DEV BLOG: PING ABUSE, PEEKER’S ADVANTAGE, AND NEXT STEPS

We have been monitoring the community’s feedback regarding ping abuse, latency, and peeker’s advantage. In this blog, we will explain what these are, how they affect gameplay, and what we are doing to fix them.

Before diving into the details of latency, we want to establish that the design philosophy of Rainbow Six Siege is player replication and hit validation should favor players that have the faster and more stable connection. To that end, we will continue to improve all our systems to provide low and stable ping players with the best experience possible while maintaining the accessibility for higher ping players.

High Ping and Peeker’s Advantage

Replication is the process by which we mirror a sequence of movements and actions done by a player on a remote computer, such as a game server. You can think of replication as “ghosts” that follow players. This “ghost” represents your position as seen by the server. For example, if you have a ping of 200ms, your “ghost” is where you were 100ms ago (since ping represents round trip duration). The higher a player’s ping, the further behind the player their “ghost” is.

However, when peeking (moving out of cover), a higher ping will not give you more time to react and shoot before becoming visible to other players. This is because all shots need to be validated by the server, so any increased amount of time will also apply to your shots reaching the server.

Peeker’s advantage is a result of the aforementioned “ghosting” effect. We cannot remove “ghosting”: doing so would require all movements to be validated by the server before taking effect on your client. This would result in increased input delay (equal to your ping), which is contrary to the design philosophy of making movement as reactive as possible. However, unlike the common perception, peeker’s advantage depends only on the speed of the victim’s connection, not the peeker’s.

The maximum time, once the peeker becomes visible, that the victim has in order to shoot and come out on top is what we define as the window of opportunity. Peeker’s advantage is caused by the fact that this window of opportunity is always shorter than the reaction time of the peeker.

Window of opportunity = Reaction time of the peeker – Ping of the victim (including processing time)

In this clip[static2.ubi.com], we will display the difference when the victim (Player 2) has a faster reaction time (150ms) than the peeker (Player 1) (300ms reaction time). You will notice that the increased ping of the peeker has no impact on who wins the firefight. While the peeker was able to fire, the victim had already landed a headshot that was validated by the server, so the peeker’s shot was rejected and they died.

In this video[static2.ubi.com], we will show you how the victim’s ping impacts the result of the shots arbitration. While the reaction times remain the same (150ms for the victim, 300ms for the peeker) we progressively increase the ping of the victim. The ping of the peeker remains constant and we intentionally set it to a high value: 400ms. Increasing the ping of the victim results in a reduction of their window of opportunity. While they are able to win the firefight at low ping (50-100ms), they start losing when their ping is too high (200ms).

We created the following image to demonstrate what you saw in the above videos, without the gameplay. What you are seeing is a timeline of actions, the order in which servers accept input, and how latency influences those steps.

The above asset is showing you how the reaction time of the peeker is preserved on the server and then on the victim simulation, even if the peeker is playing with high ping.

What you are seeing in the above asset is the impact that the victim’s ping has on their chances to survive. The victim will need to fire at his opponent before the peeker’s shot reaches the server which can only be achieved by shooting during his window of opportunity. This window of opportunity is not affected by the peeker’s ping. Once officially dead on the server, all further actions by a player are rejected. This is in line with the design philosophy mentioned at the beginning of this blog, which states that the player with the fastest and most stable connection should have the advantage.

Next Steps

Starting with the Year 2 Season 3 Mid-Season Reinforcements, we will be implementing the following adjustments and changes to how the game manages latency, processing, and hit validation. Our plan is to continue working on these topics during the upcoming seasons.

Latency Alignment

Latency alignment is a change that allows the server to more accurately mirror the reaction time of a shooter with an unstable connection. If a player is sending position updates at an inconsistent rate, then the server will adjust the timing of their incoming shot messages to match its representation of that player’s commands more accurately. While it is a matter of milliseconds, the end result is a wider window of opportunity when going up against players with fluctuating latency.

