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12/23/2022 5:07:50 AM
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I think you should only (and always in any online game) be able to see your own latency. It DOES help you determine if YOU are the problem. Shouldn't be able to see others latency though. Too many opportunities for harassment that might not even be the end user's fault.
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  • Edited by AlphaSerenity: 12/23/2022 5:56:31 AM
    TL;DR - Other games have latency meters, there are tools to report if someone is harassing you or another player, and the data is even useful in PvE. You will always see people harassing others for every reason you can think of. Hiding or opting not to include a feature because of the fear of someone harassing others just empowers the harasser and they will continue. Factoring in the fact that team chat is off by default, you can restrict who can whisper you, and there is a reporting function, the game has the tools to deal with harassers. I can see the latency of other players in many other games, ranging from other FPS games, to more traditional MMOs, to games like League of Legends. I used to be able to view this data in Destiny 1 and before they started using the Steam UDP relay service using my enterprise firewall and a custom script. If they are using my network, I should have a stake in how it is being used and be provided insights into the performance. It is like your city constructing a road through your property and then not telling you the amount of traffic that is passing by nor restricting if semi-trucks can blow right by either. I know you basically write this option off via the EULA, but customers have no bargining power for EULAs, which is a shady practice in general. You either agree to their terms or not play, with no room for negotiations. Why should I endure a scenario where the game places me into a lobby where network-related issues result in me being an unproductive member of my fire-team,diminishes my enjoyment, and I have no data to understand and verify the reason why? Without this data, we can't properly use the report feature for network manipulation or bad connection, meaning we are guessing at the issue. If I have the data to see it is my issue, then I can take steps to troubleshoot. I work for my ISP and have experience with network engineering and automation. I can trace my traffic through our global networks until we hand off the traffic. If the issue is with Bungie, I know to avoid playing for a bit. If the issue is a single player or team, I can leave and deal with the bullshit suspension and hope I am matched with local players in a future game. This function would also help with PvE issues in raids and dungeons. Sometimes, mechanics seem to break or mobs have sporadic health jumps and teleporting. Being able to see if it is the instance, myself, or another player would be extremely helpful. (Typed on my phone due to power loss from winter storm)

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  • Frankly it is the ancient code Bungie is using for networking. Then most importantly it is the reliance on their ISP filtering services such as Cloudforge. Love to see modern game networking system implemented. Love for them to boot their filtering service. Unfortunately networking code Bungie has is heavily patched and over ten years old. Also they probably outsourced their server team. The more I dig into ISP filtering services, the more there seems to be a consensus on both provider and user side that they are the problem.

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  • I think the "see other people's latency" argument has to be started where it actually starts and that is, it's no one else's business. It's between the player and the dev. You can report someone for bad connections without seeing their meter, and people could even harass them, but they could have a 90ms latency, not be teleporting all over the map, but because someone "thinks" there's a problem, harass them anyway. If it's that important to people, they could monitor their network traffic with any of the umpteen tools available to do so. Good luck through the storm Guardian! It's supposed to be rough on some people.

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  • [quote]I think the "see other people's latency" argument has to be started where it actually starts and that is, it's no one else's business.[/quote] I completely disagree. If we are communicating using a peer-to-peer architecture, but the traffic is proxied through Steam's UDP relay network, you are still hitting my network. Anything hitting my network is my business, whether directly connected or proxied. This isn't really an issue in other games that currently show your latency. Yes, people still will point it out, but not to the scale you and a few others seem to believe. Again, the game has a report function a player can use if they are being harassed, but they also have the option of limiting their whispers and chat preferences too. While it isn't their fault, playing against someone with a poor connection is not fun at all. Why should they have their feelings catered to, but I get to suffer? This problem could be easily addressed by giving players data to make decisions about their gameplay and tools to control how they get matched. I feel we should have the option to opt-in to a regional queue and another opt-in for disabling crossplay (while consoles have this option, PC players don't). A warning could be displayed when these options are active to indicate queue times may be longer. If they get to a threshold, Bungie could prompt players to suspend these constraints for the current queue/session only. I'd rather queue for 5 minutes to get a better connection match in addition to SBMM, then get into a match in 30 seconds, be unable to deal damage due to someone else's connection, and then get a suspension for leaving that game. [quote]If it's that important to people, they could monitor their network traffic with any of the umpteen tools available to do so. [/quote] This is where having in-game diagnostics come into play. You have to consider the context. If you run a Speedtest, you might see you have low ping and good bandwidth, but that is irrelevant to your performance in the game. Your ISP likely has a Speedtest node in their data center and uses QoS policies to make the performance seem better than what it actually, so you are seeing skewed networking performance stats. This doesn't tell you how well your connection will be to someone on the other side of the planet or even in the same city and on a different provider. Remember, latency is a one-way measurement of delay between two hosts, while round trip time (RTT) is the measurement of delay to send and then receive a response. As a rule of thumb, I think the most your latency should be is no more than 60-80ms to another host, or should be within 2-3x the game server tick rate to minimize connection-related issues and keep the game as responsive as possible. If Destiny's PvP is 20hz, then 60-80ms falls right in line. While other games have a 20hz tick rate, the difference is they use a client-server architecture and the processing is less intensive on the client end. There is more involved, but that is as simple as I can explain it. In order to have that 60-80ms of latency, factoring in local ISP overhead, you are looking at a maximum of ~800 miles between two hosts. For example, that is about the distance between New York City and Chicago.

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  • If it's your business because it's your network, then shouldn't it be up to you to monitor it? You could run a dual NIC setup in passthrough mode through something like Wireshark and have way more info than a game meter. But suppose someone has decent internet, they get good hops until halfway to your network where an uncontrollable factor tanks their connection. Does that person really deserve any threat of harassment? You make some good points, and I think IF Bungie ever put these connection meters back in the game, they should make them an option for people to turn off on their end. It would be a tool for both valid diagnostics, and unwarranted ridicule. You know how the internet can be...

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  • The problem with monitoring traffic now is because the game proxies the traffic through Steam's network, I can only see the exit node endpoint IP and ping that. For example, I am currently near NYC, but in a test I did yesterday with two hosts on separate connections in my home. I could see the IPs associated with the Dallas and Atlanta Steam nodes being used to return the traffic when the two hosts are literally 10 feet from each other. Sometimes, Steam has ICMP echo disabled to where it just times out when trying to ping. Before crossplay and the integration of the Steam UDP Relay service, I would see individual IPs of other players and could use a script that checked my firewall for active connections on those ports, monitor packets and use a custom parser to grab the Steam ID from a specific packet, and then tell me who the player is, where their IP space is registered and either the latency to their network or to the nearest gateway operated by their ISP if they have ICMP echo disabled too. Your argument hinges on an idea that everyone will harass anyone they have a poor connection to, which is just not true at all. Again, we should not empower abusive players by preventing features that exist in other games and used to exist in this game. Again, I reference the fact that this type of feature is in other games and they do not have this sort of problem, this sort of thing was back in Halo and other games from the early 2000s, and there are tools to manage abusive behavior.

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