Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.03 02:08:00 -
[1] - Quote
When these user's were in frame or you were in theirs. Massive lag was experienced -- Possibly glitching
Edited
These users were giving massive frame drop when you were in frame of them or if they were in your frame. I will NOT post names of users I find glitching or experiencing odd activity with here because I would like to keep posting. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.10.03 02:16:00 -
[2] - Quote
Interesting |
McFurious
BetaMax.
67
|
Posted - 2012.10.03 05:25:00 -
[3] - Quote
For me, just about everyone who comes into my view causes some kind of lag or frame skipping. The closer they are the worse it gets. |
Kai Sakuemi
Seituoda Taskforce Command Caldari State
23
|
Posted - 2012.10.03 05:27:00 -
[4] - Quote
All in the same match? You sure you weren't just in a bad game?
Also, I'm not sure if you should be naming-and-shaming people on public forums. |
Vexen Krios
Doomheim
95
|
Posted - 2012.10.03 06:02:00 -
[5] - Quote
if you come into contact, and by that i mean your character runs into or even touches another character, both characters end up freaking out in one way or another. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.03 10:35:00 -
[6] - Quote
No its only a few characters in game that cause the issue. You can tell who has problems and who doesn't just by spectating.
One will be just having all the good motion and the other player will be barely unresponsive.
I'll be making a list of users that I encounter the problem with. Hopefully it will not be so consistent.
But if it does... The names, if they are glitching or if its just / LAG/ USIN A WiFi / Cousin, bro, uncle, did something to their console... What ever they say it may be or its cause..
Hopefully I can give some off-end resolutions. AND I AIM TO PLEASE. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.03 10:37:00 -
[7] - Quote
@Kai
Few of those players were on my team. |
Conraire
Zumari Force Projection Caldari State
52
|
Posted - 2012.10.03 12:55:00 -
[8] - Quote
He's right, I've noticed that with Specific players, even before this patch.
Those players did include Bad Furry, that STB Youncuz dude, and I've encounted 4 others that caused it, in otherwise perfectly stable and lag free matches. It's repeatable with those specific characters, when shooting at or near others, I don't have a problem. These are also the people that almost never appear on Radar, even when you're looking at them.
The game will run perfectly smooth until you get specific people into your aim area. I think that's the point where it starts direct interaction. It could point to lag or a really crap connection on their end. Could be Other things that I'd like not to think about. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
57
|
Posted - 2012.10.04 02:41:00 -
[9] - Quote
First and foremost I do not condone cheating. How can you tell the differences between someone purposely wifi lagging and someone in Argentina with a poor internet connection trying to enjoy a great game ? You can not and therefore you should not blacklist people for lagging. Now crashing LAV and repairing them behind the red line eeeeeehhhh I am still not a fan of blacklisting people, They should have a report user feature. I like the PSN forum eula where blacklisting is forbidden just because a innocent person could potential become blacklisted. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.04 09:05:00 -
[10] - Quote
LOL enderr
There is numerous of ways for Server administrators to tell if someone is glitching.
There is numerous of ways for server Administrators to tell if someone really is not in Argintina, but really San Diego.
There is numerous of ways for server Administrators to tell it is not a Wifi modem.
Other then that, the names I'm posting isn't there real life names or anything... They could just be LAGGEd or they could be making others lag(on purpose) . The name list that will grow as I encount other errors / bugs / exploits by users... Will only be used to give Developers a username to lookup and pull their files.
If it is just lag, they will know... If it isn't lag, THEY WILL KNOW.
I don't see why such hositility always elevates this, I mean... Are you guilty of something ? |
|
Templar1
Zumari Force Projection Caldari State
7
|
Posted - 2012.10.04 09:39:00 -
[11] - Quote
Possible that u were the one lagging? when ur internet took load?? |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
57
|
Posted - 2012.10.05 03:26:00 -
[12] - Quote
]"LOL enderr
There is numerous of ways for Server administrators to tell if someone is glitching.