Pawn-to-Pawn Physics

We have a new pawn-to-pawn physics system, which should address issues with players teleporting behind shield users. This issue was most commonly experienced while blocking a doorway with Montagne.

Hit Validation Improvements

We are reducing the upper limit on the latency required to initiate extra hit validation steps. More details about these extra steps and how they affect gameplay will be published in another blog post.

Replication Improvements

We are also optimizing the replication of actions. The result is a more responsive experience for all players and a reduction of latency.

Processing Delay + Ping

Currently, the ping value displayed in the menus includes the processing delay. This is misleading, since running at a faster frame rate results in lower ping values being shown. We are removing this processing delay from the ping value. Although only a cosmetic change with no impact on gameplay, the value displayed will be a more accurate representation of your connection speed with the servers.

Connectivity Icons

We are implementing a series of adjustments that will help you monitor the status of your client, of the server, and of your network connection.

With this change, the game will display up to four icons in the upper right corner of your screen. These four icons denote the quality of your gameplay experience concerning your ping, connection stability, update rate and host stability, respectively from left to right.

When one of these is in a degraded state that could affect your performance, the icon appearing will notify you. This will help provide a more accurate representation of your connection status beyond just a player’s ping. The icons have two states: yellow and red. The thresholds for each state can be tweaked at any time by the dev team, therefore the following values are just an approximation of the current settings.

  • Latency icon: The latency icon will appear when your ping is high. A yellow latency icon means your ping is high enough for additional validation steps to be triggered by the server (around 100-140 ms of ping). These additional validation steps come into play when treating your shots, and determining whether or not they are a hit. You might notice some of your hits are not registering. Having a high ping also means you could encounter unpleasant situations such as dying behind cover. A red icon means your ping is bad (around 400-500 ms of ping). Being in that state for a long time could result in player being kicked from the game server. When the latency red icon is visible, almost all of your hits will be rejected by the server. This is intended.
  • Connection icon: The connection icon appears when you are experiencing packet loss or latency instability (for example, when some of your packets are being redirected on another internet route). When this icon is triggered, you can experience rubber banding, hits being rejected by the game server, and abnormal induced latency. The probability of experiencing those situations is far higher when the red icon is visible.
  • Update rate icon: The update rate icon appears when your frame rate is dropping or is unstable and the number of packets sent by your game client to the server is not high enough. You might experience hits being rejected by the game server and abnormal induced latency (this latency is induced by the game server to prevent other players from seeing your character stuttering). You could also experience rubber banding when the icon is red.
  • Host icon: The host icons appears when the server is experiencing issues and is unable to preserve the stability of the simulation. All players connected to that game server will see the icon appearing at the same time. When you see this icon, you can experience rubber banding, abnormal latency or hit registration issues. Those situations will be more noticeable if the icon is red.

Most of our upcoming changes will result in a less comfortable experience for high ping players, but this is something that we are doing consciously, and believe it to be in the best interest of the game as a whole.

Please join us to discuss your learnings from this blog on the Rainbow Six subreddit!

Kompletter Artikel: DEV BLOG: PING ABUSE, PEEKER’S ADVANTAGE, AND NEXT STEPS

[All platforms] 45min maintenance on October 12th @8am UTC

Hello Ghosts, we will operate a 45min maintenance tomorrow to update our servers and the console scripts on the occasion of the free week-end.

Please note that this maintenance will only impact the online play, including Ghost War. If you are already in a game from the moment when the maintenance starts, your session will be put to offline mode so that you can still be able to play the campaign mode solo with your 3 AI teammates.
We will update this thread regularly to let you know about the maintenance.

Kompletter Artikel: [All platforms] 45min maintenance on October 12th @8am UTC

Ghost Recon Wildlands: Ghost War erscheint am 10.10.2017

Im neuen 4v4-Modus könnt Ihr Euch auf Best-of-Three-Begegnungen freuen. Eine Runde dauert 10 Minuten.

