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Offline vs Online: An Analysis of the LAN Advantage

Forum Index > Dota 2 General
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K-poptosis
Profile Joined April 2013
United States333 Posts
Last Edited: 2013-11-03 23:33:16
October 10 2013 19:23 GMT
#1

TABLE OF CONTENTS


Offline vs Online
By K-poptosis

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Season Seven LAN Finals Preview



StarLadder started today, showing us some great action so far from 4 of the top EU Dota 2 teams. Please check out our LR thread or join us on IRC to discuss the games this week, I promise it will be fun. For this article we got one of our resident stats experts, K-poptosis, to explain the impact that playing offline or online events has on the results.

The games are already upon us, so sit back and watch some great EU Dota!

[image loading]

Results after day 1


Offline vs Online

By K-poptosis



We have all heard it innumerable times before, "LANs are just different". According to many, players play faster and better without ping issues making skill shots easier to land, teams enjoy being in the same room, and the best teams always bring their A-games. Well, put a black beret on my head and horn-rimmed glasses on my face because I am now channeling the MythBusters to whether some points of this argument hold any water. Apologies in advance for the lack of explosions.

When the International 3’s qualifier teams were announced, many believed iCCup was chosen to compete over other teams, including Kaipi (now Speed Gaming), due to the fact that iCCup had successful LAN experience. By upsetting Na'Vi en-route to taking 2nd place at TechLabs March LAN, they had proven they could both successfully travel to a LAN, and play good Dota while offline as well. Whether or not that is the true reason they were selected , the popular opinion being what it was is very important, as it showcased just how much the community believes LANS are truly a different beast compared to playing online.

But is that truly the case? Sure, the fact that pings are reduced is not debatable, but do teams actually perform differently when playing at a LAN? One route I considered to analyze this was simply comparing teams records when on and off LAN, but there are multiple problems for doing so. The largest of the reasons being relatively small sample sizes and polarized win rates due to the higher concentrations of talented teams. For example, a team might have a bad record at a LAN simply because they weren't better than the competition, not because they perform poorly on LAN. Therefore, what I decided to do was dig a bit deeper to see if I could find a root cause for this perception and not just the outward display. Specifically, I wanted to see if one of the biggest reasons why LANs are placed on a pedestal - negligible ping - actually affects the accuracy of skill shots.

I believed that looking at abilities with long cast or travel times would give the largest disparity between on and offline play due to their heightened dependence upon timing and foresight. Consequently, I decided upon three abilities from regularly drafted heroes over the last year that showcase this reliance on having reading the other team quickly and with precision. They were Jakiro’s Ice Path, Clockwerk’s Hookshot, and Leshrac’s Split Earth. (Data prior to Jakiro’s Ice Path formation time buff was not included.)

[image loading]

Percentage of each spell hit offline and online


As you can see, more skill shots do seem to be hit when on LAN, but the difference is negligible. According to this data Jakiro benefits most of the three from being played in low ping conditions, but even then only 1 in 62 Ice Paths that would miss online would hit on LAN, and that difference is not even statistically significant. This may come as a shock to many that would believe it to be much easier to hit skill-shots on LAN, but the possible explanation is a fairly obvious one: your enemy benefits from the decreased latency as much as you do, making juking easier. Furthermore, the difference in playing at 150ms ping versus 20ms may very well be too small for the human body to capitalize upon. This supposition is supported by data from the website HumanBenchmark, which through 6.5 million tests using it’s own reaction time test, determined that the average (median) reaction time is 215 milliseconds, with only 0.1% of testers reaching a reaction time higher than 130 ms.

So there you have it. According to the data, the ping differences for online versus offline competitions is simply too small in most cases to cause a significant change in gameplay that favors particular heroes or playstyles. That’s not to say that larger ping differences that are commonplace in EU vs US matchups are negligible though. Quite the opposite actually if the ping difference exceeds the normal human reaction time. However, performing on a LAN should not cause an increase in performance beyond a player’s normal faculties, it simply evens the playing field. If a team performs better on LAN than in online tournaments, I would consider it more likely due to outside-of-the-game factors such as team communication when in person, and ability to deal with jet lag and hotel food.

