Bombardier777
I'll bleed you, real quick.
Does balancing the game means fixing it ?He has nothing to do with this. He balances the game.
Does balancing the game means fixing it ?He has nothing to do with this. He balances the game.
Not when it comes to network stuff and online play. He balances characters frame data and move sets. Shit like thatDoes balancing the game means fixing it ?
I agree with your main point, but I don't for a moment believe that its the issue. Everyone should have the best internet access that they can, yes - but as many have said, it's seems kind of odd that NRS games are the only ones where my play experience is laggy, unplayable, unenjoyable garbage.I think the solution is for everyone to have a good connection and be wired. That's it. I've played in those conditions and the online is pretty good, I think most people are connecting to people with shitty internet.
1000% this. That's what I meant in my post that I highly doubt it's for a lack of resources. If it is then shame on them and add some fucking horsepower. Seriously it's 2015. They have the capital to get hardware with TB's of RAM and 100 CPU's for which they can split into several dedicated VM's. It's not dial up days and 1 GB RAM is the shit anymore.If the issue is user overload, well, it's WB! Technology is ridiculously scalable today. Add more horsepower to existing VMs, or add more VMs to the clusters, etc etc etc. Their job is to provide a good play experience for their customers who are continually supporting them by buying skins, characters, etc.
Is not. That's not how it works.Get NRS to pay Double Helix/Iron Galaxy a fee to use the Killer Instinct netcode, if that is possible.
we can only dreamGet NRS to pay Double Helix/Iron Galaxy a fee to use the Killer Instinct netcode, if that is possible.
it can be changed and fixed, but we have to sell it in a way that they feel it can be quick easy and cheap! open beta or something along those lines!I'm with @d3v. While I thank you for your nice explanation, which I hope will educate some people, we have no idea what NRS's implementation looks like.
I have no idea why NRS has perpetually garbage netcode. Are they tied into some multi-game deal with a third party provider that we dont know about? Who knows.
What I DO know, particularly being a professional programmer myself for over a decade now, is that there is zero reason to reinvent the wheel in the modern era of programming. There are a million third party libraries out there nowadays, and teams should be choosing among them and building for them starting in the design phase of a project. I sure as hell dont know how to write spectacular rollback-based netcode - but I know Tony Cannon did, so I'll build my project with his libraries.
When you have netcode as tried and true as GGPO, I cant for the life of me understand why you wouldnt use it. Hopefully they will in the next title? Who knows.
Im fairly sure that nothing is going to change for MKX. This is what we have. The netcode is surely baked way too deep in the product to do an overhaul.
your ping should be what they see. what i mean by that is if you connect to another player and you see them as 4 bars green, they should see the same thing, because that represents your connections to eachother. they really fucked up on ping when they made that garbage, they really need to implement a displayed ping amount in ms's....Ok, this might sound uneducated, mostly because it is, but how do servers work? What I mean is, what are and where are the servers I'm playing on? I play on PC, so international games aren't uncommon. What I want to know is am I having to connect to say Uruguay or is Uruguay connecting to me, or are we both connecting to a basement full of servers in California? How does this work?
I ask this because I often have to deal with ping just being an absolute mystery. In game, I always see myself as full green, but other people see me as yellow, and apparently the exact opposite is true in that they are listed green to themselves and I see them as yellow. Is this a representation of our connection to an individual person or to the server or...I just don't know enough about this subject to really make an educated guess.
Very informative thread. I enjoyed reading it.
while i agree to some point, tyler has no clue how this happends, you can tell he is a lost puppy dog. as for them being able to fix it, i honestly think they are stuck in the stone ages, and dont know how to right the code for modern ages. old dogs some times can't learn new tricks. i do beileve this is a very hard problem to fix, whatever it may be... i think they are p2p in koth if that means anything, someone has to be the host, that would explain if you stream you can lag the entire koth match.Appreciate you tagging me in this but sadly, No need to try to figure out the problem for a billion dollar Development studio. They are fully aware of the problem, they are fully aware of several options to try to fix or at least improve the problem. There is no incentive or reason for them to do anything, especially since the game is already the best selling MK of all time, and will continue to make revenue well into the future.
This is a company that is dedicated to money, not the players experience or feelings towards the games playability or development studio.
Perfect examples. The supposed Community Manager's [Marketing Specialist] choice to outright ignore any thread, mass feedback, Tweets, interviews, reviews, etc... on this topic.
