Re: The network issues thread (client lag and disconnects)

I can play for 10-15 minutes before my fps drops to 1-2 fps.  It's awful.  I emailed my pinplotter relults from this morning.  During my playtime, I was able to have a 150-200 ping, but noticed a 100% packet loss and a few small spikes; however, usually I notice a ping spike of 700-1100 during my evening play.  After the spikes, my game goes to the 1-2 fps and rubber banding occurs after.  I have been having this problem since I installed the game last week.  I play with all setting on their lowest, and without additional icons and without any other progam running.

My Asus gaming laptop runs Crysis at high detail without any problems, but I notice that when Perpetuum is lagging, the rest of my system starts to lag too.  My browser runs slower, applications load and are sluggish. 






USA/Chicago, Illinois/AT&T DSL Connection

Ping:25ms    Upload: .43 mg/ps   Download: 2.58 mg/s
http://www.speedtest.net/result/1371989220.png

I emailed the pingplotter relults.

Re: The network issues thread (client lag and disconnects)

Client crashes every couple of zones, same happens for my brother on different pc different internet. Client appears as though it can't reach the server but only tries for less than a secon and it works fine for several zone changes inbetween. Pretty debilitating - not sure people will want to stick with the game if this is not fixed.

28 (edited by Imperitor 2011-07-08 08:41:24)

Re: The network issues thread (client lag and disconnects)

I Connect off a 3G connection, Ping (when everything is working right) hovers around 300MS (in game reading....out of game readings show its lower).
however lately (past couple of days) i get MASSIVE spikes, and it will go to NA for up to 5 seconds at a time. cant tell you how many bots i've lost due to this.
For awhile it was like this just around the main alpha terminals, and given that i usually roam, it didnt bother me too badly. Now i get this EVERYWHERE.
I can play any other MMO i normally play just fine (EVE, and a player run UO server) but when it comes to perpetuum im stuck.



Edit: I'm living on the east coast (usa)

29 (edited by Jack Jombardo 2011-07-08 14:05:54)

Re: The network issues thread (client lag and disconnects)

test2 == bad sad

Target Name: test2.perpetuum-online.com
         IP: 194.149.10.28
  Date/Time: 08.07.2011 14:44:40

8   26 ms   26 ms   28 ms   26 ms   27 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   26 ms   27 ms   26 ms   26 ms   26 ms  121 ms  140 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   26 ms   27 ms   27 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   29 ms   26 ms   26 ms  184 ms  200 ms   26 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   26 ms   27 ms  227 ms   44 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   27 ms   26 ms   26 ms   26 ms   26 ms   26 ms  [194.149.20.9]

It's the last hop before www.nexus.hu (194.149.10.28) and has frequant hickups hmm.



PS: I have the same problem of the poster above.
Normaly it starts after 12 to 20 hours after server reboot.
I do NOT get high letancy from the route!
It's more like the server has absolut no funktion for several seconds (is blocked by some hugh stuff with 200% server load). This result in no ping from server BUT it is no "lag" ... serverlaod is just to high to respond ping requests.

Overall it feals more like a memory leek at your server (not client!!) or some sort of "server get confused".

In addition there seams to be a nother memory leek but client side when you run Perpetuum for 5+ hours non stop with many market/map activitys.

PPS: the client problem can be reproduced by open/close map "M" and market ~100+ times. It first start to become slow and after some time you will crash as soon as you try to undock or teleport.

30 (edited by ladyoffire 2011-07-11 11:01:07)

Re: The network issues thread (client lag and disconnects)

this was useing my 3g data card

Target Name: gameserverb.perpetuum-online.com
         IP: 195.228.152.152
  Date/Time: 7/11/2011 3:56:55 AM

