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Blizzard increases turn rate to 12 - Page 4

Forum Index > BW General
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Liquid`Drone
Profile Joined September 2002
Norway28664 Posts
September 16 2017 20:08 GMT
#61
I'm pretty certain if someone has failed to port forward in a team game, it's gonna be completely unplayable on turn rate 4 (or 2) as well.
Moderator
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2017-09-16 23:29:55
September 16 2017 23:28 GMT
#62
On September 17 2017 03:59 raff100 wrote:
Show nested quote +
On September 17 2017 02:24 207aicila wrote:
On September 16 2017 03:23 Dazed. wrote:

- Koreans are actually not 95% of the base


Proof?

This afternoon I logged in to play a custom map with some friends .There were like :
500 players on US west
300 on US east
600 on EU
20k on KR
8k on Fish
5k on Asia
BW is Korean property and this is not a news
Not disputing the game is primarily comprised of koreans; disputing that its 95%,

The numbers you gave, if were assuming eu/west/east are all foreigners [not a fair assumption] and all of asia server is non korean [ not a fair assumption, but it should be majority non korean] then the korean population was only 82% of what was active at the time, and that was during a period of the day where most foreigners would not be on, but a lot of koreans would be.

Same metric for right now:

west: 1715
east: 1000
euro: 600

kr+fish: 4207

asia: 924

This would make the east/west/euro gateways a hairsbreath under 40% of the active population right now, based on the previous assumptions.

Obviously koreans are the overwhelming majority, which was not a point I was disputing, but rather I was disputing that they are virtually everyone, and there is no foreign community to which any of us foreigners should be concerned about. Like, I spent 15 dollars for match making and im being told that im selfish for being concerned with whether or not I get my product, what the fuck is that? Arrogance and condescension wrapped up in a convenient, let us say "untruth" about demographics [which, honestly, whatever the populations levels were, that wouldnt be an argument for foreigners throwing themselves on their swords for the korean community].
Never say Die! ||| Fight you? No, I want to kill you.
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
September 16 2017 23:54 GMT
#63
On September 17 2017 04:49 Lazare1969 wrote:
Show nested quote +
On September 17 2017 04:10 raff100 wrote:
Is the game playable under 8 turn rate?

i usually have to set it to turn rate 4 if i make 3v3 or 4v4 team games since no one bothers to port forward. on korean server i can do turn rate 8 for team games because they remember to port forward.


Wait if you port forward you get less lag?
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
Lazare1969
Profile Joined September 2014
United States318 Posts
September 17 2017 00:08 GMT
#64
On September 17 2017 08:54 Ethelis wrote:
Show nested quote +
On September 17 2017 04:49 Lazare1969 wrote:
On September 17 2017 04:10 raff100 wrote:
Is the game playable under 8 turn rate?

i usually have to set it to turn rate 4 if i make 3v3 or 4v4 team games since no one bothers to port forward. on korean server i can do turn rate 8 for team games because they remember to port forward.


Wait if you port forward you get less lag?

in custom games yes, provided everyone else in the game has also portforwarded. this doesn't affect matchmaking. see http://wiki.teamliquid.net/starcraft/Port_Forwarding
6 trillion
Ancestral
Profile Blog Joined August 2007
United States3230 Posts
September 17 2017 03:52 GMT
#65
On September 17 2017 03:41 sc-darkness wrote:
Show nested quote +
On September 17 2017 03:25 Ancestral wrote:
On September 17 2017 03:02 sc-darkness wrote:
On September 17 2017 02:57 blade55555 wrote:
On September 17 2017 02:15 sc-darkness wrote:
On September 17 2017 01:52 Liquid`Drone wrote:
couldn't they just make the high and extra high be 'more high and extra high'? So people get 12 when it works but 12 extra high would actually be like 8 rather than like 10?


As I suggested previously, the real solution is if Blizzard provides servers for hosting games. That's my opinion. It seems to work well for SC2. You'll almost never have better internet than some corporation like Blizzard. However, they can afford high download/upload speeds.


It's not that simple though. They would have to recode a lot of the way the networking works right now. If it were super easy to do I imagine they would do this.


Probably, I'm not saying it's easy to do. It's just necessary. They probably won't see profit in that though.

I haven't played SC2 since 2011. Is it any better?


In terms of lag, yeah. I don't remember having much lag in SC2. It has other problems but lag isn't one of them, but let's not discuss that here. I'm just saying Blizzard can do better if they want to.

Well the "could do better" part is exactly why I brought it up.

I'm making no comment on either game, just for whether there's a precedent for a Blizzard game being more playable in terms of latency/lag.

