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Posted: Sun Oct 24, 2010 3:49 pm
by MrChaos
Thanks for checking things out.

I can confirm the issue started around the release of R5 and the update rate on the server was not changed in anyway when the complaints started coming in droves. After repeated, exhaustive, and routine checks of the machine, connections, and ISP there was exactly zilch that anyone could find (a number of people had a whirl on all sides fwiw) including THE top technical guy at the ISP. I can also confirm that Brood was quite vocal in his displeasure when I had the misfortune to provide a server too.

This may be a contributor but it isn't root imho. Im not sure what it is exactly (obviously) but there seems to be a body of circumstancial evidence it is in fact related to R5. I understand that it seems like a case of finger pointing to those doing the coding, this is not the case. I'm simply giving you the best information that I have to date and trying to stimualte interest in an issue that will not go away.

Congratulations on not having the issue Fuzz. You are in the minority Im afraid. It is a real, persistent, and game ending experience for me now.

Maybe it is frustration but it actually seems to have gotten worse for me recently which makes me sad.

It's not lag in the traditional senseRaum rather it's more of a stutter almost. SHips pop around the sector, they come and go in F3 being eyed and uneyed in a random fashion, AND when you get within engagement range they do the Onion dance... lag but not lag if you follow.

I think Im hitting my saturation point for the gameplay, and the technical issues, and I fear this is the common reason many just leave now. You can't fix the gameplay per say but you can give a real try at fixing the issue. JBansk approach seems like a good first attempt and thanks again

MrChaos

Posted: Sun Oct 24, 2010 4:20 pm
by Adept
Seems that upping the update frequency fixed the issue PKK. Thanks :thumbsup:

Posted: Sun Oct 24, 2010 10:22 pm
by MrChaos
Adept wrote:QUOTE (Adept @ Oct 24 2010, 10:20 AM) Seems that upping the update frequency fixed the issue PKK. Thanks :thumbsup:
nope didnt fix but thanks anyway Let's give it a few more tries it could be related to my connection now.

Paitently Yours
MrChaos

Posted: Mon Oct 25, 2010 2:42 pm
by jbansk
MrChaos wrote:QUOTE (MrChaos @ Oct 24 2010, 11:49 AM) It's not lag in the traditional senseRaum rather it's more of a stutter almost.
I think this video shows a great example. It's damn near unplayable. Couple that with a controller input problem and you can imagine what I'm experiencing.

Posted: Tue Oct 26, 2010 1:54 am
by TurkeyXIII
jbansk wrote:QUOTE (jbansk @ Oct 26 2010, 01:42 AM) I think this video shows a great example.
What's the problem there? It looks pretty smooth to me.

Posted: Tue Oct 26, 2010 8:42 am
by HSharp
Stop Motion looks smooth to you, laggy Australian bastard!

Posted: Tue Oct 26, 2010 2:41 pm
by Dorjan
I also couldn't see what was wrong in that video... So I guess this is why americans fail with 200 ping!

Posted: Tue Oct 26, 2010 3:39 pm
by Icky
Drink less, eurotrash - your vision will get steady eventually.

Posted: Tue Oct 26, 2010 4:02 pm
by SaiSoma
jbansk wrote:QUOTE (jbansk @ Oct 25 2010, 09:42 AM) I think this video shows a great example.
This is actually much better than what I have been getting the past several months and I'm sitting on a big fat 20M pipe at work with a <100ms ping to nearly everywhere (including GPZ usually).

Posted: Tue Oct 26, 2010 5:17 pm
by Adept
jbansk wrote:QUOTE (jbansk @ Oct 25 2010, 05:42 PM) I think this video shows a great example. It's damn near unplayable. Couple that with a controller input problem and you can imagine what I'm experiencing.
You call that lag you voob? :huh:

Secondly, what the hell are you doing with the wrong TF scout model? If you can't hit because you're using the wrong scout model, don't come crying about ping.