1   56 ms  64.sub-66-174-161.myvzw.com [66.174.161.64]
2   83 ms  107.sub-66-174-162.myvzw.com [66.174.162.107]
3   68 ms  201.sub-69-83-73.myvzw.com [69.83.73.201]
4   67 ms  18.sub-69-83-72.myvzw.com [69.83.72.18]
5   63 ms  20.sub-69-83-66.myvzw.com [69.83.66.20]
6   66 ms  19.sub-69-83-66.myvzw.com [69.83.66.19]
7   68 ms  245.sub-69-83-64.myvzw.com [69.83.64.245]
8   71 ms  GigabitEthernet0-0-0.GW1.CLE3.ALTER.NET [63.84.96.61]
9   74 ms  0.xe-3-1-0.XL1.CLE3.ALTER.NET [152.63.2.38]
10   89 ms  0.xe-4-0-3.XL3.CHI13.ALTER.NET [152.63.64.118]
11   80 ms  0.ae3.BR3.CHI13.ALTER.NET [152.63.66.74]
12  105 ms  ae6.edge4.chicago3.level3.net [4.68.110.185]
13   91 ms  vlan52.ebr2.Chicago2.Level3.net [4.69.138.190]
14   94 ms  ae-6-6.ebr2.Washington12.Level3.net [4.69.148.145]
15  100 ms  ae-5-5.ebr2.Washington1.Level3.net [4.69.143.221]
16  175 ms  ae-43-43.ebr2.Paris1.Level3.net [4.69.137.57]
17  171 ms  ae-46-46.ebr1.Frankfurt1.Level3.net [4.69.143.137]
18  192 ms  ae-1-12.bar1.Budapest1.Level3.net [4.69.141.249]
19  184 ms  ae-0-11.bar2.Budapest1.Level3.net [4.69.141.242]
20  188 ms  dialup-212.162.26.134.frankfurt1.mik.net [212.162.26.134]
21  214 ms  [81.183.0.98]
22  213 ms  [81.183.0.43]
23  191 ms  [81.183.2.225]
24  201 ms  [84.2.225.113]
25  218 ms  gameserverb.perpetuum-online.com [195.228.152.152]

Ping statistics for gameserverb.perpetuum-online.com
Packets: Sent = 1, Received = 1, Lost = 0 (0.0%)
Round Trip Times: Minimum = 218ms, Maximum = 218ms, Average = 218ms

31 (edited by Malpherius 2011-07-11 12:54:40)

Re: The network issues thread (client lag and disconnects)

I personally have been able to play Perpetuum again since around the big relay server lag patch, although I suffer some minor lag here and there.

Segreto wrote:

My Asus gaming laptop runs Crysis at high detail without any problems, but I notice that when Perpetuum is lagging, the rest of my system starts to lag too.  My browser runs slower, applications load and are sluggish.

Whats interesting is that you state your system lags when PO does, I see that too. Its really annoying when my gaming rig can barely open a browser at the same time as PO suffering lag, its like its hogging all the system resources. You can see this effect when you close PO, if you try to load something your system will just hang until PO finishes closing and wham, system performance is right back up.

PO needs some optimizing love! hmm

32 (edited by Draul Caldera 2011-07-12 20:32:45)

Re: The network issues thread (client lag and disconnects)

Evening all,

Lag spiking over 2000ms earlier tonight, game dropped, been checking log in screen and after 15 mins (went for coffee) still on half way on my return.

Great game, terrible lag both in game and during log in, not sure if I will resub because as cute as they are, I'm not planning on paying to watch 2 'bots sway around on the loading screen:P

Regards,

Draul

Re: The network issues thread (client lag and disconnects)

I haven't been able to connect to log in for the last 1/2 hour, and it seems like the forums are slow to load too.  Hopefully my bot didn't die to rats  :V

Re: The network issues thread (client lag and disconnects)

Ok posting again in here as requested..

Since the last patch i have been getting extreme lag on exiting station as well as whilst traveling on the highways on Shinj, i don't receive such a large amount of lag and rubber-banding on TM.

No as i can't see the lag meter in station I'm not sure if I'm receiving lag in station or if its graphic issue but removing modules, opening up market and changing bots all take 30 sec or more (only since last patch)and as stated above when i undock from station (which takes a long time) i receive a massive lag spike that eventually stops and goes back to my normal 350ms area.

Re: The network issues thread (client lag and disconnects)

Going on 1 month now of disconnecting every 10 - 15 minutes across all accounts. Followed the instructions here and sent data via e-mail. Anxiously awaiting some kind of response with information on the status of a fix for these issues. In this current state the game is quite unplayable for me.