I really hope they do fix it up. The remaster has so much potential, and is already good, but it could be great.
The Nature and purpose of the martial way are universal; all selfish desires must be roasted in the tempering fires of hard training. - Masutatsu Oyama
Ethelis
Profile Blog Joined September 2008
United States2396 Posts
September 17 2017 04:00 GMT
#66
On September 17 2017 09:08 Lazare1969 wrote:
Show nested quote +
On September 17 2017 08:54 Ethelis wrote:
On September 17 2017 04:49 Lazare1969 wrote:
On September 17 2017 04:10 raff100 wrote:
Is the game playable under 8 turn rate?

i usually have to set it to turn rate 4 if i make 3v3 or 4v4 team games since no one bothers to port forward. on korean server i can do turn rate 8 for team games because they remember to port forward.


Wait if you port forward you get less lag?

in custom games yes, provided everyone else in the game has also portforwarded. this doesn't affect matchmaking. see http://wiki.teamliquid.net/starcraft/Port_Forwarding


Huh didn't know that. Thanks.
Disabled gamer - Diamond 3 (LoL) D+ Rank scrublord on BW. Bisu doesnt need DTs, He uses probes. just ask Flash.
sicklucker
Profile Blog Joined July 2011
Canada16987 Posts
September 17 2017 05:44 GMT
#67
ya the hours ive been playing everygame is vs a korean and its unplayable.
danbel1005
Profile Joined February 2008
United States1319 Posts
Last Edited: 2017-09-17 07:57:26
September 17 2017 07:41 GMT
#68
On September 16 2017 18:06 wimpwimpwimp wrote:
I don't get why Blizzard can't implement some kind of "lag and latency-simulation" during the search for a match.

When the engine has found an appropriate opponent mmr-wise, it could run a "mini game" between the two players off screen, cycle through the turn rates and latency settings, measure lag for each, and based upon the results decide if the match should happen and what turn rate should be used.

If they have a half decent understanding of what aspects of network performance affects lag, the "simulation" could probably be very minimal, and take only a very small amount of time.


They are working on it dude, they are working on it. Pete Stilwell already mentioned this a month ago. Matt Sherman 2-3 days ago also talked about this, they are working on it. Read blizzard's forums, blue posts, do some research, go play some games and leave them some feedback. They are looking for qualitative community feedback

Pete Stilwell on turn rate: Turn Rate
Matt Sherman on data gathering of connection quality: Turn Rate 12
Matt Sherman on the same issue (hours ago): Turn Rate 10
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
iopq
Profile Blog Joined March 2009
United States910 Posts
September 17 2017 09:26 GMT
#69
On September 16 2017 19:42 wimpwimpwimp wrote:
Show nested quote +
On September 16 2017 18:58 iopq wrote:
On September 16 2017 18:06 wimpwimpwimp wrote:
I don't get why Blizzard can't implement some kind of "lag and latency-simulation" during the search for a match.

When the engine has found an appropriate opponent mmr-wise, it could run a "mini game" between the two players off screen, cycle through the turn rates and latency settings, measure lag for each, and based upon the results decide if the match should happen and what turn rate should be used.

If they have a half decent understanding of what aspects of network performance affects lag, the "simulation" could probably be very minimal, and take only a very small amount of time.

It's called a ping and if the ping between players is poor they shouldn't even allow you to play.


Is it this simple, though?

They shouldn't ACTUALLY use the standard ping, but use the port that's open for StarCraft so that the packet doesn't get lost. But still, you can check the latency between two players before starting their game. You could pause the search and say "checking connection" and check the response times between packets. If more than one of them is outside the allowable range (>300 ms) then you find another opponent.
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
September 17 2017 10:00 GMT
#70
They fixed the lag a few days ago but since this turn rate thing has made it worse. Cmon Blizzard
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
September 17 2017 10:36 GMT
#71
They should just hire tec27 and implement the ShieldBattery way of doing things... As far as I understand they have a superior approach to this problem and a rewritten netcode...
danbel1005
Profile Joined February 2008
United States1319 Posts
Last Edited: 2017-09-17 11:18:48
September 17 2017 11:17 GMT
#72
On September 17 2017 19:00 Dante08 wrote:
They fixed the lag a few days ago but since this turn rate thing has made it worse. Cmon Blizzard


As I mentioned one post before you, they are working on it, whatever issue you may be facing is simply the result of the turn rate testing, things will get better eventually. Cmon Dante08.
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
merz
Profile Blog Joined July 2004
Sweden2760 Posts
September 17 2017 12:07 GMT
#73
Well the ladder is unplayable until tomorrow. I've had ~15 games today, 14 have been koreans and 2 of those games were playable on extra high latency, the rest were slideshows.
Winners never quit, quitters never win.
RaNgeD
Profile Blog Joined March 2009
United States733 Posts
September 17 2017 12:29 GMT
#74
The lag is a definite issue right now. Most of my games vs Koreans are slideshows are merz pointed out. I've just been leaving my games - dropped like 100 pts already lol. It's funny though because at one point I started building a probe, walked to my kitchen and started boiling a pot of water for coffee, came back and my probe just finished.
Love never gives up, never loses faith, is always hopeful, and endures through every circumstance. 1 Corinthians 13:7
207aicila
Profile Joined January 2015
1237 Posts
Last Edited: 2017-09-17 12:39:12
September 17 2017 12:38 GMT
#75
On September 17 2017 08:28 Dazed. wrote:

Same metric for right now:

west: 1715
east: 1000
euro: 600

kr+fish: 4207

asia: 924

This would make the east/west/euro gateways a hairsbreath under 40% of the active population right now, based on the previous assumptions.


