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Thread Statistics | Show CCP posts - 3 post(s) |

Y3R M4W
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Posted - 2008.03.07 19:05:00 -
[1]
The amount of lag you get when your ship explodes is pretty ridiculous, in sizable engagements it can even crash your client if you don't have a crazy fast connection. If there was one thing I wish would get fixed in the area of lag etc, it'd be this.
Note: YER MAW! is Scottish for Your Mother. |
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CCP Casqade

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Posted - 2008.03.07 19:57:00 -
[2]
Are you experiencing this on Singularity or TQ or both?
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Praesus Lecti
Gallente Blueprint Haus Intrepid Crossing
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Posted - 2008.03.07 22:59:00 -
[3]
This happens on Tranquility. There is a point where you are just about to lose your ship where the system really bogs down. Framerats drop to near zero and hangs up while the client and server take your pod out of the ship, add in the wreck, figure out what modules survive and which are destroyed, send out the various insurance/kill/death notices then starts to draw your pod. In that amount of time your pod can be dead before the system even finishes loading the model.
This is much like the delay when you are at at POS and switching from one ship to another that is stored in a Ship Maintenance Array. The time it takes to get from one ship to another can be upwards of 10 seconds.
I've even noticed that his applies to NPC ships as well. Go rat in a belt full of asteroids and pop a battleship spawn while you are in close proximity to it. The time it takes between the destruction of the ship and the appearance of the wreck will sometimes have the effect of putting the resulting wreck multiple kilometers away from where the ship was actually destroyed.
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Escobar Noreaga
Amarr F.R.E.E. Explorer Atrum Tempestas Foedus
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Posted - 2008.03.08 01:35:00 -
[4]
yup, happens every single time with me also, can count how many pods ive lost because by the time my client responds ive already been locked down or already dead. (TQ) _________
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M1AU
Gallente Rheintal Underground Rising
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Posted - 2008.03.08 01:56:00 -
[5]
I confirm this, happens on TQ. Using official wrapped linux classic client.
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Dapanman1
Amarr Beets and Gravy Syndicate
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Posted - 2008.03.08 02:37:00 -
[6]
I can confirm this as well, especially brutal while in cap ships, never seen a cap ship pilot save his pod after a loss. Beets, you're among friends. |

Jimbob McKracken
Caldari Developmental Neogenics Amalgamated
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Posted - 2008.03.08 06:36:00 -
[7]
confirmed - alwasy figured that it was just how eve "is". This problem has been around for ages probably since RMR.
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Solbright altalt
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Posted - 2008.03.08 07:08:00 -
[8]
This isn't lag. It's just the client with it's usual bloated behavior. It can't handle the demands.
Further reading - Decouple Client Interface from Network.
Vote for Low graphics client.
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Nasta443
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Posted - 2008.03.08 08:01:00 -
[9]
dont tell me you werent aware of this ccp.........    
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Felix Dzerzhinsky
legion of qui Black Star Alliance
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Posted - 2008.03.08 08:37:00 -
[10]
I had not lost a pod pre trinity because I would always get out before an interceptor could lock me (barring interdictors and warp bubbles), since trinity, everytime I get blown up, my pod gets locked and killed before the system loads. I have also noticed that the ship explotion is quite late and you can infact see it at work in the alliance tournament as well to a lesser extent.
Ship death almost always equals pod death these days. . .an added 70+ mil in implants everytime I die. Its painful. ----
GO BLUE!! |

