rare disconnect/crash due to packet spam
I would like this to be tested. I would like for the developers and/or quality control people or whoever to test a high load situation and see how badly those updating powers affect the performance and see what can be done to alleviate the issue so that the game performs as well as it did in Issue 18/Going Rogue.
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Paragon City Search And Rescue
The Mentor Project
There is another instance of this same behavior that causes a severe lag spike....
Mission: Destroy Enriche (Single Player), Nova Praetoria
Contact: Dark Watcher, Resistance Warden story arc
Wiki Page: http://wiki.cohtitan.com/wiki/The_Da...ple.27s_Health
When Calvin Scott triggers the bombs, if you choose Loyalist(haven't tested the other side ever), there is a severe lag spike where even the netgraph stops recording and then shows a rather long "block" of red(compared to short spikes) because of the fires "activating".
It's pretty bad when a single player instance mission with only a single NPC causes that much lag. My connection was otherwise perfect at the time, 120 ping green and stable.
And yes Ironblade, they should do that.
Ok, I recently decided to enable the setting "stop sending group buffs" after spending a rather annoyingly laggy time in the Nemesis invasions.
It helps a LOT.
So, obviously the group buffs/debuffs are getting very out of hand, especially considering my computer still needs much of the information to determine how a fight is going and what effects to display on my teammates.
What exactly does "stop sending buffs" do?
Maybe the amount of buffs/debuffs and their tracking is a problem.
As an aside, I just recently noticed a bug I had thought was caused entirely by high ping happen when I was definitely experiencing the best ping possible on the netgraph(aside from the shortest red spikes occasionally).
I noticed a bug where my screen flashed, the team window went blank(as if I was no longer teaming so it showed the search comment box) for just an instant before fixing and my character flopped up into a knockdown animation where it was stuck, unable to move while floating on its back.
It fixed itself about a minute and a half later and a did it again about 15 seconds after that, while the team window stayed "blank" that time.
The team window fixed itself after about 15 seconds and the game promptly crashed when this happened.
This bug used to happen on BAF trials all the time. It would blank the power trays as well.
The hallmark of the bug on BAF trials, though, was the fact that the character would spin for quite some time as the view would show the character hovering over the road West of the park in Imperial City(within the BAF map, showing how huge the map is) before sending the character back to the BAF area and crashing within 2 minutes, whether things fixed themselves or not.
Something is obviously triggering some sort of build up to a crash that takes about 2 minutes(maybe because of my page file being set larger, or whatever it is called, or perhaps my large amount of RAM at 8Gb). I really wish this would be fixed.
The only common denominators, that I can tell, are teaming and incarnate level shifts on players on the team or league, as well as those extremely short red spikes on the netgraph(packet loss, I assume).
Something tells me the code for tracking teammates and their incarnate level shifts is unstable and vulnerable to packet loss which then adversely affects my own character. Perhaps being super-sidekicked to a level shifted character means the game loses track of what level I should be and "resets" my character, with a knockdown animation and map position reset to the center of the map and back as well as power trays being temporarily emptied(as if I am not high enough level to have any powers, i.e. level zero).
It makes sense.
Can't say that I've seen any of the things you are describing ever happen. What I can say, is it is a rather generous leap from "this is what I have seen on my computer" to "there must be something broken in the game."
I think a lot more feedback and corroboration of occurrences needs to happen before you can start blaming Paragon and not your personal rig.
Just a note: T_Immortalus uses a cellular connection that has similar (real world, not theoretical) bandwidth to a 56k dial up modem.
For stress testing to detect something like this, the clients' connections would have to be specially throttled down massively (along with a sizable hit in latency as compared to fiber networks generally). I've not heard any similar stories from anyone using dial up, so it might be more related to the properties of his cellular link.
