Many initial fails for map load: suggestion included

Quil Evrything·12/20/2014, 5:27:26 AM·3 votes·901 views

I, and apparrently quite a few other people, have been having a lot of connection problems after recent patches. This is where we join a team no problem, select champs, no problem, match no problem, then Match starts in 5,4,3,2,1... and then it times out and claims supposed "firewall problems". So I dont spawn onto the map (or even see the splash icons for the teams)

After many computer restarts, or sometimes changing home computer and restarting, I get reconnected. IF I manage to get reconnected, then the connection seems to be stable from that point.

Here is where I'd like to suggest a low level fix.

I'm presuming that the basic code flow is that clients first connect to some kind of lobby server, then get "your" team... then get matched with enemy team, and only AFTER all that is done, each individual client is told, "Okay, we've assigned you to battle server 123.45, please disconnect from lobby server and go there now".

Except that sometimes, the client cannot go there.

So what I suggest, is that the second the team matchups are complete... clients STAY IN LOBBY, while everyone also attempts connections to the battle server. All clients report to lobby server when they have a successful battle server connection. Only AFTER ALL 10 clients report success, does the final transfer from lobby server to battle server take place. if one or more clients cannot make successful connection... then they are dropped, and matchmaking is redone.

This is the only way to avoid unfair 4v5's at the start, that have been happening a lot lately.

3 Comments

HALL0WS12/20/2014, 8:47:12 AM1 votes

while i think its a good idea for preventing 4v5 matches due to connection issues, the players who don't connect would still get a dodge penalty even though the connection issue may not have been their fault/under their control (because you still get a penalty for dodging a champion select)

Quil Evrything12/20/2014, 3:05:18 PM1 votes

No, I dont think so.
I'm not sure if you're saying they SHOULD, or "it would happen that way". I disagree with "should", and it's certainly straightforward to code it so it doesnt happen that way either. (eg: it's relatively straightforward for Riot to tell the diffrence between them having difficulties connecting to battle server, vs pulling out their ethernet to deliberately dodge)

Quil Evrything12/21/2014, 1:17:33 AM1 votes

Anyone else seen these issues as well?