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OHM

Forced Despawn

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OHM

From FRISBONE 

 

 

 

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A forced despawn may happen to you if your connection is not able to keep up with the expected rate of data delivery from the game (either outbound to the server, or inbound from the server).  The server can now detect a cumulative delay in arrival - meaning we know when the packet was created, and we know when it was finally processed.  Our goal is to be able to directly identify that serious lag that other players would see between what your action is, and when it would happen.  If that lag is too extreme for too long of a period (something we've been adjusting, and will continue to adjust as we evaluate) you will be despawned so that other players do not suffer due to your particular situation.  Some things to consider:

1. This will NOT happen due to PING response time alone.  Although that might be contributing to your problem it is not the cause of it - you likely have other issues going on as well.

2. Many of you insist on avoiding the use Netcode3.  This is a mistake.  It is simply faster and less susceptible to queuing on your network path.  If you don't have it enabled, enable it and see if your incidence of forced despawn reduces.

3. This is the first step in a multi-step approach to help solve situations where clients get out of sync with the game world (creating situations where players are unkillable and have an advantage of killing others in the process).  We are hopeful that we will identify the reasons why this is happening to players so they can boost their performance.  Although this was well tested we do expect that we'll identify some issues here or there and when we do think there are false positives we can identify them and fine tune.  So its imperative that you contact support and provide them as much detail as possible about your system and connection (more importantly connection) so we can better identify the problem.  The response below details the kind of information we will need.

4. Ping is not going to be a big factor unless it is crazy.  Throughput is the biggest factor (in both directions).  It is possible that you are being despawned due to the outbound path (from server to your client) in which case the vis-limit setting is a driving factor.  Try reducing this to see if there is an improvement.  It could be that (in combination with other things going on with your network) the game doesn't get enough bandwidth in that direction to keep up.

5. The most likely cause of this issue is dropped packets.  Dropped packets force re-transmissions and then ultimately delayed arrival.  This delay will be cumulative if the dropped packets situation is not a temporary situation (or last more than minutes) and will eventually lead you to being despawned.  The best way to resolve this is to figure out where the dropped packets are occurring and then tackle the problem from there (if inside your house, easy fix).  If the problem is at your or a transfer ISP send the information you have to them with as much detail as possible.  Its likely they have a failing node that needs to be repaired/replaced and they would be happy to have someone identify the problem

In summary we absolutely want to do was much as we can to resolve your individual issues and keep you playing the game so do not despair.  Work with us and lets see what we can figure out.

 

 

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FRISBONE

This change was made to protect the user-base as a whole from a] an unintended and incidental poor connection situation that leads to players being out of sync and therefore "unkillable", and b] protect them from cheaters that are intentionally lagging to gain advantage.

If the people experiencing the problems falling into category (a) work with us we can hopefully improve things for your experience.  But so long as we simply get upset and make no effort to communicate everyone suffers.  Please contact us and help us help you.

Since implementing this change we have seen only a handful of complaints about unkillables and NONE of them have turned out to be legit after investigating (so far anyway) and prior to this fix we'd see tens of complaints a day that were proved to be legit.  This comes after months of investigation into these issues and designing a way to detect it.  We have much work to do to fine tune it and provide dynamic user-feedback about your connection - as well we have some work to do to perhaps create better ways of dealing with you once you are detected as being out of sync. 

For those of you experiencing this issue you need to be more forthcoming with information.  I've encouraged everyone that has posted about it to contact me directly to help identify and potentially resolve individually but so far I have had no one do so.  If you do not make an attempt to talk with us and provide more information the only thing we can possibly conclude is that the issue is not as dire as you say - so please don't make us conclude this.  Here is a comprehensive list of things we would like you to try and THEN a list of information we need from you in order to proceed with one-on-one resolution:

Things to try:

  • Make sure netcode3 (Preferences->Connection->Netcode3) is enabled.  When the problem occurs please note whether or not previously in your chat window if netcode3 was automatically disabled prior to the forced despawn.
  • Reduce your visual-limit (Preferences->Connection->Visible Player Limit - set to Low) - only takes effect on the next respawn - make sure that when you do to note what the chat window says your setting is
  • If you are running multiple instances (tow account) - stop doing that as a test and see what happens when you do not.
  • If you run over wifi - try running a cable direct to your router as a test to see if it improves: NOTE:  If you do run over wifi your packet drop rate is proportional to your distance from the router but is also affected by the number of devices you have connected.
  • If you are running any unnecessary apps please kill them before running the game to see if it helps at all.  For the purpose of this test your discord or TS is unnecessary.

If you need to log a  support ticket  we ask that you collect the following information and send it to us:

  • What callsign(s) are being despawned?
  • Using either  WinMTR (PC) or  MacappstoreMTR (Mac) run for 5 minutes during the period you normally play against 'auth.playnet.com' - **send us the results 
  • Using  www.speedtest.net  change the server to one in Ft. Worth Texas, take a picture of the results, and send them to us - do this at the time you normally play.
  • Let us know:
    • Where do you live (country/city)
    • Who is your ISP
    • What type of connection do you have (Fiber, cable, DSL, etc)
    • What kind of speed does your ISP sell you (up and down - note what they sell you is never what you actually get)
    • How old is your Rig and how "stout" was it when you bought it (top gaming, mid-range, economy - is all we need)
    • How much free memory do you have when you are running the game
    • What other apps do you have running while you are playing?
    • What kind of burden outside of your gaming PC is placed on your network? (people streaming videos, playing console games, etc)
  • Is the amount of time before you are despawned, consistent?  And if so, how long does it take?

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