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Michael Murphy | https://murfy.nz
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michaelmurfy: You’re playing RuneScape classic, a game literally designed for a dialup connection with 900+ms of latency. Seriously stop looking at the latency graph and just enjoy your game…
I literally remember playing this exact game over a dialup connection in the early 2000’s so know for a fact latency doesn’t matter here.
2degrees has already said the problem lies with an upstream provider and there is no ETA on a fix.
If you read back through the thread, it's not just Runescape that's affected. Services hosted in AWS datacentres in SEA are also affected. The game I play, PUBG, is hosted on AWS and the Singapore location is the most active location in this region. While PUBG is not hugely sensitive to latency, 300ms is far too latent for it to be playable.
After two weeks of waiting for it to be resolved, I don't think its unfair of those of us that have been waiting to be somewhat vocal about it.
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Have you tried a VPN?
I know it's not the BEST solution but it's an upstream issue away from 2d's side.
I can sympathize as a gamer because 300MS on a competitive FPS game is not fun(I regularly deal with 200 thanks to playing with both my brother and sister in different parts of the world) but a VPN could possibly resolve some routing issues even as a temp fix for now until the situation is resolved.
I personally use Windscribe (and my own solution!) and can attest that the NZ and AU servers they have are pretty rock solid so give that a shot.
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Well at least we have somewhat confirmed the "strange-ness" in this case that direct Sydney to Auckland routing requires connectivity back to Singapore to be up. Great design 👍
It's a good suggestion but the problem with PUBG is you first need to use a VPN to overcome their automatic region selection - for NZ that's normally a Sydney location but there's a) not enough solo players for matches so most of the match is bots and b) the map selection isn't as great. So most NZ and Aus players go to the Singapore server which solves these two issues
To get to the Singapore servers I first need to VPN to a SEA location (like Singapore or the Philippines) but the particular VPN I use (PIA) is also using routes to Singapore that are affected by this issue. I have just noticed that while AWS is affected it seems Azure is not. Maybe I'll stand up my own VPN service in Azure for the time being.
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michaelmurfy: You’re playing RuneScape classic, a game literally designed for a dialup connection with 900+ms of latency. Seriously stop looking at the latency graph and just enjoy your game…
I literally remember playing this exact game over a dialup connection in the early 2000’s so know for a fact latency doesn’t matter here.
2degrees has already said the problem lies with an upstream provider and there is no ETA on a fix.
First of all it's not "RuneScape classic" it's called Old School Runescape, which is a regularly updated modern incarnation of the 2007 version of the game.
This version has much more difficult and "tick perfect" end game content such as some that requires you to basically not miss time a click within a 600ms interval over up to 2 hours, with which an extra 100+ms or more unstable connection is made significantly more difficult.
Basically no offence but you are wrong.
stuuuu:
Basically no offence but you are wrong.
Actually, no, I am not wrong. This discussion has come up multiple times on here and game developers have to understand the potential latency end users experience and make it fair for everyone playing. Basically with many MMORPG's players don't really have much of an advantage because they have a low latency connection to the end datacentre. 100ms also is really nothing, the important aspect with any one of these games is you've got a stable connection and this indeed is despite being higher than normal latency.
I do fully understand 100ms can impact a competitive FPS but a MMORPG? Give me a break. Unless if you're click farming (cheating) you're not going to notice 100ms in a game if playing legitimately.
Unfortunately these problems happen on every ISP and game creators know this.
Michael Murphy | https://murfy.nz
Referral Links: Quic Broadband (use R122101E7CV7Q for free setup)
Are you happy with what you get from Geekzone? Please consider supporting us by subscribing.
Opinions are my own and not the views of my employer.
Without entering into the argument of how latency may or may not affect a game I thought it was worth mentioning that routing appears to be back to normal from approx 9pm NZT tonight. It's been solid for 3 hours now so hopefully this is resolved =)
michaelmurfy:
Actually, no, I am not wrong. This discussion has come up multiple times on here and game developers have to understand the potential latency end users experience and make it fair for everyone playing. Basically with many MMORPG's players don't really have much of an advantage because they have a low latency connection to the end datacentre. 100ms also is really nothing, the important aspect with any one of these games is you've got a stable connection and this indeed is despite being higher than normal latency.
I do fully understand 100ms can impact a competitive FPS but a MMORPG? Give me a break. Unless if you're click farming (cheating) you're not going to notice 100ms in a game if playing legitimately.
Unfortunately these problems happen on every ISP and game creators know this.
Weighing in as someone on a 2degrees connection who was also affected by this routing that has finally been resolved for us yesterday morning; the connection was indeed unstable for us. One of the roommates plays Final Fantasy XIV to a Japanese server. The new route had bouts of high packet loss as well as the additional 40-50ms worth of latency. The game was evidently unplayable for him during these times, exhibited as the player character, players and enemies "rubber-banding" around the screen beyond his control. He was able to resolve this during the cable maintenance period by using VPN to get a route via another ISP instead. Arguments about latency affect on gameplay aside, I suspect stuuuu was facing similar issues.
Our route has now returned to the 180ms average to Japan and is now stable again as of 7.30am on Monday. This is not the first time we have had an unexpectedly long issue with the SEA/Japanese route for Snap/2degrees, with this one lasting over two weeks. While it isn't their fault what the upstream providers do, between this and the call quality to other networks on their SIMs, I'm ready to swap ISPs just to get another route.
Crayphish:
michaelmurfy:
Actually, no, I am not wrong. This discussion has come up multiple times on here and game developers have to understand the potential latency end users experience and make it fair for everyone playing. Basically with many MMORPG's players don't really have much of an advantage because they have a low latency connection to the end datacentre. 100ms also is really nothing, the important aspect with any one of these games is you've got a stable connection and this indeed is despite being higher than normal latency.
I do fully understand 100ms can impact a competitive FPS but a MMORPG? Give me a break. Unless if you're click farming (cheating) you're not going to notice 100ms in a game if playing legitimately.
Unfortunately these problems happen on every ISP and game creators know this.
Weighing in as someone on a 2degrees connection who was also affected by this routing that has finally been resolved for us yesterday morning; the connection was indeed unstable for us. One of the roommates plays Final Fantasy XIV to a Japanese server. The new route had bouts of high packet loss as well as the additional 40-50ms worth of latency. The game was evidently unplayable for him during these times, exhibited as the player character, players and enemies "rubber-banding" around the screen beyond his control. He was able to resolve this during the cable maintenance period by using VPN to get a route via another ISP instead. Arguments about latency affect on gameplay aside, I suspect stuuuu was facing similar issues.
Our route has now returned to the 180ms average to Japan and is now stable again as of 7.30am on Monday. This is not the first time we have had an unexpectedly long issue with the SEA/Japanese route for Snap/2degrees, with this one lasting over two weeks. While it isn't their fault what the upstream providers do, between this and the call quality to other networks on their SIMs, I'm ready to swap ISPs just to get another route.
I do hope the new OCE servers come sooner than later!!!
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