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  1. #1

    Lag

    Hi there! I have been playing the past two days on the NA server. Now, my internet isn't the best, but most games I can connect to people in china and still get 300ish ping. This game, I connect to a NA game and get really laggy red ping. This is the kind of lag where you shoot someone, but your shots don't register as hits because they already moved. If you think "get a better internet connect" then well, I've played about 10 rounds and I've only seen 3 people with yellow ping and zero people with green ping.
    I am the Pillar Of Light in a Land Of Darkness.
    If I see you first, you die.
    If you see me first, you die.
    Bottom line, you die.

  2. #2
    I think at some point we have all experienced this, but again I would think its because the beta phase don't have all the servers up and running for beta. I would expect the ping rate to get much better because I am usually the one who is red or yellow but never green. And I have friends all over the US that have never been green so its not our location or our internet connection as I pull 35mbs. The only thing I could suggest is make sure there is no other windows or something else using your internet bandwidth. Game Booster didn't help me, the only thing that seemed to make me not lag so much was only have my game and teamspeak running with some music. Nothing else, good luck if you need some help let me know

  3. #3
    We can hope the situation improves, but having colored bars rather then actual ping is unforgivable and will get the game essentially written for any sort of competitive gaming. It's also smells like a crude marketing ruse, to obfuscate the fact that you may be doing poorly is due to poor hit-registration, high latency or just really abysmal net-code in the game, encouraging you to 'spend real money' to improve the situation...


  4. #4
    LOL, I have the same issues. Im running off of a sub-par internet service, but my kid brother plays his MMORPG's just fine, with very minimal lag (and ive tried playing GRO when he's offline, to no avail). It really seems like an interesting game, if only I can actually shoot people and get shot in real time...LOL.

  5. #5
    If you're really in North America, the speed your Internet Provider offers shouldn't be a limiting factor, neither should latency be an issue. It appears GR:O has hit-registration and reconciliation issue, as the game has had net-code issues for three closed betas and counting... I live in the Central U.S. and have never pinged over 80ms to any game server in Canada, but even a worst case scenario of hitting over 150ms shouldn't yield the kind of anomalous hit-registration issues we so frequently see in GR:O.

    Again, this has been an issue in three betas now, and while there has been some improvement; GR:O's hit-detection and reconciliation is very sub-par for a multi-player only game. By way of comparison take a look at Army Rage another free game also developed in China, this one with servers only in Europe where Players in North America will ping more then double what they do to GR:O -- yet the quality of the game's hit-detection and reconciliation (as well as weapon and features balance) are orders of magnitude more consistent then GR:O.

    Last edited by hoak; 04-06-2012 at 05:31 PM.

  6. #6
    Quote Originally Posted by hoak View Post
    If you're really in North America, the speed your Internet Provider offers shouldn't be a limiting factor, neither should latency be an issue. It appears GR:O has hit-registration and reconciliation issue, as the game has had net-code issues for three closed betas and counting... I live in the Central U.S. and have never pinged over 80ms to any game server in Canada, but even a worst case scenario of hitting over 150ms shouldn't yield the kind of anomalous hit-registration issues we so frequently see in GR:O.

    I live in the lower part of Ontario, and the most I've ever pinged in a server in NA is roughly 120, and since I originally made this post, the lag (Everyone's ping in general) has gotten better. I am no longer red, (I only see 1-3 red people ingame now) and the average ping is yellow. With the occasional green. So, I thik someone who works directly with GRO is watching over us.
    I am the Pillar Of Light in a Land Of Darkness.
    If I see you first, you die.
    If you see me first, you die.
    Bottom line, you die.

  7. #7
    Again, latency or ping is not the issue; I've been green on green (as magic colours are the only latency telemetry we get in this game) and have seen hit registration issues that wouldn't be tolerable in a multi-player game a decade ago with a ping of 300ms... This sort of thing is becoming more and more common in newer MMOFPS games (probably because the net-code is little more then crappy real-time eCommerece code), and even seems to be tolerated and excused to an extent -- probably because Fans just blow it off to 'My magic Level 50 Armor' must have failed against the Voodoo 6000 weapon spell.' -- but I doubt it will be tolerated by Tom Clancy realism crowd at large...

    Last edited by hoak; 04-07-2012 at 05:06 PM.

  8. #8
    terrible terrible, it seems some people have been unaffected by it. It happens on every server I join, I havent played a GRO round without the catastrophic lagging issues. It's almost as if my connection freezes (I see players frozen all over the map, registered hits and deaths happen minutes after the fact), etc

  9. #9
    It appears that GR:O has client-side hit code, and that games run on listen servers... If this is in fact the case GR:O desperately needs at least the option of a more relaxed damage model; one-shot-kill shotguns and insta-snap-shot sniper rifles that can be flicked around like handguns with instant perfect aim are very unforgiving weapons under the best of conditions, and are absolutely ridiculous on a game with this kind of hit-detection and listen servers.

    High FHD games like Modern Warfare only work and play well because they're on dedicated servers because and use servers-side backward hit-reconciliation. Weapons that deliver decisive damage before the Player hit can see his attacker or even hear his attackers weapon fire is a scenario that prevails far too often in GR:O, and has already resulted in far too much player attrition and dislike for the game...

    If Ubisoft's desire is for GR:O to be a popular game in North America, and Europe, it would be wise to emulate the damage models of P4F/P4C MMOFPS games that are successful in these markets like Army Rage, Cross-Fire, Battlefield Play4Free, and not those that while more visually attractive have failed miserably due to high or 'Hard Core' damage models and no damage model alternative like AVA, KOSS Secret Operations, Operation 7 and a few newcomers like War Inc. -- and Blacklight Retirbution that are learning this same lesson the hard way and have softened their damage models...

    Summarily, the current damage model would be fine as a 'Hard Core' option, softening the default, and changing what would be one shot kills to 'knock downs' where the player is knocked down (the animation is already in the game) would go a long ways to softening the net-working anomalies for most Players given the limitations of the range of latencies the game will have to serve in the NA and EU markets with listen servers. Successful games that aren't even confronted with the limitations even offer separate damage model play modes for 'Hard Core' and 'Normal' mode for broader appeal -- and some MMOFPS games even successfully monetize the option...

    Please fix this...

    Last edited by hoak; 04-09-2012 at 06:57 AM.

  10. #10
    GRO Community Leader Freelancer852's Avatar
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    1) I've never personally experienced and graphics or network lag in this game.
    2) I have seen people warping around, usually it's just individuals and if I aim where they currently are I still hit them.
    3) I've never had any problems aiming or hitting my targets in this game.
    4) I have a connection rated 95% better than all of Canada with good ping.

    So I don't have a problem AT ALL with the current model. Yes, I sometimes miss my target. No I don't blame it on the game. The only questionable things I've seen in the game are when I'm shooting at someone behind cover, it sometimes seems like my shots impact the cover just in front of them as if there is some invisible geometry between me and the target. This usually only occurs when the target area is barely showing over the cover.

    HOWEVER. Client-side hit detection is bad for an even worse reason IMO. It makes it significantly easier for hacking cheaters to get away with bloody murder (literally in this case). Please change hit detection to server side Ubisoft!
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