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Something tells me the code for tracking teammates and their incarnate level shifts is unstable and vulnerable to packet loss which then adversely affects my own character. Perhaps being super-sidekicked to a level shifted character means the game loses track of what level I should be and "resets" my character, with a knockdown animation and map position reset to the center of the map and back as well as power trays being temporarily emptied(as if I am not high enough level to have any powers, i.e. level zero).
It makes sense. |
Secondly, being supersidekicked to an incarnate is no different from being SSK'ed to anyone else. You are not SK'ed up based on their incarnate level shifts.
As for the game 'resetting' your character and that involving a knockdown animation and shifting to a different map position, well, that's a remarkable flight of fantasy.
Paragon City Search And Rescue
The Mentor Project
Just a note: T_Immortalus uses a cellular connection that has similar (real world, not theoretical) bandwidth to a 56k dial up modem.
For stress testing to detect something like this, the clients' connections would have to be specially throttled down massively (along with a sizable hit in latency as compared to fiber networks generally). I've not heard any similar stories from anyone using dial up, so it might be more related to the properties of his cellular link. |
Second, it is not cellular though it uses similar infrastructure. My end has a large dish/antenna that requires line of sight and is much more powerful than a small cellphone.
This ensures reliability and smooth and fast performance even in the worst weather.
(Edit: I have more reliable connection, including less lag, often than people with hard wired and faster connections, from my experience teaming with others. I don't think my connection is somehow less stable. It is very stable, though I do have more packet loss in the game than I did during Issue 18 and before(evidenced by instantaneous red spikes on the netgraph that were much more rare, or nonexistent, back then). It is still not a problem unless a specific packet unluckily is lost or under heavy load that makes the losses nearly constant at times.)
It's fine so long as I don't have "the right packet" get lost that causes an issue or get into a really heavy load area without enabling "stop sending all buffs"(this helps a lot).
Though yes, my connection is great for stress testing the game.
It makes NO sense. Firstly, why would the game need to track the level shifts of your teammates? The effects of buffs and such are not calculated on your system - they are calculated on the servers. Therefore, it's the servers that handle that information.
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Everything needs to be crammed down the internet connection. It's a LOT of information even with "stop sending buffs" enabled.
Also, the level of the team lead determines the sidekicked level of the other members of the team. No matter what the level it needs to check to see if the level needs to change and to what.
Level shifts are a dirty hack, according to the developers, which have had problems before and change the combat level of the players. Those combat level changes would change what level teammates would be sidekicked to, if they had not coded it specially to ignore the level shifts.
Obviously, if my connection loses the necessary packet that keeps the level shift from affecting my sidekicked level calculations then it will break.
I don't know how it works, but I sure know that every time I crash, with these circumstances, I have always been teaming and/or on a league with level shifted characters leading. Most often it also occurs during high load times while teaming under those circumstances.
As for the game 'resetting' your character and that involving a knockdown animation and shifting to a different map position, well, that's a remarkable flight of fantasy.
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2) My character did flop(as if knocked down, including the knockdown sound) and get stuck. The BAF trial times, with their high load, did have my character flop(knockdown sound and animation) while spinning my view rapidly(tended to point my camera straight up) and then showing my character floating above the road around where Mr. G would be in Imperial City, while still on the BAF trial map, facing North.
How would you explain seeing the center of Imperial City while on a BAF trial?
This is all true. I'm not making things up because there would be no problem to solve if it wasn't a real problem. I wouldn't have any reason to post then.
Can't say that I've seen any of the things you are describing ever happen. What I can say, is it is a rather generous leap from "this is what I have seen on my computer" to "there must be something broken in the game."
I think a lot more feedback and corroboration of occurrences needs to happen before you can start blaming Paragon and not your personal rig. |
It doesn't do it all the time. It doesn't do it every team. It doesn't do it every AE mission. It doesn't do it every zone event or big league(I join Hamidon raids every weekend mostly without issue, seems instances are more likely to have an issue than zones).
It's under predictable circumstances but at random times.
