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Ping influenced mercy frames

3 replies [Last post]
Fri, 07/15/2016 - 16:41
Fangel's picture
Fangel

Now I've suggested this before in other grouped up suggestions, but it's a fair standalone one too.

Basis to it is that people who have bad ping can't react to taking damage as easily as players with good ping. The solution is to give players with bad ping more "mercy frames" so that they can react to damage more readily.

How I would implement it would be that for every 50 ping you have, you gain an additional 0.25 seconds of mercy frames. This number stacks up to a maximum of 500 ping, at which point mercy frames would not last any longer.

Here's a quick rundown:

  • 0-49 ping - current mercy frames
  • 50-99 ping - 0.25 more seconds of mercy frames
  • 100-149 ping - 0.5 more seconds of mercy frames
  • 150-199 ping - 0.75 more seconds of mercy frames
  • 200-249 ping - 1 more second of mercy frames
  • ...

  • 450-499 ping - 2.25 more seconds of mercy frames
  • 500+ ping - 2.5 more seconds of mercy frames

I would assume to take an average of the past 5-10 seconds to decipher which level of invinciframes to give the player. Alternatively, the ping of the player the moment they get hit would determine their invinciframes.

Sat, 07/16/2016 - 02:01
#1
Sir-Pandabear's picture
Sir-Pandabear

Someone playing lockdown could intercept their own packets to feign as much ping as possible, giving them the maximum amount of invinciframes always.

Sat, 07/16/2016 - 10:23
#2
Fangel's picture
Fangel
i thought about that

Now if a player is feigning their own ping, that's reason enough to /complain 'em anyways.

However that's one reason I figured it could take an average for the last few seconds. A median might work better in this case (each second gets a ping value, one that's in the middle is the chosen one). However, a "on damage, take ping and add a bit of time to mercy frames" seems a bit easier to implement.

How would a feign ping look anyways? Great connection but it tells the server it's terrible ping? I'm legitimately curious about the technicalities behind that, and on the contrary, how well the server could just ignore that.

Sat, 07/16/2016 - 14:26
#3
Teddysmacker's picture
Teddysmacker
Poke.

Honestly it's a good idea for creating balance within the game, with the lack of server locations.
However, I wouldn't know how hard it is to implement and whether or not it's legitimately exploitable.

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