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I know it's not a bug as much as it's a known issue. But we had this issue with NW yesterday when a lot of the hits people were getting in sector were not being registered, it took a minute to clear up, in the meantime we just kept firing. But the trident popping seemed to help pick things back up.
Anyways I would have posted this in a thread already started but the search forum function is a fail and I did check the first five pages of threads to no avail.
But here is a video in case the devs even want a reference of what happens, occurs around 7 minutes in.
NW #305
Might be something to look at with the upcoming expansion plans.
Anyways I would have posted this in a thread already started but the search forum function is a fail and I did check the first five pages of threads to no avail.
But here is a video in case the devs even want a reference of what happens, occurs around 7 minutes in.
NW #305
Might be something to look at with the upcoming expansion plans.
this happened in the H2 battle the night before, exceptionally bizarre as these arent out of the ordinary battles
Trident haz lag-cannonz!
Nothing new this use to happen all the time for me quite often and persistant especially in pvp for some reason and much much worse.
One day some server update happened and no changes on my end that I know of unless the IP did something as well after the vo updates but unlikely; and now it only occasionally lacks hit registers. And I mean rare
However, when large battles going on, or even in bot sectors like Azek this does occur from time to time and causes all ships to be indistructible including mine NO damages occur for any hits including incoming.
If I fly away for a min or so and come back then things seem to resume and hit registers will normalize.
FYI if I installed (cargofind) and use it I can create this event.
Every time I press my bind for (cargofind) a few second screen freeze/delay and then all bots are indistructible for at least 30-60 seconds and maybe longer.
I am also indestructible during that time, and can fly away from the bots and shoot a roid or something and then shoot bots again and slowly resumes hit registers a few at a time until consistant again.
Strange is all I can say. but noticeable.
I since ditched cargofind it gets you killed in hive skirmishes
Might be a night hack though LOL
One day some server update happened and no changes on my end that I know of unless the IP did something as well after the vo updates but unlikely; and now it only occasionally lacks hit registers. And I mean rare
However, when large battles going on, or even in bot sectors like Azek this does occur from time to time and causes all ships to be indistructible including mine NO damages occur for any hits including incoming.
If I fly away for a min or so and come back then things seem to resume and hit registers will normalize.
FYI if I installed (cargofind) and use it I can create this event.
Every time I press my bind for (cargofind) a few second screen freeze/delay and then all bots are indistructible for at least 30-60 seconds and maybe longer.
I am also indestructible during that time, and can fly away from the bots and shoot a roid or something and then shoot bots again and slowly resumes hit registers a few at a time until consistant again.
Strange is all I can say. but noticeable.
I since ditched cargofind it gets you killed in hive skirmishes
Might be a night hack though LOL
This isn't the same as when a plugin loop lags the game client. This is where the game is running smoothly on the client side but the server seems to be lagging behind. Shots don't register hits, sector chat doesn't show up, etc.
Flying around without taking damage or damaging other players/bots/whatever is a symptom of network lag.
**WARNING, WILD SPECULATION AHEAD**
I would guess that for people with crappy connections, repeated requests to the server for information on new targets can overwhelm the player side of the network, causing about a million dropped packets.
I would bet that this is the cause of Capitain2006's issues with the cargofind plugin, and I'm guessing that the love you newbs have for [s]shitty plugins[/s] targetless might have something to do with the OP's issues.
It does seem a little weird that ships carry on moving around with no obvious signs of horrible lag, but it wouldn't surprise me if either the client or the server prioritized some kinds of messages over others.
**WARNING, WILD SPECULATION AHEAD**
I would guess that for people with crappy connections, repeated requests to the server for information on new targets can overwhelm the player side of the network, causing about a million dropped packets.
I would bet that this is the cause of Capitain2006's issues with the cargofind plugin, and I'm guessing that the love you newbs have for [s]shitty plugins[/s] targetless might have something to do with the OP's issues.
