It's probably too early to call, but... (Destiny)
by Claude Errera , Thursday, January 28, 2016, 01:50 (3463 days ago)
Wow. Played a few rounds of IB this evening. Lag - way down. Chance of winning (as a team of 1) - way up.
Pretty anecdotal, but switching back to connection-based mm seems to be a success, at least for me. :)

Good to hear!
by Schedonnardus, Texas, Thursday, January 28, 2016, 01:59 (3463 days ago) @ Claude Errera
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about that.....
by unoudid , Somewhere over the rainbow, Thursday, January 28, 2016, 04:50 (3463 days ago) @ Claude Errera
The first 4 or 5 games I played tonight were worse then any of my games on tuesday.
here's a fun one from tonight.
And another one from the same match.
Overall there was a ton of lag tonight and it didn't seem like anything was fixed.

Some other clips
by unoudid , Somewhere over the rainbow, Thursday, January 28, 2016, 05:12 (3463 days ago) @ unoudid
Maybe I just missed a ton? Not sure how this dude survived nearly an entire magazine of the raid machine gun?
Guess they didn't want to take damage?
Some nice headshot lag

Some other clips
by Ragashingo , Official DBO Cryptarch, Thursday, January 28, 2016, 12:25 (3463 days ago) @ unoudid
The sniper took a bit to die, yes, but really wasn't that bad at all. Even the best connections vary here and there. The other two... they didn't appear to be moving funny or not taking damage. It looked more like you engaged at less than ideal angles and they moved quickly and you did kinda miss a lot... :(
Pull down the videos and go frame by frame. That might be enlightening.

Some other clips
by unoudid , Somewhere over the rainbow, Thursday, January 28, 2016, 15:12 (3463 days ago) @ Ragashingo
The sniper took a bit to die, yes, but really wasn't that bad at all. Even the best connections vary here and there. The other two... they didn't appear to be moving funny or not taking damage. It looked more like you engaged at less than ideal angles and they moved quickly and you did kinda miss a lot... :(
Pull down the videos and go frame by frame. That might be enlightening.
How dare you say I missed a lot! I have perfect aim and never miss lol
Found a frame by frame plug in for chrome. Boy did that shed some light on the last two videos. I knew I was shooting the wall with the machine gun for a second or two but I've never had issues with the machine gun at the range I engaged the runner at before. Somehow I managed to not kill the dude with 21 rounds from the machine gun.... FML.
The other one I swore up and down I had two shots and a back stab on the guy. Afterwards I was completely thrown off as to how they were still alive with little to no damage taken. In real time it definitely seemed like that player should have been dead a few times over.
lesson learned.... I need to git gud.

I had a pretty much flawless time...
by Ragashingo , Official DBO Cryptarch, Thursday, January 28, 2016, 07:06 (3463 days ago) @ unoudid
I saw exactly one instance of someone lagging, and even that was only in one encounter with them... Seemed improved to me vs previous lag banner experiences even though I didn't play all that many games in total...

About Lag Night
by narcogen
, Andover, Massachusetts, Thursday, January 28, 2016, 09:47 (3463 days ago) @ unoudid
The first 4 or 5 games I played tonight were worse then any of my games on tuesday.
here's a fun one from tonight.
[snip]
Overall there was a ton of lag tonight and it didn't seem like anything was fixed.
Lag can't be "fixed". The speed of light, and therefore latency, is non-fungible.
The only things in the matchmaking equation that are fungible are Bungie's standards. Bungie can accept a wider skill rating match, a wider connection quality disparity match, or make players wait longer. If you waited the same time or longer for a match and still got lagging players, then there just weren't any better matches-- not within Bungie's old standards, and not within the new ones, either.
Nothing that Bungie can do is going to affect how badly a player lags in a game with you once the match has been made. The only thing it can do is affect how often you get that sort of match. Some players are likely going to see no improvement. Others, because of confirmation bias, will not see any improvement that does happen, because they're not actually expecting lag to improve, so when they see any lag, they say, "see, lag isn't better, it's worse!"
The problems could be:
People are lagswitching and Bungie either cannot detect them or is not detecting them. Players who should be banned are manipulating the game with impunity, and since they are not manipulating the connection before the game starts, matchmaking cannot take this into account. Those players appear to be good matches before the game starts.
Too many playlists. If it's actually true that the Destiny playerbase is receding, then the number of available buckets need to be reduced in order to give each bucket a larger player population to work with. Presumably any IB week is worse than any average week since it splits the playerbase between regular crucible and IB playlists. I probably should have thought of it earlier, but I suspect that's the answer to the question I asked last week about why people think "IB lag" is a separate thing from just normal crucible lag. Ditto for Trials, I suppose, although I would imagine that is a smaller group.
Skill boundaries still too high. Bungie may have adjusted the parameters to allow for a greater prioritization of connection quality, but not enough. Those who do see improvement probably aren't going to bother to mention it, and those who do not most definitely will. That's pretty much true of anything in Destiny these days.
I think a real problem here is that one of the most common complaints I see about Destiny competitive play modes is that the loot is RNG. Players win games and get nothing and feel cheated. But if Bungie were to reward performance, rather than participation, it would be imperative to make matches fair whenever possible, which means not just connection quality, but skill matches matter. If winners are going to crow that they deserve their loot, then they'd better earn it by beating players of equal skill or better, not beating up on noobs. This would seem to me to be especially important in Iron Banner and Trials.
This necessarily means lower quality matches with regards to lag, or longer wait times, or both.
The thing that I think is... funny, I guess? Is that Bungie could be unfair and that would probably please the loudest complainers and negatively impact players who would just leave the game silently. They could remove skill as a factor entirely, force all lagged players to play against each other, and a lot of the Twitter and forum whining would stop. A bunch of players would just stop playing and leave, and only Bungie would know or care, because people who either don't think they are good at the game or know their connection is poor generally expect to lose and don't complain much when they do. Losing a bit more often might be a bit less fun, but it just isn't twitter fodder like being on top of the kill board and getting a single blue engram.
Fascinating post narc, just one comment: an element you mention is wait-time. Personally, i would be more than happy to wait 45-90 seconds more and have a more evenly matched PvP experience.

