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Old 07-10-2008, 21:38   #21
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Sorry, this is a long one...

What MA told me a while ago. (My connection is fine.)

Quote:
Am I doing something wrong?

I was just wondering if I'm doing something wrong. I have a rifel skill of 2866 with a 10 of 10 to hit with my opallo and 101 amp, but yet I miss at least 1 out of 10 shots on a good day and miss 1 out of 5 at the worst. Is it just my really bad luck with my avi of am I doing something wrong? Thanks for any help.

09 Oct 2007 Entropia Support:
Hi,
We have had some similar reports and this issue is being thoroughly investigated. According to the information we have received so far, this problem is most likely related to lag. Sometimes issues occur that are related to the Entropia Universe server systems, the client, the connection, Internet as a whole, the participant's ISP or home computer that affect performance. Unfortunately we will never be able to create a lag-free Entropia Universe. This is due to the fact that lag can be caused by so many factors. However, the investigation is now concentrating on where in the communication chain such lag appears and should we find any issues on our side, we will fix them as soon as possible.

Here are some suggestions for you to try;
1) Check with your ISP whether there are any limitations in their FTP services (even if your bandwidth is great, different ISPs have different regulations of how much of the traffic is allotted to FTP tra ffic).

2) Check your connection by the trace route-tool:
Steps to run the Traceroute command:
Click Start and then Run
Type in "command" or "cmd" and press Enter
In the command window, type ?tracert rp.project-entropia.com? and press the Enter key.

A high value, for example greater than 200 ms for broadband or 350 ms for dial-up, indicates that traffic is slow, and can cause latency or 'laggy' play.

3) Change the Internet connection speed on the Entropia Universe Login window under ?Options? (button in left bottom corner) under section ?Connection?. Even though you have ADSL or an even better connection, try setting the connection speed to 56 kbit to check if that improves your situation. If this resolves your issue, you may try to set it higher step by step, to see which connection speed works best for your system.

4) Under 'Options (O)' in Entropia Universe; make sure 'Move to target when interacting' is chosen.

5) Please also t r y avoiding queuing up events if the environment seems laggy and check whether your situation will improve or not

Kind regards,
Entropia Support


23 Jan 2008 You wrote:
Thank you. And sorry again for sounding so negative. The support team has always been good to me and I don't mean to take it out on the person who is just trying to do their job.

07 Feb 2008 Entropia Support:
Dear customer!

We are sorry for the delay!

Most often when we get reports similar to yours, it is related to some setting on the client computer, such as faulty configured firewalls , security applications interfering or high latency and packet loss, therefore we kindly ask you to have a look at the checkpoints below to see if these tips can help you out.


*If you are experience lag, such as delay on interaction, sliding avatars or disconnects in a non frequent manner , it is related in many cases to high latency and packet loss, therefore we kindly ask you to try run a program called Pingplotter against this 64.125.26.73 . Pingplotter is free of charge to use, and you can find it here -> www.pingplotter.com . If you find it difficult to interper the numbers, you can mail the results to support_info@mindark.com , please use the support case ID as the subject.

General guidelines for latency and packetloss is that under 250 ms in latency and 10% packetloss is acceptable, if you have over these values, you might encounter issues while interacting.

If you are experiencing values over the above, we can only advise you to lower your connection setting under “Options” to the lowest, this makes the client less sensitive against packetloss and high latency.

Geographical locations is a big part of the issues regarding latency and packetloss, since the traffic has to travel great distance, and make many jumps through different Internet service providers. These are circumstances , we can not affect.

Please have a look.

