Need help with Ping MAJORLY impacting gameplay mechanic(s)

I have this mechanic in my soccer game, and basically a player needs to send a remote event to interact with the ball, the problem is that people with lower ping always have a higher priority and send events faster etc. So I just came up with an idea and basically it goes like this:

  • Player1 (0 ping) and Player2 (100 ping) fire an event to the server (including the time at which they fired)
  • Player1 event is received first, but the server waits a bit to see if anyone else sends an event
  • Player2’s event finally gets received on the server
  • Server decides to give priority to Player2 because Player2 fired the event at an earlier time than Player1

The only problem is that there are some parts of this that I don’t really know what to do, like how long should I wait for the other events after the server receives player1’s first event? What will happen during that waiting time? etc

unfortunately, there’s not much you can do. i would say just eat it up and not do anything about it cuz i dont think there are any alternatives that are better. essentially what youre doing here is giving EVERYONE high ping, which of course would not be fun for anyone. i mean, if you had a 3k gaming pc with top of the line wifi and you join this game just to have 100 ping? id leave. point is, i think this is the players’ problem and theres not much you can do to fix it anyways. btw if you want to improve player replication, take a look at this resource Stupid simple fast character position replication - Resources / Community Resources - Developer Forum | Roblox

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Hmm… I’ve heard of systems like these before though, anyways how do I make my soccer ball also have this same replication? The last time I tried it I just pasted the same code for it and the ball still ‘lagged’ or moved behind the player.

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It wasnt really lagging but the ball was moving behind because they weren’t using the same replication, I tried firing the ball’s cframe aswell but it still lagged behind (when the player has network ownership of it)

how did you go about doing this? the player with the ball sends their ball position to the server which sends it to the other clients? if you did do this, never, ever use something like this in games. this is extremely exploitable cuz exploiters can just send their own values through the remote