FYI, it also did not happen back in Issue 18 or before. It started with the introduction of level shifts and was most common on the BAF trial.
It actually was a more common occurrence back then, as others reported crashes on the incarnate trials(especially BAF).
I just happen to have worse internet so that it is still just often enough to exhibit a pattern for me, while others have had the issue mostly eliminated.
It's a problem with the game.
Something tells me the code for tracking teammates and their incarnate level shifts is unstable and vulnerable to packet loss which then adversely affects my own character. Perhaps being super-sidekicked to a level shifted character means the game loses track of what level I should be and "resets" my character, with a knockdown animation and map position reset to the center of the map and back as well as power trays being temporarily emptied(as if I am not high enough level to have any powers, i.e. level zero).
It makes sense. |
There was a bug I heard about, in beta before the level shifts went live, where a player sidekicked to a level shifted player would register as "level zero" due to being sidekicked up to 50, which was 51-1 due to the level shift, which the game could not handle(due to the 51 in the equation) and thus they would lose access to all powers, due to trays emptying, and even crash.
That is where I got the "resets my character" guess about my power trays emptying before the crash.
(Edit: Also, certain experiments with the costume slot selection window have shown me that the default position for a character ina zone is at the center of that zone. Which explains how my character saw the center of Imperial City while on BAF trials during this bug when my character was "reset position" to the center of the "map" which was all of Imperial City.)
Also, I did go to the trainer when this happened once, to try leveling to see if that cleared the issue, and it seemed I was being treated as a level zero, as if I had switched builds but certainly did not.
This really did happen.
I really wish this would be fixed so that I would not have to worry about crashes or my powers becoming unavailable and unusable temporarily due to the tray wipe(which won't even let me add a power from the powers tab to the tray to use).
Edit:
Essentially, the bug "resets to default" everything about my character when it happens. I think this is because it can't reconcile the bugged data with the correct data.
How do you think my side knows what to display for health and endurance and damage to enemies or what effects need to play on allies and enemies and when they start and stop, not to mention the buff icons when I right click them?
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Level shifts are a dirty hack, according to the developers, |
Obviously, if my connection loses the necessary packet that keeps the level shift from affecting my sidekicked level calculations then it will break. |
This is all true. I'm not making things up because there would be no problem to solve if it wasn't a real problem. I wouldn't have any reason to post then. |
Paragon City Search And Rescue
The Mentor Project
(Edit: I have more reliable connection, including less lag, often than people with hard wired and faster connections, from my experience teaming with others. I don't think my connection is somehow less stable. It is very stable, though I do have more packet loss in the game than I did during Issue 18 and before(evidenced by instantaneous red spikes on the netgraph that were much more rare, or nonexistent, back then). It is still not a problem unless a specific packet unluckily is lost or under heavy load that makes the losses nearly constant at times.) |
I just happen to have worse internet so that it is still just often enough to exhibit a pattern for me, while others have had the issue mostly eliminated. |
In just a couple of posts you've managed to say that you have a better connection than most others and a worse internet.
You can't even keep things straight within less than 30 minutes of posts.
Also, where did the developers ever say that Level Shifts were a dirty hack?
The only time I recall them using that phrase was when they were talking about Ouroboros.
I'm not saying it isn't true. But, as someone else pointed out, no one else is having these peculiar problems. That really suggests the problem is at your end, and not with the game.
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I don't think it is such a common enough problem as to be my end, and I can't change the game myself.
Also, level shifts matter because they affect the sidekick code. They were a "dirty hack" because the developers used the existing "combat level" and "experience level" metrics to make it work by shifting adding to one of them. The game was not built for levels over 50.
So, when it periodically rechecks my sidekicked level status, it sometimes registers as 51-1, like before they mostly fixed the error in beta, and my character becomes level 0 because I can't be sidekicked to level 50.
It essentially resets my character to "factory new" like the Y2K thing was supposed to do to computers.
