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Thread Statistics | Show CCP posts - 8 post(s) |

Matunaga
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Posted - 2009.07.28 11:28:00 -
[1]
Maybe it's due to a growing player base? To much load for level3.net?
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Matunaga
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Posted - 2009.08.09 21:40:00 -
[2]
Hey ccp - grow some balls and tell us the truth. And let us help you: I guess most of the guys/girls here would be willing to run whatever test client you can come up with to provide reliable data for your bugtracking. You have a dedicated customer base, use it.
And try to remember we're not here to beg for information. You owe it to us, you know?
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Matunaga
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Posted - 2009.08.15 08:38:00 -
[3]
Yes, pretty stable here too. Disconnecting every 15-20 min for about one month now. 
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Matunaga
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Posted - 2009.08.16 13:02:00 -
[4]
Edited by: Matunaga on 16/08/2009 13:04:25
Originally by: Sekaran But what do that care, we are all still paying em.
Yeah... this thread became an epic wall of text but ccp does not seem to be overly concerned about all that. It's some days now since some official statement was made. Like most others here I did my logging and bug-reporting as I love this game. But as I can not even mine without frequently having someone scooping up my drones this game became pointless weeks ago. The more so, as ccp does not come up with some explanation let alone a timeframe. It took me a while to realize this , but now I simply cancelled my accounts. Maybe it's fixed within the next month. Anyway, I'll be back as soon as they get it right.
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Matunaga
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Posted - 2009.08.19 20:49:00 -
[5]
Originally by: ChaseTheLasers After a bit more testing, I can say that I am getting disconnected every night at 1:10AM (GMT) / 00:10 Eve time.
This is the EXACT same time every night, to the second pretty much.
Can anyone else who is on at around this time check to see if it happens to them too please?
Looks like your ISP's daily resetting your connection.
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Matunaga
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Posted - 2009.08.20 21:46:00 -
[6]
Hum - I'm online now for about 2h without disconnects on my macbook. "Normally" these happen every 7 to 15min. This looks promising... ad if it's fixed for me with this patch, I'd call this the main feature of 1.5 ;).
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Matunaga
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Posted - 2009.08.23 20:50:00 -
[7]
I finally seem to have solved the problem for my mac as well as my windows clients by exchanging my router (downgraded from a speedport w700v to a speedport w502v). As there were no eve related problems with the w700v before I'd say some network coding was changed as part of the "need for speed" initiative and side effects of these changes now sum up with all the little glitches client-, router- and isp-side to an other kind of butterfly effect ;).
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Matunaga
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Posted - 2009.08.29 10:55:00 -
[8]
Originally by: ChaseTheLasers
There is something between my machine and the server (which is only 7 or 8 jumps) which is causing it. Data over the same port, but a different route does not suffer from the issue.
I used to think it was a problem with a gateway from my isp to level3.net - when playing aoc about a year ago a seemingly similar problem with random disconnects arouse. It appeared that t-online had not estimated so much traffic on a specific gateway to level3.net and the rising number of active players caused the gateway to drop packets due to overload. My old router did work well with eve before the need for speed initiative. It does work flawless when I use a different route. Changing my router using my default isp/route works too. So what the heck...
Some time ago I whiresharked my connection and constantly pinged tranquility during this session. tranquility kept answering to these pings within round about 54ms, no packet loss was recorded. But I got disconnected all the same with the client resending some request five times before restarting.
May be the "need for speed" initiative optimized ccp's network code just too good to stay working stable in all network environments.
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Matunaga
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Posted - 2009.09.05 05:28:00 -
[9]
Originally by: Mindo Junde I know this may not help all. But I was having similar problems. Changed router, chased ISp, frankly drove them up the wall, and finally called an engineer in to look at the wiring. It turned out (no problems since hopefully) that it was degraded phone cabling, not actually anywhere near my PC. I suspect now that the socket closed error is being caused by a multitude of things. It may be CCP, but it may not.
Very much my experience too. In my case it was the router. But... as other mmos (including the much ridiculed wow) work flawless with the old hardware I'd rather blame ccp's network code. It seems to be not stable enough to cope with network environments other mmos have no problems with.
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Matunaga
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Posted - 2009.09.06 19:51:00 -
[10]
Originally by: Selena Kishin Seems that after 38 pages without a response from CCP it seems that its not a real priority for them.
Yes, ccp could use some coaching regarding customer relations ;). Anyway, according to the patch notes for 1.5.1 they got to the core problem for desyncs - and that sounds like the key to our problem here. So let's hope for next wednesdays patch, it might solve this issue.
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