Manual Server Region Selection

When in game, check the 3 blue bars on your action bar (right side). It shows your ping and region.

Here you go

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Since the beginning.

Are we going to have a hotfix soon?

My friend is connecting to the wrong server. We are in Brazil and he is connecting to US.

+1 for manual server selection. I play with my friends in EU, I am in US West. We canā€™t connect to a US East server to make our ping 80 or so. One of us suffers and gets extreme desync with 160 ping. This is less than ideal and if you have dedicated servers, please give us the server that is best for the whole party, not just a host.

Or just give manual server selectionā€¦

EHG have stated on Discord they are aware of a bug causing some SA players being connected to NA servers and are looking into it :slight_smile:

Source: Discord

Iā€™ve resigned myself to the fact the LE will just be an offline game for me. Unfortunately, Amazon donā€™t have any servers in my country and because of the routing, the nearest would be in Europe but that connection would be ~150ms. However, right now the game connects me to US NE which is ~300ms. So having the ability to select a European location would at least give me a possibility of online play.

Iā€™m having the same problem and Iā€™m from the EU. Iā€™m placed in either Asia or US servers. Iā€™m getting 200-300 ping.

I hope this gets fixed ASAPā€¦

i have the same issue, for some reason i cant enter in SA servers :frowning:

Have same type of issue.
First time i logged into multiplayer, i was on Asia NE server with 40 ping. Now game constantly sending me on Asia SE with 250-300 ping. When i log out/log in 5-10 times, it can choose different Asia SE server with 100 ping. Sometimes it choosing Asia NE server with 40 ping but this happening very rare.
Also game can change server when i enter new location.
I really hope that manual server selection will be added to this game.

+1 for manual region selection

+1

Iā€™m all for allowing players to select a server region. Iā€™m from Australia & I play with a friend from the UK, so being able to select a region that works for both of us & not just the party lead would be a major improvement in my book.

Absolutely get your point. But Iā€™d defenitely prefer if the game does this for you automatically. Personally Iā€™m not keen to have to mess with selecting the best server region when I want to play in a group.

The game should always automatically select a server with the best possible layency for the group.

I understand where you are coming from, but here are some reasons that automating this is harder than it seems:

  1. You need to decide an aggregation function for ā€œbest latency in a groupā€. A human will eyeball it and pick something that seems about right, but a computer needs a specific algorithm ā€“ would you use average, median or something else?

  2. Latency isnā€™t static, but fluctuates dependent upon a number of factors. A human will make a judgment with regards to these fluctuations, but a computer needs a specific measurement ā€“ would you use a single probe, or multiple? Over what period? How do you combine the values from each client over that period?

  3. What if we need to change the definition of latency used on the matchmaking server? Ping is a very specific measurement of latency. What if we want to use connection probes, which incorporate full end-to-end connection establishment (some players may run slower hardware and this could give a more accurate reference point)? How do those changes get incorporated into the aggregation function?

  4. How long do we wait for metrics from each client before deciding that a client has timed out? With a single client, we can just pick a number (e.g. 500 milliseconds), but with multiple clients, are we waiting for one client, X clients or all clients to come back within that timeframe?

  5. How do you handle the support tickets from userā€™s who believe the match-making decision was incorrect? A transparent algorithm would earn the ire of people who ā€œknow betterā€; an opaque algorithm would get a lot of ā€œbugā€ reports; something in the middle would get both :smiley: Compare that with a system which just letā€™s the person select the server ā€“ who was at fault if the choice is incorrect?

Based on my professional experience, building and maintaining a match-making service which uses a single ā€œparty host ā†’ serverā€ check would be an order of magnitude less complex than one which considers up to 4 clients.

Iā€™d vastly prefer the money be spent on other stuff :slight_smile:

Ermā€¦ Great questions. Do you think a human would be able to make all these decisions more precisely than an automated system? :laughing:

If not, it doesnā€™t make a lot of sense to force the poor player to make a decision based on information he cannot classify.

Do you really think that people will write support tickets because they think the matchmaker might have rooted them to a suboptimal server? How would they even know??

Because the game is saying theyā€™re connected to a NA server when theyā€™re in SA.

Yeahā€¦ But maybe the matchmaker made all the fency elaborations and decided that NA was the best choice for average group latency.

I wouldnā€™t be surprised if the load-balancing bit was a bit off and thus punting people to more distant servers sooner than necessary. But I know nothingā€¦

Most humans. Weā€™re really good at fuzzy decision-making.

In fact, even if the computer algortihm has a correct answer, weā€™ll make the wrong decision and feel gloriously correct and justified because it felt right.

:smiley:

My point is, with a human, you donā€™t have to give them all those individual decisions. You just present the information (ping) together and get them to make 1 decision: which is best? Then the human brain figures out the way there :slight_smile:

Is there any news regarding a hotfix for this? Playing with 160ms these past few days have really made it impossible to play HC for me.

We can have both :stuck_out_tongue:

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