Arma 3
✪ Ressult May 18, 2019 @ 11:48pm
Arma 3 Multiplayer region ban?
So i buyd Arma 3 yesterday for 10 euros and after playing the tutorial for a while i wanted to join a sevrer. However when I try to join any server i get the message: battleeye: admin kicked your region is banned. what does that mean?
Last edited by ✪ Ressult; May 18, 2019 @ 11:49pm
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Showing 1-8 of 8 comments
El Berl May 19, 2019 @ 12:04am 
It means the server, not Battleye, doesn't like people from your region. No idea why the admin doesn't like Europeans but his server his rules.
Sandra99 May 19, 2019 @ 12:21am 
The explanation is actually obvious: If 15 players with an average ping of say 35 are on the server, and now join 1 player with a ping of say 250 ......... this player pulls down the entire server and all other players (performance).
Another reason could be the problem that I already experienced several times. I am always slightly irritated when Asian or Russian characters appear in the chat.
English is not my native language either ....... but internationally, and thus also in gaming, it is the language you should master.
These are already 2 good and justified reasons for a region deny ......
C4TB00 May 19, 2019 @ 11:45pm 
Originally posted by Lee:
The explanation is actually obvious: If 15 players with an average ping of say 35 are on the server, and now join 1 player with a ping of say 250 ......... this player pulls down the entire server and all other players (performance).
Another reason could be the problem that I already experienced several times. I am always slightly irritated when Asian or Russian characters appear in the chat.
English is not my native language either ....... but internationally, and thus also in gaming, it is the language you should master.
These are already 2 good and justified reasons for a region deny ......

nop...high ping cant make server or other player performance slow. The one that having trouble with high ping is the high ping player himself. The sign is the delay running (running but not moving). Server works to response to client request and send data to client side.

KOTH multiplayer is a old gaming multiplayer in gaming internet. It was a hacker game with a fast typing for a code, similiar to public chat. Koth is a script to run 2D / logic war in server. In example, the text data which send with post data type:

>A SHOT 31mtr to 120degree.
>B run 5mtr with velocity 20ms/h to 120degree.
>A bullet took B head.
>Send to B client side that he dead.
>B client accepted he shot dead.
> A reload his weapons.
> C SHOT A from 1000mtr north south 360degree.
>A rolling to gps 31,2.

So the war itself is inside the server with "chat text" war. But KOTH send the data to your ARMA installation (client) which change the data into visual directx looks. Some bad player change their "equipment" in their local installation folder. Like changing the armor defense number or bullet power/range. Or put artillery mortar to their backpack or change their pack to become unlimited ammo pack.

If the koth server have good scripting then they should double check all data send by client side to check either if it was right or not if TRG have super bullet power.

But doing this on server checking could make hog resource in server computation. Thats why they depend on report then the admin will check all data client side send/receive and if he found there a changing script for arma3 installation folder then they will propose the bad profile to battleeye which will ban the profile.

Another common problem is the hacker use someone profile, usually the hecker get the player ip address (from bad admin), then the hacker could mimic the profile id and makes like the player doing a cheat. Thats why becareful with server or community you join for...some people give super ability to paid account :D but game is a game ...what for cheat for temp winning. Its the fun we looking for...not the winner chicken dinner time. :D



Client Side:
Lag due to an insufficient update rate between client and server can cause some problems, but these are generally limited to the client itself. Other players may notice jerky movement and similar problems with the player associated with the affected client, but the real problem lies with the client itself. If the client cannot update the game state at a quick enough pace, the player may be shown outdated renditions of the game, which in turn cause various problems with hit- and collision detection.[5] If the low update rate is caused by a low frame rate (as opposed to a setting on the client, as some games allow), these problems are usually overshadowed by numerous problems related to the client-side processing itself. Both the display and controls will be sluggish and unresponsive. While this may increase the perceived lag, it is important to note that it is of a different kind than network-related delays. In comparison, the same problem on the server may cause significant problems for all clients involved. If the server is unable or unwilling to accept packets from clients fast enough and process these in a timely manner, client actions may never be registered. When the server then sends out updates to the clients, they may experience freezing (unresponsive game) and/or rollbacks, depending on what types of lag compensation, if any, the game uses.

Server Side:
Unlike clients, the server knows the exact current game state, and as such prediction is unnecessary. The main purpose of server-side lag compensation is instead to provide accurate effects of client actions. This is important because by the time a player's command has arrived time will have moved on, and the world will no longer be in the state that the player saw when issuing their command. A very explicit example of this is hit detection for weapons fired in first-person shooters, where margins are small and can potentially cause significant problems if not properly handled.