Re: The network issues thread (client lag and disconnects)

Thanks everyone who contributed to this thread so far. Even if we don't answer every post or email, rest assured we take these problems very seriously and currently working on a solution to improve network service for everyone.

While we appreciate any input, it's very important that when you post here or mail to the netsupport address, always include the following data:

- your username
- your current IP address (use whatismyip.com)
- name of ISP and country
- the bandwidth (e.g. 15 Mbit down / 1 Mbit up) and
- the kind of service you are using (e.g. DSL, Cable, Optical or 3G Mobile)
- the results of a recent speedtest.net run
- your pingplotter files

37 (edited by TRANTOR 2011-08-01 18:58:03)

Re: The network issues thread (client lag and disconnects)

Something wrong with connection today:



Tracing route to gameserverb.perpetuum-online.com [195.228.152.152]
over a maximum of 30 hops:

  1     1 ms    <1 ms    <1 ms  esr-pre3-po1-2gb.kvidex.net [192.168.255.202]
  2     1 ms     1 ms     1 ms  cat-6509-sup32-vl50-po3.kvidex.net [192.168.96.1]
  3     1 ms     1 ms     1 ms  cat-6506-border-vl323-te1-1.kvidex.net [93.182.32.21]
  4     1 ms     1 ms     1 ms  ae8-253.RT.MR.MSK.RU.retn.net [87.245.254.9]
  5    52 ms    56 ms    52 ms  ae4-5.RT.ACT.FKT.DE.retn.net [87.245.233.77]
  6   183 ms   182 ms   183 ms  decix.net.telekom.hu [80.81.194.86]
  7   182 ms   182 ms   181 ms  81.183.0.78
  8   182 ms   182 ms   182 ms  81.183.0.37
  9   182 ms   182 ms   182 ms  81.183.2.225
10   183 ms   183 ms   182 ms  84.2.225.113
11   182 ms   183 ms   182 ms  gameserverb.perpetuum-online.com [195.228.152.152]

Trace complete.

big_smile big_smile big_smile

Re: The network issues thread (client lag and disconnects)

Since last weekend I started having constant disconnections from the server, and problem isn't seems gone (already lost a bot cause of it).

i hope these informations can help:
- your username > Futuro
- your current IP address (use whatismyip.com) > 84.223.148.210
- name of ISP and country > Tiscali, Italy
- the bandwidth (e.g. 15 Mbit down / 1 Mbit up) and > 8 Mbit down / 512 Kb up
- the kind of service you are using (e.g. DSL, Cable, Optical or 3G Mobile) > ADSL
- the results of a recent speedtest.net run > http://www.speedtest.net/result/1450333437.png

About pingplotter test
test 1 http://www.mediafire.com/?6v7i531vj2buiv9
test 2 http://www.mediafire.com/?6hr61rsamc3ncfj

22:39 start test
22:57 connection lost

Re: The network issues thread (client lag and disconnects)

I have been getting ping spikes well over 4k, an average ping of around 350-400ms, and constant disconnections during combat.

your username: Mephiston
your current IP address: 60.240.162.42
name of ISP and country: TPG Internet, Australia
the bandwidth (e.g. 15 Mbit down / 1 Mbit up): Advertised maximum: 8000kbit down / 384kbit up, Actual (see speedtest results)
the kind of service you are using: ADSL1
- the results of a recent speedtest.net run: http://www.speedtest.net/result/1492020044.png


Instead of pingplotter results, I offer a somewhat tested theory:  (SUMMARY AT THE BOTTOM)

My main issue is the constant disconnects during combat. I know that my ping is rather high, and i'm used to this, but having my bot nearly blow up a few times due to the reason i suspect is somewhat frustrating.

I began noticing a common occurrence every time i disconnected; the fact that it happend right after i hit an alpha strike (pressed spacebar) to launch all my weapons.

Now, without knowing or seeing the game code for myself, i am unable to back this up, but maybe the devs can use this information to their advantage. What i suspect, is that Alpha strike was added in to accommodate people not having to press the chassis slot buttons one at a time. For those that dont understand what im on about, each weapon slot can be fired individually (i'm sure you've all utilised it a few times, when a weapon was reloading and you needed to fire another one), and alpha strike was added in so that all available weapons can be fired at once.

