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Out Of Sync...


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#141 LikeAKnife

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Posted 21 April 2013 - 12:08 AM

HOLY S- I finally had a match free from all this BS. Maybe it's finally fixed? or maybe i just got lucky!

#142 1BigFool

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Posted 21 April 2013 - 02:39 AM

Doesn't seem to matter what mech I pilot...rubberbanding on each one.

#143 Daisy Blossom

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Posted 21 April 2013 - 05:55 AM

Having the exact same issue as the OP. Very irritating as I just activated my premium time. I'm honestly this close to just saying "*** you PGI". Do they even test these patches internally?

#144 Tenzek

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Posted 21 April 2013 - 03:50 PM

This is happening to me, too. It's not constant, however.

I will get periods of time where shooting is pointless, and I can't even get a missile lock on something I see right in front of me.

This might happen 20 seconds at a time randomly. Some matches it happens a lot, and some not at all.

It's hard to tell it's happening unless you're in the thick of a fight or trying to change zoom levels.

#145 SoulSain

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Posted 21 April 2013 - 10:16 PM

This has been happening recently to me as well, completely out of nowhere (I was playing fine for a couple days after the last patch, I was even happy with the fact I could finally use ballistics with my high *** ping) and it is very unnerving to play right now, since the desync seems to happen at any moment during a match. Sometimes it even fixes itself if I survive or the match lasts long enough, leaving me very confused target in the middle of a firefight. The easiest tell that something is wrong is the time it takes to zoom/switch vision modes (which varies from 5~30 seconds), followed by constant rubberbanding.

#146 Neema Teymory

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Posted 22 April 2013 - 09:10 AM

Hey everyone,

We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.

The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.

For everyone experiencing this bug, hang in there, a fix is on the way.

#147 Tennex

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Posted 22 April 2013 - 10:10 AM

View PostNeema Teymory, on 22 April 2013 - 09:10 AM, said:

Hey everyone,

We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.

The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.

For everyone experiencing this bug, hang in there, a fix is on the way.


always happy to hear of a fix.

is this what is causing ballistic weapons to hit enemys and do absolutely nothin?

#148 Neema Teymory

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Posted 22 April 2013 - 10:21 AM

View PostTennex, on 22 April 2013 - 10:10 AM, said:


always happy to hear of a fix.

is this what is causing ballistic weapons to hit enemys and do absolutely nothin?


Yes, this would definitely be one of the observable side effects. In fact, it should not be specific to ballistics. If you start experiencing the bug to the extreme as some have described here, you should not be able to hit targets with any kind of weapon.

#149 DjKonline

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Posted 22 April 2013 - 10:48 AM

View PostNeema Teymory, on 22 April 2013 - 09:10 AM, said:


The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.

For everyone experiencing this bug, hang in there, a fix is on the way.


Thanks for the update, not that I haven't adjusted to the skipping, but is this something that will be snuck in on 4/23 or will we have to wait for the next full patch ( assuming now that you have located the issue it is a easy/priority fix )

#150 Neema Teymory

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Posted 22 April 2013 - 11:23 AM

View Postdjkonline, on 22 April 2013 - 10:48 AM, said:


Thanks for the update, not that I haven't adjusted to the skipping, but is this something that will be snuck in on 4/23 or will we have to wait for the next full patch ( assuming now that you have located the issue it is a easy/priority fix )


I can't say for sure when exactly the fix will be applied. It depends on a number of factors. All I can say is that we are trying to get it in as soon as possible :D

I will be sure to post to this thread if there are any updates

#151 Kin3ticX

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Posted 22 April 2013 - 01:18 PM

Thank you for the update.

Edited by Kin3ticX, 22 April 2013 - 01:18 PM.


#152 Karl Berg

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Posted 22 April 2013 - 01:38 PM

Hey everyone, I must apologize greatly for this. There has been a lot of work under the hood in preparation for 12v12. Part of those changes have been aggressive bandwidth optimizations so that users don't end up left out due to increased network load when 12v12 is turned on.

Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.

In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.

We'll update you all as soon as we have more info about QA testing and hot fix approval.

#153 Archtype

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Posted 22 April 2013 - 01:52 PM

I am in shock and awe, "real" feeling communication. Thanks!

#154 Eisenwald

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Posted 22 April 2013 - 02:54 PM

View PostKarl Berg, on 22 April 2013 - 01:38 PM, said:

Hey everyone, I must apologize greatly for this. There has been a lot of work under the hood in preparation for 12v12. Part of those changes have been aggressive bandwidth optimizations so that users don't end up left out due to increased network load when 12v12 is turned on.

Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.

In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.

We'll update you all as soon as we have more info about QA testing and hot fix approval.



This is not only good news, the communication is greatly appreciated.

Thank you :D

Edited by Eisenwald, 22 April 2013 - 02:54 PM.


#155 Rebas Kradd

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Posted 22 April 2013 - 03:28 PM

Thanks for the transparency, Karl. Much appreciated.

#156 Grrzoot

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Posted 22 April 2013 - 03:46 PM

Thanks Karl, we have had quite a few people, mostly in the southern us on verizon or other carries, having this issue, we have been trying to help but nothing has been able to help.

#157 MoonUnitBeta

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Posted 22 April 2013 - 04:34 PM

View PostKarl Berg, on 22 April 2013 - 01:38 PM, said:

Hey everyone, I must apologize greatly for this. There has been a lot of work under the hood in preparation for 12v12. Part of those changes have been aggressive bandwidth optimizations so that users don't end up left out due to increased network load when 12v12 is turned on.

Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.

In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.

We'll update you all as soon as we have more info about QA testing and hot fix approval.

This is awesome on so many levels. Thank you all for keeping in touch and updating us on the matter!!

#158 JorDash

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Posted 22 April 2013 - 06:12 PM

Thank you Karl and Neema for keeping us updated on this. It is greatly appreciated.

#159 p00k

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Posted 22 April 2013 - 06:16 PM

same problem described here. first drop of the night, and i'm doing my startup sequence while my team walks off towards the battle. can't zoom in, can't target mechs, i can see people moving around and shooting, and i can shoot at them but it never registers any damage.

View PostKarl Berg, on 22 April 2013 - 01:38 PM, said:

Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.

so what you're saying is, PGI broke something and don't know what they broke. i guess that's about par for the course

#160 Icepick

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Posted 22 April 2013 - 06:20 PM

Never have I had this before, and now 3 times in a row. Also got a "network error" logging in. My ping is usually 47, and during these games it is still in the 100 range, not too bad.

Started happening about 9:30 EDT, 3 different mechs. Sucks to bail on a match and leave the team hanging.

Edit: Oops, didnt see the other six freaking pages, glad to hear its being dealt with. Just odd it came out of nowhere for me.

Edited by Icepick, 22 April 2013 - 06:23 PM.






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