Dazed when you made this post it was 8 am in Korea of course not everyone is gonna be playing BW at that time...

But even when it's night or morning in Korea and prime time elsewhere, Korea still has more players than everyone else combined.
mfw people who never followed BW speak about sAviOr as if they know anything... -___-''''
TL+ Member
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2017-09-17 23:30:11
September 17 2017 23:29 GMT
#76
On September 17 2017 21:38 207aicila wrote:
Show nested quote +
On September 17 2017 08:28 Dazed. wrote:

Same metric for right now:

west: 1715
east: 1000
euro: 600

kr+fish: 4207

asia: 924

This would make the east/west/euro gateways a hairsbreath under 40% of the active population right now, based on the previous assumptions.


Dazed when you made this post it was 8 am in Korea of course not everyone is gonna be playing BW at that time...

But even when it's night or morning in Korea and prime time elsewhere, Korea still has more players than everyone else combined.
Exactly my point. They clearly are the majority, but depending on what time of day you pick you can exaggerate the size of the korean population, or under exaggerate it, relative to everyone else.
Never say Die! ||| Fight you? No, I want to kill you.
Ancestral
Profile Blog Joined August 2007
United States3230 Posts
September 18 2017 05:20 GMT
#77
On September 17 2017 05:08 Liquid`Drone wrote:
I'm pretty certain if someone has failed to port forward in a team game, it's gonna be completely unplayable on turn rate 4 (or 2) as well.

How true is this? Is it totally true, mostly true, or only passingly true?

2v2s definitely lag for me but they're not unplayable, and I always create. Sometimes they're just fine.

I haven't done anything with port forwarding at all, nor do I have any idea how. I also play both at home and in my lab at the university.
The Nature and purpose of the martial way are universal; all selfish desires must be roasted in the tempering fires of hard training. - Masutatsu Oyama
heyitsMiro
Profile Blog Joined November 2016
83 Posts
Last Edited: 2017-09-18 05:26:33
September 18 2017 05:26 GMT
#78
On September 18 2017 08:29 Dazed. wrote:
Show nested quote +
On September 17 2017 21:38 207aicila wrote:
On September 17 2017 08:28 Dazed. wrote:

Same metric for right now:

west: 1715
east: 1000
euro: 600

kr+fish: 4207

asia: 924

This would make the east/west/euro gateways a hairsbreath under 40% of the active population right now, based on the previous assumptions.


Dazed when you made this post it was 8 am in Korea of course not everyone is gonna be playing BW at that time...

But even when it's night or morning in Korea and prime time elsewhere, Korea still has more players than everyone else combined.
Exactly my point. They clearly are the majority, but depending on what time of day you pick you can exaggerate the size of the korean population, or under exaggerate it, relative to everyone else.



You're just looking at raw numbers though.

The foreigners playing broodwar at this point are probably more regular and more committed so you have a lot of the same people playing day to day.

Korea has a much larger casual population and people that just play at PC Bangs with friends. Of the 20,000 people on Korea at any time in peak hours, something like 12,000 of them are different on any given day.

It's safe to say that Korea really is 95% of the BW playing population.
cha0
Profile Joined March 2010
Canada504 Posts
September 18 2017 06:53 GMT
#79
On September 17 2017 20:17 danbel1005 wrote:
Show nested quote +
On September 17 2017 19:00 Dante08 wrote:
They fixed the lag a few days ago but since this turn rate thing has made it worse. Cmon Blizzard


As I mentioned one post before you, they are working on it, whatever issue you may be facing is simply the result of the turn rate testing, things will get better eventually. Cmon Dante08.


This 'they're working on it' excuse is bullshit. This isn't an alpha or a beta, this is a product that we paid money for. I highly doubt they were unaware of these problems before launching so it's inexcusable to go along with the launch anyway and then just say they're working on it. Further, if they really do need to mess around with settings to test solutions then they should throw up a PTR server and have us test on there the way literally every single other game of theirs does.
merz
Profile Blog Joined July 2004
Sweden2760 Posts
September 18 2017 07:23 GMT
#80
Well i've resorted to suggesting rock/paper/scissors now. Loser leaves. Currently up 3-0, RNG <3
Winners never quit, quitters never win.
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