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Super Massive Desync Going On Right Now


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#41 Ted The Prussian Striker

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Posted 11 August 2014 - 05:16 AM

View PostOriginalTibs, on 11 August 2014 - 05:02 AM, said:

The problem may not be under PGI's control. They may be unable to say anything due to restrictions imposed by investigation or potential litigation if they are seeking or have identified whoever may be executing (for example) a limited DOS campaign hoping for a payoff.


Unlikely. A sane network setup would have the routing tables adjusted on-demand. I.e. only clients which are actually scheduled to some game server can send messages to that game server. In such a case, a distributed attack simply would not work (as scheduling to the game servers is done by PGI). A non-distributed attack, however should be easy to fight (especially since the attacker needs to be a logged-in player).

My suspicion: The bug existed for a while. Earlier, players affected have been disconnected, i.e. the server was capable to adapt (in a sensible way from the server-side PoV). Now the disconnection mechanic was removed (remember the "you should see no more 0-ping discos anymore" note?). I assume, every player is handled by some thread/process server-side. These have to be synced (i.e. they have to be updated with the latest server state and asked for their latest client state). When one of these threads/processes becomes laggy, now it slows down the whole game and maybe even the whole server. We don't know why they get laggy and maybe it is not one single cause, but the symptom of the whole game freezing looks a lot like someone simply removed a timeout.

#42 eta0h

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Posted 11 August 2014 - 05:28 AM

In an effort to make the wheel squeak a little more...this "desync" issue has been occurring to me on a far too frequent basis lately. I'd guess it started happening since the patch which allowed clients to re-connect.

#43 Enigmos

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Posted 11 August 2014 - 05:35 AM

@ Ted the Prussian Soldier: I hope you are right. However, I recall scripts some players used to spoof their locations in elder scroll online recently, and they were quite effective. Something similar may account for the way PPC, AC, and LBX fire will pass right through a hitbox to no effect, and we both know not all scripts are equally well executed. the DOS hypothesis was only an example of a constellation of possible culprits that could affect server/network performance any of which would be out of PGI's control and explain observed issues that are conceivably related and which would also explain the silence on the 'lag' issue on the part of PGI. I have read (hearsay, admittedly) that at least once a PGI employee dropped in an affected match.

Edited by OriginalTibs, 11 August 2014 - 05:35 AM.


#44 C E Dwyer

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Posted 11 August 2014 - 11:16 AM

Desync now happens every game I'm on premium so I'm just off to support to ask for six days of premium credit to be refunded(its happend for alot longer than six days but it was kind of tollerable then due to my generous nature) heh, and for my premium time to be deactived until the servers are stable again.

I suggest that everyone that paying for premium does the same, for how ever long its impacted you enjoyment.

I'll let you know how I get on.

#45 C E Dwyer

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Posted 12 August 2014 - 01:22 AM

Support ticket sent in.

Other than the standard no reply, silence which I suppose I expected for the first day, but as its a claim I do expect some kind of answer tomorrow one way or the other, as its a clear case.

I'll just keep adding an extra day to the claim until I get a reply as I played a game today and yup desync in the first two minutes.

#46 Boyka

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Posted 12 August 2014 - 12:03 PM

Limit case for me today, Desync, then I rejoint: 5 DC and ONLY in my team, it was a slaughter.

#47 Revis Volek

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Posted 12 August 2014 - 12:18 PM

Also have all these issues that are stated in this thread....

The games not ending....moonwalking mechs until i manually exit.

LAG spikes and desynching

As well as a game or two where it took over 2 minutes to start due to constant disco's and drops. In game that crap still went on for the duration of the match.

*sigh* :P

#48 Kiu

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Posted 12 August 2014 - 12:46 PM

"Best" game ever...
Round based match - one movement update every 30 seconds (+/-), ping 150 +/-
No end of match...

#49 Darth Futuza

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Posted 12 August 2014 - 02:42 PM

So I'm curious if most of you are still experiencing this issue, or if it has solved itself? I haven't noticed anything on multiple ISP and multiple machines...

#50 Bulletsponge0

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Posted 12 August 2014 - 02:45 PM

View PostDarth Futuza, on 12 August 2014 - 02:42 PM, said:

So I'm curious if most of you are still experiencing this issue, or if it has solved itself? I haven't noticed anything on multiple ISP and multiple machines...

as bad as ever

#51 Wesxander

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Posted 12 August 2014 - 03:13 PM

Wonder if they getting hit sort of like Netflix did recently with other ISP companies. Now that "fast tracking" is being accepted for ISP's wonder if they are targeting online games to get them to pay up. Most my game last night were ok some were horrible with lag spikes. A few had warping I was on one part the map and end up somewhere else no where even close to where I was going. One case of warping I was standing still behind cover and suddenly warped to in the open.