Hirana Yoshida
Behavioral Affront
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Posted - 2008.03.08 10:22:00 -
[11]
There has always been a certain amount of stutter on the state change, but something changed in Trinity. It is very noticeable if a lot of calculations take place at moment of death, like resorting gang bonuses for instance or multiple deaths in vicinity ie. fleets.
Must be an altered calculation or something .. have to spam warp button excessively before the ship explodes to have any chance of saving pod now.
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Space Wanderer
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Posted - 2008.03.08 11:13:00 -
[12]
I confirm this as well. Ususally when I see the ship is gone I eject the pod bofore is explodes, at least I have the chance to warp away the pod.
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Corin Nebulon
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Posted - 2008.03.08 12:20:00 -
[13]
I experienced the same kind of lag. Might this be related with the lag you get when joining fleets?
By the way : Rats that get blown up in asteroids and their wrecks appear a few km away from the original position of the ship is more a from of desync. Because this happens also with webbed rats (that shouldn't be able to move THAT far while loading the wreck).
Maybe this is a problem of the synchonization between GUI and the server? Drawing the fleetwindow and removing the module icons maybe?
Do all people of a gang experiance this lag if the person providing the gangbonuses disconnects / loses his ship? If not it might really be a synchronization problem.
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a51 duke1406
Spartan Industries Triumvirate.
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Posted - 2008.03.08 12:34:00 -
[14]
One of the fun things I get at random times, is my client crashing when I have an agression countdown and change session. So, engage someone, jump through a gate and client dies. Ship gets popped, and Im guessing this is what the op is talking about but may not know, you basically change session into your pod; client dies.
Its good fun!
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Cherika
Caldari Legion of Black Mesa
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Posted - 2008.03.08 12:48:00 -
[15]
Edited by: Cherika on 08/03/2008 12:50:05
Originally by: Escobar Noreaga yup, happens every single time with me also, can count how many pods ive lost because by the time my client responds ive already been locked down or already dead. (TQ)
Next time you are about to explode, select a planet for example and hit(repeatedly) the warp to target icon. Because of the usual eve lag, your warp command that you gave before your ship exploded should reach the server just when you explode. That way you should never lose a pod.. atleast in low-sec.
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CCP Casqade

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Posted - 2008.03.08 12:51:00 -
[16]
Why I'm asking is because I need to know if he believes it has gotten worse or better.
I suggest that people that are experiencing this, please bug report it and make sure you add information in what case it happens. During fleet battles, during 1vs1, during missions? In that case what mission, what ships, what drones. Also please let us know your hardware specs and make sure to add a dxdiag file and logserver logs.
This will help us track down the issue and get it fixed.
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Grim Vandal
Caldari Burn Proof
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Posted - 2008.03.08 16:28:00 -
[17]
Originally by: CCP Casqade Why I'm asking is because I need to know if he believes it has gotten worse or better.
I suggest that people that are experiencing this, please bug report it and make sure you add information in what case it happens. During fleet battles, during 1vs1, during missions? In that case what mission, what ships, what drones. Also please let us know your hardware specs and make sure to add a dxdiag file and logserver logs.
This will help us track down the issue and get it fixed.
This issue afaik affects EVERYONE, every single person. and it got ever worse ...
I am somehow not against it tho, it makes a harsher universe which I really appreciate these days of carebearism. 
Greetings Grim |

RogueWing
Evolution Band of Brothers
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Posted - 2008.03.08 18:20:00 -
[18]
I had this same issue last night when I lost an Ibis to a Rifter with only 10 other people in system (yes, I was goofing around).
If goons are giving you "respect" on CAOD, you pretty much know what you just did was a pile of ****. |

Mihailo Great
GoonFleet
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Posted - 2008.03.08 21:45:00 -
[19]
I thought this was normal, happens every single time, anywhere.
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RogueWing
Evolution Band of Brothers
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Posted - 2008.03.09 00:52:00 -
[20]
Originally by: Mihailo Great I thought this was normal, happens every single time, anywhere.
It has gotten worse since Trinity came out.
If goons are giving you "respect" on CAOD, you pretty much know what you just did was a pile of ****. |

