| Author |
Topic |
 Megan Maynard Minmatar Navigators of the Abyss
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Posted - 2008.09.04 13:44:00 - [ 31]
Your crappy interweb connection is not an excuse to get your ship back.
I very much doubt, a low sec system with a couple rats lagged on CCP's side.
Get over it. |
 Crumplecorn Gallente Eve Cluster Explorations
|
Posted - 2008.09.04 13:44:00 - [ 32]
The logs show nothing. Using our magical powers of extrapolation we have determined that you did in fact click the 'terminate character' button before being disconnected, so we have biomassed your character and created an account on a WoW server for you. |
 Nova Fox Gallente Novafox Shipyards |
Posted - 2008.09.04 13:55:00 - [ 33]
They will only replace ships if its proven that the it was at the fault of bad programming or the sever hiccupped. |
 Naga Elohim Amarr The Reformed Bondage Patrol |
Posted - 2008.09.04 14:56:00 - [ 34]
Are you running premium or classic graphics? |
 Djuma Nihilist The Collective Against ALL Authorities |
Posted - 2008.09.04 15:19:00 - [ 35]
Originally by: Megan Maynard Your crappy interweb connection is not an excuse to get your ship back.
I very much doubt, a low sec system with a couple rats lagged on CCP's side.
Get over it.
24mbps downgraded to classic cause of huge fights around the area last month and never turned back to premium so that's not it either and yes pc quadcore with pretty much everything in it so no it's not hardware or internet connection problems |
 Shenko Minara |
Posted - 2008.09.04 15:33:00 - [ 36]
Hate to burst your bubble but quadcore means almost nothing unless you are running multiple clients. CCP's software threading abilities are roughly equivalent to their network prowess. |
 Falkrich Swifthand Caldari eNinjas Incorporated
|
Posted - 2008.09.04 15:47:00 - [ 37]
Having a 24Mbps internet connection doesn't guarantee that it isn't crap.
If the game freezes up completely for a few seconds then it isn't the server that's got a problem, because it's frozen at your end.
Server lag is having normal framerate but it taking a lot of time (30sec plus) after pressing a button for anything to happen. Your pc doesn't freeze when this happens. If your pc freezes, it's one of two things: Your pc is loading data from hard-disk, e.g. weapon effects or a new solar system. A lot of data is being sent to your pc, e.g. a market update, entering a new solar system or grid, 100 npcs all starting to shoot you at once, or the massive amount of data from a fleet battle. Desync is your pc showing you 0m from a wreck, but trying to open it gets the message "too far away". Or the "out of control" message, which normally happens when your client still thinks your ship is alive, but the server doesn't. |
 Merdaneth Amarr Defensores Fidei Curatores Veritatis Alliance |
Posted - 2008.09.04 15:51:00 - [ 38]
One server does not handle one system. If your system is empty (or nearly empty) you can still experience server lag.
I lost a ship to lag yesterday, very likely due to the server lag generated by a 50 vs. 50 battle happening two systems away (Kamela). I just experienced a couple of seconds of module lag, but by that time my Inty had passed the gate jump perimeter and was webbed down. Sucks, but all considered part of normal game play. |
 Doc Fury Caldari |
Posted - 2008.09.04 16:17:00 - [ 39]
Edited by: Doc Fury on 04/09/2008 16:17:32 CCP honestly expects everyone to believe that lag and desyns are a normal and acceptable part of EVE's game mechanics.
