Help seeing if Player has bad Connection

So I was playing my game today with very very bad connection and playing the game was really weird and there was a lot of things I did that I did not mean to do in the game

Is there a way to see if the player’s connection to the wifi is really bad so I can stop them having access to the controls?

Maybe I could check their ping or something?

Player:GetNetworkPing()

Returns the ping.

Does high ping mean bad connection?

It does. So bad wifi or just bad connection in general.

So what should I say is a high amount of ping and I should begin restricting the controls?

like 300 - 500 possibly. you could do higher but dont do it too low

The ideal ping for a multiplayer game is around 50ms - 400ms, although you have to keep in mind that players from all around the world will have this vary based on proximity to the server and the quality of internet.
You shouldn’t restrict players from playing a game based on ping, although you can mitigate the effect of ping on game quality.
The solution depends on the type of game you have. Would you mind telling us what kind of game it is, e.g: casual, competitive, does it have many players?

ideal ping is definetly not anything greater than 160 lol, especially in very ping reliant games like fast paced fighting games

Well you’re right for fighting and fast-paced games, but the type of game does affect the kind of ping that a player would need for a good experience.
I do stand by my opinion that a game should try other solutions before limiting players based on ping. I recall playing a game that was similar to slither io and it required you to have under 200ms of ping for competitive, and I feel like it drives away a lot of players.

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plus kicking player for a sake of it is both evil and unprofitable for you.

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the decisions you make in this game can make u lose all ur progress and if the ping is 1200 then it is guaranteed you will make these decisions. if the ping ever gets that guy i do not want the player to be playing the game since they will regret it

Hm , if the game is a decision making game is it single player or multiplayer?
If it is multiplayer and turn based you can display a small message to all players saying “waiting for player response” until the server receives the information.
If it is singleplayer then ping should not really affect decisions made.
I’m assuming quite a bit about your game, but if the game gives players a choice and is not that fast paced, ping will not affect it too much.
It would be helpful if you can provide more info on how the game wasn’t functioning on a poor connection, so that I can understand how ping is affecting your game

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It is an rts game that can either be singleplayer or multiplayer, the issue is that when you move an NPC the client will fire a remoteevent and then each client will receive information about the movement but when my ping was at 1200 it took up to 20 seconds to receive the data on my end.

Interesting, 1200 ping should be a 1.2 second delay between client and server, so I dont understand why it took 20 seconds.
You could have the actual movement done on the server and it will automatically replicate to clients more efficiently, which is an optimisation you could make which will also keep everything synchronised..
At the end of the day, it’s your game and it is up to you whether you kick players or not.

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the topic was already discussed and i have my answer
my game is already working the way it should so u should stop saying i am doing everything wrong when u 1st off do not know what i am making and 2nd off that is not what the topic is about and i did not ask

Sorry about that, I didn’t mean to phrase it like it was wrong

you still shouldn’t kick a player because of high ping, like what if they get a sudden ping spike and boom, they get kicked out of the game? that wouldn’t be fun at all

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