Chomapuraku
Templar Republic R0ADKILL
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Posted - 2008.03.09 04:14:00 -
[21]
i used to be able to escape when my ship popped about 3/4 of the time. since trin came out, i haven't made it out in my pod a single time. even in 1v1, there's no less than a 8-sec delay between my pod appearing and my being able to control it. this means anything smaller than a BS (every single death i experience) can lock, scram, and pop my pod before i have select an object to warp to
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Mike Huckabee
GoonFleet
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Posted - 2008.03.09 04:41:00 -
[22]
I usually get 'stuck' in my destroyed ship when there's a battle and my character won't enter my pod. It's very annoying.
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Ruah Piskonit
Amarr PIE Inc. Praetoria Imperialis Excubitoris
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Posted - 2008.03.09 07:05:00 -
[23]
Originally by: CCP Casqade Why I'm asking is because I need to know if he believes it has gotten worse or better.
I suggest that people that are experiencing this, please bug report it and make sure you add information in what case it happens. During fleet battles, during 1vs1, during missions? In that case what mission, what ships, what drones. Also please let us know your hardware specs and make sure to add a dxdiag file and logserver logs.
This will help us track down the issue and get it fixed.
It has gotten noticably worse. I also never lost a pod if I was at least smart about getting myself ready with warp outs and such, now. . .there is no chance. ----
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Cape Fear
PRIMOS LOCOS The Red Skull
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Posted - 2008.03.09 16:53:00 -
[24]
Confirmed Ive noticed this also and has been involved with Desync aswell 0m on station Desynced ship blown up @ 0m and the wreck ended up being 6,000km above station but took about 20 seconds before pod was able to be seen to warp. Ship still not Reimbursed 
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Y3R M4W
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Posted - 2008.03.09 20:32:00 -
[25]
Sorry for the delayed reply, I've been pretty busy last two days.
It's worse the more people there is, mainly I notice it on SiSi because the FFAs are always pretty busy, and I'd be lying if I said I'd killed or lost a ship within the past month on TQ (to apathetic to play atm xD). However I can't remember a time where I've not pretty heavily when my ship has been killed, and as has been said, unless you spam warp before you die, your pod will go pop. It's never anywhere near as bad when you kill someone else's ship, and although you often miss their pod due to the lag, it's not enough to be a real PITA.
Note: YER MAW! is Scottish for Your Mother. |

Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.03.10 10:45:00 -
[26]
The more stuff around, the longer it is to have your pod...
In order to save the pod, we have to anticipate the ship destruction, so the server will receive a warp command in the lag time we still have client working and ship on screen but when for the server the ship is already destroyed...
My guess is 'Does the client reload the grid on ship change?'.
This has been since I play and I do with the anticipated warp workaround... -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |

Skyr
Black Plague.
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Posted - 2008.03.10 14:14:00 -
[27]
While this is an issue, I advise one quick work around:
Close client (log off) once you are about to die or while you ship explodes. It will instruct the server to warp you off. Re-log immediately, you will return to same spot but this time around you might have a chance to escape..
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2008.03.10 18:05:00 -
[28]
/scratches head Um, it's always been like that and I'm surprised at casqade's question. Me too I've always accepted it to be "the way eve works" heh.
If I were to bet, I'd say any kind of session change causes this*, be it yours or someone elses in the same grid.
*by this I mean the client freezing for half a second or much much more (I don't mean getting slow updates, just "pausing")
I've played Eve on too many different PC's and locations to believe anything other is to blame than the client code. |
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CCP Casqade

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Posted - 2008.03.10 18:46:00 -
[29]
Originally by: ElCoCo
[...]freezing for half a second or much much more (I don't mean getting slow updates, just "pausing")[...]
Half a second or slightly more, 1-2-3 is what I would consider normal. If you experience longer loading times, check my previous reply and bug report.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2008.03.10 20:09:00 -
[30]
Originally by: CCP Casqade Half a second or slightly more, 1-2-3 is what I would consider normal. If you experience longer loading times, check my previous reply and bug report.
Yeah I don't mind a couple of seconds loading time, but the client "freezing" (sometimes that freeze locks up FRAPS for example and recording stops) realy bugs me  |
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