The code just can't handle a parameter outside of the allowed range, like dividing or multiplying by zero(which is probably partly what happens that causes the crash and the tray wipes, it multiplies my stats by my new sidekicked level, which happens to be zero due to the issue). (That's just a guess as to why it does what it evidently does, in the parentheses.)
I now understand why some people are unable to take your comments and statements seriously.
In just a couple of posts you've managed to say that you have a better connection than most others and a worse internet. |
That is both "better" and "worse".
I guess there can't be more than one quality to anything in your mind, right? There couldn't possibly be both accuracy and damage to a power in the game because that would be two different effects that could be different levels of quality so that the power is "great at one thing but sucks at the other" instead of just "the power sucks or is great".
Make it a little tougher to spell it out for you and refute your nitpick next time please.
No. There is no separate packet. It doesn't send a packet saying your mentor is this level, then a separate one saying ignore the level shift. It's all calculated on the servers, based on communication between the servers and your mentors computer. All it sends is ONE packet to you saying what level you get SK'ed to.
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It makes sense when you consider that the calculations are on both sides. It's the reason MMOs run some things server side. It's a form of DRM and anti-cheating code. It just so happens that it making the game unplayable does not just apply to pirated copies or private servers but also to lost packets occasionally on legitimate clients.
Honestly, why would anything need to be calculated server side, in regards to our characters and not just NPCs, if not to ensure that we only play on their servers(without knowing the exact code to copy from the servers) and can't cheat?
So, it makes sense when you consider the fact that there is a comparison and confirmation step in the client>server>client communication.
(FYI, that is why we have rubber-banding when moving and lagging. The client side, our ends, thinks we are in one place and lets us move there while the server doesn't get the packets on time or in the proper order and commands the client to push us back. Luckily, this doesn't become an endless loop like it does on another MMO, but it still happens here.)
True, but the problem is that my computer is also making calculations to compare to the server results and send to the server asking "is this correct?" which can be incorrect, due to losing that packet, and cause my client to crash.
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Honestly, why would anything need to be calculated server side, in regards to our characters and not just NPCs, if not to ensure that we only play on their servers(without knowing the exact code to copy from the servers) and can't cheat? |
So, it makes sense when you consider the fact that there is a comparison and confirmation step in the client>server>client communication. |
(FYI, that is why we have rubber-banding when moving and lagging. The client side, our ends, thinks we are in one place and lets us move there while the server doesn't get the packets on time or in the proper order and commands the client to push us back.) |
Paragon City Search And Rescue
The Mentor Project
Then make a suggestion for what is causing it only under those specific circumstances. I'm all ears and want to fix it.
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I don't think it is such a common enough problem as to be my end, |
Paragon City Search And Rescue
The Mentor Project
That's correct, but there is no comparison involved. The server routinely sends updates saying "You are here". It doesn't ask your computer if it agrees. It sends the update and your client complies.
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It obviously works the same, moving the character to a specific position, but has a different priority. It requires comparison.
Also, the server doesn't just send "you are here" without first getting the movement and position data from the client to make that calculation.
Though, there is still a confirmation aspect that is proven by the fact that you can be standing still in an area and another character can move through the area, pushing you, and you are moved. That would never happen if the server always knows where you are and is the "absolute master". Instead, you would never move because the server knows that "you are on this spot" instead of it having to think "which colliding character is on this spot?".
And that makes zero sense. It's exactly because it's NOT a common problem, that I think it's at your end. Some of the problems you describe seem to be unique. No one else has seen these problems. That strongly suggests that it *IS* a problem at your end. |
2) The game is what crashes, not my computer or anything else. The game just locks up and/or says "City of Heroes has encountered a problem and needs to close".
If that were my computer then my computer would give me a much more descriptive error with whatever changed that caused the game to have a fit.
