Can we please add a Client or Lobby Ping indicator?

Evil Jester··2 votes·499 views

It's near useless to have one in game as there is nothing you can do about it if it spikes because your already playing the game. If we at least had one in in the lobby, or the client, It would prevent us from having a bad game, because you would know ahead of time the ping conditions are bad and you can wait till it rides out before you join. I know it wont fix EVERY ping issue, like if its server sided but the little insight it would provide would be useful and prevent a lousy game due to fighting with internet lag.

3 Comments

SoundChaosDebug1 votes

I agree this is like 5 years over due, at least in the past you could see other players ping during loading screen.

AnCa1 votes

{quoted}

I agree this is like 5 years over due, at least in the past you could see other players ping during loading screen.

Seeing other ppl's ping won't help, you are already in the game with them if they are lagging. All that does is induce rage, or start a witch hunt like blame game. So taking that away is the right call.

But I agree having a ping counter before going in a game would be a nice feature to have, so people would have no excuse or at least less excuse for going into a rank game with 500+ ping.

In the mean time, might I suggest everyone just use one of those ping or speed test website to check their ping before going in game? Its not as accurate as having a in game client ping indicator, but its the next best thing avalible I think.

Maximus Paine1 votes

In the mean time, while this is implemented by Riot.. :-) There are 2 Windows/DOS Commands that give you that ping information. In Windows, open a command prompt, type the command and hit Enter. (To open command prompt in Win 10, right click Start, select command)

  1. tracert (trace route) - gives you ping time to all routers between you and the destination you specify. The values on the last line are the ones you are interested in. In some support pages Riot has indicated the address for the server you want to test is 192.64.170.1. So the command is: tracert 192.64.170.1
  2. ping - This command is the reason we call this a ping. Sends 4 packets to the destination you specify and tells you the travel time in ms. So, the command is ping 192.64.170.1

Tracert seems to give a value more in line with what the LoL client reports. The results should look like this:

C:\Users\Joe>tracert 192.64.170.1

Tracing route to 192.64.170.1 over a maximum of 30 hops

1 2 ms 245 ms 120 ms 192.168.1.1 2 16 ms 26 ms 30 ms bras.mop.ip.wntpr.net [196.12.175.6] 3 6 ms 5 ms 1 ms 196.12.161.246 4 147 ms 10 ms 11 ms 24.50.199.25 5 16 ms 15 ms 9 ms 84.16.8.94 6 84 ms 351 ms 778 ms 94.142.121.231 7 66 ms 71 ms 125 ms 94.142.98.58 8 280 ms 559 ms 429 ms xe-1-2-1.er2.dfw2.us.zip.zayo.com [64.125.12.21] 9 80 ms 92 ms 89 ms ae8.er1.dfw2.us.zip.zayo.com [64.125.29.121] 10 90 ms 106 ms 109 ms 209.66.64.162.IPYX-089814-820-ZYO.zip.zayo.com [209.66.64.162] 11 98 ms 102 ms 185 ms 104.160.134.35 12 192 ms 117 ms 131 ms ae35-br02.chi01.riotdirect.net [104.160.159.24] 13 95 ms 122 ms 130 ms 104.160.131.36 14 247 ms * 178 ms 104.160.131.44 15 86 ms 89 ms 125 ms 104.160.131.103 16 118 ms 120 ms 94 ms 192.64.170.1

Trace complete.

C:\Users\Joe>ping 192.64.170.1

Pinging 192.64.170.1 with 32 bytes of data: Reply from 192.64.170.1: bytes=32 time=141ms TTL=44 Reply from 192.64.170.1: bytes=32 time=126ms TTL=44 Reply from 192.64.170.1: bytes=32 time=116ms TTL=44 Reply from 192.64.170.1: bytes=32 time=275ms TTL=44

Ping statistics for 192.64.170.1: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 116ms, Maximum = 275ms, Average = 164ms

Hope this helps.

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