The 0 PING topic

That was really close but I think you might have touched the very back of the laser. @teebee
 
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That looks like a server demo which can't be used to check lag compensation since the lasers are different for everyone, it would look like people are jumping into the lasers and surviving. This is why you should record a demo of your POV.

Anyway, from the video it looks like you jumped too early, because the laser on your (lagged) screen is a bit behind the one seen in the server demo, so you ended up landing on top of that and dying. Since the laser trigger is moved back, so is your death, hence you will appear to die after the laser passed.
 
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I mean smth rly changed tho and players will need to get used to it. But thats real
 
I mean smth rly changed tho and players will need to get used to it. But thats real
Yeah it did really change, for everyone.
Now for everyone the laser is exactly the same.
Because now the laser is the same on the server as it is on your screen.
They are (almost) perfectly in sync.
So if you jump over the laser on your screen then you also jump over it on the server.
Before people jumped early because the laser they see is delayed and their jump is delayed, so to combat it they had to jump early.
Play the map offline and it's almost the same as it is on the server.
What you see is what you get.
But because the delay is obviously still there (can't defeat physics) your death is now delayed.

Because the laser is moved back on the server so it matches your screen, the information of your death is now delayed by your ping + latency.
Instead of your client being the one that is delayed it's now the server (kind of).
And since the information that you died is not predicted by your client it looks like shit that you die when the laser already passed you.
But before this change if you actually dodged the laser on your screen you'd suddenly die because on the server you did not. (lasers on your screen and server not in sync)

So which one is the better one?
 
The one that is better is the one players were already used to. Why reinvent the wheel when it was already working fine. I mean shit if you are saying it's to help new players they don't know lasers anyway so it doesn't help, and if it's to help like 300 ping asians who just join for 1 level never shoot and don't contribute then that's just fucking dumb.

Also I have died way more times after the laser has passed me since this 0 ping started than I ever did before.
 
What about having a vote to see who likes it I means it's been on the server a while so if you are correct and people will adjust then they would have no problem keeping it up. But make the votes completely transparent so then we know exactly stands wherre
 
Also I have died way more times after the laser has passed me since this 0 ping started than I ever did before.
Read my post again, that's the drawback.
Normally the laser and your jump is delayed.
But I compensate that delay by using the laser position from your clients packet.

So lets say you have a ping of 100, which means your latency (one way) is about 50ms.
The server spawns a laser, it takes about 50ms for you to see it.
By the time you see it the laser has already moved forwards on the server, so the laser you see if out of date.
You jump but it takes 50ms for your jump packet to reach the server, the laser has moved during this time.

So without lag compensation the laser would kill you on the server before it's even close to you on your client.
You'd get the death event right about when the laser is at your position.
You'd have to jump 100ms earlier to actually jump over it, the laser you see is wrong.

With lag compensation the laser would be moved back, just for you, before any packet from your client is processed.
It takes the real tick from your client packet, just like the already built in lag compensation in source does it for when you shoot at other players.
Where you see the laser on your client and when you jump over it is exactly the same on the server now.
So the laser is moved back by 100ms before your client is simulated so it matches with how you see it on your screen.
So you can only get hit by the laser on the server when you've already been hit on your own screen.
And remember we move it back by 100ms, so it takes at least 100ms for you to get hit on the server.
And then it takes another 50ms for the death event to reach your client, so you die 150ms after you got hit by the laser.

Again:
The world you see on your client is 50ms behind the server world.
When you send a command to the server it travels for 50ms.
So when the command reaches the server the world has changed for 100ms.
And for the server to send a command back to you it takes another 50ms so 150ms.
That's the reality of the delayed death phenomenon.

I could put up noctalis laser training map on a server with the plugin enable so people can practice there.
It's much better imo. once you get used to it. And it's only fair because now it's the same for everyone.
 
I'm pretty sure most people get upset cause they don't know how the plugin works ( Remember to read Botox' explanation on it xd ). We are used to dying right on top of the laser when we fail the jump, but now with the plugin the death is delayed and people die after jumping and landing on the ground.