|
 Melegaunt Tanthul Gallente Aliastra
|
Posted - 2008.09.04 16:22:00 - [ 40]
Edited by: Melegaunt Tanthul on 04/09/2008 17:56:13Since I personally know Djumma I can verify that there is not any issue on his network as he uses the same ISP I do with the exact same route to the EVE cluster. Traceroutes come up clean and latency is always in the 40-65ms range except 8 months ago when the route was plagued by a broken router that ate packets for 2 months or so. With my experience as a game engine designer I'll tell you that this was indeed a server-side issue. And first things first: 1) EVE doesn't send keepalive packets (at least not in the TCP sense). EVE uses UDP which has absolutely no error control as a protocol. It's just a stream of data that never gets acknowledged by the other side (ACK/etc). 2) EVE diversifies upon the classic UDP networking approach that was introduced by the original Unreal engine. To make a long story long, the engine kind of predicts the location of the player while computing the player's known data (previous confirmed xyz location/direction/speed/etc), then when it receives data from the player it confirms or corrects the predicted information. If data from the player is delayed or the server's load prevents real time calculations, desync issues can occur. 3) TCP is ineffective for any kind of realtime multiplayer game engine due to it's structure. Hence it's rarely used as a support protocol only (eg connection to html server/news/bulletin subsystems. 4) The reason we see lag and desync issues on EVE is the very nature of game engine networking. It happens with every online game. EVE's implementation though of one-big-server-for-all, utilizing a unified database and a server cluster farm (using stackless python on top of that) makes it far more prone to server side issues. Cluster-farms are prone to load balancing issues. And if you all read the latest patch notes, they are working in the right direction by changing their load balancing scheme: Quote:
The database will now generate population statistics from systems with more than 5 players at any given time. This information will be used to analyze load balancing in heavily populated areas.
5) Imho, refusing to reimburse everyone claiming lag/desync issues (although weirdly, I have been reinforced before on very evident lag spike) is mostly a matter of it being cost-inefficient or low level GMs not having access/ability/time to interpret performance log data. EDIT: More on number 4: An even better move on their part would be to migrate their entire server cluster and database infrastructure from MS Server to some sort of barebones customly compiled (for their specific hardware) Unix. That would vastly increase performance and lower latency... (but then again the cost/work for that would be great for the server applications -- databases can be ported between platforms almost effortlessly) |
 TerrorBaBy Nearly Feared |
Posted - 2008.09.04 16:44:00 - [ 41]
I was reimbursed an absolution because of a desynch once. I did conveniently have fraps footage of it which I uploaded before petitioning and provided a link to.
Think bezerker IIs flying round my Abso which still has 80% shields left, no enemy ship in sight and no damage messages, whilst having the evemail window open showing a killmail for the very ship I was flying...10 minutes of this before appearing in the station. |
 Grarr Dexx Amarr Kumovi The G0dfathers |
Posted - 2008.09.04 16:44:00 - [ 42]
It's practically the first line of the reimbursement policy:
Lag is not an excuse for getting your ship back. |
 Elise Randolph Habitual Euthanasia Pandemic Legion |
Posted - 2008.09.04 17:06:00 - [ 43]
You will never receive a ship reimbursement unless the node itself actually crashes. This is a relatively new phenomenon, because back in the day if you lost a ship that was *clearly* due to lag, they'd replace it. But now, nothing. I had a FRAPS video of my ship being locked while cloaked and in warp. But screenshots and videos are not accepted, apparently.
Readers Digest version: don't waste your time petitioning unless the node itself crashes. Even then it's iffy. Their logs don't show ****, and the GMs refuse to use logic. |
 Screaming Giggabytes Ministry of War |
Posted - 2008.09.04 17:21:00 - [ 44]
I had a RL friend who lost a ship like that and DID get it back (took 3 weeks, and when they gave it back they of course took his insurance money which put him at -70 million in his wallet), but that was a year ago.
I think they just gave up. Having had the same issue on a mission once and somehow getting it 'resynced' before I went poof (luckily week rats, they were shooting me from 4.2 AU away on my screen) I know this can happen for real.
|
 Centurion 2 |
Posted - 2008.09.04 17:29:00 - [ 45]
CCP no longer reimburses for lag or Dysinc issues.
I've been told that multiple time's by GM's, doesn't matter if you can prove it or not.
By the way, logs seldom show anything, just ask a GM next time you have an issue.
|
 Djuma Nihilist The Collective Against ALL Authorities |
Posted - 2008.09.04 17:36:00 - [ 46]
Originally by: Grarr Dexx It's practically the first line of the reimbursement policy:
Lag is not an excuse for getting your ship back.