It does seem a little weird that ships carry on moving around with no obvious signs of horrible lag, but it wouldn't surprise me if either the client or the server prioritized some kinds of messages over others.
Most plugins don't request data from the server, they use existing data that the client already has but isn't necessarily being shown already, although cargofind would cause additional network traffic because of how many things it selects.
These are new problems that we haven't heard of before.
There are two main types of lag, client lag and server lag.
Client lag involve UI updates and network lag to the client.
Server lag is basically the sector lagging behind because too much is going on and the CPU can't keep up.
We're working on a server lag problem regarding bot path-finding that may help some of the problems you're reporting.
There are two main types of lag, client lag and server lag.
Client lag involve UI updates and network lag to the client.
Server lag is basically the sector lagging behind because too much is going on and the CPU can't keep up.
We're working on a server lag problem regarding bot path-finding that may help some of the problems you're reporting.
Would the server lag problem you're working on also affect sectors that have no bots in them? This was the Nation War event, and there were no NPCs in the sector.
Possibly. It depends on what actually happened.
Well to put to rest this speculations with the freeze issue related to IP or crappy connections, as I mentioned I do not have any connection issues or lag issues with the client and have tested this connection ad nausium including packet loss etc. No issues with speed or ping and never had any issues with this connection
I have no idea why cargofind would pause like that, but also if I use cargofind while inside the trident to consider jumping out and picking up some cargo it freezes VO completely and I have to force quite.
So I speculate this is a plugin issue for that particular topic but I removed that thing since it won't work for me.
The game itself appears to work well and smooth except for the hit registrations mentioned and this only occurs for me rarely. Once upon a time it was quite persistant and frequent and after some server update it was gone with this rare exception. Thats all I can tell you.
I was just reporting in to express that I also saw what others have reported with regard to NW and recent hit registrations issues on bots.
This seems to occur more noticeably, in my opinion, when more people are logged into vo.
I can't say if there is any real relationship to this or just a fluke but it seems noticeably related.
I have no idea why cargofind would pause like that, but also if I use cargofind while inside the trident to consider jumping out and picking up some cargo it freezes VO completely and I have to force quite.
So I speculate this is a plugin issue for that particular topic but I removed that thing since it won't work for me.
The game itself appears to work well and smooth except for the hit registrations mentioned and this only occurs for me rarely. Once upon a time it was quite persistant and frequent and after some server update it was gone with this rare exception. Thats all I can tell you.
I was just reporting in to express that I also saw what others have reported with regard to NW and recent hit registrations issues on bots.
This seems to occur more noticeably, in my opinion, when more people are logged into vo.
I can't say if there is any real relationship to this or just a fluke but it seems noticeably related.
I would like to bump this thread, since the issue seems to have never been resolved, and I would rather continue this discussion then to start a new one and feel like a nuisance.
To be honest, this just seems like something that shouldn't happen as often as it is, the last three NW I have attended I have experienced a large amount of hits not registering, and from what I can see in chat it becomes a sector wide problem.
Here is a video if you care to watch of today's nation war that shared the same issue.
NW-379
I am finding this issue to be frustrating beyond my ability to express it, but would be content if I just had the understanding that the devs are aware of the issue and actively working to resolve it. Especially since it would seem to be a factor in all of the gameplay changes that are planned to be upcoming.
To be honest, this just seems like something that shouldn't happen as often as it is, the last three NW I have attended I have experienced a large amount of hits not registering, and from what I can see in chat it becomes a sector wide problem.
Here is a video if you care to watch of today's nation war that shared the same issue.
NW-379
I am finding this issue to be frustrating beyond my ability to express it, but would be content if I just had the understanding that the devs are aware of the issue and actively working to resolve it. Especially since it would seem to be a factor in all of the gameplay changes that are planned to be upcoming.
This is why I don't bring Trident's to NW anymore. It also prevents turret gunners from switching turrets (reloading), stops ships from docking, undocking, and prevents the captain from regaining control of the ship.
