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Messages - GangstaRas

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Ban Appeals / Re: Ban Appeal
« on: September 28, 2019, 05:43:13 pm »
Dear player, understand two things.

1. With every ban, it is a double-edged sword. Don't worry about any reputation.

2. As with any admin, they can be right, or they can be wrong too. Get it clear that I am no different.

I wasn't even in the server for any of this stuff, was just testing a stream setup when whilst playing you looked awfully suspicious to me. I have points against you on it and I can personally send you that footage (for your reputation's sake) and we can discuss if need be, but long and short, more inconclusive than definitive, so I'm reversing the ban.

Unbanned.

2
Reports / Re: [AFt]We3da^ - Artificial Lag
« on: April 23, 2018, 06:38:45 am »
Nah, none other, I haven't fought him anywhere else before. But one thing of note is that for the entirety of this match that happened, I don't believe We3da was killed by anyone and it was a good group of us that day, like 15+ players or so witnessing this.

Something that didn't jump to me initially is that this could be speedhack where instead of increased speed the player slows down himself. That puts players in a desynced state (where they're just unhittable). The stuttering and slow running speed would be the signs as someone with a bad connection don't display that kind of behaviour, more like extrapolation issues (the timeout effect on players essentially, till their client updates the server on their position)

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Suggestions / Ping Jitter Check
« on: April 15, 2018, 03:48:41 pm »
I would advise that for both 4.0 and 5.0 a ping jitter limit system should be implemented. Ping limit alone does not kick for unstable ping. An example, my ping is 150s. If you take a log of my ping you'd probably see a sample data like this:

150, 152, 148, 154, 146 - the average (150) is below the ping limit and fluctuation is minimal

But suppose we have a situation like this:

150, 200, 100, 170, 130 - the average is still 150, and hell these ping results are even half decent in value, but in-game it results in a very inconsistent experience, warps, temporary cut outs and staggering.

Also, there are situations, predominantly in low pingers where you'll see them spike to a high level of ping and maintain that for seconds on end during a fight, then it spikes down to their nominal ping, no kick. I'm talking someone with 70 ping spiking into the 300 to 600s and maintaining that line during the fight, then conveniently drop when the fight is over. Averaging method is not enough to protect against that and it is very annoying to fight these kinds of people.

What I propose is to grab a sample data of a person's ping for a period of time and do a standard deviation check to deduce the jitter. You'd flush that data with each check to keep it fresh, so that you don't drown out any momentary spikes with a large sample of lower values.

This doesn't replace the pinglimit system, that is still needed, this only aims to tackle the quality of the connection which should not be ignored or mistaken to mean being under a ping limit.

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Reports / [AFt]We3da^ - Artificial Lag
« on: April 15, 2018, 03:15:25 pm »
Player nickname: [AFt]We3da^
Date: 13 April, 2018
Reason for reporting: I believe he's using some sort of artificial lag
Proof:

https://youtu.be/5c1SwRY5CL4

Already messaged NewK about this, but I didn't provide any evidence. I have others under my radar for the same issue, but my evidence on them isn't as conclusive as this one, so it would be a waste of my time to upload something that would be inconclusive to others that weren't there. Regardless, they have also been noted privately.


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VU Base: North Point Mall (Vinyl Countdown side)

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