There is numerous of ways for server Administrators to tell if someone really is not in Argintina, but really San Diego.
There is numerous of ways for server Administrators to tell it is not a Wifi modem.
Other then that, the names I'm posting isn't there real life names or anything... They could just be LAGGEd or they could be making others lag(on purpose) . The name list that will grow as I encount other errors / bugs / exploits by users... Will only be used to give Developers a username to lookup and pull their files.
If it is just lag, they will know... If it isn't lag, THEY WILL KNOW.
I don't see why such hositility always elevates this, I mean... Are you guilty of something ?"
I think you are missing my point. Blacklisting players for lagging is wrong. Yes administrators can see someone pinging some crazy high number but he can not see why. Lets say hypothetical you are playing a round of Dust 514 (greatest shooter out) and your son comes home and starts streaming Breaking bad off Netflixs while down loading the Shadow of the Hegemon audio book. This is going to cause you to lag and you do not even notice but there is a player on the other team who's frame rate is dropping every time you get close to him and he posts your psn id online. Now any time you go online to play the greatest shooter out people constantly call you a cheater and cuss you out all because you son enjoys watching science teachers cook meth and epic sci fi novels. Okay lets take this one step farther lets say You jump online to play some Dust 514 then decide to stream my little pony and download fifty shades of grey audio book to purposely cause lag to give you a advantage in the greatest shooter out, how would a administrator tell the difference between either example of lag ? They can not and you can not and therefore you should not blacklist people because of lag. Now I personal think blacklisting is wrong period because who is to stop you from posting anyone's name on your list just because you do not like them or they powned you in a match.
Where was I showing hostility or are you just trying to make me look like a bad guy? Yes I am guilty of many things lust, gluttony, greed, sloth, wrath, pride but if you are trying to imply I am a cheater no I am not. |
DROG DAR
Zumari Force Projection Caldari State
4
|
Posted - 2012.10.05 03:35:00 -
[13] - Quote
I skipped through a lot of this so sorry if it was said.
I HAVENT noticed it myself in dust 514.
but lag switches can me made easily and bought cheaply.
there is every possibility that people are using them. simply from the fact that they exist.
normally, when lag is experienced the person with worst connection will lose. that is if you lag you cannot track and shoot your opponent and they can track and shoot you.
How ever, with a lag switch it is the other way around. if you see another player you press the activate the lag switch (momentary or push button) and you lag. however you can still move and shoot as normal. what ever you do while lagged is not perceived by the other player(s). so move a bit, shoot the other player and depress the lag switch. from there perspective they experience lag and your actions are instantaneous and (if you shot them) they die.
the only way to counteract this is for enough people to notice it happening regularly and report them. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
57
|
Posted - 2012.10.05 03:49:00 -
[14] - Quote
How do you tell the difference between someone using a lag switch and someone who just has a poor connection. I have played with friends who have slow internet and it acts the exact same has some using a lag switch and I know they are not cheating. |
DROG DAR
Zumari Force Projection Caldari State
4
|
Posted - 2012.10.05 03:53:00 -
[15] - Quote
there is a huge difference between the two. if you saw it you could tell the difference if you were observing at a distance.
really though... it is undetectable. |
DROG DAR
Zumari Force Projection Caldari State
4
|
Posted - 2012.10.05 03:57:00 -
[16] - Quote
this is a bit extreme but this shows what i am talking about.
http://www.youtube.com/watch?v=9vP1837P-tY
the other players are still moving and shooting as normal. but to him (guy using it) they are not. so when he does damage to them and then releases the lag switch button the game recognizes that they took the damage and they all die. on their screen im sure they were all else where on the map.