Zum Start erwarten Euch acht verschiedene Maps und zwölf Klassen, die sich auf bestimmte Spielstile spezialisieren. Im Trailer stellte Ubisoft jetzt drei weitere Klassen für Ghost War vor, die zum Release im Spiel sind. Ablenkungsspezialist, Assassine und Wächter:

Zum Start zockt Ihr Ghost War als Deathmatch-Modus, in dem Wiederbelebungen erlaubt sind. Später soll es dann regelmäßige Updates geben, die uns mit weiteren Spielmodi, Klassen und Maps versorgen sollen. Welche Änderungen später noch folgen werden, ist bisher nicht bekannt. Denkbar wären Spielmodi, die auf Objectives zum Einnehmen basieren.

 

Quelle: http://mein-mmo.de/ghost-recon-wildlands-release-ghost-war/

The Division – Upcoming Update 1.8

Update 1.8 führt langersehnte Spielinhalte ein

Kürzlich sprachen die Division-Entwickler in einem Livestream darüber, welche Ziele sie mit dem Update 1.8 verfolgen. Ein Entwickler antwortete, dass es das große Ziel sei, den Spielern endlich das zu geben, was sie seit Langem in The Division wollen.

Im Grunde erstellen die Agenten seit dem Launch von The Division Listen, in dem sie Neuerungen aufzählen, die sie sich für die Zukunft wünschen, die The Division zu einem besseren Spiel machen würden. Wie eine Map-Erweiterung, wie PvP ohne PvE oder wie Möglichkeiten, die Ausrüstung aufzuwerten.

All diese Sachen, und noch mehr, bringt das Update 1.8:

Allerdings werden mit dem Update 1.8 nicht alle Wünsche erfüllt. Neue Story-Missionen oder ein erster Raid wird es in 2017 nicht geben.

Dennoch sind viele Agenten zurzeit positiv überrascht, wie viel Content 1.8 liefert. Unser Leser maledicus schreibt, dass The Division ja nochmal richtig Schub bekommt. Er werde dann wieder reinschauen. Matima findet die Neuerung, dass die Hunter im Untergrund auftauchen, “richtig geil”. Auch Lotte schreibt, dass sie sich immer mehr auf 1.8 freut. Dieses Update laufe ihrer Meinung nach genau in die Richtung, die Ihr zusagt.

 

Quelle: http://mein-mmo.de/the-division-update-1-8-bringt-wollen/

Recoil System – News

We want to thank you all for taking the time to test the new recoil values on the TTS, as well as provide us with your feedback. We discussed the new recoil system this morning with our Designers, and have a bit of insight to share with you.

Your concerns regarding randomness of bullet spray, as well as how the guns feel, have been heard by our developers and are being taken into account. You have also pointed out that this could potentially lead to a rise in macros, which we will also be exploring.

These changes to recoil patterns are one of the solutions we found that would result in correcting the alignment issue, but there may be other options to explore. We are going to continue looking at other ways to manage this, and will be testing those changes on future TTS builds. This is not the type of change that we are in a rush to produce, and are going to take our time to ensure that it will work well when it is deployed on the live servers.

Overall, we are very glad that we have been able to test this first iteration of the recoil changes on the TTS and gather feedback on it. The TTS is extremely valuable for testing gameplay changes of this nature, and we will be taking the feedback provided during this TTS phase and working on a second iteration of the recoil patterns.

Kompletter Artikel: Recoil System – News

Rainbow Six Siege – Year 2 Season 3 – Operation Blood Orchid

…wird vorgestellt auf der Gamescom am 29.August

  • Dem Titelbild von Operation Blood Orchid zufolge, könnte die Map auf einem verlassenen Vergnügungspark in Hong Kong angesiedelt sein
  • Zwei der Operator basieren auf der Special Duties Unit (SDU) von Hong Kong. Die dritte Spezialeinheit stammt von der polnischen Grupa Reagowania Operacyjno-Manewrowego (GROM)
  • Der Season 3-Patch nimmt massive Änderungen an den Charakteren und der Karte Kafe Dostoyevski in Rainbow Six Siege vor.

