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Celebro wrote:Target Name: game-live.perpetuum-online.com
IP: 72.26.219.246
Date/Time: 02/02/2015 17:14:23 to 02/02/2015 17:16:38
Hop Sent Err PL% Min Max Avg Host Name / [IP]
11 10 0 0.0 50 52 50 adm-b2-link.telia.net [213.155.137.211 <-----/////
16 10 0 0.0 48 49 48 relay.perpetuum-online.com [72.26.219.246]
Chemist wrote: 10 102 ms 105 ms 105 ms adm-b2-link.telia.net [62.115.141.29] <-----/////
15 105 ms 100 ms 102 ms www.perpetuum-online.com [72.26.219.242]
DNS Fail ?
UPDATE: NO, Celebro is shooting to relay.perpetuum-online.com and Chemist to www.perpetuum-online.com
Yesterday, 3 disconnects, today 2, and the wrong message "You have logged in from another computer. That connection will now be aborted."
Looks like a Load Balancer problem.
-----
UPDATE: 3 Disconnects today.
Keep It Simple!, make Arkhe's like EVE Online shuttle's, can't fit nothing.
JetNexus wrote:Or it's because the server doesn't send the enviroment data fast enough.
The routes are the problem.
JetNexus wrote:... you shouldn't ever expect or wait for the service you using to became better than it's currently are. If they've failed you so badly this time then most likely it'll happen again in the near future ...
You are right!.
Is not a shark!, the problem are the Voxel/Telia/Cogent technicians, they can only configure the routers/switches, but really, they don't know how the protocols work.
(Any resemblance to Perpetuum Development/Rebalance reality is purely coincidental).
Cogent is very very worse than Voxel or Telia. Don't expect nothing good from these three sh¡t companys.
Sh¡t growing.
Target Name: relay.perpetuum-online.com
IP: 72.26.219.246
Date/Time: 12/01/2015 11:12:58 to 12/01/2015 11:17:27
Hop Sent Err PL% Min Max Avg Host Name / [IP]
...
8 107 0 0,0 62 118 75 xe-5-2-0.was12.ip4.tinet.net [213.200.84.121]
9 105 7 6,7 160 209 173 xe-1-2-4.ams12.ip4.gtt.net [89.149.180.141]
10 107 107 100,0 0 0 0 [-]
11 85 72 84,7 138 191 157 border1.tge8-1-bbnet2.ams004.pnap.net [95.172.78.66]
12 85 72 84,7 138 191 157 border1.tge8-1-bbnet2.ams004.pnap.net [95.172.78.66]
13 70 51 72,9 138 234 161 0.te3-1.tsr1.ams2.nl.voxel.net [173.231.161.117]
14 0 0 0,0 0 0 0 []
15 0 0 0,0 0 0 0 []
16 0 0 0,0 0 0 0 []
17 0 0 0,0 0 0 0 []
18 0 0 0,0 0 0 0 []
19 96 49 51,0 136 181 151 relay.perpetuum-online.com [72.26.219.246]
Jita wrote:What's annoying is we used to have fairly lag free 60 vs 60. Two years on you could do maybe 20 vs 20. Now it gets sticky in a 6 vs 6.
Agreed. The good old days.
Annihilator wrote:shows that YOU dont know how it works.
DEV Zoom has explained it clearly how it works. (you can dig it up yourself, takes only a few seconds if you know how the game works)
I have explained earlier and later why syndicate protection is a useless bandaid mechanic at all.
PLEASE EXPLAIN why when you log in Perp and undock from station have a diferent time when you undock again with the same char, the same robot, in the same island, in the same station.
What DEV Zoom said?, where is the link?, the players need to know this ganking bug or feature (related to the logoff trap).
Do you know that "syndicate protection" is a "feature" related to the game session changes?.
Do it DEV Zoom!, remove the "useless bandaid mechanic".
DarkTerror wrote:What's the problem ? Everyone knows how it works and the same rules apply to everyone.
No everyone know how things work, for sure NOT the DEV's, example:
When you undock from station you get two timers: protection and molecular inestability, when protection reach zero, 1/4 from the molecular inestability timer left, but, when you log in-game and you undock from station the first time, and the protection reach zero, 1/2 molecular inestability timer left.