edit - http://www.youtube.com/watch?v=QC2T0Dc4I0w&feature=related this shows it from the other end |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
57
|
Posted - 2012.10.05 04:08:00 -
[17] - Quote
I do apologize I am not trying to defend cheaters in all of my badgering, I am only trying to defend the guy who is accidentally lagging but accused of cheating. I am a sniper so I hate laggers and I personal think we snipers are at the greatest disadvantage against someone lagging. I have been playing online shooters for a long time and I accepted occasional lag has part of the game and when it is real bad I just find a new server. |
Ambival
Osmon Surveillance Caldari State
0
|
Posted - 2012.10.05 04:10:00 -
[18] - Quote
That was pretty annoying when it happened to me tonight. Only had 30 mins to play, but got treated to bomber spam. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.05 05:00:00 -
[19] - Quote
Edited These users were giving massive frame drop when you were in frame of them or if they were in your fame. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.05 09:33:00 -
[20] - Quote
Edited Fired every round I had of sniper rifle ammo -- At the guy, direct hits at the head, even had sheild flickerings... He was inside mini-radar range. Used up all my dang ammo, but not even the sheild was depleting.
These users were giving massive frame drop when you were in frame of them or if they were in your fame. |
|
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.10.05 16:00:00 -
[21] - Quote
I've seen this happen a lot. I'm betting it's poor coding tbh. It's as though the game is not loading their loadout up until you look at them or meet them on the field. I've come across a few of those players you mentioned and never once thought, "that guy is a cheat!".
I have seen lag switches trying to be used however, but only once in 3 builds now. The guy got his arse handed to him anyway, but you could tell he was doing it. He was warping everywhere and soaking up bullets. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.10.05 16:19:00 -
[22] - Quote
lol...
Ever thought that this was not intentional? This happened to me a few times and was unable to play the whole match. After that I had to restart my PS3. This still occurred in the last build but not as frequent. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.07 07:49:00 -
[23] - Quote
@Ty
Its not poor coding... The game is in beta and at least things can be worked now, instead of way later.
Its not but a few users who do this. Losers just want to ruin the game for everyone else... Its kinda funny though, how I sit there and unload rounds into a guys head yet, he just busy spamming not even realize that I'm going to follow up on a complaint as I'm sitting there lodgen bullets in his head and he is unaware.
Shooting clippers / ones who warp... Is sorta easy, its all about just shooting where they will be next.
|
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.07 07:50:00 -
[24] - Quote
Edited |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.10.07 09:28:00 -
[25] - Quote
It MAY not be deliberately. There are some people I just can not snipe. I fps or scope glitch when I try. My guess is lag. That some players are on the other side of the world, are causing the ping time to THEM to delay whatever I'm about to do. |
Illuminaughty-696
Omega Risk Control Services
203
|
Posted - 2012.10.07 14:44:00 -
[26] - Quote
Just to point it out . . . lag can be one-sided. Zion had two squads in, one on each side of the match, and my side got zero lag, while after the match they reported being so laggy they could barely aim. We walked up to where they were dropping out of the MCC and mowed them down as they stood there erratically trying to turn and shoot us. Anyway, if, and I mean if people have found a way to do this it needs to be dealt with, but there are potentially a hundred explanations (okay, maybe not a hundred but whatever). |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.08 03:40:00 -
[27] - Quote
Edited |
Jimbeezy
Imperfects Negative-Feedback
219
|
Posted - 2012.10.08 05:09:00 -
[28] - Quote
I don't have a clue to what you are talking about. Check your internet buddy. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.08 05:15:00 -
[29] - Quote
Yea, I know you don't.
But I shot you a few times while u were running... You took damage, and then once you had me in your frame / HUD(HEADS UP DISPLAY) you stopped taking damage. Even though u stopped moving, and took some shots to the face `LIKE A BOSS -- You just stopped taking damage.
I hope that makes it easier for you to understand. People get confused by the usages of Frame.
Possibly was a connection issue, not coming from me though. Because until u turned at me -- You were taking damage. |
GIZMO2606
Pink Fluffy Bounty Hunterz RISE of LEGION
293
|
Posted - 2012.10.08 17:28:00 -
[30] - Quote
No thread has ever wanted to make me face-brick till now. |
|
Aq'sa
L.O.T.I.S. Legacy Rising
44
|
Posted - 2012.10.08 18:23:00 -
[31] - Quote
Isn't Dust using more server side calculations for this stuff- i.e. hit detection- that make lag switches and client side lag (Downloads, bad wifi, crappy modem, etc) only relevant for the client affected, not others? |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.09 09:28:00 -
[32] - Quote
@Aq'sa
Very good, finally a speculation worth addressing!