[image loading]


Okay, maybe I lied about no explosions.





Writers: K-poptosis
Gfx: shiroiusagi, riptide
Editors: TheEmulator
Cover photo of the Cyber Sports Arena by Gameinside.ua.
@Kpoptosis
TheEmulator
Profile Blog Joined July 2010
28100 Posts
October 11 2013 02:14 GMT
#2
Nice stats Kpop.

Also GO NAVI
Administrator
Haee
Profile Blog Joined February 2011
522 Posts
October 11 2013 02:30 GMT
#3
What an amazing gif and like always well written.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
October 11 2013 02:50 GMT
#4
do you know they are still playing online and when navi plays vs empire at starladder "lan" the ping is pretty much the same as when they play online? (depending if they got a shit provider tho)
the local network feature got implemented only couple of weeks ago and afaik is not even working properly yet (thats why theyre not playing local network (technology just isnt there yet))
and yes, the ping difference when your actually playing lan is highly noticable to online "lan"
different story for na teams obviously
id say when ur eu, the ping difference between eu<->na is like eu<->local
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
RuskiPanda
Profile Joined December 2011
United States2906 Posts
October 11 2013 03:10 GMT
#5
I think valve provides them with a tournament lobby that pretty much simulates lan? (afaik)
Doraemon
Profile Blog Joined January 2010
Australia14949 Posts
October 11 2013 03:23 GMT
#6
holy that gif...
Do yourself a favour and just STFU
TheEmulator
Profile Blog Joined July 2010
28100 Posts
October 11 2013 03:31 GMT
#7
On October 11 2013 12:10 RuskiPanda wrote:
I think valve provides them with a tournament lobby that pretty much simulates lan? (afaik)

I believe that is what happens.
Administrator
Myrddraal
Profile Joined December 2010
Australia937 Posts
Last Edited: 2013-10-11 03:43:46
October 11 2013 03:42 GMT
#8
Interesting analysis, I wouldn't discount differences that are less than the average human reaction time though, in my opinion it would make more sense to add the reaction time to the ping to find the total "action time". For example if an ability took 300ms to cast and hit you and you have a 200ms reaction time to phase shift (phase shift is instant right?) the difference between dodging and not could be within that 100ms difference.

To be honest I do agree that it doesn't make a huge difference, I'm really just being pedantic, however I do much prefer the "feel" that you get from the quick responsiveness of sub 100 ping.
[stranded]: http://www.indiedb.com/games/stranded
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
October 11 2013 04:46 GMT
#9
A slightly better chance to hit ice paths + an even more slightly chance to juke + better team communication / motivation to win = better games.

If you add all of it together, there's definitely a difference.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
Efane
Profile Joined March 2013
Russian Federation49 Posts
Last Edited: 2013-10-11 09:04:42
October 11 2013 06:01 GMT
#10
making skill shots are easier to land

maybe my english is sad, but this looks like a mistake

both successfully travel to a LAN, and play good Dota while offline as well.

playing at LAN and playing offline are indeed 2 wonderful, completely different things)


Team spirit and LAN "energy" seem to factor hugely into the quality of the games, players get fired up and perform to max since there is a crowd cheering, teammates nearby and a hefty sum of moneyz in the end. Ping is really negligible when you consider the environment itself and how it changes the game


And pray there is intelligent life somewhere out in space coz there is bugger all down here on Earth
Leeoku
Profile Joined May 2010
1617 Posts
October 11 2013 06:08 GMT
#11
I also realized this would be first big tourney that can make use of the lan function that dota implemented
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 11 2013 06:50 GMT
#12
need to stop putting analysis in titles TT
if happy ever afters did exist <3 @watamizu_
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
October 11 2013 06:53 GMT
#13
On October 11 2013 12:42 Myrddraal wrote:
Interesting analysis, I wouldn't discount differences that are less than the average human reaction time though, in my opinion it would make more sense to add the reaction time to the ping to find the total "action time". For example if an ability took 300ms to cast and hit you and you have a 200ms reaction time to phase shift (phase shift is instant right?) the difference between dodging and not could be within that 100ms difference.

