UK servers are dying
#21
Posted May 12 2014 - 06:40 PM
something sweet, round, tender, firm. good calories, and healthy. very nutritious.
here's what we need. a campaign. as a new player, i imagine a 350 pound man trying to climb mount everest after spending years on the sofa.
create a campaign that revolves around the current maps, insert mechs, and flying monsters, objectives, and go through the entire 11 maps. and boss mechs. etc etc.
#23
#24
Posted May 12 2014 - 08:57 PM
#25
#27
Posted May 12 2014 - 10:46 PM
- I3D servers are mostly empty or absent and joining them fails (reported in the Announcements thread where the UK-EU server pool merge was announced)
- 20ms higher ping on UK servers
- TAW-EU servers also seeing about 20ms higher ping (80ms) than what I was getting on I3D prior to the pool merge
- More weapon misfires, which is the opposite of what I would expect given that weapon traces are being displayed optimistically since the April update (
[HWK]ZamboniChaos, on April 22 2014 - 04:54 PM, said:
)When firing your own trace weapons, the tracer FX will play instantly on clients instead of waiting to be triggered by server.
#28
Posted May 12 2014 - 11:12 PM
Quote
Quote
#29
Posted May 13 2014 - 12:51 AM
Deaod, on May 12 2014 - 11:12 PM, said:
Quote
Now please imagine the above in allcaps, bold, italics and maximum font size. Now imagine it in PN-223-red. Then you have my level of frustration that this got implemented. Alas, it's probably a political decision, not a technical one, but I digress...
Edited by ScottRidley, May 13 2014 - 12:54 AM.
#30
Posted May 13 2014 - 01:15 AM
You could have a very good ping to East coast evers in the US from west coast but the actuality is that you will get rubberbanding and damage arriving in bunches/clusters instead of trickling in how they normally would. I attribute this to packets arriving in odd order because of the distance traveled. Packet loss is a part of the internet and I have had internet gurus tell me that packet loss is supposed to happen to allow each end of the transfer to know what has happened. Seems stupid to me. In any case.. the greater the greater the physical distance the more issues you will have with packet informationloss and that has nothing to do with ping to server.
I honestly believe the heyday of the internet is over. It is controlled now. There will always be internet issues from this day forward. The following links are a small glimpse into the fuzzy bunny that is going on to make the internet worse. Fk Big Brother:
http://www.techdirt....-virginia.shtml
http://www.theguardi...routers-snowden
http://www.democrati...002&pid=2967516
SO if the internet sucks... it is because it is regulated and controlled now... ISP's aren't to blame. The governments are.
Edited by Goyo, May 13 2014 - 01:24 AM.
#31
Posted May 13 2014 - 01:30 AM
- joining a server is like a lottery, it mostly fail.
- after one round the server reboot
I mean, you pay for them and as they worked good before(30ms ping), now after the merge, they simply broken.
So whats going on _
Edited by palad1ne, May 13 2014 - 01:31 AM.
#32
Posted May 13 2014 - 01:42 AM
Deaod, on May 12 2014 - 11:12 PM, said:
Quote
#33
Posted May 13 2014 - 01:50 AM
BadCatWillum, on May 13 2014 - 01:42 AM, said:
#34
Posted May 13 2014 - 02:30 AM
If I have to readjust my aim almost every 5 seconds because the ping keeps changing, it doesn't exactly make for a fun gameplay experience.
Issues only started occuring after the latest patch, used to be not as bad as it is now.
#35
Posted May 13 2014 - 02:47 AM
Ehcin, on May 13 2014 - 02:30 AM, said:
If I have to readjust my aim almost every 5 seconds because the ping keeps changing, it doesn't exactly make for a fun gameplay experience.
^This. Almost every player can adjust his aim in order to compencate the latency, if this latency is stable. But with such lags it's just impossible.
Throw away Air Compressor! Be a man!.
#36
Posted May 13 2014 - 03:55 AM
Goyo, on May 13 2014 - 01:15 AM, said:
Goyo, on May 13 2014 - 01:15 AM, said:
As this relates to Hawken, the Unreal engine already has some compensation for this built in, but it appears to be pretty rudimentary. This paper however states that real-world packet loss should not have an impact on player performance.
There is another possible culprit though: virtualization. Amazon is running Xen as a virtualization platform, and while Xen has come a long way in the last years, it used to be notorious for all sorts of hiccups concerning realtime applications (like voice, or games), especially in high load scenarios. Since they probably also use software defined networking (is that also virtualized on Xen_ ), there are a lot of added layers of complexity that can lead to e.g. packets arriving out of order, or maybe server ticks being executed in bursts whenever the scheduler has time.
- TL;DR: fuzzy bunny AWS.
Goyo, on May 13 2014 - 01:15 AM, said:
- TL;DR: fuzzy bunny capitalism, fuzzy bunny governments, fuzzy bunny
EVERYONEEVERYTHING!
Edited by ScottRidley, May 13 2014 - 04:01 AM.
#37
Posted May 13 2014 - 07:16 AM
#38
Posted May 13 2014 - 08:33 AM
ScottRidley, on May 13 2014 - 03:55 AM, said:
- TL;DR: fuzzy bunny AWS.
- TL;DR: fuzzy bunny capitalism, fuzzy bunny governments, fuzzy bunny
EVERYONEEVERYTHING!
Players have reported AWS doing really stupid things with Verizon. Like routing packets from New York, to somewhere on the west coast, and then back to Virginia.
#39
Posted May 13 2014 - 10:29 AM
spo0n, on May 13 2014 - 08:33 AM, said:
ScottRidley, on May 13 2014 - 03:55 AM, said:
- TL;DR: fuzzy bunny AWS.
- TL;DR: fuzzy bunny capitalism, fuzzy bunny governments, fuzzy bunny
EVERYONEEVERYTHING!
Players have reported AWS doing really stupid things with Verizon. Like routing packets from New York, to somewhere on the west coast, and then back to Virginia.
And this is what I don't understand. Why rerouting game servers_ This is BS because they have no high data load like video services.
But at the end of the day. The trend is visible. Later we pay the provider to get the celebrity line to our precious game service. For those of you who are not willing to pay will the place as MMR feeder reserved.
Don't take me so serious .. Its my drink day xD
#40
Posted May 13 2014 - 10:37 AM
palad1ne, on May 13 2014 - 10:29 AM, said:
spo0n, on May 13 2014 - 08:33 AM, said:
And this is what I don't understand. Why rerouting game servers_ This is BS because they have no high data load like video services.
But at the end of the day. The trend is visible. Later we pay the provider to get the celebrity line to our precious game service. For those of you who are not willing to pay will the place as MMR feeder reserved.
*runs*
*hides*
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