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When I asked him about it, his specific answer to me after making his own observations on this topic was as follows:
"What I saw was people playing on servers whose CPUs were overloaded and couldn't meet the demand which is where the rubberbanding and teleportation issues are made more apparent now after some corrections we made, so still not our issue. They were always lagging considerably—the lag compensation was just good enough to mask most of it in the past—but with these changes, the tolerances are tighter now so rubberbanding is more noticeable if the box hosting the game server itself can't keep up processing-wise. The server CPU load was always the problem, but the lag from that was a little less noticeable on the client side in terms of movement but if you knew what to look for and paid attention, literally everything else besides the movement was massively delayed from the server itself being unable to keep up."
We continue to monitor what we can on our end in relation to this of course and we will continue to make improvements where we can from the dev side of things, but again this isn't really something that we can necessarily fix for community ran servers that are either a) not on powerful enough hardware, or b) are throwing more at them than they are really built to handle (which is ultimately their choice).
Appreciate the time taken to comment and good luck
And no problem my pleasure.
I wouldnt necessarily say its a lack of understanding as iv played many games with dedicated hosting before. Im guessing these people are just massively underspeccing their servers which isnt great for the game!
Maybe it would be a good idea to have 1 or 2 official servers with the correct specs so that people could play on those.
Now I understand why some owners are set in too high player counter.
I have saw this at many servers, I think we need to do some community donation to solve the problem.
Sounds like you should be running at least one Official server...
1. To show that it's the community hosting chocie that's the issue
2. To be able to test the game properly under load with people actually playing the game
Rubberbanding can be caused by slow hosting hardware, but it might just as well be a problem somewhere in the networking code, or even prediction code on the client.
EDIT:
Your latest patch mentions this:
Fix issue with character movement replication breaking the intended send rates for client moves when game time was dilated
So maybe there's more to it than just the hardare the community uses for hositng? You really should be runnig an official servers to be able to test this game in live environment, instead of just blaming the community...
We have done work on our side to help improve this (hence the patch notes you directly cited), which is also why I am saying it doesn't sound like there is much else that we can be doing on our end for this at this present moment in time (the lead programmer seems to feel that he has done what he can for now and he has listed out what he feels the issues and solutions are). If it truly were additional networking code problems, as you mentioned, I wouldn't be saying what I am right now, but I went directly to the lead programmer to ask him myself because I personally noticed these issues as well when I played, and that was the conversation he and I had based off of his own personal observations (and he is the one who actually wrote and implemented this netcode, so if anybody understands it to the extent that it needs to be it's going to be him).
There is no need to conflate this into an "us vs them" thing where I am trying to just pass this off as a community issue without actually looking into the problem itself, that is absolutely not what I was doing (in fact it is the opposite), and everyone else who replied here doesn't appear to feel this way. It is not that black and white, and I am simply sharing the information with you all that I went out to acquire by speaking directly to the man himself in an attempt to figure out how to make things better for everyone.
As far as official servers goes, the problem there for us is budgetary and manpower related—we don't really have the budget to set up and maintain any official servers right now (everything is going towards the developers), and beyond that we don't have people who can dedicate their time towards server moderation at the standard that we feel would be necessary to do so. Maybe that will change in the future, but right now it's just not viable for us.
I mean seriously dude? The game is FREE, anyone can host and what you pick up from the lengthy explanation and details directly from the LEAD dev, is that they are blaming the community?
Maybe they should instead inforce a minimum hardware & connection requirement based on player number and push a disclamer if you mod the game? Huh, how about that?
Do you know how expensive it is to create a milsim like that? And you want them to divert funds from development to host a server in a WIP game just to proove a point?
You make me want to insult you, you intitled little... Why don't YOU host a server within specs to proove YOUR point?