To be honest I do agree that it doesn't make a huge difference, I'm really just being pedantic, however I do much prefer the "feel" that you get from the quick responsiveness of sub 100 ping.

Greater ping should narrow the window in which you can successfully react from both ends, because it delays when both when you get the information you'd react to and when your orders (reactions) get processed... right?
My strategy is to fork people.
Fenneth
Profile Blog Joined April 2007
Australia354 Posts
October 11 2013 06:58 GMT
#14
Yeah the bit about 150ms being irrelevant because it's below human reaction time is pretty unfortunate/inaccurate. It's closer to the truth to say the delay ADDS 150ms to your reaction time.
Saishuuheiki
Profile Joined November 2010
United States188 Posts
October 11 2013 07:10 GMT
#15
I think what's not considered in this is what will likely be most important: last hits.

Considering skill shots come to maybe 20 per game, last hits will be in the hundreds.
Unlike skill shots, a small percentage difference in last hits can greatly alter the course of a game. I'm not sure if there's an easy way to compare them, but I feel that last-hitting would be what's greatest affected by the ping

(I know personally when I'm lagging my last hits are what suffer the most)
PuercoPop
Profile Blog Joined December 2009
Peru277 Posts
October 11 2013 07:15 GMT
#16
May it be that because of the additional lag you don't try to land your skill shot under circumstances you would otherwise do?
The Proof of the Pudding is in the eating!
ReignSupreme.
Profile Blog Joined September 2012
Australia4123 Posts
October 11 2013 07:43 GMT
#17
On October 11 2013 16:15 PuercoPop wrote:
May it be that because of the additional lag you don't try to land your skill shot under circumstances you would otherwise do?



I know when aL was the Australian roster (Natural 9) and it came to playing Na'Vi or whomever, due to lag they would pick less-dependent heroes (in terms of last hits, skillshots etc and go for more of a facerush strat)
Beirut
Profile Joined January 2011
United States673 Posts
October 11 2013 07:52 GMT
#18
This is a cool first look at one of the indicators of performance, but I don't think it's conclusive by any means of online vs. offline performance. Far from it, I think there are some other performance indicators to look at offline vs. online that seem to be kind of ignored here.
TheEmulator
Profile Blog Joined July 2010
28100 Posts
Last Edited: 2013-10-11 07:55:14
October 11 2013 07:54 GMT
#19
On October 11 2013 16:52 Beirut wrote:
This is a cool first look at one of the indicators of performance, but I don't think it's conclusive by any means of online vs. offline performance. Far from it, I think there are some other performance indicators to look at offline vs. online that seem to be kind of ignored here.

I think the article is a bit misunderstood. It's not meant to be a full analysis of offline vs online and which is better, but it is just looking at a specific issue which is ping. Although I think a full feature on all the differences might be a good idea in the future.
Administrator
GoodoldGrim
Profile Joined October 2013
Latvia4 Posts
Last Edited: 2013-10-11 08:04:17
October 11 2013 08:03 GMT
#20
The whole premise of comparing skillshot accuracy is completely flawed. I mean for fuck's sake, you even say it in the article - it is also easier to dodge with lower ping. But that's the whole point! Everything is easier so all aspects of the game are better - nothing is hindering the players' true potential.

Another important thing - there is a world of difference between reacting to something unpredictable (like the human benchmark test) or something that is predictable - like an enemy hero walking along a path. If we accurately predict what's going to happen, we can react a lot faster to it. Timing is affected by lag way more than reaction.
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