Regards,
Entropia Support
I hope this helps some...
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Old 07-10-2008, 21:42   #22
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Quote:
Originally Posted by jdegre View Post
lag and packet loss are quite different; in the first, packets get to the server with some delay and probably out of order. in the second, the packets never get to the server, and are simply dropeed by some router in the path.
i rather meant they amount to the same thing in practice. id expect late packets to be assumed lost and therefore dropped. however... in making this responce and pondering things further it does make me wonder. i cant relate experiences to one way or the other consistantly. theres blantant lag where healing/damage goes out of sync with actions and of course rubberbanding, but the ammo count always goes down and stays down no matter the conditions. maybe thats your point, the client decrements the ammo regardless of what the server recieves and theres no correction.
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Old 07-10-2008, 21:43   #23
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Quote:
*If you are experience lag, such as delay on interaction, sliding avatars or disconnects in a non frequent manner , it is related in many cases to high latency and packet loss, therefore we kindly ask you to try run a program called Pingplotter against this 64.125.26.73 .
ok, I tried and my average latency is 54-56 (good ping )
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Old 07-10-2008, 22:15   #24
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yea sucks missing 5x in a row or more with a maxed weapon :\
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Old 07-10-2008, 22:24   #25
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Quote:
Originally Posted by aridash View Post
i rather meant they amount to the same thing in practice. id expect late packets to be assumed lost and therefore dropped. however... in making this responce and pondering things further it does make me wonder. i cant relate experiences to one way or the other consistantly. theres blantant lag where healing/damage goes out of sync with actions and of course rubberbanding, but the ammo count always goes down and stays down no matter the conditions. maybe thats your point, the client decrements the ammo regardless of what the server recieves and theres no correction.
when i experience lag, i get the following:
- i shoot the mob
- the mob seems to get the hit, because it starts aggroing to me
- after that, sometimes after half a second or more, i get the client message saying that i've hit the mob, and how much dmg i've inflicted

i've never understood how the above scenario is possible at all, since i've always asumed that both events are decided server side

in any case, to summarize, in any of the faulty scenarios (either delayed packets dropped by the server, or packets lost in the IP route that never get to the server), all ammo / weapon decay / amp decay should never be accounted for. the server either process the shot or not. if the shot is not processed, no ammo comsumption and no decay should happen.

in that case, missed shots would make harder to kill a mob, but it would not generate a disparate loss to the hunter.
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Old 07-10-2008, 22:47   #26
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from my experience I know with huuuge ping when lag comes...system doesnt take my ammo when I am shooting, I can start downloading something on full speed and meanwhile play Entropia and record a movie to show what I mean.

i experienced this for exmaple today during downloading "another game" client
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Old 07-10-2008, 22:49   #27
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so it seems from MA's response that you shouldnt be missing shots with a 10/10 weapon....

this game is such a joke
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Old 07-10-2008, 23:02   #28
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Quote:
Originally Posted by jdegre View Post
in any case, to summarize, in any of the faulty scenarios (either delayed packets dropped by the server, or packets lost in the IP route that never get to the server), all ammo / weapon decay / amp decay should never be accounted for. the server either process the shot or not. if the shot is not processed, no ammo comsumption and no decay should happen.
in that case, missed shots would make harder to kill a mob, but it would not generate a disparate loss to the hunter.
I agree with this, either the server processes the shot or not if its not lag, then its packet loss, if the server registers the shot its not packet loss which makes me wonder who/what/why and how?
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Old 07-10-2008, 23:31   #29
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I dont know about you but the lag excuse from MA went out the window as valid the second the started charging me ped to change cloths to stop the lag.

2nd did they not to long ago "Upgrade" a server park to stop lag?

What did they upgrade from an 8088 to a 486 processor family to run EU on? Or did they just put a 10/100 nic card in Marco's laptop and call that good?
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Old 07-10-2008, 23:54   #30
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I supose its safe to say that most of MA's answers to important issues are dodgy at best. When I shoot at a mob and its just not hitting (multipule shots) and I have to run half way to the next tp before it starts taking damage or worse yet, im dead....thats Then the same crappy thing happens every other mob... And their answer "Was your microwave on? Maybe you should turn down the radio, could cause feed back."(exaggeration)...thats...

The game should have someway to keep track of ITS screw ups and kick you back peds. Fix it or payback....all else is unaceptable busnise practice.
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