Bungie, can't you kick people who use lag switches in your game? It really ruins the experience and screws up an entire match. I played about 25-30 hours of Iron Banner last week and nearly 1 out of every 4-5 games was ruined by lag switchers. I know you can monitor connection strength (green/red signal strength bar) so why not place a threshold where if you fall below a certain strength too many times, you get KICKED!
I am not talking about the occasional lag. I am talking about shooting someone until they freeze, then they disappear and run behind you, reappear and shotgun/melee you in the back. This can only be done with a lag switch in place.
Do you lag switchers do this just for the win or do you do it because you cannot get kills any other way (most likely both)?
I played a lot of Socom II and Socom Confrontation back in the day and I have not seen this many people using lag switches since then. The difference is online PvP was newish for consoles back then and connections were not as fast for everyone. Now there is no reason not to detect and remove people who excessively lag. Bungie, you guys can do much better with your PvP network. I won't even mention the 3 second delayed kill response and frequent kill trades. Improve the netcode please!
EDIT:
Thanks for all of the responses guys... Glad to know it's not just me experiencing this. Once again, I was not talking about poor network speed or bad Bungie servers. I was specifically speaking about lag switching.
I did not do a great job of explaining what lag switching is or how to spot it. A lag switch can be A) made or B) can be software.
A) can be a spliced CAT-5 cable with a simple button/switch that when pressed will momentarily disconnect your LAN and give you a few moments of movement where you cannot take damage but you can still move and shoot/melee. When the button is depressed, the connection will 'catch up' and you will appear where you have moved to. The opposing player will see you running into a wall repeatedly or frozen and not taking any damage then disappear for a few moments. This is when they reappear and kill you from behind.
B) can be software that floods your network with bogus data and causes lag. I am not sure but I believe the results to the opposing player will be similar to what I described above.
To fix this, Bungie can baseline all connections at match making time. If you fall too far below your baseline too many times, you get warned then kicked. Either that, or group all of the poor connections together into matches within their own region to reduce latency. Or warn players that they may be removed for connection instability. Just some ideas.
I understand there is no perfect solution and lag here and there is not really that big of a deal. It was more of a question to the people who do it and as I figured, none of them would come on here and explain why they do it.
EDIT:
Linked a vid so ppl can see what lag switching looks like. Thanks goes to OP's (not my video).
EDIT:
Once again Guardians, I am not talking about the occasional lag. I am not talking about server latency. I am not talking about people who live in the mountains or people living in B.F.E with dial-up connections. I am talking about LAG SWITCHING. When you see an opponent moving along just fine w/o any lag, running along normally UNTIL YOU GET INTO A BATTLE. Then the switch is pressed, THEN THIS PERSON STARTS LAGGING UNTIL FROZEN, THEN DISAPPEARS, THEN KILLS YOU FROM BEHIND!!!!!!!!!! This is lag switching. I've been playing competitive multiplayer games for many years and there is a difference between network lag and lag switching.
WATCH THIS TO SEE LAG SWITCH POV >>>>: https://www.youtube.com/watch?v=wGDFaOJ3M8s
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22 Antworten[url=http://digitalcommons.wpi.edu/cgi/viewcontent.cgi?article=1053&context=computerscience-pubs]First person shooters are very susceptible to fluctuations in latency[/url] so it's entirely reasonable why you'd make the connection that you have. Regardless, there are a couple of fundamental concepts to understand here: 1) "Lag" is a subjective interpretation of an experience caused by latency or packet loss. Where a connection is [i]latent[/i] (slow to transmit/receive messages), the experience of "lag" increases. The important distinction between the two is that latency, in most cases, is what causes lag, but latency is an inherent phenomena in a network; all connections incur latency to some degree. Packet loss, where packets are dropped or corrupt, is an event where a packet doesn't arrive at its destination. 2) Latency can be exacerbated and packet loss increased by a [b]huge[/b] number of reasons, but very few of them are both deliberate [i]and[/i] nefarious. For example, if you were playing a game and someone in your house booted up a file sharing program which seeded large files (such as movies, operating systems, etc...) your upstreaming bandwidth - the pipe which transmits messages from your network to a WAN - becomes more constricted. The effect that has on you playing Destiny is that your router may: a) prioritise P2P packets over those from your game console (and especially so if it is configured to prioritise particular applications according to port numbers, physical devices according to physical address (ie. MAC), or network messages according to network addresses (ie. IP)), which means [url=http://www.cisco.com/c/dam/en/us/support/docs/voice/voice-quality/7111-pq-wfq.gif]the transmission buffer fills up with updates from your console stuck at the back of the queue[/url], and those messages subsequently incurring a increased queuing delay and consequently an increase in overall latency; or b) drop packets, resulting in packet loss, because the buffer is full. These events will result in the lag [i]other[/i] players see on [some of] their screens, as they haven't received the updates either at all or not fast enough, probably by exceeding an inbuilt threshold. However, what you should take away from this isn't that every single time you experience lag it's caused by someone's brother using BitTorrent, it's that computer networks are extremely finicky, sensitive things (just look at how and why poison reverse and holdown timers exist if you want to know more) and the slightest little thing can throw a spanner in the works, even though nothing evil was occurring. 3) Nevertheless, the video you've posted is actual evidence of cheating! Or is it? Take a look at the second clip - the enemy player was already moving around very irregularly [i]and[/i] continued to do so even after they killed the player. To me, this suggests they already had a poor connection and, just how I explained above, couldn't send messages to the other players fast enough, which resulted in the lag you see. It's no surprise then to see the enemy player had a red bar on the scoreboard. In my, unvalidated, opinion, if someone is cheating using the method that's at issue here, what you - and others - should see is a [i]very[/i] abrupt change in the game which then returns to normal after a [i]very[/i] short period of inconsistency, and which likely repeats at various intervals (likely not time-based) throughout a given encounter/activity. However, by no means am I claiming this is a foolproof method, as it still leaves a number of questions unanswered. 4) Although you probably don't want to hear it, it is very much possible, and especially so if you're encountering it every time you play, that the problem is your own connection. What I would suggest to anyone seriously thinking they are being cheated is to at the very least rule that possibility out. That means: a) checking the configuration of your router to make sure it's prioritising traffic from your game console and not your brother using BitTorrent. Try exploring your settings and looking for a section entitled "QoS", then create a rule for your Playstation or Xbox's address; b) understanding that the results given to you by connecting to a web server which hosts speedtest.net isn't going to be representative of how your connection performs when you're connected to other players with lesser quality infrastructure. Try a tool like [url=http://myspeed.visualware.com/index.php]Visualware[/url] and test for VOIP quality to different places, or simply pinging variously geographically placed devices during different times of the day.