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200ms of lag is irrelevant if

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01. Your starting build order is several seconds less efficient than your opponent
02. You fail to scout the incoming cheese
03. You don't remember to raid anyway
04. You don't build enough energy
05. You don't have enough build power
06. You leave controlled mexes unbuilt
07. You don't build correct unit counters
08. You continue monospamming units your opponent has already countered
09. You don't build defenses to assist in defending territory
10. You don't look for poorly defended expansions to smash
11. You suicide units trying to smash enemy expansions
12. You leave constructors idle
13. You leave military units idle
14. You don't spread your units anyway
15. You don't repair your units
16. You don't reclaim
17. You allow your opponent to reclaim without interference
18. You don't escalate from a consolidated position
19. You don't try to identify your opponent's escalation strategy
20. You don't screen for potential counters to your escalation

Show me a replay where none of the above apply, and then we can discuss whether ping will affect your ladder position.
+7 / -0


8 years ago
Short of rollback netcode I doubt everyone will have the ability to play as if local when online. Ensuring the minimal number of buffered simframes is good, but that's the best that can be done.

Also, seriously those suggestions? Those are all things that take several seconds if not minutes to do, and can all be queued up at will. The difference of 1/5s won't break queuing.
+1 / -0
CArankAdminShadowfury333 not sure if you've misinterpreted my post, or I've misinterpreted yours, but to be clear I'm on the same page as you.
+0 / -0


8 years ago
Oh, I wasn't sure if you were pointing out times where ping times matter (which is basically just Raider micro, and not always then) or exaggerating for effect to point out how silly complaints about ping in a game that isn't an FPS or Fighting game are.

That being said, lower ping is still more responsive, and this feels nicer to play. But that's more a simframe overbuffering issue than a networking one (once again, short of rollback netcode which isn't that feasible for RTS, AFAIK).
+0 / -0

8 years ago
Certainly the latter.

In short, delayed clicks are meaningless if you're clicking the wrong things anyway.
+0 / -0
Skasi
Shush USrankkaen! But what about those long, extremely close and usually super-exciting-to-watch tournament games where even a fart in another universe can affect the outcome!! Huuuuh?
+3 / -0
8 years ago
Accidentally I watched this youtube video today:
https://m.youtube.com/watch?v=6z0030jgqzs
200 ms is about the same time as human reaction time. In Supreme Commander everybody experience the same artificial 500 ms delay.
+0 / -0
Human reaction time is 200ms, but that doesn't mean we experience life in 200ms chunks. The issue with input delay is that the 200ms between command and action is still perceived by the player (after the fact in their memory, but still perceived), and it still feels clunky, even if they wouldn't be able to respond to changes within that time frame.

Also, Supreme Commander is one of the most clunky feeling games to play. A large reason why I play Zero-K is because Supreme Commander didn't really make anything of the realistic physics in any meaningful moment-to-moment way in the way Zero-K emphasizes. That 500ms latency is part of that (not all, part of it is also the super-high build speeds, but the latency really doesn't help)

As I've mentioned before, barring some miraculous compression algorithm for RTS game states, the best that can be done, apart from having several servers to give everyone low ping times, is to keep the game's added latency as low as possible, which basically means to ensure jitter is properly accounted for.
+3 / -0
CArankAdminShadowfury333
quote:
Human reaction time is 200ms, but that doesn't mean we experience life in 200ms chunks.
I didn't say that but sure, I agree.
Reminds me about when they showed off Kinect at a game convention and I looked at the games horrified that all of the games had like a 100-300 ms delay. When I talked to one guy he said that you get used to and won't notice it then. In a way he is sort of right. When you play Supreme Commander you can still perform very precisely timed micro. You just have to give the commands 0.5 seconds earlier.
While I don't really like an artificial delay I really don't like uneven latency where the response time varies from 100 to 500 ms. That is much worse than a constant 500 ms artificial delay IMHO.

quote:
Also, Supreme Commander is one of the most clunky feeling games to play.
Well I tend to agree and the biggest reason IMO is that groups of land units don't get move orders at the same but in increments of 3 units per 0.5 seconds or so. So microing groups larger than 10 is painful.
Also most units in Supreme Commander have pretty low acceleration, turn rate and turret turn rate but personally I think it makes units feel bigger.
I would like to make games where there isn't just move speed acceleration but also turnrate acceleration and turret turnrate acceleration. This might make units feel sluggish but I think they would also feel bigger. It also makes targeting a lot more tricky however.
I think that you can have really unresponsive units if the UI is responsive enough.
One of my big gripes with Achron is that the UI feels so unresponsive where most of the commands have network latency before you actually get any feedback.
I quit playing Total War Empire for the reason that some UI elements had network latency before you could navigate through submenus.
I think that in games like Total War games where you control such large groups of units, you shouldn't expect them to move just as you give them commands and it wouldn't be realistic either but the UI can still give you feedback right when you give the order.
+0 / -0
In the past whenever I've had bad ping, I typically cant play LoL or CS:GO or anything so I just play ZK, this game is best game during lag times

some games handle lag terribly and constantly disconnect or become unplayable but this game is great, you barely even notice it
+1 / -0

