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| 16 Jan 2017 09:14 PM |
(WARNING: This post is quite tl;dr. If you don't want to hear about a bunch of stuff about FPS throttling, online connections through the servers, physics of moving parts, and internet speed, don't bother reading this. Furthermore there is a distinct possibility that this may be a stretch, or outright wrong, but I've given my best effort to include valid points based on observations and experience with dealing with physics in the past.)
Roblox's servers have always been known to be delayed and the results get even worse with a crowded server (depending on the place, a crowded server can be as small as maybe 6 people. For ro-hockey it's typically around 10-15 in a decent arena). It would make sense that Roblox's developers are aware of this and are actively trying to fix the problem, although if that was the intention then the effects of the new physics have caused it to backfire spectacularly for some places. One of the unfortunate victims seems to be any ro-hockey place that uses the ball variant of the game.
As anyone with any knowledge of the notorious exploit known as "throttling" (or anyone who just knows the general meaning of framerate throttling) knows, FPS throttling is basically chanting a client's framerate, and it usually messes with moving parts in the server. An extremely obvious sign of throttling in the past was the ball going through the boards when near someone who was throttling. One extremely prevalent thing I've gathered about the new physics is that it seems to skip frames (as evidenced by the ball blatantly going through people, seemingly at random), as if the developers of Roblox may be actually programming the servers to throttle themselves by default in an extremely desperate attempt to reduce the lag seen in a typical server, and the effect of throttling as a form of cheating is now inverted in the sense that it's now the server messing with every client connected to it. This is why we're suddenly seeing both balls and other players passing through players as if they were thin air.
Also, as proven by the change in SWG curling, moving parts now more easily detect other parts but also seem to excessively react to it (which is what's causing players to fling in RHL games, as well as the increasingly common "FAT" meme which involves the ball flinging under the ice, related to the ball flinging everywhere else as well). Related to the possibility that the server might be throttling itself and messing with all the clients, the server might detect the ball being literally inside a player's body or stick, and as someone who has used Roblox Studio for almost eight years now I can immediately tell you that two unanchored parts being stuck inside eachother tends to at least one of the parts violently detaching itself. A test I did in Sim Winter Games also confirms that parts seem to generally be more prone to flying around in general on contact with other moving parts, so that certainly doesn't help.
The best way to avoid a discrepancy between what you see and what the server sees is, obviously, to have a good internet connection. Some of us have good internet, others have awful internet, and for an overwhelming majority of us there isn't anything we can really do about it. Assuming that more money can often get you the best connections, we're now stuck in a nightmarish situation where in a sense ro-hockey may actually have become pay-to-win. It's an unfortunate side effect that we can't do anything about and it's quite likely ruined the ro-hockey experience for several people. |
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pacobassi
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| Joined: 10 Aug 2007 |
| Total Posts: 9619 |
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| 16 Jan 2017 09:19 PM |
"ruined the ro-hockey experience for several people."
No, it's ruined it just for you, silly goose!
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ebenton95
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| Joined: 06 Nov 2011 |
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| 16 Jan 2017 09:22 PM |
| could also be that the increasing popularity of roblox is slowing the servers, though i feel like that wouldnt be an abrupt change like we saw but rather something gradual |
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| 16 Jan 2017 09:22 PM |
As well as the half-dozen people who actively show up for Louisiana's games and several other players around the RHL and possibly other leagues.
Even Gh0st acknowledged today that the physics are absolutely ####ed and his team won 7-0. |
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pacobassi
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| Joined: 10 Aug 2007 |
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| 16 Jan 2017 09:24 PM |
Yeah, everyone knows the physics are bad but it gives everyone equal disadvantages. Stop giving yourself the excuse that if there weren't these problems, Louisiana would actually win a game.
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| 16 Jan 2017 09:27 PM |
"could also be that the increasing popularity of roblox is slowing the servers, though i feel like that wouldnt be an abrupt change like we saw but rather something gradual"
That would be much more gradual than anything. In general the servers haven't seemed to be affected by the population of Roblox as a whole and it's a possibility that Roblox doesn't internally host every single server based on the fact that you can run your own server on Roblox Studio (although it does at least detect every running server for every game) but it's been seen for a while now, as I mentioned, that a high population of players in one single server can significantly slow it down. Having many parts move at once can slow down a server more than twofold, although eight ro-hockey players + a few fans constantly moving shouldn't do it to that kind of degree. |
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ebenton95
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| Joined: 06 Nov 2011 |
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| 16 Jan 2017 09:28 PM |
| its literal garbage, every single goal now is a shot that goes through/pushes the goalie. even the goal we scored in the first game was through the goalie. it takes so much of the skill out of the game. |
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pacobassi
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| Joined: 10 Aug 2007 |
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| 16 Jan 2017 09:29 PM |
Ebenton, each time you guys lost, you were unarguably outclassed by miles.