In the vast world of internet connection. Your computer, playstation, and other internet able devices... Communicate through the net using packets. A packet is a set of data that is ration with the server. The packet contains variables that the server acknowledges and handles.
There are users, who tamper with those variables... For instance, when I shoot at Jimbreezy in the head... His console is receiving that packet of data--I sent of bullets to his head. That packet of data tells him to take damage and die.
But *if* Jimbreezy is tampering with his packet receive / ignoring packets, via proxy filter setup... Jimbreezy doesn't take damage. Jimbreezy takes bullet to the face like a boss and not take damage and die.
Other variations of that can impact game too... Users can send constant headshots, Users can spawn in frame, or around vector location of frame.
Frame vectoring is the essential position in a map that your HUD draws. Each map in most games has VECTORING numbers. The Vector number is the essential LOCATION in the game map. Frame-vectoring is the vector position in THE HUD(Heads Up Display) .
So *if* Jimbreezy, has a proxy filter to highlight incomming packets that have user-alias inside of frame(HUD)... Jimbreezy can tamper with that packet of data... Jimbreezy could ignore packets that allocate damage to his head when I am shooting at him -- Just by setting a proxy-server up... Just to control the packet-data Jimbreezy receives or sends.
I hope that was clear for you... Inside how game values work in packet data. If not copy and paste the section that is difficult for you... Maybe I can draw a nice picture graphing it or something using bright colors --Just to clarify more or somethn. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.10.09 09:53:00 -
[33] - Quote
it's hard to measure what is a glitch and what is a system abuse
i believe the sniper glitch is a legit glitch because that has been happening no matter who your firing at, i made a thread about it and i don't believe any one person is causing it.
although i might start paying attention to who it has been doing it to.
CCP is known for squashing system abusers i hope they can with the PS3 as for the STB guys, i know they are a bunch of arrogant useless people who think that they can rule the game and they are also not above abusing anything. i recently played a game with a few of them and they were armor repping the whole game on the enemy team. top 3 players were STB's guys 40/0 0/1 0/0 so i wouldn't put it past them to use lag switches to win.
sucks kitten or whatever his face is was just bombarding the field with PS while his team was left to lose. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.10.09 11:18:00 -
[34] - Quote
Xiree wrote:@Aq'sa
Very good, finally a speculation worth addressing!
In the vast world of internet connection. Your computer, playstation, and other internet able devices... Communicate through the net using packets. A packet is a set of data that is ration with the server. The packet contains variables that the server acknowledges and handles.
There are users, who tamper with those variables... For instance, when I shoot at Jimbreezy in the head... His console is receiving that packet of data--I sent of bullets to his head. That packet of data tells him to take damage and die.
But *if* Jimbreezy is tampering with his packet receive / ignoring packets, via proxy filter setup... Jimbreezy doesn't take damage. Jimbreezy takes bullet to the face like a boss and not take damage and die.
Other variations of that can impact game too... Users can send constant headshots, Users can spawn in frame, or around vector location of frame.
Frame vectoring is the essential position in a map that your HUD draws. Each map in most games has VECTORING numbers. The Vector number is the essential LOCATION in the game map. Frame-vectoring is the vector position in THE HUD(Heads Up Display) .
So *if* Jimbreezy, has a proxy filter to highlight incomming packets that have user-alias inside of frame(HUD)... Jimbreezy can tamper with that packet of data... Jimbreezy could ignore packets that allocate damage to his head when I am shooting at him -- Just by setting a proxy-server up... Just to control the packet-data Jimbreezy receives or sends.