8 years ago
All I've been reading is "the European players are in the same boat as me now"
+3 / -0
Personally, I am excited for the several hundred elo I will instantly gain as a result of my now incredibly low ping:

PING zero-k.info (158.69.140.0) 56(84) bytes of data.
64 bytes from 158.69.140.0: icmp_seq=1 ttl=116 time=82.5 ms
+2 / -0

8 years ago
Don't forget that your opponent has to have good ping for you to be at a disadvantage too. Something that you generally have little indication of but is assumed universally.

Also, some people's reactions can be as low as 100ish ms, effectively giving them negative lag XD

Mine's about 240 IIRC.

I think the only things that are strongly effected by lag in ZK are raider and com micro. There's also a sense of disorientation that can come, but that seems more to do with the player and the day. Sometimes I can't deal with it, sometimes I can't even tell it's there.
+0 / -0
quote:
Also, some people's reactions can be as low as 100ish ms, effectively giving them negative lag XD
I hope you don't mean that literally.
To react to sometimes happening on screen you have reaction time + input delay + network latency to server.
Before that you would also have Network latency from server + output delay.
+0 / -0

8 years ago
Reaction time from stimulus to response, not applied definitions for RTS.
+0 / -0
8 years ago
240ms ? Prove it SnuggleBass: http://www.humanbenchmark.com/tests/reactiontime
+2 / -0
Are we going to change this thread into a "measure my reaction-e-peen" now :P

(measured average of 202 ms, so that kinda cancels out your mentioned 200 ms lag :D )
+0 / -0
I have to disagree, ping really DOES matter.

The loss of the first one two raiders, that can be addressed to bad ping/lag, have a huge impact of the rest of the game.

Being late with your build queue does not impact the outcome of the first raider battle. It will probably impact it's location though. Consistent micro of the first major engagement with glaives and/or rokos has, again, a huge impact on the outcome. With good ping and reaction you can dodge every roko rocket with up to 3-4 units. With >200 ping roko's will be able to hit again.
+1 / -0
I got 267ms this time. I'm getting slower :/


I could maybe get it down a bit by repeat trying, but out of the 10 clicks in my two tries, my best one was 238ms. There's no way it's honest to say I'm as fast as 240ms or better.
+0 / -0
First, I'll address your curiously specific hypothetical situations with my own:

quote:

Being late with your build queue does not impact the outcome of the first raider battle


Metal is definitely more important than ping, even in the first raider battle. If I build one too many solars in my initial queue, you show up with 5 glaives to my 4, etc. I thought this particular blunder was well-known (I know GF has mentioned it more than once).

Also, if you ignore my raiders, hitting a vulnerable mex or con instead, and I suicide into an LLT + your commander, latency never comes in to play to begin with.

Human decision making is kind of shitty, and certainly much shittier than modern network performance.

quote:

Consistent micro of the first major engagement with glaives and/or rokos has, again, a huge impact on the outcome


Are you sure you should be microing those glaives? If you plant a tick in the right place you won't have to micro anything at all.

quote:

With good ping and reaction you can dodge every roko rocket with up to 3-4 units. With >200 ping roko's will be able to hit again


Again, you're wasting macro time with something that fight move does reasonably well. Even better: if your enemy has enough rockos to break auto-jink, build a pheonix, or cloak a warrior, or build some scythes, or wait in a blind spot.

These examples characterize my point pretty well. Ping affects only the high-micro solution. In most situations, there is a solution that simply removes micro from the equation. It is the player's failure to get enough information, and make the correct decision in response to it, that is the dominating factor in most (virtually all) losses.

--//--

My thesis is really only based on one simple idea: human error in decision-making and execution is vastly greater than the error introduced by latency. Maybe in a handful of the most perfectly executed 1v1s of all time, ping was the deciding factor. However, in the vast majority of public 1v1s, and even tourny games, this is simply not the case.

Godde, Drone, and everyone above you on the ladder is an existence proof of potential improvements to your play style. I posit that your (speaking to the abstract ZK player) large-scale game decisions are sub-optimal, and that those should be addressed before you can reasonably assert that ping is the dominating factor in your performance.

Yes, ping can affect your execution, but you are almost certainly not executing the right thing 100% of the time, and you should fix that before blaming something external to yourself.
+1 / -0
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