Must be the "hidden" first line. Anyways i'm not even asking a reimbursement anymore! I'm simply pointing out to EVE forums readers that a GM clearly stated they think of lag and desync as part of this game. It's sad i have to point out everything twice. Seems some people fail at reading and then fail at replying. P.S. Thanks Melegaunt for the game mechanics explanation. You will always be my ueberpcguru |
 Locke DieDrake The Arrow Project Morsus Mihi |
Posted - 2008.09.04 17:47:00 - [ 47]
Originally by: Djuma Nihilist
Originally by: Grarr Dexx It's practically the first line of the reimbursement policy:
Lag is not an excuse for getting your ship back.
Must be the "hidden" first line. Anyways i'm not even asking a reimbursement anymore! I'm simply pointing out to EVE forums readers that a GM clearly stated they think of lag and desync as part of this game. It's sad i have to point out everything twice. Seems some people fail at reading and then fail at replying.
P.S. Thanks Melegaunt for the game mechanics explanation. You will always be my ueberpcguru
Let me be blunt. Lag and desync ARE IN FACT part of normal game play. Not just in eve, but in every multiplayer game on the internet. I'm not sure how you can fail to grasp this concept. I don't care how bad ass your connection is (wanna compare epeens?) unless you have a SLA with your provider for 100% uptime (no such thing exists) and for 0% packet loss (HAHAHAHAHA) then you are in the same boat as every other person that has ever connected to a remote resource, occasionally, you get desynced, lagged or disconnected. PERIOD. |
 Seeing EyeDog |
Posted - 2008.09.04 17:52:00 - [ 48]
Edited by: Seeing EyeDog on 04/09/2008 17:52:21 Originally by: Djuma Nihilist
Originally by: Grarr Dexx It's practically the first line of the reimbursement policy:
Must be the "hidden" first line.
bolded "practically" for you, you simple minded **** |
 Melegaunt Tanthul Gallente Aliastra
|
Posted - 2008.09.04 18:15:00 - [ 49]
Originally by: Locke DieDrake
Let me be blunt. Lag and desync ARE IN FACT part of normal game play. Not just in eve, but in every multiplayer game on the internet.
No they are not part of normal gameplay by any means. They are side-effects of current technology and coding implementations that we have to live with. In EVE there is a great difference. Death means losing a lot of the game's currency (which can be rough if you're not rich) and very time consuming to buy and refit the ship you lost. In most other MMO's death is handled by a simple death penalty that anyone can easily forget about in a few seconds as it doesn't significantly hinder your gameplay by design. In few MMO's worst case scenario on death is dropping expensive items which can be picked up by someone else or members of your group or replaces without much hassle and that happens only in PVP (so lagging out on that is less likely to happen unless you PVP 100% of the time you play). With EVE death is much more painful so lagging out to death usually costs way too much regardless if it happens on PVP or PVE. Quote:
I'm not sure how you can fail to grasp this concept. I don't care how bad ass your connection is (wanna compare epeens?) unless you have a SLA with your provider for 100% uptime (no such thing exists) and for 0% packet loss (HAHAHAHAHA) then you are in the same boat as every other person that has ever connected to a remote resource, occasionally, you get desynced, lagged or disconnected. PERIOD.
He never tried to get into an epeen fight, he was just stating what he knew as fact but apparently you are quick to jump on to him instead of having a civilized conversation. Normal internet packet loss can not cause 10 minute lag spikes (unless there's something on your route to host that eats 90% of the packets and what he said is that it was not the case). Server load and graphics lag can. The first more often than the later and the later is easily detected by someone who knows or someone who checks their current framerate. Network issues exist and will exist for the forseeable future yes, but stop making misinformed assumptions and most importantly stop jumping onto people like that. |
 Locke DieDrake The Arrow Project Morsus Mihi |
Posted - 2008.09.04 18:26:00 - [ 50]
Originally by: Melegaunt Tanthul
No they are not part of normal gameplay by any means. They are side-effects of current technology and coding implementations that we have to live with. In EVE there is a great difference. Death means losing a lot of the game's currency (which can be rough if you're not rich) and very time consuming to buy and refit the ship you lost. In most other MMO's death is handled by a simple death penalty that anyone can easily forget about in a few seconds as it doesn't significantly hinder your gameplay by design. In few MMO's worst case scenario on death is dropping expensive items which can be picked up by someone else or members of your group or replaces without much hassle and that happens only in PVP (so lagging out on that is less likely to happen unless you PVP 100% of the time you play). With EVE death is much more painful so lagging out to death usually costs way too much regardless if it happens on PVP or PVE.
