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High Latency Detected
So first of all in recent raybondo CTF event - all we had to do was kill bots and move flags inside connie - i was 3000-5000 meteres away from other players only bots was near me , it resetted my position multiple times while killing bots.
I ended up telling ray and he putted that latency thing off in the end for that sector for me and gave me consolation trophy.
Today i logged in and was killing unrats with ecka - we both was shooting unrat dent.
It still resetted my position multiple times.
[Wed Aug 19 03:19:14 2020] High latency detected, resetting position.
[Wed Aug 19 03:21:53 2020] High latency detected, resetting position.
[Wed Aug 19 03:23:32 2020] High latency detected, resetting position.
This is very annoying , i mean i asked ecka if i should make a post in bugs and let them know -
[Wed Aug 19 04:01:18 2020] (guild) [Pelatus C-12] <Ecka Estenk> worth doing , I get resents and my ping is low
That's what he replied ^
I ended up telling ray and he putted that latency thing off in the end for that sector for me and gave me consolation trophy.
Today i logged in and was killing unrats with ecka - we both was shooting unrat dent.
It still resetted my position multiple times.
[Wed Aug 19 03:19:14 2020] High latency detected, resetting position.
[Wed Aug 19 03:21:53 2020] High latency detected, resetting position.
[Wed Aug 19 03:23:32 2020] High latency detected, resetting position.
This is very annoying , i mean i asked ecka if i should make a post in bugs and let them know -
[Wed Aug 19 04:01:18 2020] (guild) [Pelatus C-12] <Ecka Estenk> worth doing , I get resents and my ping is low
That's what he replied ^
Basically, if you're engaging in PvE with a friendly player, you should group with them, to avoid the system being triggered. That's why we created the "grouped" exclusion for the system.
Beje an' I are Dueling in L-10 atm, we're both in a group with each-other while using the /duel command.
I'm uncertain of the specific parameter checks so i'm making a mention of it.
While in a group with the pilot you're dueling, you can still get high latency messages.
(We both have good internet, and are not sharing the same connection; both have green ping, so we do have a 'good' connection.)
As I'm uncertain of the "rules" for the check, I'm posting this more of a "notice", but it's related to this topic.
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I'm uncertain of the specific parameter checks so i'm making a mention of it.
While in a group with the pilot you're dueling, you can still get high latency messages.
(We both have good internet, and are not sharing the same connection; both have green ping, so we do have a 'good' connection.)
As I'm uncertain of the "rules" for the check, I'm posting this more of a "notice", but it's related to this topic.
Image
Thanks for the heads-up. Yes, I think Duels explicitly enable the feature, but I'd have to check.
Also, as a reminder, there is no such thing as a "good" connection. Some connections can be better than others, but experiencing a single lost or delayed packet can happen to anyone, anywhere.
The color-coded latency system is a rolling average, a picture of recent history; it doesn't mean you can't still lose a packet.
This was always an inherent trade-off in creating a system like this, which I very hard tried to articulate every time the player-base would get upset about targeting people with jitter-induced motion, and demand some kind of "system" to improve it.
If you look at that thread, you'll see all kinds of wacky notions, like "just kick off everyone from Asia". But ping time has never been the issue. You can have a super consistent, predictable ping, and be playing from Asia. Or you can have a lot of jitter and be across-town from the server.
The only way to prevent people from intentionally causing packet loss (to make themselves difficult to target), is to do something like what we have done.
But you're all now starting to wake up to the reality that this will impact all of you and not just some magical annoying mobile players you had trouble targeting. Because everyone has unstable internet. The Internet Is Unstable.
We'll continue to tweak the system, and on-going reports and feedback are welcome. But, people also need to grapple with the reality that your "low-ping broadband" connection is not going to guarantee that your connection is actually as good as you might want.
Also, as a reminder, there is no such thing as a "good" connection. Some connections can be better than others, but experiencing a single lost or delayed packet can happen to anyone, anywhere.
