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Hououin Kyouma
On
2016-11-05 00:01:45
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thank you for your reply, I have 50mbps internet and a normal pc (which helps me getting 150-250fps on csgo) I always load first everytime I battle someone and this mostly happened on sage war and plunders. I think the problem here is the time between my konan and my tobi. when my tobi goes, the system makes the calculation of the 7th move (I'm most probably killing the one I focused so less moves for enemy team) and I am losing that skill for just seconds.
the delay between calculations and flash showing it must be shorter, or maybe my pc or internet at some point fails this I dont know. but even if it's by my pc or computer, I think coders can add around 2 secs delay between every calculation (this can be good also when you face with someone with bad internet and wait for them to see all the action went on already)
I dont know adding 2 secs delay would work but even without this problem I thought we had to have that time to think actually, and give more time in sage would also solve the problem coming from 2secs delay.
TL:DR version on top for friendly reads:
No, 2 second delay wont work
It's probably not a problem with the game.
No, what you said doesn't mean your network is fine, thou it's unlikely that it's the problem.
It have more to do with server setup and location relative to your location (and potentially ISP, some ISP in some countries are WEIRD)
Think GNW
Think how there can be up to 5 fights in a round in a zone
Think the 35 minutes time limit (until next round start, I don't know if this can be delayed. And frankly, I doubt anyone WANT it to be delayed, especially on Saturday ones where there are 3 sets. Can you imagine 50 minutes a round? sit around for 3 hours, counting prep? oh gawd, granted, no server I know of is active enough for that problem to occur, but with mergers, it might, oh gawd)
No, 2 seconds BEFORE each action will NEVER work. Each character action, start of round not withstanding, can't be allotted more than 1 second(you can split the time to per fight, then per round then do some calculations etc). And given the animation of an attack takes half a second, half second delay is what you will get at most. For reference, we've had one round that took over 20 minutes of the 35, and we only had I think 4 fights in that round, currently there is no delay before EACH action, only start of round.
Anyway, as for your internet/pc
50mbps don't mean anything for gaming. For one thing, that rarely ever happens and is limited by other factors. For another, that is the "width" of your internet. There are, generally speaking, three factors that are important to internet:
the "speed" but actual "width" of your internet, which is what you gave.
the ping to the target destination and back
the packet loss rate, this generally only happens in area with poor Wifi, when you use wifi, or if there are network issues somewhere. Unless you get random d/c from the game, probably don't need to worry about this.
In any case, as far as gaming goes, the "width" of your internet rarely matters. Games do require a certain amount of "width", but it's generally rather low. This only really affects, as far as this game goes, game resource loading and have no impact on actual game play once the resource is loaded. So yes, your high "width" might get your resource loaded faster than others, but that's ALL it does. The value of "width" as far as game goes is badly implemented and/or security crazed games that require large amount of constant data transfer, most games only send bare minimal information and let the client do most of the work. (note it also affects if you enter a major population center, like IF in WoW back in the day, because there are a lot of information on other character that need be sent, even if each char is optimized and small). In reality, 1mbps of internet CAN be perfectly fine for gaming, as long as the other two aspects are fine. Anything more is for video streaming and downloading than gaming.
For actual game play, your ping rate and packet loss is what actually matters.
Packet loss is simple, if you lose too many packs, you will have to ask/send the information again, which effectively double, triple or multiply further your ping time, as data have to travel again. And eventually, it might disconnect you.
Ping time is what actually affect how long it takes for stuff to get to you, once you send a NEW command. (Note that this doesn't affect continuous stream of information, so if you stream a video, for example, ping time doesn't really matter as your "order" is only really sent once. Now, if you were to "jump" to somewhere in the middle of the video that haven't been buffered, it might come into play again, as an effectively new order is issued.) In any case, this is the true bottleneck of gaming.
I rather doubt that there is an issue with server calculating too far ahead in GENERAL. When playing on 1x speed, personally I get no more than 2 moves, usually only 1(almost never 0, unless the "current" move have a long animation, such as a chase chain) of delay on my new middle-of-turn orders. This include non-prompt skills like revive (there is the auto trick, but that doesn't always work, so I have experience with manual too). So it shouldn't be a "general" bug.
However, that doesn't mean it's YOUR internet that's the problem. There is also the issue of where you are versus where the server is. It's not about the physical distance either, it's about how the data get routed, especially if you are in different countries. As a player of csgo, I'd guess you would have noticed if you have ping issues in general, FPS games are the most reliant and demanding on that. But CSGO, being a far more popular game, have servers in a lot of different places, so it will be fine as long as YOU are fine. But if you try play that on a server on the other side of the planet..... It's not always "your" problem exactly.
So no, what you said does not rule out internet issues, because internet issue is not what you think it is. If you really want to know if that's part of the problem, find the ip address of the server, trace ping it, see where it hops to and how long it takes.
Again, I DONT have the problem, at least not on 1x.
But then again, not all servers are created equal, some servers might be badly set up so maybe your server in general experience higher delay. It's not a game design problem thou, more a server architecture and setup problem but let's not go there.