Ladder Feature request: Ping Limiter

I don’t mind waiting 10 minutes for a game if it allows me to have a 50 ping game as opposed to the 1 minute wait to play someone in Korea with 250 ping.

Should take a half a day to program since you guys already have a database of our locations which I noticed when lookin at someone’s profile.

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But then the koreans will pick the us region due to our lower skill level and the problem will actually become worse.

Now if there was a ping limiter…

That’s true, a ping limiter would be great. CSGO and Tekken 7 uses that feature for their matchmaking.

I was thinking of Valorant where you can select regions such as US Central, US West, US East but they also have region lock so you can’t play outside the US.

Changed title to Ping Limiter.

A reply i made on a similar Thread, please read it.

You really like to make sht up. I wasn’t blaming anyone but blizzard for not implementing a ping limiter. Why would I blame someone who has no control. You can’t honestly be this stupid…

You do realize custom games also have a ping limiter and did you know custom games are also P2P? That alone destroys your entire argument.

Plus, fighting games such as Street Fighter 5 and Tekken 7 also use P2P and they also have a ping limiter for their Ranked/Matchmaking.

That is not an “argument” that is just how the nature of P2P is, and specially the diference between P2P CDN based (Tekken 7) and STUN-P2P (SC:Remastered), if you want to understand it good, if you want to “think” you understand it also good for you.

Go research a little bit it is actually very interesting and enlighten, comparing Tekken to SC:BW is not accurate, different netcode, different P2P implementation (Tekken 7 is Content Delivery or CDN based, and SC:REMASTERED is STUN based).

Also what you meantion as “ping limiter” which i assume is the green, orange, yellow, red colors in Customer Games, is just the ping into the STUN server, meaning absolutely nothing (It had to be implemented because people needed something, but you can start a whole green game and it is a coins toss), because when the game starts the game does not run on that server, the node order even change when a player leave, think about it which is completely different on how a P2P CDN would work.

Let me give you an example, if i am located in Colombia, a second player in Mexico, and there are 2 people from the US and another one from Peru and then i drop, the STUN server will “change the topology” of the P2P and change it so the Peruvian now connects and sends the UDP packages trough the closest node from the US (Mexico), reason why when someone drop in SC:Remastered sometimes the game just dies

… and here is the learning part in SC:Remastered as soon as you connect to the Ladder you are a node, whether you like it or not, you are sending packages but also you are sending other people packages…sort of, packages that are not game content but istead help resolver other people NAT faster which is the hard thing to explain here about thus the nature of STUN servers…. So in theory the more people that connect, the more paths you will have to connect everyone else !!!, the idea is that this implementation depends on the “size” of population playing.

Now to be honest sometimes that is not the case, and the connection is done directly between the 2 people, specially with those with good infrastructure that do not require many “calls” to the STUN server asking for help on missing UDP packages, example Koreans, or people in the US, both are close to an AS point (to give an example), or both have quick NAT translation to a Public IP, Or maybe both are close to the oceanic Fiber Cable.

People from Latin America or A US person from Elko NEvada needs a LOT of calls to the STUN asking “Anyone with a P2P that is stable, please share it to me looking for help i am losing way to many UDP” AND BOTH COULD HAVE VERY GOOD INTERNET UPLOAD SPEEDS , But what i can guarantee is that Tekken 7 (I dont know about Street Figther) have a different of using P2P which is CDN based to “advertise” P2P nodes.

Long story short it goes like this, the Tekken 7 Netcode was “supposed” to allow Crossplay which is one of the main reasons for “P2P CDN based” (This would allow to share content between different networks likes PSN or XBOX network) but most importantly because Tekken needs to update profiles and other stats much but MUCH quicker than SC:Remastered does (Talking about 2 types of profiles, the actual player profile and the Network profile which is the definition of a node), why am I talking about this?, because even if Tekken 7 is P2P based in reality It doesnt have a STUN BASED topology is always you vs the player you are playing, each person has a “profile” in the CDN server and they connect and period.

In Starcraft Remastered your profile on the server might not be you THIS IS THE WHOLE POINT I AM TRYING TO MAKE; IS NOT YOUR FAULT THAT YOU GET DISCONNECTED But the actual person connected to RANK that would make the connection faster like the example on US-MEXICO-COLOMBIA-PERU, and in RANK this people might not even be on the same game !!! but they are connected to RANK

STUN servers help to “Quickly translate NAT from node to node making the UDP package sending more stable”.

In a game like Tekken 7 the connection can “reestablish” between rounds, and the UDP datagrams lost can just interpolate the animation of the player thus experiencing “traditional lag” or losing of frames… in SC:Remastered instead of having this “blinking” experience ALL NODES WAIT FOR EACH OTHER and the window of UDP gets STACKED, so if a lot of UDP packages are lost the game will PAUSE (waiting for screen) while Tekken uses a different CDN based update that will either make the animation interpolate or just disconnect the other player and give you the win.

And that is an important factor to mention.

I also play a lot of Tekken online, and i get dropped from time to time (It is also P2P as you say correctly and the real reason is that companies dont have the option to run a central server), the difference is that in SC:Remastered the idea of losing a 12 minute game is way more harsh, in Tekken if you disconnect you get a penality but that is because you can tell that a person pulled the plug as they are all in personal profiles in the server, while in STUN you could be sending UDP trough another node either connected on RANK or in Custom Games.

Do you see the difference now between both implementation?. So why not to implement SC:Remastered in something similar to CDN?, well… the Netcode is OLD and people required to forward ports, but now CND is also more expenssive… they all connect to an online Phone-book where “topologies” are created to help other people connect trough your STUN-NAT path you help create, and in Tekken each one ahs its own P2P-NAT path of its own so you can actually KNOW 100% if someone disconnected."

Do you think that Blizzard was bad for not giving people that disconnect a Lose?, is not their fault !!! someone in the STUN server just pull the plug “Not even connected to the game” and then to many UDP package got lost !!1, while in Tekken 7 you will still see the player animate, you will kill it then try to reconnect during rounds!! and it is a lost more seamless.

I hope this explanation works a bit for you or anyone reading.

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Will the silk rode provide a better internet connection to Korrea?