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DJINN Jecture
Purgatorium of the Damned League of Infamy
14
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Posted - 2013.06.15 07:59:00 -
[1] - Quote
It shouldn't matter where the other team is you should be able to get into a match with them and beat them or lose on team merit alone. I emptied 3 full mags of Duvolle ammo into an assault char in my last PC battle and did not a sliver of damage to them. This was within 5 meters of them and they didn't even notice me behind them they were so far ahead of my gamestate. We spend our isk on the good gear and clone packs to be able to compete against the players, not against the lag. Several of my teammates were lagging so bad that they couldn't spawn in and towards the end of the match the same thing happened to me as well.
In addition to this, on objectives where Remote Explosives were clearly visible upon detonation the explosives would just disappear without explosion and without killing the person hacking the objective. We all had to leave the war barge and rejoin the battle at the start of the battle because of major lag issues even on the war barge. Many times through the match we would try to use equipment but it just wouldn't show up in our hands. Some of my teammates even spent 30+seconds trying to get into LAVs only to be unable to leave them upon arrival at their destinations.
There is no reason for this kind of behaviour from the game client. I can play COD against anyone in the world without lag but to play Dust against someone on the other side of the world I need to hop on a plane and fly to their region to play against them without lag. Surely there are ways to optimize client sync when setting up a PC battle. We are all connecting on TQ so there should be a way for you to sync up the games to run full speed at the same exact time in all corners of the world. If you (CCP) could indicate what you plan to do to fix these issues it would be greatly appreciated. We would all greatly appreciate, even more though, a timely fix for these lag issues that have plagued the latest expansion to a fantastic and incredibly ambitious game that is sure to leave it's mark on history. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
14
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Posted - 2013.06.16 00:27:00 -
[2] - Quote
While you are busy fixing "login issues" aka broken game issues, can you please look into this? |
DJINN Jecture
Purgatorium of the Damned League of Infamy
16
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Posted - 2013.06.16 15:37:00 -
[3] - Quote
GG guys, this looks like a CREST server lag issue and I will be experimenting with this by checking lag on various servers.
The reason I suggest this is probably tied to the CREST server is because I was watching connections to the server while CCP was working on it and although the TQ server is registering all connections at the same time it take some time for the CREST server to register that those people are actually there.
#125Posted: 2013.06.16 01:52 | Report | Edited by: DJINN Jecture "Tranquility; ok (2 players) DUST514; VIP (1 players) API; Game server is offline CREST; ok (2 players in New Eden)"
---Source http://eve-offline.net/
Thank you for testing it this time
On further examination of the source I notice that there is CREST lag, is this why the game laggs so bad in some PC matches?
"Tranquility; ok (2 players) DUST514; VIP (1 players) API; Game server is offline CREST; ok (3 players in New Eden)"
---Source http://eve-offline.net/ time lapse aprox 1 min |
DJINN Jecture
Purgatorium of the Damned League of Infamy
16
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Posted - 2013.06.16 18:00:00 -
[4] - Quote
After playing a few matches on the Oceana Server, it is apparent that the lag will happen for any North American player that joins a battle. I was not testing this during the peak times for that server but instead when server load was likely to be at it's lowest. Even in the morning (North America) it is quite clear that I was lagging and the controls were not as responsive as they should have been.
Climbing ladders was a practice of patience and spamming O to get the command to actually accept that I was at the ladder. There was a noticeable lag when driving an LAV and on several occasions the controls failed to respond in the same way they do when playing on the North American server. Cornering, acceleration, and decelleration are all affected.
The most notable effect that occurred was when another player would join the battle. Massive lag spike upon joining and then persistent Lag throughout the remainder of the match. Players in match were consistently 2 vs 1 or 1 vs 1 and a 1 vs 0. I would expect this kind of behavior from a match that has 16 vs 16, but not in such limited engagements.
Unfortunately I have no way to test an Oceana based connection to the North American server so will have to rely on you guys for testing. This is in no way an ah hah we found the problem post but indicates that there are noticable lag issues when connections are made to the Oceana server from North America. I still believe that this is a CREST based problem. The CREST server is, I believe, what routes the information for Logins and Battle states and has shown a measurable amount of lag when connecting to the TQ Cluster for CCPs own testing purposes. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
17
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Posted - 2013.06.17 12:43:00 -
[5] - Quote
Turning Push-To-Talk on seems to help reduce the lag but does not elliminate the effect. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
20
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Posted - 2013.06.19 00:17:00 -
[6] - Quote
A response from a DEV on this issue would be nice...FoxFour I know you're out there. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
20
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Posted - 2013.06.22 17:30:00 -
[7] - Quote
This is still an issue requiring attention from Devs. Please look into and fix this. |
DJINN Jecture
Purgatorium of the Damned League of Infamy
21
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Posted - 2013.06.24 17:57:00 -
[8] - Quote
I am sure someone on the dev team has seen this post, recently I have had fewer laggy games although corpmates have had lag that is almost crippling at times. Surely this is an issue that could be addressed before it causes more problems. |
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