.
Reason: double posted
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08-19-2015
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4 | |
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Registered User
Join Date: Jun 2015
Location: Paris
Posts: 270
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08-19-2015
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5 |
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US (BTK)
Join Date: Sep 2011
Posts: 226
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This sounds good. Or we can just establish a reasonable lag cap for important things, such as spar.
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08-19-2015
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6 |
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Registered User
Join Date: Mar 2014
Posts: 888
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08-19-2015
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7 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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you could have simplified this post and just said "make hit detection serverside" and anyone who played old PC Classic, like Rufus or Crono, can verify was awful and one of the many downfalls of that server this relies on the server to verify every single hit, and the server already can't function properly on it's own with 3500+ it'd be a disgusting and laggy mess filled with people randomly taking damage out of nowhere, I've seen it happen your post doesn't take into account that communicating with the server itself comes with a response time - it isn't immediate, and this would require a response from the server every single time a player swings their sword |
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08-19-2015
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8 |
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Registered User
Join Date: May 2013
Posts: 3,027
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08-19-2015
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9 |
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Registered User
Join Date: Mar 2013
Posts: 1,350
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d= rt
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08-19-2015
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10 |
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Python
Join Date: Aug 2013
Posts: 1,894
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ms=milliseconds. 1000 milliseconds=1 second. I thought this was known generally lol. And @ Thallen/Aguzo I think the terms of making hit detection serverside might be exactly what you're describing. Just with the way it's all worded it would make sense that that would be the title of the method. I'm not sure myself, but if it is, and what Thallen said about serverside hit detection on PC Classic is true, then it sounds bad. If they are 2 different things then that's a different story, but again I'm not sure. I'll reserve my all-important vote. |
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08-19-2015
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11 |
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graal
Join Date: Aug 2015
Posts: 18
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"disgusting"- Donald Trump
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08-19-2015
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12 |
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Registered User
Join Date: May 2013
Posts: 3,027
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Delay the gameplay of the delayer so that you can both see each other where they really are. Best example is a stream delay on twicth to avoid cheating. Remember that one girl who was using a vpn on one account, and good wifi on the other? She could see where you were in real-time, while you not being able to hit her. So, the game is delayed on delayer's screen by their ms count 300ms/.3secs Resulting in you hitting where the server is registering them, and them being where you are hitting at that point in time. Cancelling their delay. Delayers will still have to hit early, this just puts people with lower ms at an advantage, resulting in people getting their ms as low as possible. |
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08-20-2015
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13 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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ahaa. I like how its labelled "American" and "Delayer." ehh its already been mentioned a few times how horrible serverside hit detection would be, so I wont reiterate. edit: hm? and I dont like how the "no" poll option sounds un-informed |
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08-20-2015
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14 |
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Python
Join Date: Aug 2013
Posts: 1,894
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I've seen it before on a poll of his too. I wonder if the fear of being labeled stupid by a poll has ever changed people's decision on here..
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08-20-2015
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15 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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At first I thought, what if the US player's game is delayed, his functions are kept the same though? That would result in the US player seeing the international player delay even more, and have to hit even earlier. |
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