JavaScript is required to use Bungie.net

#feedback

Edited by iamOmgPhil: 8/22/2016 5:48:38 PM
3

Bungie Fix crucible, Have a connection speed / Latency condition or DDOS prevention

There is a interesting problem with crucible. I think for the next patch you should change the match making skill, I can officially say this is the worst IB that I have ever played to the point that I have lost interest in it. its not cool when players purposely add latency to their connection cause the only thing they are good in playing is themselves. I think we see this enough, here is an example [url]https://www.youtube.com/watch?v=NKJQcclcniw[/url] from a programmers point of you (and by doing a quick search on stack) [url]http://www.m0interactive.com/archives/2008/02/06/how_to_calculate_network_bandwidth_speed_in_c_/[/url] I'm sure there is a way to assess the latency issue as well. the proper flow should be: Match the slow players in the same match, then skill. or just kick them off the servers, I used to see this in counter strike. so connection speed / latency -> skill level. I am sure that I am not the only one that has complained about this.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Latency...not speed. Just wanted to clarify that. I get what you are getting at though. The game only consumes up to around 1mbit of bandwidth in spikes. It usually hovers well below 512kbits in 6-man or lighter content when I've monitored it. In theory, would expect it to hover around 768k or less for 12-man stuff. The problems are an ongoing struggle with our infrastructure in the US. Yes, as a snapshot test we may see low latency to a location, but over time we can track massive spiking and losses that will wreak havoc in twitch gaming. Matchmaking can miss these intermittent issues, and it poses a bit of a challenge to address. Do they maintain a database of reported offenders from the players? Do they track a user's latency numbers over time and build a profile for that player? Do they track our ASN's and compare BGP metrics for matching us up? It's a big problem. We don't know how they are evaluating our connectivity, so it is hard to give them any useful feedback on the matter. Pretty much all we can do is report players with consistently shoddy latencies when we run across them in game, and keep telling them the connection based element of their algorithms aren't working for us. Really wish they would open things up a bit more. If nothing else, let us have access to something in their network for the purpose of ping/trace testing so we can lean on our ISP's about cleaning up our routing. Was able to work through my ISP to address big routing issues along the East Coast to Montreal back when I was in FFXIV, and it made a big difference for a lot of people and not just XIV players, as the issues were tied into 6 states along 4 BGP routes. Without ping/trace access to SE's network I may have never spotted the signs that I forwarded to Tier3 in the first place. But they have everything locked up and disclose nothing to us....so all we can do is b!tch about it without offering any useful feedback that might actually point them in even the general direction of a solution.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    1 Reply
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon