Everyones seen them, dealt with them, etc. I think it would be a nice addition to the server to kick players under certain conditions.
1. The user has a constant 1000+ ping to the server for 1 minute or more
2. The user sends x amount of attack packets while standing 9+ blocks away from player they are attacking
The 1st one I am almost certain devs can find a way to set it up, it just needs to check a players ping, then kick them. There is only one problem I can see with this, if the player is connected to a middle man that connects Router -> 3rd party system -> Cubecraft this ping could be inaccurate, an example of this are WTFast, WTFast can have 5 ping to CC but you may have over 10,000 ping to WTFast and the server cant see that.
The 2nd one is a bit more problematic but seems simple enough to me, if a player is hitting players from more than 9+ blocks they are clearly using latency to their advantage. I am not a developer and have hardly any coding experience but this seems possible.
The Reason I suggest this is because if someone is getting their packets a whole second after they are sent they clearly aren't having fun and if they are sending packets a second later their opponents aren't having fun either.
Laggers stink I would say these two steps would prevent a lot of them, keep in mind most numbers I mention in the thread are just rough estimates and shouldn't be regarded as the end all be all.
Also, I am aware that there are certain mechanics that kick people that are laggy, however these are not kicking players judged by lag but rather symptoms of it, instead of kicking players that are having delayed packets they are kicking players that don't send all packets or too many packets.
1. The user has a constant 1000+ ping to the server for 1 minute or more
2. The user sends x amount of attack packets while standing 9+ blocks away from player they are attacking
The 1st one I am almost certain devs can find a way to set it up, it just needs to check a players ping, then kick them. There is only one problem I can see with this, if the player is connected to a middle man that connects Router -> 3rd party system -> Cubecraft this ping could be inaccurate, an example of this are WTFast, WTFast can have 5 ping to CC but you may have over 10,000 ping to WTFast and the server cant see that.
The 2nd one is a bit more problematic but seems simple enough to me, if a player is hitting players from more than 9+ blocks they are clearly using latency to their advantage. I am not a developer and have hardly any coding experience but this seems possible.
The Reason I suggest this is because if someone is getting their packets a whole second after they are sent they clearly aren't having fun and if they are sending packets a second later their opponents aren't having fun either.
Laggers stink I would say these two steps would prevent a lot of them, keep in mind most numbers I mention in the thread are just rough estimates and shouldn't be regarded as the end all be all.
Also, I am aware that there are certain mechanics that kick people that are laggy, however these are not kicking players judged by lag but rather symptoms of it, instead of kicking players that are having delayed packets they are kicking players that don't send all packets or too many packets.