About Lag Night
by Cody Miller , Music of the Spheres - Never Forgot, Monday, February 01, 2016, 23:27 (3458 days ago) @ narcogen
Lag can't be "fixed". The speed of light, and therefore latency, is non-fungible.
Light's speed has never been the problem dude. The farthest you can ever be from something on earth is about 12,500 miles. Light travels that far in 67 miliseconds. That is completely unnoticeable with current netcode. And that's the maximum possible. Anything above that is not light's fault.
Bungie can control whether players with bad connections stay in the game. Boot them and immediately replace with a single person queued up who has better latency.
About Lag Night
by Claude Errera , Tuesday, February 02, 2016, 00:10 (3458 days ago) @ Cody Miller
Lag can't be "fixed". The speed of light, and therefore latency, is non-fungible.
Light's speed has never been the problem dude. The farthest you can ever be from something on earth is about 12,500 miles. Light travels that far in 67 miliseconds. That is completely unnoticeable with current netcode. And that's the maximum possible. Anything above that is not light's fault.
Really? So from any point to any other point on the whole planet there's a straight-line path for network packets?
I need to start reading up on this stuff, I must be WAY behind the times.

About Lag Night
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, February 02, 2016, 03:42 (3458 days ago) @ Claude Errera
Lag can't be "fixed". The speed of light, and therefore latency, is non-fungible.
Light's speed has never been the problem dude. The farthest you can ever be from something on earth is about 12,500 miles. Light travels that far in 67 miliseconds. That is completely unnoticeable with current netcode. And that's the maximum possible. Anything above that is not light's fault.
Really? So from any point to any other point on the whole planet there's a straight-line path for network packets?I need to start reading up on this stuff, I must be WAY behind the times.
Like I said anything else isn't light's fault. It's the fault of the cable builders!

It's probably too early to call, but...
by nico, Thursday, January 28, 2016, 05:11 (3463 days ago) @ Claude Errera
edited by nico, Thursday, January 28, 2016, 05:30
Lagwise, pretty ok, in terms of even matching -- got put into a game that was 18k to 3k (team I joined), ended almost immediately. (No lost medallion or anything)
"We're breaking up these teams"
Next game, is another game in progress, 12k to 2k, get two kills in before the totally dominating team finishes "us" with people quitting out left and right.
So yeah, anecdotal, I'm sure I'll have tales of triumph tomorrow.
Part of me wonders if people quitting out on an obviously unbalanced team isn't necessarily a bad thing -- sending a message and all that….
--edit--
Next two games (also joins in progress)
Around 8k to 4k (the team I joined leading), easy win.
Around 7k to 3k (again team I joined leading), about midway through, game back and killed us 20k to 15k.
Overall feels like an improvement latency-wise, I died because I was playing dumb, not because I melee'd some indestructible red-bar dude.

Update
by nico, Thursday, January 28, 2016, 16:52 (3463 days ago) @ nico
edited by nico, Thursday, January 28, 2016, 17:00

your back must be aching from all that carrying.
by unoudid , Somewhere over the rainbow, Thursday, January 28, 2016, 16:54 (3463 days ago) @ nico
edited by unoudid, Thursday, January 28, 2016, 17:44
Doooodbruh was having some similar issues earlier today. said only 4 people were not red bar the whole match.
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nico pls
by CyberKN
, Oh no, Destiny 2 is bad, Thursday, January 28, 2016, 16:57 (3463 days ago) @ nico
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