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Rather than sticking the hive skill number after the server name, I'm thinking of replacing the "reputation smiley face" with the hive skill because there really isn't much point to the smiley face.
White = empty
Green = SeedMe
Yellow = Assumed Sufficient players for a game - > 30% slots filled
Orange = Nearly Full - Less than 20% slots remaining
Pink = VIP accessible only, you need to be on their whitelist to connect
Red = Absolutely full. No one can connect until players disconnect
Yellow is now "has players but not nearly full" and light orange is for nearly full, and dark orange for VIP access only.
Unfortunately I don't have the spending luxury to spend on VPNs.
>Your personal 5/5 ranking would likely be bellow 130ms
There are no servers that i can connect to in the world in many games, between 135 (brisbane on a bad connection) and 235 (typical singapore connection) right now. I haven't had a japanese route under 350 ping for over two years. Blame the boating incident in south east asia that happened around 2012. (Gwd trhese fucking 1000 character limits)
There would be no servers except my LAN server, lmao
>I definately think this would give more relevant information, based on your location.
Well considering i live in western australia, connecting to eastern australia is sort of like connecting from moscow to japan or from san fransisco in california to ottawa in canada. There really isn't an easy solution right now, not even VPNs can help it. But VPNS apparently, can help my ping to EU - I saw a post on the AusNS2 forums that someone managed to get just over 100 ping to france from my current city,
I guess that is sort of the case in ns2... omfg, UWE's processing is so slow in calcs. But i still feel the difference brah
>In Wooza's case the networking performance is hindered by running a lower tickrate to push more players. This takes already horrible proccesing delays, the game has and makes them worse.
It's not just Wooza's. 8-bit for example (which i believe is located in somewhere around england), I have ping so high that I get kicked by its ping checking function from its shine administration. I myself do have problems hitting players there. German servers aren't any better, and i heard germany has one of the best internet routing or something in the world (though i doubt that is true)
The distance between me and the servers is longer than me to jakarta, indonesia. Most of the country still has copper wires rather than optic fibres. I can't expect less than 80 on a sydney server considering i live on the other side of the country
The current system wasn't really designed to account for the imbalances oceanic clients create. Your personal 5/5 ranking would likely be bellow 130ms and others could be as low as 80ms.
There is very little difference between 30 and 100ms becuase the game tacks on a delay quite a bit longer, for processing information on the server end and shipping it out into packets.
There's a reason why TA works best for you and others do not. The internet runs on transit and peering. The more good options you have to reach a given endpoint (server) the better off you'll be. Other factors can come into play like packet loss which cause lag. Many people confuse two seperate concepts, which are ping = delay and packet loss = lag. These effect you differently.
In Wooza's case the networking performance is hindered by running a lower tickrate to push more players. This takes already horrible proccesing delays, the game has and makes them worse.
My "trustworthy" ping for playability doesn't exceed 350. Anytihng above that and I cannot trust the game's prediction anymore.
I feel the massive difference in many games between 30 and 100 ping, and so too between 150 and 100. Just because you don't feel it doesn't mean other people don't feel it.
Btw, the default bar system goes like this:
<50: Cyan
50 - 100 Lime Green
100 - 150 Orange
150 - 250 Red, two bars
250 - 999 Red, One bar
> 999 or not responding: No bars
Since my ping for most servers are like this, from lowest to highest:
Australian: 80 to 130
U.S.: California and western states: 250 - 300
Rest of U.S.: 300-360, rarely reaches 380
Russia: 400-440
EU: 380 - 450
Japan: 180 - 450
China: > 550
Expereince is better modeled on a scale of 1 to 5. Gamers couldn't possibly began to comprehend why 30ms is ONLY twice as good as 100ms. The answer is a linear offset of 30ms.
Game developers aren't "retarded". They just know a thing or two about networking gamers don't.