#52 Ted The Prussian Striker

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Posted 12 August 2014 - 11:40 PM

Yesterday, I played several matches on group queue - no problems at all. All my desyncs so far were on pug-queue. Maybe this is some hint to the source of the issue?

#53 5th Fedcom Rat

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Posted 13 August 2014 - 12:22 AM

View PostTed The Prussian Striker, on 12 August 2014 - 11:40 PM, said:

Yesterday, I played several matches on group queue - no problems at all. All my desyncs so far were on pug-queue. Maybe this is some hint to the source of the issue?


Now that you mention it, I've had almost the same experience. Interesting.

#54 C E Dwyer

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Posted 13 August 2014 - 01:26 AM

Its still happening and no reply from my ticket I put in, games been crap ever since the maintenance bug issue.

there is the usual refusal from PGI to acknowledge there is a problem, and they only hint of a fix is a coment Russ made on Twitter about some engineer working hard to get fixes and stability improvements in by the 19th august patch,but nothing specifically about desync.

All the time this is happening premium time is ticking down and pgi are losing paying customers.

#55 William Warriors

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Posted 13 August 2014 - 05:43 AM

BLOODY HELL PLAY A FEW GAMES AND THEN I GET KILLED EVERY TIME BECAUSE OF LAG, THE WORSE THING IS, AFTER A LONG WAIT FOR 3 MINS TO GET INTO IT.



FIX YOUR GAME,



FIX THE LAG PROBLEM. ARE THE WORDING BIG ENOUGH FOR YOU? INSTEAD OF TREATING US AS CASH COWS.

HOPELESS IDIOTS.

#56 Clydewinder

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Posted 13 August 2014 - 06:54 AM

View Post5th Fedcom Rat, on 13 August 2014 - 12:22 AM, said:


Now that you mention it, I've had almost the same experience. Interesting.


Played both kinds yesterday and had several VERY long lag spikes in the group queue ( 3-5 man team )

Played two rounds this morning and on the second one got frozen/rubberbanded until I woke up dead. So discouraging.

Edited by Clydewinder, 13 August 2014 - 06:54 AM.


#57 Khujjo

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Posted 13 August 2014 - 07:03 AM

They have looked into the issue and have found that everything is working fine. You can still by MC and clan mechs.

#58 C E Dwyer

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Posted 13 August 2014 - 07:07 AM

View PostKhujjoBD, on 13 August 2014 - 07:03 AM, said:

They have looked into the issue and have found that everything is working fine. You can still by MC and clan mechs.


my sarcasm detector's readings went off the scale then

Edited by Cathy, 13 August 2014 - 07:25 AM.


#59 Tanreh

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Posted 13 August 2014 - 08:43 AM

Hello,

the last days I couldn't play more than 1 game without having serious problems with lag spikes or desynching.

I am a bit upset about this because my premium time is just tickling away without me being really able to play the game (without problems)

As I didn't change any of the settings on my computer, I judge some problems on PGI's side.

Today I played one game and I could go until second(!) 79 when I was lagged...afterwards the program shut down. Also I was able to reconnect, this is not the performance of a game I payed money for.

So I requested a refund for the premium time lost and asked for the chance to suspend/stop the premium time as at the moment the problems with lagging are too serious to play at an acceptable level.

I an curious about their reaction and will make my judgement about how to further interact with the company upon their solution to this problem.

With the quantity of people complaining about the lag spikes and desynching it should be the top priority of PGI to solve this...therefor I am less than thrilled reading about new mechs or new heroes or whatever. How does a new mech bring enjoyment if you can pilot him for 1 minute, watch out of his frozen cockpit for another minute and than witness his utter destruction when the accumulated xrms, lasers and acs hitting him for said 1 minute are displayed in 1 second to show his fiery demise?

P.S.: You should also check the forum software...I experienced several times now that at hitting the 'post' button, I am logged out from the forum instead of posting ...did I perhaps used too many bad or complicated or wrong words and am punished for that?

Edited by Tanreh, 13 August 2014 - 08:44 AM.


#60 Boyka

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Posted 13 August 2014 - 08:48 AM

Another massive desync today, only on my side.

Picture was taken too late, there was 6 DC, and you can notice one guy with 0 ping..

Posted Image

Edited by Boyka, 13 August 2014 - 08:59 AM.






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