How i suspect the game does this, is that it essentially presses every weapon/chassis slot button at the same time. This is opposed to the game engine being told to fire all weapon slots at once (thus avoiding the "spamming" of commands at the same time). 

I would also assume that the game has some kind of command flood prevention measures to stop people spamming or macroing high volumes of commands all at once, thus why i believe this is triggering properly, although it could also be due to the commands having a disparity between being sent from the client and being received by the server (which may be lag related)

The reason i suspect this is seemingly confirmed when i take a look at my perpetuum.log file, when i notice the following codes ALMOST IDENTIALLY surrounding a disconnection:

[11:43:05] [fastqueue] <1AD7A1E0> Parse error (command: 32)
[11:43:05] Disconnecting (reconnect: true)...
[11:43:36] Connecting...
[11:43:36] Connection successful...

and here again much later / on another day:

[14:44:36] [fastqueue] <4F1585E8> Parse error (command: 32)
[14:44:37] Disconnecting (reconnect: true)...
[14:44:43] Connecting...

And an example of everybody's favourite, the double disconnect (which was actually a triple by the looks of it):

[11:29:28] [fastqueue] <39ED29A8> Parse error (command: 32)
[11:29:30] Disconnecting (reconnect: true)...
[11:29:34] Connecting...
[11:29:34] Connection successful...
[11:29:39] Update successful...
[11:29:39] Loading layouts...
[11:29:40] Initializing sound engine...
[11:29:40] Loading dictionary...
[11:29:40] Init done...
[11:29:40] Init successful...
[11:29:40] Connection valid...
[11:30:17] [fastqueue] <27820560> Parse error (command: 32)
[11:30:17] [weather] Setting weather type 0 set to: curr: 0.687160 next: 0.745098 delay: 309847
[11:30:17] [weather] Weather variable new, adding
[11:30:17] [weather] new values: 0.687160 (0.687160) 0.745098 5080235 5390082
[11:30:19] Disconnecting (reconnect: true)...
[11:30:42] Connecting...
[11:30:42] Connection successful...
[11:30:47] Update successful...
[11:30:47] Loading layouts...
[11:30:47] Initializing sound engine...
[11:30:47] Loading dictionary...
[11:30:47] Init done...
[11:30:47] Init successful...
[11:30:47] Connection valid...
[11:31:22] [weather] Setting weather type 0 set to: curr: 0.699359 next: 0.745098 delay: 244609
[11:31:22] [weather] Weather variable new, adding
[11:31:22] [weather] new values: 0.699359 (0.699359) 0.745098 5145225 5389834
[11:31:55] [fastqueue] <27820870> Parse error (command: 32)
[11:31:56] Disconnecting (reconnect: true)...
[11:32:26] Connecting...
[11:32:27] Connection successful...

Now, regarding that last part. I'm not entirely sure why, if i am correct at all, would it continue to issue alpha strikes while it is offline. I can only surmise that it is because it has not 1) finished attacking the target, 2) has not received any further input or contact from the player and 3) the player has not timed out yet (which is the reason why we currently get the double disconnects.. the player's 'avatar' has not unloaded/pinged out from the world yet).

I noticed, however, that the bot affected does indeed continue to keep proceeding through whichever commands it was last issued earlier when i was emptying a loot can with my sequer which was parked right next to my combat robot. My combat robot then proceeded to disconnect after i had hit alpha strike, but my sequer remained connected to the game server, and i watched my bot continue to pump volley after volley of shots into the same bot, then stand around for a while while it timed out (and while i tried to reconnect), after it had destroyed its target.




For those of you who do not wish to comb through this entire post i offer you a TL;DR summary of my theory:

Lag(possibly) + Alpha Strike + the way in which the server code is written(also possibly, impossible for me to verify without looking at the game code somehow) = Game client disconnecting due to unforseen command errors, which in turn = Account taking a while to ping out, due to not being disconnected properly (which leads to the whole double / triple disconnect issue, where the game kicks you out if you try to log back in immediately).

Phew.. that was a long post. Hopefully this helps shed some light on the situation.