I hope that was clear for you... Inside how game values work in packet data. If not copy and paste the section that is difficult for you... Maybe I can draw a nice picture graphing it or something using bright colors --Just to clarify more or somethn.
First off, this is incorrect. Pretty much everything for dust is server side, not clientside. This means lag switching only puts you at a disadvantage. Further, any tampering of packets would not pose any advantage because even if you were to send false packets to the server saying "HURRDURR I SHOT PLAYER X" the server would just reply "LOLNO player X was way over there dude and you weren't even close to hitting him"
Second, the forums are not the place to name and shame. If you have serious complaints about a person you suspect is cheating, send an email to [email protected] and they will investigate. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.09 12:03:00 -
[35] - Quote
Nova Knife wrote:Xiree wrote:@Aq'sa
Very good, finally a speculation worth addressing!
In the vast world of internet connection. Your computer, playstation, and other internet able devices... Communicate through the net using packets. A packet is a set of data that is ration with the server. The packet contains variables that the server acknowledges and handles.
There are users, who tamper with those variables... For instance, when I shoot at Jimbreezy in the head... His console is receiving that packet of data--I sent of bullets to his head. That packet of data tells him to take damage and die.
But *if* Jimbreezy is tampering with his packet receive / ignoring packets, via proxy filter setup... Jimbreezy doesn't take damage. Jimbreezy takes bullet to the face like a boss and not take damage and die.
Other variations of that can impact game too... Users can send constant headshots, Users can spawn in frame, or around vector location of frame.
Frame vectoring is the essential position in a map that your HUD draws. Each map in most games has VECTORING numbers. The Vector number is the essential LOCATION in the game map. Frame-vectoring is the vector position in THE HUD(Heads Up Display) .
So *if* Jimbreezy, has a proxy filter to highlight incomming packets that have user-alias inside of frame(HUD)... Jimbreezy can tamper with that packet of data... Jimbreezy could ignore packets that allocate damage to his head when I am shooting at him -- Just by setting a proxy-server up... Just to control the packet-data Jimbreezy receives or sends.
I hope that was clear for you... Inside how game values work in packet data. If not copy and paste the section that is difficult for you... Maybe I can draw a nice picture graphing it or something using bright colors --Just to clarify more or somethn. First off, this is incorrect. Pretty much everything for dust is server side, not clientside. This means lag switching only puts you at a disadvantage. Further, any tampering of packets would not pose any advantage because even if you were to send false packets to the server saying "HURRDURR I SHOT PLAYER X" the server would just reply "LOLNO player X was way over there dude and you weren't even close to hitting him" Second, the forums are not the place to name and shame. If you have serious complaints about a person you suspect is cheating, send an email to [email protected] and they will investigate.
Hi there Nova! I seem to have ruffled your... feathers.
I know I can send emails too Dev staff. This is a private / closed forums though. Since you never forwarded my message to the developers about tamperings before(The time I chatted with you before) ... I thought I would just post about it, openly... Just to see what sort of reaction I got.
I'm sorry you may be so confused about my list here. Have it be, I am creating a USER LIST of who I've seen having "odd" bugs with.
Frame glitching, mainly.
I *only* used Jimbreezy as a example of contrast inside of a scenario. There was n0t any reall accusing going on -- I said "IF" . I never said he was, ok? This is called setting as example.
Since I liked how he... Took bullets to the face, like a boss... I thought I'd say that a few more times, to be funny.
Thats just great right?
I am not sure what you meant by, "HURRDURR I SHOT PLAYER X" . Could you explain what that means? Please, much appreciated... |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.10.09 14:06:00 -
[36] - Quote
Xiree wrote: I am not sure what you meant by, "HURRDURR I SHOT PLAYER X" . Could you explain what that means? Please, much appreciated...
In your example in above posts, you said it was possible to manipulate or 'ignore' packets and thus never take damage. I'm telling you it doesn't work like that.
Hit detection and damage values are all server side. Even if you were able to isolate packets associated to damage, conflict would remain with the server and you'd just die without realizing you took damage because you dropped packets. It'd pretty much be as if you died to lag without actually lagging.