Now in the end I do like the plugin and as Botox said it makes the gameplay the same for everyone, and is a big helper for people with high ping. Of course there can be and there have been some issues with the plugin, but we trust our techs to fix them ^^
 
Read my post again, that's the drawback.
Normally the laser and your jump is delayed.
But I compensate that delay by using the laser position from your clients packet.

So lets say you have a ping of 100, which means your latency (one way) is about 50ms.
The server spawns a laser, it takes about 50ms for you to see it.
By the time you see it the laser has already moved forwards on the server, so the laser you see if out of date.
You jump but it takes 50ms for your jump packet to reach the server, the laser has moved during this time.

So without lag compensation the laser would kill you on the server before it's even close to you on your client.
You'd get the death event right about when the laser is at your position.
You'd have to jump 100ms earlier to actually jump over it, the laser you see is wrong.

With lag compensation the laser would be moved back, just for you, before any packet from your client is processed.
It takes the real tick from your client packet, just like the already built in lag compensation in source does it for when you shoot at other players.
Where you see the laser on your client and when you jump over it is exactly the same on the server now.
So the laser is moved back by 100ms before your client is simulated so it matches with how you see it on your screen.
So you can only get hit by the laser on the server when you've already been hit on your own screen.
And remember we move it back by 100ms, so it takes at least 100ms for you to get hit on the server.
And then it takes another 50ms for the death event to reach your client, so you die 150ms after you got hit by the laser.

Again:
The world you see on your client is 50ms behind the server world.
When you send a command to the server it travels for 50ms.
So when the command reaches the server the world has changed for 100ms.
And for the server to send a command back to you it takes another 50ms so 150ms.
That's the reality of the delayed death phenomenon.

I could put up noctalis laser training map on a server with the plugin enable so people can practice there.
It's much better imo. once you get used to it. And it's only fair because now it's the same for everyone.

People don't like the plugin and your only thing is to tell them to offline maps that is just ridiculous that for someone to be able to play on the server they have to offline everyone of their favorite maps just so they can hope to learn. Its been a few months since its been out and people still haven't adjust so rather than just stick you head in the sand maybe listen to the server and put it to a vote if they want it to remain. Then we can put it to rest whether its just some of us being vocal about it or if there is a server consensus that they dont like it.
 
Okay, so 0 PING is obviously very controversial and I do see a lot of negative feedback regarding it.

Me, personally I like it. I've never had any issues or "mysterious deaths'' that were not my fault. Generally, my ping on the server is on the low end(in the 50s) apart from the common lag spikes and rubberbanding I get 'cause my internet is absolute trash. In fact, I find myself being more consistent in jumping lasers than I was previously on normal ping and not Botox's plugin.

But we're a community after all and a community without its players is nothing. I like the plugin but I don't really mind if we remove it if that means a healthier & happier server population. Maybe a vote whether or not we should keep it is needed as @phantom said.
 
In my opinion this 0 ping has some positive things, and negative, I personally like this plugin because it makes indeed fair gameplay, even for Asians who play here sometimes. At first I disliked this plugin because it was some new shit to me, and l couldn't accept it. Now it's fine for me, because I am improved with this 0 ping stuff, and I can dodge lasers more efficient way. People just have to get used to this plugin and that's it.
 
Go and practice if you suck instead of crying like a baby: connect 151.80.230.149:28015
 
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"I don't like it because I can only dodge lagged lasers so therefore you should remove it. Trust me, I speak on behalf of everyone. Remove it because we don't like it. No, I don't care about your explanation, my feelings are more valuable. Clearly you only care about yourself since you don't value my feelings"

This entire thread + phantom summarised
 
I prefer doing laser without 0 ping, because it's better for me, but I dont mind if it's on or not this plugin =^)
 
I'm gonna add one negative thing (maybe positive for people who got luck), it breaks some bosses for example on Cosmo canyon v5, stage "Rage" during boss fight with Genesis, Jenova, Ifrit, Shiva, you have 20% chance I think, of not getting able to be affected by the boss attacks (even push), even tho the rest of players can be affected. I dont know if it's fixed, but I had that one case with 1mpact.