3) If it was the computer entirely, not the internet or the game, then my entire computer would be crashing much much much more often than just the game crashes(just freezes and closes) when I'm not even doing anything or am soloing on the game at least.
I don't crash while solo, unless you want to count the time I can prove I was still linked to a team I had quit because the team status no longer updates properly(it considers you on a team every time you enter an instance even if solo and doesn't quit teams properly under some circumstances) and thus "still teaming".
Seriously, how is it only a problem with City of Heroes and only under REALLY specific circumstances(which can be replicated) and then at random even under those circumstances....if it is a problem with my computer and not the internet connection messing with the game's communication or the game code itself being susceptible to imperfect internet?
I guarantee you this is a problem with the game's code not dealing well with communication errors between my game copy and the servers, but only under specific circumstances within the game program.
That makes it a problem with the game, specifically some code involved in those specific circumstances.
The randomness is just created by the fact that my internet rarely has a problem at the right time to mess up the information to cause the crash.
Somebody with better internet would never ever see the issue, despite it still being there IF they had packet loss at the correct moment.
Do you understand now?
The game is losing necessary information over my connection and unable to rectify the issue the second after the packet loss is no longer an issue.
It loses one packet, shows evidence of a problem(power trays empty, character spins and gets knocked down with sound and possibly stuck int he animation and transported to the center of the mapserver location that is loaded along with the team window and league windows either emptying or displaying as if everyone is in a different zone) and either freezes or closes the game(only the game) immediately or, usually, 1-2 minutes later(for some reason as if it has to fill memory before it fully crashes).
SO....
Other than spending more money on better internet, if there is even better internet available here, and still having the issue present despite a much lower chance of it occurring, why don't we get to the heart of the issue which is "unstable code involving teaming and likely also involving level shifts with the sidekick system" which only shows itself under random packet loss conditions and is unable to correct itself when those packet loss conditions are no longer present?
If you can't see that it is a problem with the game code being unable to resolve errors that will inevitably present themselves, no mater how rarely because no internet is perfect(meaning just lower odds for better internet but not impossible), then you know much less about how MMOs work and general internet communication works than I do.
That makes sense though. You probably do know a lot less because "you don't have experience dealing with problems" due to the fact that you always have "the least problems" with your better internet.
I've had to deal with problems that you would look at and just be baffled by. I've had to deal with them often enough to have figured out a pattern to them that allows me to minimize them(such as not teaming in CoH with level shifted players or minimizing information transfer through enabling the setting "stop sending buffs") or eliminate them or at least figure out what is the likely cause even if I can't solve it myself due to not having code access and the ability to do so without causing more issues.
FYI, rubber-banding does work as I say it does, especially for another MMO. I have seen that game send my character backwards, then receive the movement commands it "rescinded" when it pushed me back so that it then pushes me forward and then "re-received" the "you are here" rubber-band command and pushed me back again, only to "re-receive" the forward rubber-band location update.....such that it was stuck in an "infinite rubber-band loop" of ricocheting forward and backward until the game code could no longer keep it up and crashed my game, at which point it would start up the same thing when I logged back in if I logged back in too soon(due to the character still being online bouncing back and forth on the server side).
They're both games made by Cryptic with similar issues with rubber-banding, but luckily CoH included code to stop endless recursive loops in movement when lag/packet loss occurs.
Also, a different game does not have rubber-banding, and it is not because of "better performance". I still experience times, which we would call "loss of sync" here, where I am able to move in a world with no NPCs or objects that haven't loaded yet because I am under packet loss/lag conditions, but those issues solve themselves without saying "go back to jail, do not pass go, do not collect $200".
This other game solved the rubber-banding issue by making the client side the "master" and the server just the "distributor of information" so that every bit of lag is only "one way" instead of "send the server data for confirmation then the server either send the correct information or disallows the data"(i.e. when you try to attack and it doesn't animate, let alone damage the enemy, until the confirmation comes back from the server) in what I call "exponential lag".