Something like you're suggesting might be possible in games where hit detection/damage is calculated client side and not server side (Like battlefield 3 and such) but when the server itself handles this, it's not possible. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.10.09 14:12:00 -
[37] - Quote
I've been getting crazy lag this build, too, but it doesn't seem to be linked to any particular person. In fact, once it starts happening for me I have to restart the game, otherwise it will follow me into the next match. (I'll be lagging out in the war barge, even.) |
|
GM Unicorn
Game Masters C C P Alliance
320
|
Posted - 2012.10.09 15:09:00 -
[38] - Quote
I removed all the players names and PSN ID. I don't want a witch hunt for an undocumented problem. As suggested, drop an email to [email protected] next time you are suspecting about a glitch or an exploit. In the meantime I'll send your informations myself so we can look into it and see if it's a widespread problem or a simple connection hiccup. I leave the post open in order to see if it's a global problem but I don't like to see names, ok? Thanks guys! |
|
Patrick Loney
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.10.09 16:43:00 -
[39] - Quote
I too have had this problem.. Game is running fine no problem, then halfway into a match, super lag ( 3-5 seconds sometimes ) and my PS3 is not overheating because the next match runs fine again. I have not tied it to seeing a particular player but I will watch for that next time it happens. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
|
Posted - 2012.10.09 20:40:00 -
[40] - Quote
Nova Knife wrote:Xiree wrote: I am not sure what you meant by, "HURRDURR I SHOT PLAYER X" . Could you explain what that means? Please, much appreciated...
In your example in above posts, you said it was possible to manipulate or 'ignore' packets and thus never take damage. I'm telling you it doesn't work like that. Hit detection and damage values are all server side. Even if you were able to isolate packets associated to damage, conflict would remain with the server and you'd just die without realizing you took damage because you dropped packets. It'd pretty much be as if you died to lag without actually lagging. Something like you're suggesting might be possible in games where hit detection/damage is calculated client side and not server side (Like battlefield 3 and such) but when the server itself handles this, it's not possible.
^^^
This is what I was saying, ignoring packets, not sending packets, manipulating packets, at your client side shouldn't affect Dust due to CCP handling those calculations server side. The vector locations, damage packets, etc- you could ignore, or spoof, but the server would have the 'reality' of location and damage still playing out.
You are at (x-range; y-angle) on server- you get shot by player sending and receiving packets as normal. If you ignore packets- you die, your ignoring of packets means you possibly can't tell, but still die. You spoof packets- server checks against its existing info- corrects you.
This is why I made a post asking for Eve-Style handling of lag in Dust. In Eve, lag and 'lost' commands (clicks or keystrokes) was evident for ages in large fleet fights due to a exponentially expanding queue of requests hitting the server when overloaded. This means you click fire, nothing happens because your fire command was in line behind 4000 other boost, fire, turn, follow, etc commands. You would seemingly die, frozen, before your ship would respond to any directions. The server overload caused queue backup and the backlog accrued amplifies overload, spiraling down till a server node would crash- kaput.
CCP intuitively addressed this by universally slowing down 'time' in game during periods of node overload, essentially allowing the server to catch up with the lag by slowing the time physics for the whole star system, for all players in it, based on load and command queue size. This means you would run at 75% or 50% typical game speed, but no one would experience the lag spikes or 3 FPS gameplay.