From what Ray's told me, it's not an easy fix. :(
My appeal to the game devs: Please give us an explanation of what causes this so we can try to avoid it until you guys can come up with a solution.
From what Ray's told me, it's not an easy fix. :(
My appeal to the game devs: Please give us an explanation of what causes this so we can try to avoid it until you guys can come up with a solution.
So what if it isnt an easy fix it fucks up the whole point of the game on a regular basis.
Server CPU can't hold up it seems. CPU on fire?
I don't think it's just a matter of not enough CPU power...
Over the course of 3 hours last night this happened about 10 times in latos I8 affecting about 20 players on and off
This has happened countless times to me over the past few days. Like CrazySpence said last night was bad. I've even had times where it was me and one other person in a sector and the hits wouldn't register.
We are aware of the issue, we actually changed some things recently, but they won't go into effect until the next restart. We're also working to create a more robust testing apparatus to help us really stress-test this kind of situation.
This is not a trivial problem to address, because a huge number of the reports are spurious (basically: wrong). That's not to say they all are, we definitely know something is not right. But unfortunately, because it looks the same any time any person has the slightest internet problem, it all gets laid at the feet of the same "problem", which is not the case. We've ended up chasing our tails on a lot of reports that were related to user-latency or "internet weather".
There is some sort of issue related to larger numbers of players, particularly with capships, which is what we're working on. This is not something so trivial as the server or sector running out of CPU or bandwidth, both of those have always been fine, which again is part of what makes this challenging to track down.
This is not a trivial problem to address, because a huge number of the reports are spurious (basically: wrong). That's not to say they all are, we definitely know something is not right. But unfortunately, because it looks the same any time any person has the slightest internet problem, it all gets laid at the feet of the same "problem", which is not the case. We've ended up chasing our tails on a lot of reports that were related to user-latency or "internet weather".
There is some sort of issue related to larger numbers of players, particularly with capships, which is what we're working on. This is not something so trivial as the server or sector running out of CPU or bandwidth, both of those have always been fine, which again is part of what makes this challenging to track down.
It sometimes happens even with only one or two players involved. I don't know for sure, but it seems like one trigger is an enormous amount of shots hitting something for a sustained period of time. Capital ships are a good way to make that happen because they're hard to miss and live long enough that they don't die before the problem shows up.
A good example of this is when I lost a Trident last weekend (02/01/2013 approx ~13:00 EST) to a half dozen or so CtC bots and a player,"Chester Copperpot." My ship was getting shot up so I attempted to undock with a fighter. Chester complained that there was "lag" and I got stuck undocking until the Trident exploded.
Another one is lots of missiles hitting an NPC at once like the leviathan or Conquerable Station turrets, like yesterday evening.
If we had more tools available to us to determine whether or not the "lag" symptoms we're experiencing are due to network trouble or something on the server side, we might be able to give you more useful reports...
There's only two things I know of for network diagnostics within the game client. /ping, which tells you nothing about packet loss, and /verbose, which is really spammy and not particularly useful at diagnosing whether you're seeing disruptive packet loss or just normal network conditions.
A good example of this is when I lost a Trident last weekend (02/01/2013 approx ~13:00 EST) to a half dozen or so CtC bots and a player,"Chester Copperpot." My ship was getting shot up so I attempted to undock with a fighter. Chester complained that there was "lag" and I got stuck undocking until the Trident exploded.
Another one is lots of missiles hitting an NPC at once like the leviathan or Conquerable Station turrets, like yesterday evening.
If we had more tools available to us to determine whether or not the "lag" symptoms we're experiencing are due to network trouble or something on the server side, we might be able to give you more useful reports...
There's only two things I know of for network diagnostics within the game client. /ping, which tells you nothing about packet loss, and /verbose, which is really spammy and not particularly useful at diagnosing whether you're seeing disruptive packet loss or just normal network conditions.