It hurts, no doubt, but that doesn't make it any less part of playing the game. You can put up semantical arguements about whether networking is part of the actual game or not, but the fact is it is one of the required components of play, and therefore part of the game. Originally by: Melegaunt Tanthul
He never tried to get into an epeen fight, he was just stating what he knew as fact but apparently you are quick to jump on to him instead of having a civilized conversation. Normal internet packet loss can not cause 10 minute lag spikes (unless there's something on your route to host that eats 90% of the packets and what he said is that it was not the case). Server load and graphics lag can. The first more often than the later and the later is easily detected by someone who knows or someone who checks their current framerate. Network issues exist and will exist for the forseeable future yes, but stop making misinformed assumptions and most importantly stop jumping onto people like that.
He made the statement that he has a 24mbs connection and therefore shouldn't have connection problems. I'm not the one that is misinformed here. "normal" internet packet loss can cause all kinds of things. Including but not limited to long lag spikes. And no, you don't need to lose more than a few percent of the packets (if they are the right packets) for this to happen. (for the record, thats not LAG) Lastly, I didn't jump on him. I laid it out in clear and simple terms. The epeen comment was simply to head off further "I have an uber connection ,it's not me or my computer or my ISP, it must be CCP" garbage. Anyone who thinks or says that has no understanding of how networking works. Maybe that applies here, or maybe not. You my friend are off base. Lets make it simple... SERVER . . internet . . You As long as this is the case, you can expect desync, lag and other network related problems. If this is somehow shocking or unacceptable to you, I suggest you find a new hobby. I'm not being rude, I'm being realistic. |
 Melegaunt Tanthul Gallente Aliastra
|
Posted - 2008.09.04 19:14:00 - [ 51]
Edited by: Melegaunt Tanthul on 04/09/2008 19:17:06Edited by: Melegaunt Tanthul on 04/09/2008 19:16:16 Originally by: Locke DieDrake
It hurts, no doubt, but that doesn't make it any less part of playing the game. You can put up semantical arguements about whether networking is part of the actual game or not, but the fact is it is one of the required components of play, and therefore part of the game.
It's not "part of gameplay". http://en.wikipedia.org/wiki/Gameplay What you are describing is part of game and networking technology which happens to be my area of expertise as a game engine developer. It's not semantics and it's not in any case "intended". It's a side-effect and as I said we have to live with it BUT it's not gameplay by any means possible nor will it ever be. Quote:
He made the statement that he has a 24mbs connection and therefore shouldn't have connection problems. I'm not the one that is misinformed here.
True at that. But then again you could explain to him in a civilized manner why that doesn't matter instead of replying like you did, aggressively and without any real information. Quote:
"normal" internet packet loss can cause all kinds of things. Including but not limited to long lag spikes. And no, you don't need to lose more than a few percent of the packets (if they are the right packets) for this to happen. (for the record, thats not LAG)
Of course it can cause all kinds of glitches BUT it can't cause 10min lag spikes no. You need to research networking implementation on client-server game engines. All game engine network implementations are built with packet-loss proneness in mind. ALL of them. Read my overly simplified post above for a small introduction. Read this for a more detailed reference: http://unreal.epicgames.com/Network.htm Most modern MMO game engines are based/evolved on this architecture. Quote:
Lastly, I didn't jump on him. I laid it out in clear and simple terms. The epeen comment was simply to head off further "I have an uber connection ,it's not me or my computer or my ISP, it must be CCP" garbage. Anyone who thinks or says that has no understanding of how networking works. Maybe that applies here, or maybe not.
Unfortunately that's what you read in his post instead of reading that he doesn't know exactly how networking works which is true for 99% of the playerbase that would post here as this is not a tech or programming forum. And there I detect your attitude problem. Quote:
You my friend are off base. Lets make it simple...
