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Odd Multiplayer Matchmaking


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4 réponses à ce sujet

#1
C0uncil0rTev0s

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Er, folks, did you ever get a problem like random connecting to the very same folks all the time? I mean, chances to play with someone you've played before are somewhat too high to be normal. For me it's like blindly picking up 1-3 players from the pool I've already encountered...

 

Which gives me concerns.

 

Is situation that Dire that it's like 10-15 folks playing Public Lobbies the same time I do in Continental Europe via Origin?



#2
C0uncil0rTev0s

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Just me then? Need to file a ticket.



#3
coldflame

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Everyone has this problem because there is a latency cap for DAMP. So the quick match will only put you with people that have latency to you that's below the maximum latency allowed by bioware. If you are living in a remote area or playing at odd hours this problem is even more prevalent.

 

P.S. If you always get the same 10-15 people, maybe you could try to befriend them?



#4
C0uncil0rTev0s

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Everyone has this problem because there is a latency cap for DAMP. So the quick match will only put you with people that have latency to you that's below the maximum latency allowed by bioware. If you are living in a remote area or playing at odd hours this problem is even more prevalent.

 

P.S. If you always get the same 10-15 people, maybe you could try to befriend them?

 

Well... That differs a lot. For example, latency to the US website bioware.com (located in Redwood) from my place is just 140 ms, which is basically the other side of the Earth. I've had a lot of MP runs with Italians, Spanish guys, Frenchies, Finnish people, Norwayans. I've made some connections with them to get to the source of it.

 

So there's a problem somewhere in matchmaking, I think.



#5
b10d1v

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Internet technology is based on telephone connections and amps and repeaters cause latency as well as distance about 70% to 80% of c (speed of light) depending on the materials (metals, and dielectrics). Some call this constraint attenuation due to the geometry and rain is a material attenuation issue, like most other system materials. All systems follow these guidelines regardless of method. Any shift to a satellite is ~ 250 ms per bounce, not to bad for a friendly call, but murder for game play. The other problem is storage when units become bogged down they build up DATA in a queue, that will usually crash a game that is marginal on wait states. All that is just the "stuff" between us and its also not unusual for folks to underestimate the required bandwidth for their servers or have licensing issues, mostly you get connection problems and dropped calls/sessions.

 

The way ESO handled it was one massive US server and a high speed line to London, Bethesda may have others now. WoW has one of the most distributed systems and this was based on the early connectivity issues and the difficulty with licensing.

 

What is needed is an optimization routine that groups folks according to connection statistics and a compensation system for folks with poor connections that still enjoy their long distance friends. Also, having the game on a Host server like an MMO could help as a single point of reference to reproduce gameplay dynamics to each player.