Quelle: http://de.ign.com/tom-clancys-rainbow-6-siege/124723/news/rainbow-six-siege-ubisoft-enthullt-operation-blood-orchid-au

The Division – Update 1.7 erscheint am 15. August

Global-Events
“Global-Events sind einwöchige Spielsitzungen, die viel Spaß machen und euer übliches Spielerlebnis auf herausfordernde Weise verändern. Sie sind mit dem Ziel entstanden, die Art, wie ihr spielt zu ändern. Global-Events eröffnen euch ein völlig neues Spielerlebnis, inklusive neuer Objekte, die mit den Geheimen Ausstattungssets eingeführt werden. Diese Events finden über die Dauer einer Woche statt und bringen eine völlig neue Währung ins Spiel: Token. Token sind eine Belohnung, die man für Objekte, wie zum Beispiel Geheime Behälter ausgeben kann. Die Spieler können die Token sammeln und teure Geheime Behälter kaufen oder weniger für den Behälter ausgeben und sich auf ihr Glück verlassen, dass bei den preiswerteren Behältern etwas Gutes abfällt.”

Geheime Ausstattungsobjekte
“Neulich haben wir die letzte Ausstattungsart in The Division bekannt gegeben: Geheime Ausstattungsobjekte. Geheime Ausstattungsobjekte stammen aus den Verschlüsselten Behältern der Global-Event-Woche, können einem jedoch nach Ende des Global-Events auch über den gemeinsamen Loot-Pool im Spiel zufallen. Jedes Global-Event führt drei neue Geheime Ausstattungsgarnituren ein, die auf bereits existierenden Ausstattungsgarnituren beruhen. Dies sind Varianten der üblichen Standardausstattung, mit erweiterter Werteskala für die Hauptwerte, Verbesserungen für zwei Werte sowie Fünf- und Sechs-Teile-Boni.”

Belobigungen
“Belobigungen sind ein brandneues, spielinternes Erfolge-System, das mit Aktualisierung 1.7 bei The Division eingeführt wird. Belobigungen erfassen eine ganze Reihe von Werten, die auf euren Leistungen im Spiel beruhen und werden entsprechend freigeschaltet. Im Moment gibt es drei Hauptarten von Belobigungen: Herausforderungen, Werte und Aufgabenlisten. Durch den Abschluss von Belobigungen gewinnen Spieler Abzeichen, ein brandneues Prestige-Objekt für den neuen Prestige-Objekt-Platz.”

Abzeichen
“Abzeichen sind die Belohnungen für abgeschlossene Belobigungen und ersetzen das SHD-Phönix-Abzeichen, das sich bereits am rechten Arm des Agenten befindet. Das ist eine einfache aber wirkungsvolle Art, deine Belobigungsstufe zu zeigen und deinen Agenten noch ein wenig individueller aussehen zu lassen.”

Quelle: http://www.4players.de/4players.php/spielinfonews/Allgemein/34843/2169422/The_Division-Global-Events_Belobigungen_und_geheime_Ausstattungsobjekte_Update_17_erscheint_naechste_Woche.html

Rainbow Six Siege – Patch 2.2.2

“Der Patch 2.2.2 kommt am 9. August 2017 auf alle Plattformen. Dies ist ein sehr wichtiger Patch, da wir die Grundlage für viele zukünftige Verbesserungen des Spiels in der 3. Saison legen und einige wichtige Fehlerkorrekturen vornehmen werden. Operation Health wird mit der Titelaktualisierung für Saison 3 enden und einige spannende Veränderungen erwarten uns.”

Quelle:https://rainbow6.ubisoft.com/siege/de-de/news/detail.aspx?c=tcm:156-298309-16&ct=tcm:156-76770-32