SERVER . . internet . . You
As long as this is the case, you can expect desync, lag and other network related problems. If this is somehow shocking or unacceptable to you, I suggest you find a new hobby. I'm not being rude, I'm being realistic.
...Read the information I provided... EDITED: For clarity of URLs posted. |
 da go |
Posted - 2008.09.04 20:46:00 - [ 52]
Originally by: Melegaunt Tanthul With my experience as a game engine designer I'll tell you that this was indeed a server-side issue. And first things first:
You may have experience with game engine design, but you did not check what protocol EvE uses over the Internet. Originally by: Melegaunt Tanthul 1) EVE doesn't send keepalive packets (at least not in the TCP sense). EVE uses UDP which has absolutely no error control as a protocol. It's just a stream of data that never gets acknowledged by the other side (ACK/etc).
EvE does not use UDP. It uses TCP. Originally by: Melegaunt Tanthul 2) EVE diversifies upon the classic UDP networking ...
What you write is correct ... except for the fact that EvE does not use UDP. Originally by: Melegaunt Tanthul 3) TCP is ineffective for any kind of realtime multiplayer game engine due to it's structure. Hence it's rarely used as a support protocol only (eg connection to html server/news/bulletin subsystems.
TCP may or may not be ineffective. But it is what EvE uses. Originally by: Melegaunt Tanthul 4) The reason we see lag and desync issues on EVE is the very nature of game engine networking. It happens with every online game. EVE's implementation though of one-big-server-for-all, utilizing a unified database and a server cluster farm (using stackless python on top of that) makes it far more prone to server side issues. Cluster-farms are prone to load balancing issues. And if you all read the latest patch notes, they are working in the right direction by changing their load balancing scheme:
Correct. Originally by: Melegaunt Tanthul 5) Imho, refusing to reimburse everyone claiming lag/desync issues (although weirdly, I have been reinforced before on very evident lag spike) is mostly a matter of it being cost-inefficient or low level GMs not having access/ability/time to interpret performance log data.
I think so too. Originally by: Melegaunt Tanthul EDIT: More on number 4: An even better move on their part would be to migrate their entire server cluster and database infrastructure from MS Server to some sort of barebones customly compiled (for their specific hardware) Unix. That would vastly increase performance and lower latency... (but then again the cost/work for that would be great for the server applications -- databases can be ported between platforms almost effortlessly)
I disagree. I hate MS and everything they do. But their SQL Engine (the real one you deploy on serious servers, not the fake stuff you get for free) is extremely solid and performing. Having the MS engine DB at the back-end is only a problem if you want to have portable SQL scripts and portable data dumps. For scalability, reliability, serviceability etc. it's a good choice. IF the DB back-end is causing lag, they should do more DB proxing or do more "local" transactions outside of the database. Not sure however: I suspect they already do and the problem is not the DB. |
 da go |
Posted - 2008.09.04 20:50:00 - [ 53]
Originally by: Shenko Minara If the server/client communications were programmed by somebody competent, your little scenario of lost packets would never be a problem.
EvE uses TCP over IP. Any lost packets get resent automatically by the protocol. The protocol was designed by the IETF and is the one 99% of the internet uses. The coding is by Microsoft (I agree they are incompetents, but the TCP stuff is decent, even if not top notch). |
 Vaal Erit Science and Trade Institute
|
Posted - 2008.09.04 21:06:00 - [ 54]
I prefer the new system of "Do not reimburse for lag/desync at all" instead of the "Keep petitioning/escalating until you finally get a GM that gives you your ship back" old system
A few seconds lag is not enough to fully determine whether the problem was server lag or client lag. Too bad, so sad, it happens to everyone. Get a new ship. |
 Pan Crastus Anti-Metagaming League |
Posted - 2008.09.04 21:07:00 - [ 55]
Originally by: da go
Originally by: Shenko Minara If the server/client communications were programmed by somebody competent, your little scenario of lost packets would never be a problem.
EvE uses TCP over IP. Any lost packets get resent automatically by the protocol. The protocol was designed by the IETF and is the one 99% of the internet uses. The coding is by Microsoft (I agree they are incompetents, but the TCP stuff is decent, even if not top notch).