Re: The network issues thread (client lag and disconnects)

that robots continue cycling their modules is intentional - imagine you lose your robot because your repair module stops when you disconnect. they will stop when you log back in and get syndicate protection (i hate this btw)

Alpha strike will trigger up to 6 chance2hit calculations, and then for the succesfull ones each a seperate LoS caclulation + Damage dealt. The client needs to know about each of those steps immediately...

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: The network issues thread (client lag and disconnects)

Annihilator wrote:

that robots continue cycling their modules is intentional - imagine you lose your robot because your repair module stops when you disconnect. they will stop when you log back in and get syndicate protection (i hate this btw)

Alpha strike will trigger up to 6 chance2hit calculations, and then for the succesfull ones each a seperate LoS caclulation + Damage dealt. The client needs to know about each of those steps immediately...

Nice, i thought something similar might have been the case. Glad to know i'm not totally mad and dreaming things up, and its nice to see there is an actual explanation as to what i witnessed.

As for the second part that could serve to reinforce my theory that it is simply spamming the client with instructions (los calculation, reload status, cooldowns, etc) and causing a disconnection when there is a parity error between the client and what the server expects from the client. I figure it would make sense if its effectively hitting the chassis slot all at once, rather than one command to set them all off, on top of the aforementioned calculations.

Like i said before, i'm just guessing on the possible cause, since i'm not really aware how everything works, but it seems to make sense.

42 (edited by Wraithbane 2011-09-20 17:37:02)

Re: The network issues thread (client lag and disconnects)

Well, after the recent increase in disconnections I've started doing some research on this. I have two connections. One is a 22/4meg from Comcast cable, and the other a 1.5/800k DSL from Qwest.  I'm in the western US, so my DSL tracert shows that I'm 25 hops away from the server.   The main source of the packet loss on the most recent TR was 149.6.182.42. PL was around 40-50%.  This was hop 20 (of 25).  Whois claims its in Washington DC, and belongs to PSInet.

Why no tracert for my Comcast cable connection?  Because Comcast in its infinite "wisdom" is blocking ICMP. No doubt its a matter of "Network Security"...Or some such BS. ^^ If there was any other option for broadband out here, believe me, I'd have taken it years back. Unfortunately Comcast has pretty much a monopoly on that in this part of the country. 

Any way, these disconnections are getting out of hand. Not to mention, its VERY annoying to get auto disconnected, when one is trying to come back in fast, in order to save ones bot. Something really needs to be done about that.

If you can't kill it, don't make it mad.

Re: The network issues thread (client lag and disconnects)

NPC shooting disconnects look like a game bug, not a connectivity issue.
(Props to Mephiston for highlighting those "fastqueue parse errors", I never noticed them before).

Re: The network issues thread (client lag and disconnects)

Mark Zima wrote:

NPC shooting disconnects look like a game bug, not a connectivity issue.
(Props to Mephiston for highlighting those "fastqueue parse errors", I never noticed them before).


should i make a seperate thread? i only put them in here because they seemed to possibly coincide with lag (because my connection is shocking), which is a connection issue

Re: The network issues thread (client lag and disconnects)

There will be a possible fix for the npc disconnect bug tomorrow. We're not 100% sure we have found the exact issue, but it's worth a shot.

Re: The network issues thread (client lag and disconnects)

DEV Zoom wrote:

There will be a possible fix for the npc disconnect bug tomorrow. We're not 100% sure we have found the exact issue, but it's worth a shot.

Any bug found and fixed it another one that you know how to solve if it comes back.
If it opens a can of worms it's better to keep fixing and rewriting better code than to base something on unstable grounds.

Re: The network issues thread (client lag and disconnects)

DEV Zoom wrote:

There will be a possible fix for the npc disconnect bug tomorrow. We're not 100% sure we have found the exact issue, but it's worth a shot.

trying something is much better to trying nothing! thanks for looking it up and trying to fix it big_smile

Re: The network issues thread (client lag and disconnects)

Been having massive problems getting the game to do anything since the patch. I has taken me 3 hours to log in and now that im in I have undocked and nothing is loading (The bot in on the ground, but none of the landmarks have populated).