The lack of communication with the community to explain exactly how the system works [nobody knows, but them]. Is there servers, is it client to client? If it is P2P, who is the host, the one who sends the invite? In Player matches or Ranked how does it choose the host, etc... Are Faction stats and millions of players who are logged into the game not even playing online taking a toll?
Ed boon [Was lying about everything he could think of] But specifically said on Kombat Kast 11, when referring to excuses for the horrible experience... "There are way more people online in the game then we expected"
Okay so that says there are servers. Has their ever been a downtime or weekly scheduled downtime for server resets or maintenance... Nope.
Could go on, but whatever...
Lost cause. Kombat Pack 2 is on the way, GET HYPE!
And a special thanks to @tylerlansdown for showing us his ability to come into a thread and comment about some random online poster here on TYM saying something bad about True Talent. But for some reason, is blatantly ignoring over 2000 posts here on TYM asking for answers on this topic, suggesting solutions, etc...
WB...as for them being able to fix it, i honestly think they are stuck in the stone ages, and dont know how to right the code for modern ages. old dogs some times can't learn new tricks. i do beileve this is a very hard problem to fix, whatever it may be...
have you found a Tracert to NRS main servers? id think everyone should know there ping to nrs.... i think this would explain alotWB...
BILLIONAIRES.
BILLION... AIRES.
do you feel that having a Ping in game could help us find a solution, or at lest the proof of problem! something to at least evade online lag issuesIn my experience, network performance is largely dependent on resources (both client and server), routing/switching methodology (backbone networking), ISP (provider, speed, etc), and network availability.
I highly doubt NRS is at a lack for resources in their data centers and they can also leverage Microsoft and Sony's almost endless array of server farms to help offset performance load but it's worth mentioning anyway. If there aren't enough hardware resources to support the millions of gamers that play online everyday then it goes without saying that there will be performance issues experiences frequently.
You also have to take into account whether or not you are in a multi tenant or dedicated connection setup. While NRS undoubtedly has many clustered nodes dedicated to MKX, you, the consumer, almost certainly do not unless you are very wealthy.
The most common internet connections used today are still broadband Internet (Comcast Cable Based Internet or Verizon FIOS fiber based Internet). These are multi-tenant setups.
Like it or not, you are sharing your overall connection with every Harry, Tom, and Kathy in your direct vicinity. That is because your CE, or customer equipment (modem most likely), connects via coax or fiber converted Ethernet back to the ISP's equipment and then out to the abyss known as the Internet, leveraging not only ISP routers, but outsourced routers (Cogent, Level 3 normally own these) shared with millions upon millions of other users.
Yes, no matter which ISP you use, eventually it all goes to the same place unless you have a VPN or MPLS dedicated connection to another node for example. However, although the routing paths are similar, you seperate yourself by how much you pay for the ISP to allocate bandwidth to your network segment. So it then becomes a matter of how fast you traverse the endless abyss of internet routers ro reach your ultimate destination. This is where geographic location becomes a large factor in network performance.
This is also why you see much less lag when playing someone who lives in the same town, county, or state, let alone the same country.
Then there is a matter of the infamous "netcode" itself. Assuming the fact that from a network later perspective, NRS has their shit in order, we move to layers 4-7 of the OSI model. Killer Instinct not withstanding, fighting games are notorious for their lag online. MKX undoubtedly has a bigger following than KI (if I'm wrong there I apologize) so more people alone gives way for more chances at lag but that doesn't excuse NRS developers from not writing shitty netcode.
Unfortunately without seeing the code itself though (and know wtf we are looking at), we are all victims of popular belief that "my connection is great so it just be the netcode"
Could be true, could not be true. We'll never know for sure. Personally I think the online in this game is shit and I would love it if NRS could debug their code and find out where and what they can correct to properly leverage the network and hardware resources that they are given. I'm just not as quick to blame from being in the network industry and facing performance scrutiny.
In a perfect world we would all have dedicated 10Gbps Ethernet lines with our ISP's and would likely experience almost zero lag for every game on earth but until that happens it's tough to predict a single point of failure bc there are likely several.
That's why I hope someone at NRS that is much smarter than I am has an "ah-ha" moment, fixes our online issues, and subsequently gets promoted to senior network consultant
(So you know I didn't produce this from my ass, I am a Sr. Network Engineer by trade so hopefully this came off as a somewhat educated explanation lol).
Sorry for the book.
No clue where their servers are, not allowed to know.have you found a Tracert to NRS main servers? id think everyone should know there ping to nrs.... i think this would explain alot