Concerns about packet loss due to game itself and not network

Only Reason that this topic is not a bug report is…

The game shows 40ms ping which it’s impossible! Because IK my ping is prob more then 100ms from West EU but the problem I’m facing is the huge huge huge Packet Loss which made me Alt+F4 the game!

The problem is not the network, as I play Dota 2, Packet Loss I have there is typically 0% or 1% depends on network usage at my home so IK what I’m talking about. However, as I increase graphic of the game I receive more packet losses, so playing on low make it way better, like 60% to 70% better but that’s not the problem either.

I’m a game dev myself and a noob one compare to you and literally no skill in MP games so I’m merely making a suggestion or a guess so don’t go on destroying me! I think there is a problem with you streaming graphics and syncing screens too hard even I noticed when the low graphic removed the grass, the game got better ping; So I’m guessing your even streaming grass?

if graphics get out of sync it’s ok, even Diablo 3 had out of sync graphics as I had even geometry in my screen that my friend didn’t, because we don’t play split co-op and its OK if the placement of decals and even fractured and particles is not synced it’s no problem, because there is no difference in gameplay.

I even had huge problems casting spells because I think that you let me cast then you simulate it in server then I get response so the game spawns It? I had a ton on misplaced Spells at the wrong locations Because server didn’t received my mouse input when I changed it’s location

It’s OK as long as you have the servers to handle it and IK you want to stop people from cheating but there are simple calculation that you can do Asynced just to check for cheating and even not in the moment, Like queue them up and let them run later on a separate Instance or server, You don’t have a ESport game so it’s not that time sensitive, this made one of my games so much faster just by removing A LOT OF calculations from server and if someone is cheating you can get them even hours later!

As and example, you can calculate the damage my fireball did to this elite mob and run a simple Test Case calculating “my stats + passive + items - mob resistance = damage done” and if it fails there is a Bug or Player is cheating and its easy enough to queue. AND you can completely ignore trash mobs or don’t, that’s what I did anyway.

I hope it wasn’t too long for you to read :sweat_smile:

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