Thinking beyond, perhaps similar problem with "divergent timers" (hi Titor) exist when jumping the gate the first time.
Jita wrote:The problem is the terrible patch not jump mechanics.
Agreed.
Race Drones wrote:Mechanic is NOT the problem, the last ""REBALANCE"" patch IS.
Phantomburn wrote:So the only way to take and clear out a hell camp is by getting more dudes in heavys and out blob them.
Specifically, Yellow Heavys with a lot of plates.
Like World of Warcraft flavour, but in perp (WoP).
Error wrote:- NSE blue napping 3/4 of playerbase
Wrong!, NSE are 3/4 of playerbase!.
Blocker wrote:...Why can't you jump back to beta if flagged ?...If you can jump flagged from beta to alpha, you should be able to jump flagged from alpha to beta.
Perp FATIGUE.
Kayin Prime wrote:... slow boat it to the teleport in your quad plate demob-immune heavy, jump through, and tank all damage until your flag's up. ...
Mechanic is NOT the problem, the last ""REBALANCE"" patch IS.
Chemist wrote:no pseudo-democracy!
http://z0r.de/1948
I think the problem is in the ISP from the Web Pages "Datacenter" where the Perpetuum server is.
Chemist wrote:Forum LAGS TOO! IT'S INTERNET!
I can see a routing loop (hop loop) in each IP:
95.172.88.206 on the lan from 95.172.78.66 border1.tg8-1-bbnet2.ams004.pnap.net
and
172.231.161.117 0.te3-1-tsr1.ams2.nl.voxel.net
Jita wrote:... Assaults were given more reactor so they fit medium guns but of course nobody did, they used it to improve survivability. Demob resistance was given and so people capitalise on that for demob immunity.
if the devs wanted medium gun assaults they could have given assaults a percentage reduction in medium weapon cpu and reactor. IMO they still would not be used.
Agreed.
DEV Zoom wrote:Jita: I only keep your post so I can reply.
Those saying "revert the patch" assume that everything was balanced before, but that's simply not true.
It won't happen so please don't derail the topic with it.
FOR SURE, the Rock-Paper-Scissors mechanics and the in-game variety use of items WAS MORE BALANCED than now.
Field Experimentation are the Keywords.
Jita wrote:I know your saying that we shouldn't say revert the patch but that's where all the problems came from. We could spend the time explaining the couple of dozen issues that this generated but it would be missing the point. The fundamentals of the patch were adding demob resistance bonus' that cause issues, reducing the effectiveness of racial bonus' which caused problems etc
Agreed.
DEV Zoom wrote:..., in other games they would be kicked ...
In other/s games!, in this game, players kicked themselves.
Jita wrote:DEV Zoom wrote:Nooodlzs wrote:Well when you bring a patch out that leaves only 3 or 4 viable bots with no counters and the rest sub par.
That's also a problem when players say things like that, because I know that you're exaggerating. When the feedback is mostly about panicking and thinking in black or white, we can't do much about it. (See also "xy is useless now", my favorite feedback.)
There is honestly no reason to use any assault other than arbalast mk2. Its speed, inability to be demobbed and dps make it far superior.
Light ewar are fairly unchanged but now that the arbalast is so fast and undemobable they are very very vulnerable.
Mechs the tyranoss is useless and the artemis / kain are fairly equally good.
Heavies the gropho is useless and the mesmer2 / seth 2 are good for different situations.
Ewar mechs suffer the same problem as light ewar - they can be demobbed and are no faster than mechs and the arbalast and so they are very vulnerable. This makes them situationally ok for the bigger battles but when you can engage and disengage at will with anything below a mech they become underpowered.
Really the only three worthwhile combat bots in today's PvP environment are the arbalast mk2, the kain mk2 and the artemis mk2. Everything else can be engaged and disengaged at will.
Heavies have their place - you can get a mk2 mesmer up to mk2 mech speeds - but are all flawed and really are better at brawling.
Agreed.
EVE introduced bombers not decloak each other, worst, any ship cloaked can't decloak another cloaked ship, but, is not his fail, the problem is isboxer.
All is about ignorance of how things work and the High DPS bomber's fleet.
Lamer's never understood the choice was made because "one man bomber's fleet".
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