The color-coded latency system is a rolling average, a picture of recent history; it doesn't mean you can't still lose a packet.
This was always an inherent trade-off in creating a system like this, which I very hard tried to articulate every time the player-base would get upset about targeting people with jitter-induced motion, and demand some kind of "system" to improve it.
If you look at that thread, you'll see all kinds of wacky notions, like "just kick off everyone from Asia". But ping time has never been the issue. You can have a super consistent, predictable ping, and be playing from Asia. Or you can have a lot of jitter and be across-town from the server.
The only way to prevent people from intentionally causing packet loss (to make themselves difficult to target), is to do something like what we have done.
But you're all now starting to wake up to the reality that this will impact all of you and not just some magical annoying mobile players you had trouble targeting. Because everyone has unstable internet. The Internet Is Unstable.
We'll continue to tweak the system, and on-going reports and feedback are welcome. But, people also need to grapple with the reality that your "low-ping broadband" connection is not going to guarantee that your connection is actually as good as you might want.
Okay, jus' checking; I understand why it would be enabled, but I haven't heard of it explicitly, so I wanted to make sure it was intended behavior.
Regarding 'packet-loss'. I didn't know that the connection checked for that, or that was the reason for the latency checks, however now that I am (and this information regarding 'ping-color'), I understand that a good connection has nothing to do with this.
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Your second to last post I'm not exactly sure if your specifically directing at me, but I never posted a +1, or even knew that this feature was a talk until I saw it in the change-log.
I check suggestions about once every month or so. In some people (Who did it intentionally) it (packet-loss) was irritating yes. However when I've never exactly experienced teleportation/lag myself (As far as I'm aware anyway) I an see how obnoxious this system would be for players with truly poor connections and further more admire their continued playing despite this.
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I'm not nagging on you or the team, I appreciate all you do for this game, as well as the player-base.
I jus' wanted to inform you in-case it wasn't working right..
I'll read up on that linked forum above :)
Regarding 'packet-loss'. I didn't know that the connection checked for that, or that was the reason for the latency checks, however now that I am (and this information regarding 'ping-color'), I understand that a good connection has nothing to do with this.
-
Your second to last post I'm not exactly sure if your specifically directing at me, but I never posted a +1, or even knew that this feature was a talk until I saw it in the change-log.
I check suggestions about once every month or so. In some people (Who did it intentionally) it (packet-loss) was irritating yes. However when I've never exactly experienced teleportation/lag myself (As far as I'm aware anyway) I an see how obnoxious this system would be for players with truly poor connections and further more admire their continued playing despite this.
-
I'm not nagging on you or the team, I appreciate all you do for this game, as well as the player-base.
I jus' wanted to inform you in-case it wasn't working right..
I'll read up on that linked forum above :)
Hi Scion
Inc was not directing the comments to you specifically, but to those who stated repeatedly that this is what was needed. He had warned of a trade-off if changes were implemented, and here we are.
Since the devs were already working on related enhancements, this was probably a good time to try it out. People should continue to comment on ways to improve the system.
Inc was not directing the comments to you specifically, but to those who stated repeatedly that this is what was needed. He had warned of a trade-off if changes were implemented, and here we are.
Since the devs were already working on related enhancements, this was probably a good time to try it out. People should continue to comment on ways to improve the system.
Yup, more of a general response and commentary.
FYI, I seem to get the "High latency detected, resetting position" message sometimes when jumping through a wh.
Some jumps seem slower than others, particularly if a number of ships are jumping at the same time. Thats when I seem to get the message.
Doesn't really affect gameplay, so not a major issue.
Some jumps seem slower than others, particularly if a number of ships are jumping at the same time. Thats when I seem to get the message.
Doesn't really affect gameplay, so not a major issue.
Is it after you initiate the wormhole jump? Like during the "cinematic"?
Noticed it twice this week Inc.
Seems to be after the jumpkey is pressed. Both times npcs were jumping and there was another player in the sector.
Seems to be after the jumpkey is pressed. Both times npcs were jumping and there was another player in the sector.