Believe me, I can look at a ping of 1000ms(1000 milliseconds or 1 second between command and action) in (another MMO) and know that my "powers" will activate exactly 1000ms/1 second after I issue the command(Edit: That allows me to play as if I am not lagging due to anticipation of the delay, and I enjoy playing more than I would because of it and have been complemented on my skill for it.) while the same scenario in City of Heroes would mean AT LEAST 2000ms/2 seconds between command and activation due to having to wait for the confirmation. That also slows down future communication that is dependent on the previous communication before it can follow through, making lag issues potentially infinitely ramp up until things just snap back to proper working ping, like it said "too many problems, just reset it all to default", if it doesn't crash in the process like the Y2K bug was supposed to have happen to computers(which didn't because the computers were patched or didn't care what date it was for essential functions).
An online FPS would be impossible under the network code CoH uses with the server as master. It would make lag at least double the problem it could ever be. That is unless they reduced the amount of communication enough so that the effect of lag was almost negligible, which is a good thing and should be worked toward by every game but far less easy than making the client "master".(Funny, that is likely why there are still a lot fewer MMOFPS games and fewer new ones willing to try it, despite other games proving it is possible with excellent results. They are just used to coding their communication the same old way with the server as master, with the added benefit of making cheating much harder, and don't want to change even for the better because it is "different" while they think it is "more difficult". Yes, humans are easily "stuck in their ways", especially with more education and experience. That is where the phrase "stubborn old man" comes from because they have done everything the same way for so long that they don't change and mandatory changes are fought "tooth and nail and screaming".) (It makes me sad this happening with my grandma when she needs care now instead of living alone.)
Edit:
Don't suggest I go back to the other game because I don't play it for 3 reasons.
1) It's all about grinding way too much if you even want a chance of getting a group for high level content.
2) There is not even close to the amount of customization that City of Heroes has. I really love options.
3) I will never ever pay for time to play a game again, at least not for one that takes away everything I paid directly for including the game box or cash shop purchases if I stop paying for the "time to use it". It's a ransom in that case.
(Edit 2: My first 3D MMO was CoH, so don't think that another game "corrupted me" when it just enlightened me to the flaws in CoH after I tried it. That is never a bad thing. I still have played CoH for 4 times as long as I did the other game, and for twice as long before I even tried the other game.)
I just expect, now, that "if an 8 year old game, which spent 5 years before that in development so that its network code is probably over a decade old, can eliminate rubber-banding and make lag a lot less horrible and be wildly successful" then a newer game, with the advantage of hindsight and more knowledge and options, should be able to do the same.
I also expect older games to at least try to change their network code to work just as well, even if they end up not being able to. I also hope those games seriously consider making a "remake" or sequel if they can't change their network code, especially since such an "inability to change" is likely pulling the game down in a lot more ways as well as making it harder to develop more content. City of Heroes falls under this category.
I just expect, now, that "if an 8 year old game, which spent 5 years before that in development so that its network code is probably over a decade old, can eliminate rubber-banding and make lag a lot less horrible and be wildly successful" then a newer game, with the advantage of hindsight and more knowledge and options, should be able to do the same. I also expect older games to at least try to change their network code to work just as well, even if they end up not being able to. I also hope those games seriously consider making a "remake" or sequel if they can't change their network code, especially since such an "inability to change" is likely pulling the game down in a lot more ways as well as making it harder to develop more content. City of Heroes falls under this category. |
What newer games are you talking about?
What game exactly are you talking about that is an 8 year old game that spent 5 years before that in development?
What newer games are you talking about? |
2) I meant any newer game than that 800 lb. gorilla, especially the most recent.
3) You're nitpicking.
Here are screenshots of the bug in action.
Sadly, I can't seem to find a picture of the center of Imperial City while on the BAF trial, if I even had the presence of mind to screenshot it back then. I have too many screenshots. Also, the view rotation that happens is impossible to catch in screenshots, for obvious reasons.