Currently have no other net issues (TS is working, web browsing is fine).

mtr to test1.perpetuum.com is as follows:

 Host                                                 Loss%   Snt   Last   Avg  Best  Wrst StDev
 1. nexthop.wa.iinet.net.au                            0.6%   359   15.7  15.7  15.0  21.0   0.5
 2. te7-1.per-qv1-bdr2.iinet.net.au                    0.0%   359   15.8  16.8  15.1 142.5   7.4
 3. po1-100.per-qv1-bdr1.iinet.net.au                  0.0%   359   67.9  71.3  67.4 272.7  20.9
 4. te4-4.ade-pipe-bdr2.iinet.net.au                   0.3%   359   64.2  65.1  63.4 207.5   9.8
 5. po4-100.ade-pipe-bdr1.iinet.net.au                 0.0%   359   63.9  64.7  63.2 160.3   7.5
 6. te6-4.mel-pipe-bdr1.iinet.net.au                   0.3%   359   64.0  64.6  63.3 137.7   5.2
 7. te6-1-100.mel-pipe-bdr2.iinet.net.au               0.0%   359   64.0  65.2  63.2 259.6  11.7
 8. xe-0-1-0-0.syd-mas-core1.iinet.net.au              0.3%   359   64.2  70.3  63.1 138.8   8.6
 9. 34023.sydp06.cu.reach.com                          0.0%   359   64.6  76.2  63.2 260.1  40.6
10. i-0-0-2-0.paix-core01.bx.reach.com                 0.0%   359  203.4 203.6 202.4 241.3   3.1
11. i-2-1.paix01.bi.reach.com                          0.0%   359  207.1 236.9 206.3 720.6  76.2
12. te4-5.mpd01.sjc04.atlas.cogentco.com               0.3%   359  210.6 214.4 209.1 406.9  22.4
13. te0-0-0-6.mpd22.sfo01.atlas.cogentco.com           0.0%   359  210.7 210.7 210.0 214.9   0.5
14. te0-4-0-6.mpd22.mci01.atlas.cogentco.com           0.0%   358  243.4 243.0 242.2 263.3   1.2
15. te0-3-0-2.mpd22.ord01.atlas.cogentco.com           0.0%   358  257.7 257.8 256.9 290.8   1.8
16. te0-0-0-2.ccr21.bos01.atlas.cogentco.com           0.3%   358  351.1 351.3 350.6 381.9   1.8
17. te0-4-0-1.ccr21.lpl01.atlas.cogentco.com           0.6%   358  348.3 348.3 347.7 354.4   0.5
18. te0-1-0-4.ccr21.ams03.atlas.cogentco.com           0.0%   358  353.4 353.3 352.4 358.6   0.5
19. te0-3-0-3.ccr21.fra03.atlas.cogentco.com           0.3%   358  367.6 367.5 366.7 375.6   0.7
20. te0-2-0-4.ccr21.muc01.atlas.cogentco.com           0.0%   358  386.7 387.2 386.5 398.9   0.8
21. te0-2-0-5.ccr21.bts01.atlas.cogentco.com           0.3%   358  383.8 384.1 383.0 421.0   2.5
22. te2-1.ccr01.bud01.atlas.cogentco.com               0.0%   358  395.1 382.8 379.6 578.7  15.9
23. te1-2.ccr01.bud03.atlas.cogentco.com               0.0%   358  381.5 385.5 381.2 580.6  20.6
24. 149.6.182.42                                      24.6%   358  414.4 414.8 413.3 458.5   3.7
25. 81.183.0.98                                        3.6%   358  416.7 417.9 415.7 454.5   5.5
26. 81.183.0.43                                        0.0%   358  412.3 412.4 411.1 433.0   2.5
27. 81.183.2.225                                       3.6%   358  414.6 414.6 413.8 416.4   0.5
28. 84.2.225.113                                       4.5%   358  418.0 417.7 416.6 429.3   1.0
29. perpetuum-online.com                               0.3%   358  415.0 415.0 414.1 445.2   1.7

