Why the fuck isn't there a place where we can see our ping in the client?
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Because client ping and in game ping are different.
Because it would be very difficult to implement.
Your game is not assigned a server until the end of champ select. At which point you are assigned one of many servers for your game to take place on.
Since there is no way of knowing which server you will be placed on, there is no 100% way to know what your ping will be.
All the servers in NA are in one place. So.... you're wrong
That means literally nothing.
All the servers in NA are in one place. So.... you're wrong
yes physically the servers are in chicago ... but to which actual server host the game to be played can vary as there is more then one server ... hence the word server being plural with an S
The ping should be pretty consistent to any server in Riot's data center. If there's a noticeable difference between individual servers once you get connected to the data center then Riot has something very wrong with their server setup.
The ping should be pretty consistent to any server in Riot's data center. If there's a noticeable difference between individual servers once you get connected to the data center then Riot has something very wrong with their server setup.
true but typically if a single person or just a handful of people having ping/lag issues its typically more to do with hardware of player, or isp traffic issues and not riots servers. if it was on riots server end it would effect a large mass of players of not all.
Precisely why they want a ping tracker in the Client. It would give an indication that there is an issue somewhere along the connection, and would allow players to wait out the issue.
Precisely why they want a ping tracker in the Client. It would give an indication that there is an issue somewhere along the connection, and would allow players to wait out the issue.
well the issue with ping is like doing a ohm test on a wire. you can put your meter on both end of the wire and see little to no resistance but that dont tell you that wire can carry a load of current efficiently. you need to load test the circuit/wire to make sure the wire/circuit can handle the load.
so seeing you ping in client outside of a game is kinda the same. there is very little data transfer/packets going back n forth but when you load in game it has to transfer all the data for all 10 players plus server to process the game correctly. that would be a load test.
also there are desktop apps you can use to see ping at all times, and websites to test your ping.
well the issue with ping is like doing a ohm test on a wire. you can put your meter on both end of the wire and see little to no resistance but that dont tell you that wire can carry a load of current efficiently. you need to load test the circuit/wire to make sure the wire/circuit can handle the load.
so seeing you ping in client outside of a game is kinda the same. there is very little data transfer/packets going back n forth but when you load in game it has to transfer all the data for all 10 players plus server to process the game correctly. that would be a load test.
Load is pretty negligible. Every action boils down to Player # did Action targeting Target, which can be represented in about 4 bytes or less (5 bits for Player ID, 1 byte max for Action Type and any required info, 2 bytes max if the target is an X, Y location, possibly less. Still round up to 4 bytes for this example). Even if you assume a teamfight scenario where everyone is performing at 300 APM you still only hit 200 bytes per second, or 1.6 kbit/s. For reference, dial up internet caps at 56 kbit/s. Lets just say there's a reason Riot doesn't bother listing a minimum internet speed for playing the game.
also there are desktop apps you can use to see ping at all times, and websites to test your ping.
Those desktop apps ping to whatever their respected websites are, not to Riot's game servers. You could very easily get a drastically different response to one of those than you would to Riot, especially if they're testing your ping to an ISP.
Besides, "a clunky work around exists" isn't a good reason not to include a feature.
Besides, "a clunky work around exists" isn't a good reason not to include a feature.
im not saying not to include it... that wasnt any point of my comments. im just saying it has a lot more to do then riots servers , and there are ways to check your stuff.
i wasnt arguing for or against it
Because your ping can change based on a variety of factors, like your ISP shitting itself or computer being outdated for example. In client is easy mode coasting for most connections but once those in game particle effects start coming in then things get choppy.