It's a little more complicated than that. Yes, TCP will resend packets automatically in most cases, but they may be delayed indefinetely or until some timeout happens. Then the application will get an error. Also, in the more likely case with EVE, when you do not connect to the server directly but go through some proxy application, you have several connections involved and a potentially flaky/lagged server in between that may cause data loss as well. Furthermore, with some routing problems etc. even your TCP connection will break immediately ... |
 Locke DieDrake The Arrow Project Morsus Mihi |
Posted - 2008.09.04 21:12:00 - [ 56]
Originally by: Melegaunt Tanthul
It's not "part of gameplay".
http://en.wikipedia.org/wiki/Gameplay
What you are describing is part of game and networking technology which happens to be my area of expertise as a game engine developer. It's not semantics and it's not in any case "intended". It's a side-effect and as I said we have to live with it BUT it's not gameplay by any means possible nor will it ever be.
First, you realize I can just change the quoted article on wiki to literally say it gameplay includes lag right? Second, I didn't have to it's the first sentance... Gameplay includes all player experiences during the interaction with game systems,... Quote:
True at that. But then again you could explain to him in a civilized manner why that doesn't matter instead of replying like you did, aggressively and without any real information.
Opinion, I didn't feel I was being agressive. If you see it that way, well, what can I say? Quote:
Of course it can cause all kinds of glitches BUT it can't cause 10min lag spikes no. You need to research networking implementation on client-server game engines. All game engine network implementations are built with packet-loss proneness in mind. ALL of them. Read my overly simplified post above for a small introduction. Read this for a more detailed reference:
http://unreal.epicgames.com/Network.htm
Most modern MMO game engines are based/evolved on this architecture.
Congratulations on quoting an architecture which EVE is not based on. Quote:
Unfortunately that's what you read in his post instead of reading that he doesn't know exactly how networking works which is true for 99% of the playerbase that would post here as this is not a tech or programming forum. And there I detect your attitude problem.
Mom? Is that you? No? Oh, ok, well in that case long walk, short pier, you. Quote:
...Read the information I provided...
EDITED: For clarity of URLs posted.
EVE ... ... ... Internet ... ... ... You At each ... you have possibility of lag. Get used to it. |
 Buffbotme |
Posted - 2008.09.04 21:12:00 - [ 57]
|
 Melegaunt Tanthul Gallente Aliastra
|
Posted - 2008.09.05 05:27:00 - [ 58]
Originally by: da go
What you write is correct ... except for the fact that EvE does not use UDP.
Hi mate. Are you sure about that? I was under the impression that TCP is only used over the login process. I will sniff EVE traffic and get back to you on that. Quote:
I disagree. I hate MS and everything they do. But their SQL Engine (the real one you deploy on serious servers, not the fake stuff you get for free) is extremely solid and performing.
Indeed. But in the majority of the scenarios I have experience with, when we profiled MS SQL on Win Server against stripped_down_compiled_from_scratch unix+mysql we saw a big difference in performance in favour of the second solution. Mostly due to OS and filesystem bottlenecks present on the Win platform. I'm fairly sure that the overall faster I/O would benefit EVE's db. Quote:
Having the MS engine DB at the back-end is only a problem if you want to have portable SQL scripts and portable data dumps. For scalability, reliability, serviceability etc. it's a good choice.
Agreed and I doubt EVE has any need of portability. Although what I was originally debating was the performance of the entire infrastructure and not the SQL engine alone. Quote:
IF the DB back-end is causing lag, they should do more DB proxing or do more "local" transactions outside of the database. Not sure however: I suspect they already do and the problem is not the DB.
They are already doing a LOT of proxying. It is evident by all the 5min "delayed" stuff in EVE (channels, assets, etc)... I'm not sure they can go further than that. That's also evident by the fact that most of their db optimizations include reducing cell sizes (eg they shortened bios, pos structure name sizes etc). I'm fairly sure the implementation of the "Warp to zero" feature was put in game mainly as means to destroy the need of the zillions of insta-bookmarks that were kept in the db (if you get my drift;)). |
 Melegaunt Tanthul Gallente Aliastra
|
Posted - 2008.09.05 20:08:00 - [ 59]
Edited by: Melegaunt Tanthul on 05/09/2008 20:13:56 Originally by: Melegaunt Tanthul
Originally by: da go
What you write is correct ... except for the fact that EvE does not use UDP.