[Lag Switch]
Difference with the lag switch mode which is only using a "bat" cmd files to pause their own connection/wifi. Ghis type lag switch have signs:

1. Teleport Run.
They run very well but looks like teleport run every 2mtr.

2. Shadowy Trail Movement.
They run like shadowy trail.

3. Heli spawn camper. They can shoot heli with a shot, even if your heli spinning. the sign is you will shot down then after 1sec/2sec you hearing a shot sound after it. Thats the sign sniper with lag switch.

4. Super Armor.
This type of player usually increase their armor, you 'll need 3 rpg to kill them.

5. Bullet Power.
And also they can increase their bullet power (you will see a bullet that could explode like granade launcher).


Thats why its no needed to buy "lag switcher" software because you can easily write it in batch command script - looks internet for how to pause wifi using batch command.
Last edited by C4TB00; May 19, 2019 @ 11:53pm
Karmaterrorᵁᴷ May 20, 2019 @ 4:45am 
Probs just admin trying to keep a nice experience for there players. If you connect to a US server from europe you may be jumping around on there screens breaking immersion. Should be plenty servers without that though.



Originally posted by C4TBOO:
3. Heli spawn camper. They can shoot heli with a shot, even if your heli spinning. the sign is you will shot down then after 1sec/2sec you hearing a shot sound after it. Thats the sign sniper with lag switch

That one may not be cheating. Some sniper ammo is supersonic so reaches you before the sound. Then the sound catches up to the bullet.

The devs even went as far as to include doppler effect on sounds. But yeah that supersonic ammo was a leading cause of 'i died from nothing' posts back on arma 2 dayz :)
PistonlessMAZDA Aug 25, 2019 @ 7:08am 
I've been noticing lag switchers a little more often in KOTH servers.
I'm a veteran hummingbird pilot when it comes to Arma. I'm not trying to toot my own horn, but I'm damn good and I never fly in a straight line. If I get hit and it's kosher, it's going to be on landing and even that's rare as I study the map and battle progress as the match goes.
Once in a while... I'll be weaving to the AO at 200+ and will take a headshot in the cockpit from over 2000m. A few flights later, again at high speed while dodging and weaving, my tail rotor will go out, then the main rotor will go out, no shots heard from anywhere... Fun stuff.
I've been hit plenty of times and I'm not sour about it if I think it's just a good shot, I'll even give the enemy respect in global chat. But when you've been doing this as long as I have, you know when something just doesn't seem right.
Never understood the psyche of somebody motivated to cheat in a game like this. Can anybody tell me from experience, do you actually feel something relative to "success" or "accomplishment" when you kill an enemy by cheating? That has to be a strange mind to live with... False self satisfaction? Online gaming will always have these people, but I feel like it wasn't always so in Arma until recent years.
Last edited by PistonlessMAZDA; Aug 25, 2019 @ 7:19am
PoorOldSpike Aug 25, 2019 @ 7:47am 
Originally posted by Ressult:
..when I try to join any server i get the message: battleeye: admin kicked your region is banned..
Try different servers..:)
I regularly play on the KOTH servers and I'm english, and there are always lots of Americans, Europeans and Russians in there too..:)
Last edited by PoorOldSpike; Aug 25, 2019 @ 7:47am
PoorOldSpike Aug 25, 2019 @ 7:51am 
Originally posted by PistonlessMAZDA:
Never understood the psyche of somebody motivated to cheat in a game like this. Can anybody tell me from experience, do you actually feel something relative to "success" or "accomplishment" when you kill an enemy by cheating?
Cheats are everywhere and we have to put up with them like a dog has to put up with the fleas crawling on its back..:)....It's probably mostly young snotnosed kids who cheat, hopefully they'll grow out of it when they grow up....Meanwhile the rest of us can take comfort in knowing that WE'RE TOO FRIGGIN GOOD to have to cheat..:)

Atomicdeath Aug 25, 2019 @ 10:59am 
Originally posted by C4TBOO:
Originally posted by Lee:
The explanation is actually obvious: If 15 players with an average ping of say 35 are on the server, and now join 1 player with a ping of say 250 ......... this player pulls down the entire server and all other players (performance).


You are so very wrong.

One or more players with poor connections can cause the server and others to experience poor client side performance.
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Date Posted: May 18, 2019 @ 11:48pm
Posts: 8