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| 16 Jan 2017 09:30 PM |
"Yeah, everyone knows the physics are bad but it gives everyone equal disadvantages."
Considering that everyone has a different internet speed to deal with the connection to the server it absolutely does not. This is basic tech stuff.
"Stop giving yourself the excuse that if there weren't these problems, Louisiana would actually win a game."
You'd have to be having severe eyesight problems to not acknowledge the fact that an overwhelming majority of Louisiana's goals against (as well as lost offensive chances) are due to the ball blatantly going through our players. |
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ebenton95
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| Joined: 06 Nov 2011 |
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| 16 Jan 2017 09:31 PM |
| i think the number of people in the server is a valid point. thats always been a factor in the lag of a server, but much more so now. I was doing a game at my Ebbyball arena the other day, and when i only had a couple of other people there it actually felt fine but as a few more people showed it seemed to get worse. |
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pacobassi
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| Joined: 10 Aug 2007 |
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| 16 Jan 2017 09:32 PM |
"You'd have to be having severe eyesight problems to not acknowledge the fact that an overwhelming majority of Louisiana's goals against (as well as lost offensive chances) are due to the ball blatantly going through our players."
That's the same for every team but most players learn to cope with the physics. Did you know that if you're not moving, the ball won't go through you? Wow! I just made your GK 10x better!
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| 16 Jan 2017 09:33 PM |
Yeah, more people in a server means more parts moving around (6 individual parts, not counting hats).
Although this kind of slowdown is a lot more prevalent in Roblox Studio than in the actual online servers, the online servers are by no means unaffected. The difference is that the online servers seem to attempt to throttle their own FPS to keep everything moving at a normal speed as much as it can, while Roblox Studio just outright slows down the speed of everything. |
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drbat
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| Joined: 13 Sep 2008 |
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| 16 Jan 2017 09:35 PM |
"That's the same for every team but most players learn to cope with the physics. Did you know that if you're not moving, the ball won't go through you? Wow! I just made your GK 10x better!"
That's not true some of the time. |
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| 16 Jan 2017 09:36 PM |
"Did you know that if you're not moving, the ball won't go through you?"
But it will because the server throttles itself. Do you think it should go through you when you and the ball are both moving towards eachother in a straight line, or if you move less than half of a stud? Because that's exactly the kind of problems we've been having. |
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pacobassi
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| Joined: 10 Aug 2007 |
| Total Posts: 9619 |
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| 16 Jan 2017 09:38 PM |
Cap, stop ignoring the fact that everyone have these problems. Without these problems, you would still be losing.
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| 16 Jan 2017 09:41 PM |
"Cap, stop ignoring the fact that everyone have these problems. Without these problems, you would still be losing."
If anything, you're ignoring the fact that people have this problem to varying degrees, as I've mentioned twice to you already by explaining how internet connectivity affects a player's experience on the server and how the server picks up a player's presence.
Stop trying to debate technical stuff with me if you don't even know that people have different qualities of internet connection. |
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pacobassi
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Kenamatic
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| Joined: 09 Jun 2009 |
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| 16 Jan 2017 09:52 PM |
| (he's not sorry he messaged me calling you a ####### |
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pacobassi
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| Joined: 10 Aug 2007 |
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| 16 Jan 2017 10:24 PM |
| kENNY SHHHHHHHHHH!!!!!!!!!!!!!!!!!!!11111 |
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| 16 Jan 2017 10:28 PM |
| Sorry we don't have good internet like you, Paco. |
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pacobassi
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| Joined: 10 Aug 2007 |
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| 16 Jan 2017 10:34 PM |
| I have my desktop right beside my router, it's an easy solution. |
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| 16 Jan 2017 10:39 PM |
I have my laptop and another whole computer besides 2 routers (2 Routers for my dad, then 1 router for gaming)
I live in a community where the internet is absolute crap. |
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| 17 Jan 2017 01:07 AM |
I'm not sure if Paco understands that the quality of routers can also vary quite a lot.
My router for example is very old and is pretty much dying, occasionally cutting off the entire house's internet for brief moments. |
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| 17 Jan 2017 01:10 AM |
"I have my desktop right beside my router, it's an easy solution."
I don't think this solves the problem |
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