why is the tcp timeout still 6 sec after all these times?

The last time this was brought up, there was a silver lining where GGG said they would look into reducing the keepalive on the connection per-account.

It's almost certainly not something that the player should be setting since screwing it up is incredibly impactful and the number is completely opaque (too low means constant disconnections, too high means constant afk deaths on legit disconnection).

It could be set based on account data. Based on average (and average max-) latencies, resetting on new ip login maybe, all sorts of best-effort improvements to drive it from 6s normally to ~2s if a 'healthy' connection. (similar to vio's post above)
"
vio wrote:
from the game pov it's quite different: "how to motivate as much players as possible to play the game".


Yeah well, then 6 seconds is certainly the wrong number for that. Have you ever had a 4 second lag where you WANTED to come back without a disconnect? Probably not. Maybe in Normal, where there is no death penalty.

As for setting automatically based on latency - also a bad idea. I am on a bad connection, and I want the game to DC me automatically after 2 seconds. I don't care if I fly out of a map, still better than dying.
Remove Horticrafting station storage limit.
"
Char1983 wrote:
Yeah well, then 6 seconds is certainly the wrong number for that.

uhm i don't have access to ggg's server statistics. ggg's statement is from a time many players used the singapore gateway and there was no australian gateway. probably time to update if they don't already have. especially since garena now covers areas which were prone to lag before (asia + russia).

"
Char1983 wrote:

Have you ever had a 4 second lag where you WANTED to come back without a disconnect? Probably not. Maybe in Normal, where there is no death penalty.

since i cancelled my "deutsche telecom" line i'm blessed with a stable cable conneection which never ever failed me while playing.

but that's not the point, many players aren't tech savy enough to not do mistakes. like remembering the last gateway they used to choose it again after a disconnect.
problem being: they choose the wrong one, they lose all map portals because they were created on another server.
as far as i know the client always suggests gateways with the lowest ping first.

"
Char1983 wrote:
As for setting automatically based on latency - also a bad idea. I am on a bad connection, and I want the game to DC me automatically after 2 seconds. I don't care if I fly out of a map, still better than dying.

valid argument. from a single player's perspective.

but when i compare the bug section's complaints, the ones "my map - loooost! refund nao!!" and "fix your fucking servers, ggg" clearly dominate over "dang, lost a hc char due to disconnect". the companies interest will always be to cater a majority of players.

if they provide such a option, i'm sure they realize it in away to only provide it to players like you who know what they're doing. for example by having you to contact ggg's support.

edit: that's my second account i used to get closed beta access, now my nephews use it to grind orbs for me.
vio

offline
Last edited by cronus#1461 on Feb 16, 2016, 7:44:38 PM
The lost maps are usually not due to disconnects though, are they? The last time I lost a map (I was annoyed, was at the time fighting the Waterways double boss, which is a fun fight), I got a message along the lines of "server lost connection to realm". I suppose that is what usually happens. No TCP logout timer of any sort is going to prevent that. A simple TCP timeout will not kill the map. If you are single player, you probably have portals left, if you are multi player, you hopefully have friendly people in the map that clear the rest and hand over the maps.

And yeah, I doubt a majority likes the 6 seconds, and also, they could please everyone with an adjustable timer. Hide it deep enough in the menu and set the default to 6 seconds if you like.
Remove Horticrafting station storage limit.
"
vio wrote:
"
abcnever wrote:
why is there a 6 sec timeout rule for disconnect for PoE when there is no logout restriction?


ggg said, the 6 seconds timeout is a compromise they formed over watching timeouts from their experience to not disconnect too many players too often.


I will be quite shocked if so many PoE players have 6 sec hiccups very often, and I'm pretty sure even if there are so many players do have 6 sec hiccups, they'd rather have that 10% exp or be alive on HC than this "wonderful" 6 sec rule.
/forum/view-thread/869543 all my builds' compilation
Please PM me on forum to inform me if I won an auction. Thank you.
Here's how you achieve justice...
1. Ensure that, if the server does not receive communication from the client for 2 full seconds, that the character is logged out and therefore safe
2. Ensure that, if the player voluntarily logs out, the character remains in play for 2 full seconds, then that character is logged out and therefore safe (if still alive)

I think 2 seconds is the correct duration. I've had 1500ms latency before, it makes the game borderline unplayable but it kinda stutters along, half-broken and horrible. I don't think 2000ms latency can be seriously considered as even remotely playable. Maybe 2.5 seconds, but probably not.

10 seconds is silly long and totally unnecessary... the only thing a logout delay needs to be balanced against is that those with legit connection issues should be at no disadvantage compared to those with fake connection issues.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Feb 16, 2016, 10:45:29 PM
"
ScrotieMcB wrote:

Ensure that, if the server does not receive communication from the client for 2 full seconds, that the character is logged out and therefore safe ... I've had 1500ms latency before


a latency value gathered from your ping is not really comparable to the data gathered on the server by ggg.
it's an average as a ping is only send every 1 or two seconds while game data is a permanent packet flow arriving in milliseconds.

to have comparable data for a 3 hour gaming session (where you don't want to experience a forced logout), you would have to run your ping tool for maybe 50 or 100 hours and not having one single hiccup.
Spoiler
in the internet there is no direct line between two hosts, most pakets can take the shortest route while some pakets in the middle may get routed over australia because some internet router has a bad moment.
additionally there is a difference between normal game traffic (which are tcp/ip pakets) and ping traffic (which are icmp pakets), both may get a different treatment by routers on their way.

and imo players will complain about the game kicking them as soon as this happens every third day.

to have justice (i already regret bringing that term up here), the game server would have to let characters in the game for 6 seconds even if the client actively looged them out or the connection runs into a timeout because of an interruption. that will not happen as stated by devs before, even if lockstep would justify the introduction.


tl;dr your overal connection latency is different to an individual paket delay.
age and treachery will triumph over youth and skill!
"
lagwin1980 wrote:
"
AkamuCZ wrote:
Agree, if it wasn´t 6 sec but like 1, I could have 1 100 on hardcore more and couple other high level characters at least :-) Even that 1 second could be dangerous at some times especially on content like Atziri/Uber Atziri and couple bosses like crematorium, torture chamber etc..


No you wouldn't if it was one second all it would do is provide you with dozens if not hundreds more DC's and ultimately death, plus there IS stuff the game needs to do before you are logged out fully which takes time


Mmmm Hundreds DCs, it means nothing would change against how offten I DC currently... I´d not just die as much lol
Last edited by NarraX1337#0092 on Feb 17, 2016, 5:21:52 AM
"
AkamuCZ wrote:

Mmmm Hundreds DCs, it means nothing would change against how offten I DC currently... I´d not just die as much lol

you're right that a shorter timout value would save some hc characters from death when the client connection is blocked somehow.

but on the other hand it would destroy the gameplay of alot of players who would needlessly disconnect. which is bad since one disconect destroys a map portal.

maybe they only introduce a shorter timeout for hardcore instances? would be a good compromise, wouldn't it?

most players with bad connections fail to play on hc anyway.
age and treachery will triumph over youth and skill!
You are not going to destroy any gameplay if the person has lag spikes over 2000ms on a regular basis anyways. Have you ever played on a connection that has lag spikes of >2000ms on a regular basis? There is no gameplay to speak of to be destroyed then. You just log out anyways.
Remove Horticrafting station storage limit.

Report Forum Post

Report Account:

Report Type

Additional Info