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mosvalve

Filter Hosts Via Ping Bar Graph

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If this hasn't been thought of yet I think it would be a great feature. If we could block hosts via the ping bar graph it would be awesome. We wouldn't have to rely on the map as much in game.

 

For instance, sometimes I'm playing BO3 I have the router set to strict, 30ms, 700 mile radius, etc. but somehow a 120 ms player joins the match. If I could click on his/her ping bar to add him to my red list that would be awesome.

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I think that you can only block other players from being host. As in you will not connect to them if they are host. 

Otherwise the potential for cheating would go pretty high.

I recall somewhere something been said about something similar to temp block players from a lobby but not sure how it would work in reality.

At the moment you cannot stop who connects to a lobby only make sure that you do not connect to a host to far away or with to high a ping.

You cannot decide who else is in the lobby with you.

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That's been suggested quite a few times so definitely something we'll be looking to implement :)

I thought it would have thanks for the response.

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I think that you can only block other players from being host. As in you will not connect to them if they are host. 

Otherwise the potential for cheating would go pretty high.

I recall somewhere something been said about something similar to temp block players from a lobby but not sure how it would work in reality.

At the moment you cannot stop who connects to a lobby only make sure that you do not connect to a host to far away or with to high a ping.

You cannot decide who else is in the lobby with you.

I wouldn't want someone to be kicked but I would like the to be able to put them on the red list so I never have to connect to them again at a later date.

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I wouldn't want someone to be kicked but I would like the to be able to put them on the red list so I never have to connect to them again at a later date.

 

Yeah I get where you are coming from but I think it is a minefield. Is it manipulating a games code for matchmaking etc It would be great if the game makers grouped people with similar connections or ping together etc but they don't. 

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Yeah I get where you are coming from but I think it is a minefield. Is it manipulating a games code for matchmaking etc It would be great if the game makers grouped people with similar connections or ping together etc but they don't.

 

You'll have to pardon my ignorance, I guess I don't what you mean. The router's OS if programmed correctly should be able to tell you "who" is associated with the bar you click on or hover over for instance. Just like when you click on the person's ring on the map. Then the same rules apply as always with host filtering the router currently uses.

 

Nothing else should change, right?

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You'll have to pardon my ignorance, I guess I don't what you mean. The router's OS if programmed correctly should be able to tell you "who" is associated with the bar you click on or hover over for instance. Just like when you click on the person's ring on the map. Then the same rules apply as always with host filtering the router currently uses.

 

Nothing else should change, right?

 

That's what I took you to mean and what has been suggested before. E.g. if there's multiple people pinging 100+ms in your game you can click and block so you don't have to play them in future rather than pinging every single circle trying to find them

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Im sorry, I'm probably getting mixed up, its the drugs you know. 

One problem with that as I read it (probably wrong) is that if you select a player and then block them because they have a high ping. You stay in the lobby after the game but they are blocked from playing with you, Do they get kicked or do you get kicked. I don't think game makers would be to happy about that sort of thing. 

I may be wrong.

People could for instance see a player with 3 yellow bars so should be able to tell that the player with the high ping is that one, They spank the lobby but get kicked for doing well. 

As I said I probably got hold of the wrong end of the stick so sorry. :)

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I'm no network engineer or coder, so take this suggestion with a grain of salt lol. What if we took the anti-cheat approach and made it to where you have to leave the lobby and wait two minutes just like when using the geo-filter? Sure, is it a pain in the ass to have to leave and then search? Yes. But it could potentially be a simple implementation that would keep high ping players out thus keeping the chances of lag comp down. I hope.

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I'm no network engineer or coder, so take this suggestion with a grain of salt lol. What if we took the anti-cheat approach and made it to where you have to leave the lobby and wait two minutes just like when using the geo-filter? Sure, is it a pain in the ass to have to leave and then search? Yes. But it could potentially be a simple implementation that would keep high ping players out thus keeping the chances of lag comp down. I hope.

 

I'm not too sure what you mean exactly, would you be able to clarify?

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Let me see if i can lol. So essentially my thought process is that we already go into the geo-filter and create our radius depending on time of day. So with the radius set currently, you can use ping assist to find players outside the radius that are no more than the set Millisecond range. However the problem is that once locked into a Dedi-Server on COD, you get players that connected to that Dedi that you see on the p2p ping hitting 90-120ms on their ping. So, what if during the lobby after said game or before the game begins, you block that player, leave the lobby for 2 minutes so your geo-filter refreshes to blank, then re-search, this time with high ping players blocked thus starting the eventual slowdown of lag comp becoming a thing as much. Essentially, keep the avg of the lobby more stable, you lower the chance of bullshit lag comp. This is all just theory, but the short of it is, by blocking out players that keep pairing up with us that have really terrible connections, it reduces the chance of us eating crow for taking care of our end i hope. Anyways, i hope all that makes more sense. 

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Okay, I think I understand what you mean in theory. As the host though is the dedicated server they may still be able to join the game because they're connecting directly to the server not you. What you're suggesting would only work for P2P.

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Yeah... that's true, i didn't think about that in my half awake state lol. It'd be nice if the COD Dev's would set it up to where the dedi's only picked you up if you were say, 80 milliseconds or less from it? Thus allowing for geo-filtering to be done on their end and it would keep lag comp minimal from server to server. A man can dream right? Thanks for the quick responses as always Fraser, hope you're well my forum friend :)

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Yeah... that's true, i didn't think about that in my half awake state lol. It'd be nice if the COD Dev's would set it up to where the dedi's only picked you up if you were say, 80 milliseconds or less from it? Thus allowing for geo-filtering to be done on their end and it would keep lag comp minimal from server to server. A man can dream right? Thanks for the quick responses as always Fraser, hope you're well my forum friend :)

This is one of the rare occasions that a dedicated server hurts us. Lol.

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