Hi mate. Are you sure about that? I was under the impression that TCP is only used over the login process. I will sniff EVE traffic and get back to you on that.
After further investigation, I stand corrected. You were right, da go. By the process it is apparent that EVE uses several TCP connections and one UDP. http://www.imageshack.gr/view.php?file=tbbslkl8v0uzvn7vhf5w.jpgWith a little bit of wiresharking on the traffic it is apparent that the UDP connection is not used for player data. This is the outbound datagram that always contains the same 4 bytes: 6A614B00h http://www.imageshack.gr/view.php?file=hw2nbilk0ltpcadqc13m.jpgThis is the inbound datagram that always contains 4 null bytes: http://www.imageshack.gr/view.php?file=2uik2f11hh0gizujwwq9.jpgNo matter what I tried doing in game the datagrams do not change at all. Which means the UDP traffic is some sort of keepalive mechanism or some sort of session seed. Anyhow it appears that EVE's network implementation is indeed TCP based and while it is sad, it explains some things about the client-server behaviour. I'm sorry for my original mistaken assumption. |
 Verone Gallente Veto Corp |
Posted - 2008.09.05 20:47:00 - [ 60]
Originally by: Djuma Nihilist Edited by: Djuma Nihilist on 04/09/2008 11:04:16 To make a long story short i loose a ship in a plex due to server lag in an empty system. How? I'm alligned out cause the plex has neuts and warp scrambling frigs. Frigs are dead but the guy who tanks it gets heavily nosed so he warps out and call me to warp out also. I press warp out repeatedly and nothing happens. After a couple of secs the screen refreshes i'm all out of cap and getting pounded by the rats still trying to warp out with no luck. Then i get the ship out of control lovely msg and i'm in a pod warping out. When everything is finished i send a petition for reimbursement explaining the situation and this is the msg in return i got answered that they do not reimburse ships when lag desync hits and that they just call it "NORMAL GAMEPLAY".
Just never thought of desync as normal gameplay up to now this is why i'm posting this in forums and at this point i don't even want a reimbursement.Thank you ccp
edit: GM response got removed
I was podded for the first time in over 3 years due to a similar thing a couple of weeks back. Undocked from a station in a nano covert-ops (with a scout outside ensuring it was clear), alligned to warp, physically got into warp and was half way across the system. The client then skipped a frame and I was back at the station when it refreshed, still with no one on grid but me and a corpmate. I then selected the stargate again, hit warp to zero and my speed bar changed to "warping" again, ship climbed to full speed (past the velocity marker to get into warp). I clicked the button several times, and the client responded with "You can't do this while warping". Client skipped a frame again, and I was tackled at the station by a Dictor, a raptor and several other ships were on grid all hostile, I then recieved the message "You cannot warp because you are warp scrambled". Cue death and poddings. Petitioned it, and guess what? "Oh, there's no problem with the game, our logs show nothing." Amusingly enough, I didn't have a connection issue... and my FPS didn't drop below 160 for the whole time. I can handle a loss if I know it was my fault, was inevitable or was during a normal engagement but I have do admit that I was somewhat annoyed with Eve for the first time in years purely because of the completely **** response I got from customer service and the fact I was basically stonewalled. I rarely petition, in fact I can't remember the last time I did so before this one. While the GM Team are a great bunch of guys, the whole customer service from CCP at times leaves something to be desired. All players ever get is "The logs don't show anything". I mean, what's the point in having logs to log client and server issues if they're not logging REAL problems that effect players in the first place? So yeah, **** happens. You just learn to sort of accept the fact you're not going to get anything even remotely resembling customer service after so many years playing. Of late, everyone seems to have too much of a hard on for pointless stuff like the CSM to actually give a toss about the playerbase. Sad, but true. |