On the BAF trial(too common), 2011-9-6: http://img194.imageshack.us/img194/1...sh20110906.jpg
Before crash where sound locked up at crash(only time that ever happened), 2012-3-10: http://img51.imageshack.us/img51/794...eresoundlo.jpg
Before crash while not on a team(just left team but game considered me on team), 2012-3-21: http://img521.imageshack.us/img521/8...ash2012312.jpg
At crash with strange random dialog box popup and knockdown animation stuck(wasn't knocked or in combat at all), 2012-5-21: http://img40.imageshack.us/img40/903/crash12012521.jpg
Notice the messed up team and league windows and power trays being blank, as well as the blank number on the default tray(which would not expand to show the other trays or let me put icons into any tray), and the weird dialog box while being stuck midway through the knockdown animation.
All of these were either while teamed with level shifted players(first may have been level shifted myself as well) or having just teamed with them when the game counted me as still on the team(required a manual /leaveteam).
I hope that is enough proof for you skeptics. I also hope it can help solve this problem.
Edit:
It also seemed that "stop sending all buffs" and "don't send buff numbers" can be a blessing and a curse for play. It does make my ping and play better during times it would suck, but I think the information is necessary so it could partially be the cause of some of these crashes. I have disabled all instances of this option to see how things go.
Maybe I open myself up to the weird crash if I use those options to stop the packet spam disconnect/crash, but I won't know without further testing.
1) My computer NEVER changes (due to proper maintenance, and the game certainly changes a lot more and is not "perfect" by far).
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the only thing the issue could be caused by is my internet connection losing information by being too slow to get it all in the time it needs to or losing information packets despite having enough speed, which means it is software and the issue is the game's software. |
3) If it was the computer entirely, not the internet or the game, |
Seriously, how is it only a problem with City of Heroes and only under REALLY specific circumstances(which can be replicated) and then at random even under those circumstances....if it is a problem with my computer and not the internet connection messing with the game's communication or the game code itself being susceptible to imperfect internet? |
I guarantee you this is a problem with the game's code not dealing well with communication errors between my game copy and the servers, but only under specific circumstances within the game program. That makes it a problem with the game, specifically some code involved in those specific circumstances. |
Do you understand now? The game is losing necessary information over my connection and unable to rectify the issue the second after the packet loss is no longer an issue. |
SO.... Other than spending more money on better internet, if there is even better internet available here, and still having the issue present despite a much lower chance of it occurring, why don't we get to the heart of the issue which is "unstable code involving teaming and likely also involving level shifts with the sidekick system" which only shows itself under random packet loss conditions and is unable to correct itself when those packet loss conditions are no longer present? |
If you can't see that it is a problem with the game code being unable to resolve errors that will inevitably present themselves, no mater how rarely because no internet is perfect(meaning just lower odds for better internet but not impossible), then you know much less about how MMOs work and general internet communication works than I do. |
That makes sense though. You probably do know a lot less because "you don't have experience dealing with problems" due to the fact that you always have "the least problems" with your better internet. |
I've had to deal with problems that you would look at and just be baffled by. |
Paragon City Search And Rescue
The Mentor Project
At crash with strange random dialog box popup and knockdown animation stuck(wasn't knocked or in combat at all), 2012-5-21: http://img40.imageshack.us/img40/903/crash12012521.jpg
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BTW, I PM'ed Zwillinger a link to this thread so someone with technical knowledge of the game can check out those screenshots. They are REALLY bizarre.
Paragon City Search And Rescue
The Mentor Project
That pop-up is interesting. It suggests you don't just have packet loss, but that somehow packets are getting horribly mangled so the game thinks it's receiving some sort of completely unexpected instructions from the server.
BTW, I PM'ed Zwillinger a link to this thread so someone with technical knowledge of the game can check out those screenshots. They are REALLY bizarre. |
My connection is not that bad. It is more stable than quite a few people who have actual broadband, especially Comcast from what I hear.