(400-450ms ping for me is normal and works fine)

mtr to test2 is as follows

 Host                                                  Loss%   Snt   Last   Avg  Best  Wrst StDev
 1. nexthop.wa.iinet.net.au                             0.0%   346   15.3  15.8  15.2  31.1   0.9
 2. te7-1.per-qv1-bdr2.iinet.net.au                     0.0%   346   15.8  17.9  15.3 164.7  13.8
 3. po1-100.per-qv1-bdr1.iinet.net.au                   0.0%   346   68.1  72.2  67.6 221.0  16.6
 4. te4-4.ade-pipe-bdr2.iinet.net.au                    0.0%   346   64.0  64.3  63.2 118.8   3.5
 5. po4-100.ade-pipe-bdr1.iinet.net.au                  0.0%   346   63.8  64.3  63.2 141.9   4.5
 6. te6-4.mel-pipe-bdr1.iinet.net.au                    0.0%   346   63.8  64.4  63.2 154.2   5.3
 7. te6-1-100.mel-pipe-bdr2.iinet.net.au                0.0%   346   63.9  64.8  63.4 153.4   6.9
 8. xe-0-1-0-0.syd-mas-core1.iinet.net.au               0.0%   346   70.9  69.3  63.1 114.6   8.3
 9. 34023.sydp06.cu.reach.com                           0.0%   345   64.1  76.0  63.2 261.1  37.7
10. i-0-5-0-0.tlot-core01.bx.reach.com                  0.3%   345  216.7 217.2 215.6 257.2   4.7
11. i-4-1.eqla01.bi.reach.com                           0.0%   345  218.5 222.4 218.1 380.2  19.0
12. gblx-peer.eqla01.pr.reach.com                       0.0%   345  250.1 262.6 248.5 477.4  37.7
13. GTS-DATANET-TELECOM-LTD.TenGigabitEthernet2-2.ar2.  0.6%   345  397.1 400.2 396.5 470.5  10.9
14. ???
15. 194.149.20.173                                      0.0%   345  410.6 418.5 409.3 607.3  31.7
16. 194.149.20.9                                        0.0%   345  415.6 423.6 414.8 606.8  31.7
17. www.nexus.hu                                        0.0%   345  413.2 413.4 412.0 419.0   0.9

Re: The network issues thread (client lag and disconnects)

Just wondering, what is the game server address ? did it change ?
I had ingame lag (N/A) and while waiting i did multiple times ping & tracert on test1 test2 gameservera gameserverb, and had 60ms everywhere, but game still lagged till disconnect.

D: How come you don't roll on Saturday, Walter?
W: Saturday, Donny, is Shabbos, the Jewish day of rest. That means that I don't work, I don't drive a car, I don't f***ing ride in a car, I don't handle money, I don't turn on the oven, and I sure as sh*t DON'T F***ING ROLL !!
D: Sheesh.
W: Shomer shabbos! ... Shomer f***ing shabbos!

Re: The network issues thread (client lag and disconnects)

Dunno if i should post here, sorry if i am wrong

I'm not 100% sure but i'm starting to think huge lag spike problem should not be that huge.

Were playing with my both accounts, sharing same connection and same computer, one had huge lag (around 60000ms~) while the other one were working correctly.

The lagged one (N/A) were still working on other account screen, i mean movements were noticeable and instant, so that mean the server was still receiving packets of movements from him.

So why ping get stuck on N/A for 60sec ? (after a while you rolling back to previous position and move fast back to your lastest position, a *** lag jump)

Can it be some sort of client problem ? when having some packet loss the client have some trouble handling it and it take some random time to resolve the mess ?
Or server don't send back packets of your action anymore for a while.

When i had some other lag spike i did tracert/ping on gameserverf (the one i was on), no problem noticed.

So it is really strange to have one account working while other one lagging without connection problem noticed from pinging/tracing server.

It just look like when you have instable connection for a second, it make some kind of error and turn in huge lag who can last for 30 to 120sec, which make game experience miserable.

D: How come you don't roll on Saturday, Walter?
W: Saturday, Donny, is Shabbos, the Jewish day of rest. That means that I don't work, I don't drive a car, I don't f***ing ride in a car, I don't handle money, I don't turn on the oven, and I sure as sh*t DON'T F***ING ROLL !!
D: Sheesh.
W: Shomer shabbos! ... Shomer f***ing shabbos!