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Traderjohn
Caldari Macabre Votum Imperial Republic Of the North
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Posted - 2008.05.10 20:15:00 -
[1]
Edited by: Traderjohn on 10/05/2008 20:22:49 Im sure many of the 0.0 pilots will be able to tell you that they have experienced huge desync issues in game.
From personal experience, That i have experienced their are 2 major ways that clients desync from the eve server.
1. When their is a pos engagment. I would assume that the grids for a moon are not used often until it comes down to a pos siege of a hostile / friendly system.
2. When the grid / local node can not handle the number of people on grid or can not handle multiple events in the same area or on the same node. A large number of people know what happens when you try to put 600 into a non supported node. Thus causing further server related issues and more work for ccp to look into due to petitions in which ccp can not ignore they have a server issue. For example previously mentioned pos sieges or grid latency.
I would also assume that around 50% of the petitions in which ccp recieve are in relation to desync or lag in some way.
So can i ask. Instead of trying to make the game better with things like ambulition and new regions and ships. Inceasing the size of the game. Is their a team looking to increase or make the dynamics of the server better?
This is only a surgestion and query really. But would like to know if anything is being done to resolve the current issues, instead of expanding the game and creating future issues
Regards
Traderjohn
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Praesus Lecti
Gallente Blueprint Haus Intrepid Crossing
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Posted - 2008.05.12 16:20:00 -
[2]
The other desync CCP needs to work on is the positional desync. By this I mean you appear to be at one set of coordinates but the servers thinks you are at another. You experience no lag whatsoever, yet the server and client are clearly desynced.
You can recreate this quite easily by bumping NPCs repeatedly. Approach a battleship sized NPC and move your ship to the point where both ships appear to hang on each other (spinning in place, velocity at 0, distance at 0). Move away, re-approach and bump again. If you have drones, release them and watch where they appear in space. If they away from your ship, that's where the server believes you to be. Recall the drones and they will move to where the client shows you to be. Deploy them and they will appear back at the same spot.
The only way to fix this positional desync is to warp out of the grid and return.
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Varrakk
Phantom Squad Insurgency
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Posted - 2008.05.13 09:27:00 -
[3]
Edited by: Varrakk on 13/05/2008 09:26:50
Originally by: Praesus Lecti The other desync CCP needs to work on is the positional desync. By this I mean you appear to be at one set of coordinates but the servers thinks you are at another. You experience no lag whatsoever, yet the server and client are clearly desynced.
You can recreate this quite easily by bumping NPCs repeatedly. Approach a battleship sized NPC and move your ship to the point where both ships appear to hang on each other (spinning in place, velocity at 0, distance at 0). Move away, re-approach and bump again. If you have drones, release them and watch where they appear in space. If they away from your ship, that's where the server believes you to be. Recall the drones and they will move to where the client shows you to be. Deploy them and they will appear back at the same spot.
The only way to fix this positional desync is to warp out of the grid and return.
This is correct. But for me, only way to fix this desync is by relogging.
Its a nightmare, and happens all the time capital pilots movng in fleet.
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Traderjohn
Caldari Macabre Votum Imperial Republic Of the North
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Posted - 2008.05.13 21:48:00 -
[4]
instead of looking at ways to increase the game by means of graphics and ships. maybe ccp should take some time to look internally at these errors. Something i learned along time ago. ALWAYS have a good base defined structure of what u can and cant do before you upgrade.
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