You're right - my average ping is (I'll say 125 later on to make it simpler) 111ms (I have yet to see anyone get anything lower than 100) with graalonline.com. I'm getting the impression that living farther away from the server means more delay. I'll ask someone who lives in the UK to do a ping to the same server and I'll post the results.
"When do you need a response from another player?"
I was referring "response" as the average time of getting data and sending data between one player, the server, the other player, and back. What I'm saying is that while my ping may be a tenth of a second, that does not actually determine how long it takes when interacting (interacting would be a better word than response, now that I think about it) with a player (remember, none of this is true if both me and the other player have UDP - everything works perfect with UDP on (unchecked)). For example, on the playerworld Classic, if I type /lagcheck, it takes "125ms" for the data to get there, and "125ms" to come back. I usually get 200-250 ping according to the lagcheck, and everyone I ask to do the /lagcheck also gets very close to the same results I do.
You said scripting a serverside system - while that's an idea, that's EXACTLY what's causing so much delay. When UDP is off, all the data isn't being sent directly from you to the player, but from you, to the server, then to the player. Anything between that happens to delay (in this case, the server) will increase the time you see the other players/npcs/whatever else is serverside.
Also, if you get on two accounts and watch yourself move from the other account without UDP on, you'll notice the delay. ev1servers did NOT delay, whereas europa(##(I notice there was only a 3, now there's a 34 and 45).legende.net) does. Why exactly was ev1servers (for Unholy Nation) replaced with legende.net? That was the only server I could play on without worrying about people lagging even when they had cable.
Oh, and there is a serverside system on Classic. Someone can slash right through me on my screen and it'll take a good 250ms for it to go between them and the server, then to me. It'll take another 250ms to show them that I actually got hit, which is where I got the 500ms from. Still, this doesn't only apply on Classic, it's all servers when UDP isn't on. UDP does not seem to make any difference on Classic because the system is serverside. The most you'd get out of UDP is smooth movements (but late hits) on that playerworld.
Since I can only post once a day or so, you might notice my messages change slightly, or I add parts to it. As confusing as it is, it's all I can do.
In response below,
Do you have a wireless router? Do you know what IP to use to get into your router's configuration? All routers I've seen and used have started with 192.168.*.*, so I can say it's most likely something like yours would be. Open up a command prompt (start, run, "cmd") and type ipconfig /all. According to what mine says, "default gateway" would be the IP to use for the configuration. To get to that, type in that IP in an internet browser like Internet Explorer.
edit#9129581959: I asked that person who lives in the UK to ping graal's server, he said he got 24-26ms. I guess the distance factor is the cause, so maybe there's a way to have both a US and a UK server? Or maybe you could choose what server you want to connect to at login. Hmm, but still, say I'm sparring this guy in the UK, I have 110ms ping, he has 24ms ping - it would still be 110*2ms delay (to send and recieve) for me to see his movements. I don't think a new scripting system will fix serverside lag, so maybe the best solution is a type of UDP that works behind a NAT? Or a whole different protocol, even. |