Also, check Kitsune_Knight's post on the first page where he/she hasn't heard of these problems for dial-up users, so it likely is not that bad if it can be played on dial-up when mine is beyond dial-up(proven by my commonly sub-200 ping even while teamed, unless there is way too much going on).
Maybe I have more packet loss, but that seems to be a problem with Verizon, which is my provider after they bought the company I have internet with, and they own the hubs between me and the server.
The support people had me run a program called pingplotter a few times. They told me I had packet loss from the results, up to 20%. I watched the results in real time after that and half of the packet loss was over 100 miles away in the closest major hub and the other half tended to be in the middle of the 11 hops or at the game's end in the Dallas/Fort Worth(listed as DFW) hub of Alter.net(a Google search shows this as Verizon and Alter.net owns most of the hops between here and the game servers).
I can't change what happens at those hubs, sadly. I know my end is actually quite good, especially better than expected from my wireless antenna to the tower.
The only option I have is getting different internet(not an option right now) or getting them to figure out what info for the game my internet is mangling and do something to prevent it or correct it after the fact before it crashes the game.
Edit:
My end also compensates for the issues "up to a point". It just seems that there is one specific packet that rarely is the one my connection drops that causes this issue, which is why the issue is not that common.
I can solo or team just fine most times, especially without level shifted players. But when I get with a level shifted player, especially in AE especially in Atlas, it tends to crash a bit too often then.
Anyway, I just want to improve the game, eliminate crashes entirely so that there is a solid stable base to build future content on, same with my desire to eliminate rubber-banding(definitely possible easier than people think).
Edit 2:
So far, I have had less crashes in AE by disabling the "stop sending buffs" type of settings.
I don't crash often, but I tend to crash sometimes during high load situations that I never crashed during before issue 19.
I've noticed a lot more lag spikes as well since then.
I think I know why.
Every power in the game requires sending information over the network when activated and when it "updates status". Maybe auto powers do not, but I'm unsure.
They are set to do that on specific intervals, such as every 10 seconds for toggles and every time click powers are recharged which tend to have common recharge times that are mostly quick such as for attacks.
I find that incarnate powers have overtaxed the game a lot since the introduction of the 2nd through 5th tiers(Lore, Destiny, Judgement, Interface). They mean more graphical effects but a LOT more numbers changes to a LOT of players when you get more people in range.
I think the problem is that there are so many AoE buffs in the game that are also set to "255 target friendlies" who don't have to be on your team or league, just in range.
Essentially, i think there occurs a moment, relatively rarely(or at least it causing a disconnect/crash is rare compare dot it causing a lag spike visible on the netgraph as a red section), where the buffs simultaneously update their status, sending all that information at once, which causes even the best internet connection to slow down severely and even disconnect with a "lost connection to mapserver" error.
I used to get the "lost connection to mapserver" error and disconnect very rarely, before issue 19(even rarer than some with better connections experienced it oddly enough), but now I get a rare game crash instead.
I believe it also affects the server, causing a rare zone(possibly entire server) crash for zone events that this happens during.
I'm absolutely sure this should be tested. Maybe CoH needs some "stress testing" like newer MMOs do before launch to ensure they stay stable even under the worst circumstances(that end up being somewhat common as developers try to get more people together having fun).
I really think City of Heroes is becoming unstable because there are just too many powers that need "real time tracking" across every player within range, possibly everyone within the zone(though they don't load the graphics).
I would like this to be tested. I would like for the developers and/or quality control people or whoever to test a high load situation and see how badly those updating powers affect the performance and see what can be done to alleviate the issue so that the game performs as well as it did in Issue 18/Going Rogue.
I do not think that is too much to ask, and I actually think it should be something that the developers want to do so that we can have the best game possible and enjoy it for many years to come.