See Thread: https://forums.dust514.com/default.aspx?g=posts&m=341222#post341222 |
|
Illuminaughty-696
Omega Risk Control Services
203
|
Posted - 2012.10.10 01:11:00 -
[41] - Quote
A player in a squad I was running reported that he had a lag spike, then suddenly could move a little too fast for a few seconds. During this time he was getting shot but taking no damage and managed to kill three guys. A couple of seconds later he was suddenly dead, as if all the damage suddenly caught up to him. Hopefully he posts a report here. Anyway, this might explain it, don't know. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.10.10 01:19:00 -
[42] - Quote
Don't buy stuff in the market while you're still alive (or not?) in a match. It's likely to get framerate spikes this way with ps3 needing to handle the chaos going on in the battlefield, the overview map and things you do in the market. Got my tank blown up later when the framerate went below 10. |
SuperKing BigNuts
Trinity Council Test Alliance Please Ignore
19
|
Posted - 2012.10.10 02:50:00 -
[43] - Quote
Someone previously posted about implementing TIDI to DUST but i think that that would be hard because most of these lag spikes seem to hit one or two people in a match leading me to believe its more connection hiccups between client and server in a heavily loaded situation(as mentioned, market, overview map, and battle)
I do not believe it is like the lag we experience in EVE Online because a MAJOR portion of that lag was occuring during massive fleet movements(anything over 100+ jumping system generally kicks up some hefty TIDI) when EVERYONE is queing EVERYONE to be added to LOCAL CHAT of all things... that doesnt appear to be as big of an issue in DUST with limited battle slots, and having 200+ players spamming half a dozen modules at once(activating hardeners or queing up weapons and EWAR just before a fight)
i realize my numbers are 'low' for 'massive' fleet fights in EVE, i am aware of the 1600+ man local fights, i was simply noting what ive seen to be about the start of TIDI spikes, and pointing out the numbers are much greater than what were working with currently in DUST. there might be other issues, but i dont know the specifics and am skeptical as to the effectiveness of TIDI in this setting. |
D3aTH D3alER54
The Southern Legion
130
|
Posted - 2012.10.10 04:02:00 -
[44] - Quote
McFurious wrote:For me, just about everyone who comes into my view causes some kind of lag or frame skipping. The closer they are the worse it gets. Yep, .. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.10.10 12:58:00 -
[45] - Quote
Had another instance yesterday evening. The FPS drop persisted even after the round, and only closing the game entirely resolved it.
Sounds like CCP have a Memory leak somewhere, or are hitting a buffer limit. On a side note, the HDD start working REALLY hard when this happens. |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.16 07:23:00 -
[46] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=351892#post351892
If you look at that post there... Its about infrastructure about DUST514 server. I believe its mainly a relay server, thus... My console has more direct connection to players than it does the server and if it is SO... That the server acts more as a relay/cloud like server--users can glitch because they are in direct relay with other users.
If the server was more HUB interfaced -- Having the server act as the primary transition controller... Then players could not glitch.
An removing my user list... On a *closed beta* forums is questionable. It would be a relatively small "witch hunt" .
But my list isn't a witch hunt... Its to narrow bad connectivity down... The Server staff / admins OF THE GAME SERVERs--not forum moderators--could pull up a users activity AND see what their sending.
The username list is partially important. Without a name to follow, Dev staff couldn't look up activity.... Thus, that is COUNTER-PRODUCTIVE, Unicorn. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2012.10.16 07:35:00 -
[47] - Quote
I usually have framerate issues when I have played several matches and then join one of the bigger maps. game restart always fixes the issue, I suspect it is more of a memory "leak". |
Xiree
Crux Special Tasks Group Gallente Federation
55
|
Posted - 2012.10.16 08:35:00 -
[48] - Quote
That is not what a memory leak is, but thanks anyway!.
A memory leak means things do not off cache correctly; The first build, had a lot of memory leaks... It would not off cache, resetting the game would fix the old build, for numerous of things you must are going by OLD dev notes .
They have actually placed more caching measures, both server side and client side.
The connectivity problems could be a person connection or someone tampering with connection; there is also a few other things server side could cause that would appear lag. Either way... People not taken bullets to the face the first few times you shot at them, somethin be up. |
|
GM Hercules
Game Masters C C P Alliance
335
|
Posted - 2012.10.16 13:47:00 -
[49] - Quote
I going to close this thread for now. However, please be aware that I'll update this post soon.
Thanks for your understanding and patient.
|
|
|
|
|
Pages: 1 2 :: [one page] |