Hardcore latency, major issues [PETITION]

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Thomas wrote:
Sorry for the delayed response to this thread.

As MusicGTELife and others have indicated, the client heartbeat timeout for disconnections is currently set to 20 seconds.

This is a temporary workaround for a bug still on our to do list, and will be lowered to something reasonable once we have that fixed.

We understand that this makes hardcore particularly dangerous, but since we're still in the stage of beta where characters are occasionally wiped we haven't pushed this to the top of the list yet.

As for scorpitron's question about area transitions, there will always be *some* difference between when you think you're safe and when you're actually safe (largely due to your ping) so you should try to avoid going through doors/portals if you're in mortal danger. We do have one or two ideas which might help minimize this difference a *little* more, but we unfortunately still can't do anything about peoples pings.

Hope that helps clear things up.


Thank you for the response, It's good to know this is something you have plans to change.

May I ask what bug you're using this as a workaround for?
Give me hardcore or give me death.
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MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?
Probably one that drops you if you have a lag spike :P
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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WhiteBoy88 wrote:
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MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?
Probably one that drops you if you have a lag spike :P

Sounds like a feature worth keeping to me.
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bsdunx wrote:
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WhiteBoy88 wrote:
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MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?
Probably one that drops you if you have a lag spike :P

Sounds like a feature worth keeping to me.

Vouch.
I don't think this is what they were working around.
Give me hardcore or give me death.
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MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?


Basically what Malice said earlier, there are currently issues with people being disconnected while changing areas (particularly on lower end machines) if we set the heartbeat too low.

Loading/changing areas are *meant* to be handled differently to normal gameplay, but something non-obvious is happening that we havent had time to investigate yet.
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Thomas wrote:
"
MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?


Basically what Malice said earlier, there are currently issues with people being disconnected while changing areas (particularly on lower end machines) if we set the heartbeat too low.

Loading/changing areas are *meant* to be handled differently to normal gameplay, but something non-obvious is happening that we havent had time to investigate yet.

Ah, that's odd. Thanks for the quick response.
Give me hardcore or give me death.
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Thomas wrote:
"
MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?


Basically what Malice said earlier, there are currently issues with people being disconnected while changing areas (particularly on lower end machines) if we set the heartbeat too low.

Loading/changing areas are *meant* to be handled differently to normal gameplay, but something non-obvious is happening that we havent had time to investigate yet.

Is there any chance of a network protocol change namely disabling heartbeats during loading, perhaps by adding new packets if this functionality doesn't already exist so as to be less intrusive? I'm sure instance transitions are already tracked, one possibility that comes to mind could be something like this on the server-side:

Begin instance transition -> Disable sending of gameplay heartbeat and set a transition timeout of say 20 seconds. While the client has not loaded keep their entity/unit off of the active unit list in the simulation. - > Once they reply with a transition complete message put them into the active entity list and reenable the gameplay heartbeat.
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Thomas wrote:
Sorry for the delayed response to this thread.

As MusicGTELife and others have indicated, the client heartbeat timeout for disconnections is currently set to 20 seconds.

This is a temporary workaround for a bug still on our to do list, and will be lowered to something reasonable once we have that fixed.

We understand that this makes hardcore particularly dangerous, but since we're still in the stage of beta where characters are occasionally wiped we haven't pushed this to the top of the list yet.

As for scorpitron's question about area transitions, there will always be *some* difference between when you think you're safe and when you're actually safe (largely due to your ping) so you should try to avoid going through doors/portals if you're in mortal danger. We do have one or two ideas which might help minimize this difference a *little* more, but we unfortunately still can't do anything about peoples pings.

Hope that helps clear things up.


thanks for the update on this! i think most HC players in a beta of an online game understand it will never be perfect timing, and its a weak move to run like that anyway i knew better and should have turned to slaughter them all before i went through the door X)

~SotW HC Guild~

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Thomas wrote:
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MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?


Basically what Malice said earlier, there are currently issues with people being disconnected while changing areas (particularly on lower end machines) if we set the heartbeat too low.

Loading/changing areas are *meant* to be handled differently to normal gameplay, but something non-obvious is happening that we havent had time to investigate yet.


Any word on this yet?
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Thomas wrote:
"
MusicGTELife wrote:
May I ask what bug you're using this as a workaround for?


Basically what Malice said earlier, there are currently issues with people being disconnected while changing areas (particularly on lower end machines) if we set the heartbeat too low.

Loading/changing areas are *meant* to be handled differently to normal gameplay, but something non-obvious is happening that we havent had time to investigate yet.


I think that this issue should be resolved as soon as possible because current play at HC is pure Russian roulette which in some cases does have nothing with player skill.
Mirror of Kalandra?
Last edited by ama#3165 on Jan 30, 2012, 2:46:00 AM

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