Block joins...

With the constant crashing of the lobbies in this game, especially when trying to kick people from the lobby, how about implementing some settings for hosts so the game doesn't let people join... for example 1) Maximum Ping 2) To Allow Proxies or not 3) To be able to block players with certain stats 4) To block name strings (I tend to kick anyone with a number after their name cause majority of the time they are n00bs)

Also, it would be very nice to improve the ping displays.  Often I get into games, and someone has a ping that spikes all over the place... between 80 and 4000 I've seen in some games.  Would be very cool if the lobby would indicate a players ping realtime, as it would be shown in-game.

Just some ideas to speed things up and get some more "smoother" games going.

3,939 views 11 replies
Reply #1 Top

Don't block proxies, that's absurd. I get stuck with proxies constantly and they work fine.

Reply #2 Top

I don't feel allowing/disallowing Proxies is a fair option; Proxies enable plenty of people to play by improving their connections and as a result they experience an increase in latency. However, in my experience, the increase in latency doesn't place the person beyond the 350 limit unless they're literally in a different country which means they probably were going to be close to or over the limit anyway.

Reply #3 Top

Lets not go back a step by blocking proxies.

Reply #4 Top

Still not sure if this is an SD wishlist (possible) or a GPG wishlist (improbable).  SD clarification would be awesome. 

Reply #5 Top

I do not belive proxies give you a correct representation of the actual ping of a player in this game.  It seems as if every time I get in a game with proxy players, they have flucuating pings and always lag out the game.  Proxies are just another cause of connection issues and disconnects, IMO.  I'd rather play a game with Z E R O proxied players.

Reply #6 Top

Hey... is that realistic?  I'm really asking here... are proxies that messed up that they always lag out games?  I haven't paid much attention to this.  I assume proxies were added for a reason...

Reply #7 Top

Quoting pacov, reply 6
Hey... is that realistic?  I'm really asking here... are proxies that messed up that they always lag out games?  I haven't paid much attention to this.  I assume proxies were added for a reason...
End of pacov's quote

I can't say with all assurances that these Proxy servers aren't causing the issues, however it's far more likely the user that's connecting to the Proxy server has a fault somewhere rather than the server themselves. They were added to enable people who were unable to connect, to connect to the proxy server which then connects to everyone else for them. This type of service forms the backbone of some of the larger Network services in the world, including Blizzard Entertainment's Battle.net. Most of these services, however, simply don't detail how it connects everyone.

Reply #8 Top

Eliminate proxies and you splinter the community and crush the game, period.  Really, really pay attention to how many people are proxied on this game.  There's one or more in virtually every game I play, and oftentimes it's me.

My lag problems are so infrequent that there's no reason why I would conclude it's a proxy issue.

Reply #9 Top

Well if the lobby wasnt so buggy, that would answer all of your problems and you wouldn't need a filter list.  The way it is now, you take a gamble kciking anyone.  I cant tell you the number of times that people are actually in-lobby but the space shows "empty".  I can't see them, but others can.

Reply #10 Top

Currently the ping shown is your ping to the other players..which I would argue is..not the whole picture)

 

Thing pings you really need to be able to see are the highest pings that those player have..and to whom.....for example:

lets say we have the following and Foobar is 'hosting':

Foobar   0ms

MrFoo    256ms

MrBar    128ms

 

Now MrBar's screen might look like this:

Foobar  128ms (obviuosly..is this will reflect what Foobar sees)

MrFoo   500ms

MrBar    0ms

obviously MrFoo should be booted..but foobar has no clue..he sees 256ms..and things well thats ok..not great..but...still..

Odealy the host be able to see something like:

Foobar  0ms

MrFoo   256ms  (500 to MrBar) in this case Foobar will likely kick MrFoo

MrBar   128ms (500 to MrFoo)

 

In other words a 250ping can in fact mean a much larger ping is in present the game

i.e. someone on the East Coast hosting may see a 150Ping to West Coast, and 150 Ping to EU.. which usually means

the worst ping is actually ~300ms between the WestCoast/EU..and game will likely lag out..I shoot for <200 pigs when hosting..but I have no idea..if someone else has 500 or 1000 ping..its a crapshoot.

 

 

Reply #11 Top

danomanox, you spent way too much time on php.net... ;)

A 320 ping can work for 3v3 games without problems, same goes for 3v3s with one or two proxied players. I would not recommend to allow proxies in 5v5 unless you get the impression that the player knows his connection can really handle it (just ask him nicely and see what happens).

What I really dread are the few 'poison pill' players who can only connect to one or two players and turn an 'all green' lobby into a a yellow swamp of utter fail. I've seen that a few times and many times the game is doomed from that moment on. Either the host crashes or one or two players will suddenly drop midgame for no reason. If the proxies kick in early enough there is a good chance it might work though.

If somebody has a ping that suggests he is either on the ISS or Mars wait for a few seconds. Sometimes the ping will go down and you can play a 3v3 or 2v2 without problems.

I often give players a chance to get a proxied connection in 3v3s or at least 20-30 seconds to see if their ping stabilizes on a level below 320ms. If it goes south and the game is lagging I'll announce a rehost in chat and leave the game. Most of the time the same players join again a few seconds later and you can restart in under a minute.