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nc0gnet0

Multiple accounts accounts need to be eliminated.......

67 posts in this topic

6 hours ago, sgthenning said:

do you have any idea how many dot reports are against you right now matamore

Haha i love this...mata you are the dot report king you have de throned BAR congrats

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My XP machine I used to play on with just one account would have lag very bad when multi players are around .  One time at Sedan ,years ago, the axis had the AB shut down and had just the bunker to get .  I ran in the bunker and all the ei acted like I wasn't even there. I shot all 5 and complained to the player base . Everyone said it was over anyway , don't worry about it etc .  To me I robbed them of there Alamo .  :(   Now with my new  win 10 PC  , I always have high FPS, and I notice the 250 crews lags more than before . 

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10 minutes ago, tatonka said:

My XP machine I used to play on with just one account would have lag very bad when multi players are around .  One time at Sedan ,years ago, the axis had the AB shut down and had just the bunker to get .  I ran in the bunker and all the ei acted like I wasn't even there. I shot all 5 and complained to the player base . Everyone said it was over anyway , don't worry about it etc .  To me I robbed them of there Alamo .  :(   Now with my new  win 10 PC  , I always have high FPS, and I notice the 250 crews lags more than before . 

I still have xp ffs but the game runs very smooth for me ping fps whateves is usually between 19-28 always in the green....got auto despawned once in the last 2 months...only reason i can think i might lag more is because i moved from queens ny in the middle of the biggest city in the world to Mooresville nc where there are substantially less people and my internet isnt as strong as it used to be

Edited by Jsilec
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On 10/27/2019 at 10:35 AM, nc0gnet0 said:

Sure, great idea if you want to turn this game into a warping lag fest. For every 2nd,3rd, 4th account you have in game, that account is still monitoring everything in it's field of vision, whether he his active or not. Put that same account on auto-walk and all of a sudden he is not only receiving information, but uploading information. And for the typical user, it is the upload speed of their internet connection that is limited. 

Two points.

One, they could only allow auto-walk for the guy you are actively using, or only within a short range of the other avatars.

Two, how is it that tanks don't do this? Or DDs? Or ATGs? They have multiple crew positions, after all.

The second question is serious. Is it simply that they are near each other? What's the longest distance between POVs on a DD? What about aircraft---the gunner might only be a few meters behind, but if it takes a second to switch between them, and the aircraft is moving at a couple hundred kph, the distance between the 2 POVs could in fact be hundreds of meters (distance between cockpit and gun is "d", then the distance between a POV shift is d+vt where v is the velocity, and t is the time to swap POVs).

If the distance matters, then require that those 4 inf be within whatever distance, or the one's left behind get despawned.

Such a system would instantly improve the game in ways that any lagging that resulted would be worth the trade, IMHO.

Right now CQB in the game is awful, regardless of lag. Nothing is going to improve it. Giving inf a few "lives" per spawn (multiple crew positions) means that people will tend to be less spastic, and more thoughtful about how they use them.

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FYI, pings will be changing in the next patch.. they are showing 1 way values, it will be 2 way value in next patch so the numbers will essentially double

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On 10/28/2019 at 10:58 AM, OLDZEKE said:

I guess I forgot to mention I also have a 2nd PC as well as a MacBook I use to test with. When testing the lag and auto despawn I had other accts up on those observing as well as the other QA guys. We actualy do test this stuff to the best of our abilities. 

We tested running around corners and shooting, running up and down stairs etc. We had east coasters, west coasters as well as a euro or to testing this.

Now can the lag and late deaths be replicated? Yes we could replicate in some instances but multiple accts on the same machine was not one of them. This machine has had 75 clients spawned in at once back when we were testing the 1st 1.35. That was all my connection I had at the time would support before the host dumped me. That's info we don't generaly give out and it may bite me, we will see.

So yea I think I do get it and have studied and tested it from pretty much every angle I and my team can come up with. The only times I've had lag in the live game that I knew was my end (and I've tested this for a while now so have a few ideas as to clues) was when I still had a 10/2 connection and my grandkids were here with grandson on xbox and granddaughter streaming Netflix on 1 of the tvs.

1 clue it's you is you see everyone start warping or get jiggly in movement, the other is your little white connection line starts getting shorter. Also, if you are getting the "enter world button bug" and there was still several of the unit you picked in the list or you get the stalled death cam where it starts spinning out, stops, then starts the spinout again.

Enter world bug.... If you pick the last of the unit in list, last rifle, last lmg left in the spawn list then you will have to click the enter world button twice to spawn. If during that process you lose that last unit then your connection dropped out. 

If there are still several of that type in the list and you still get the greyed out enter world that you have to wait out till green and click again then your connection dropped out mid spawn and it couldn't connect you with the cell host to place you ingame.

It's been my experience in testing that this can be intermittent but the thing is I can only test this and get a lag result by manipulating my connection as in general I never get any of these under normal circumstances.

It's impossible for us to test every possible user setup as well.

Example of weird stuff that can happen. We use MS teams meeting software sometimes. I had installed MSI afterburner vid card software because it will display cpu/gpu/mem use/and temps in a overlay. I was using it to see what dift things ingame actually hit harder, cpu, gpu or memory. All of a sudden my Teams would lockup so that I couldn't even unmute to reply. Shut down afterburner and no teams issue. Was same with a CAD program I use to look for issues with the models, afterburner crashes it.

 

Bottom line is we can't know what software everyone is running to test against every possible setup.

 

On 10/28/2019 at 10:58 AM, OLDZEKE said:

 

Err, yeah, but sorry not even close. So many assumptions here you got wrong, I don't even know where to start. 

 

"Now can the lag and late deaths be replicated? Yes we could replicate in some instances but multiple accts on the same machine was not one of them."

Try playing in TZ3, because I see it almost every night. And I am not alone. And it is always the same players, but not all the players. What players is it you ask? Oddly enough, it's the players playing multiple accounts. Could it be that these players also just happen to have bag connections? Possible, yes, but awfully and extremely coincidental, don't you think? And it's just not me that is seeing this problem with these players either, so the "it's happening on my end argument gets thrown out the window. 

"1 clue it's you is you see everyone start warping or get jiggly in movement, the other is your little white connection line starts getting shorter. Also, if you are getting the "enter world button bug" and there was still several of the unit you picked in the list or you get the stalled death cam where it starts spinning out, stops, then starts the spinout again."

As for the warping argument, it's not all the players that are warping around, it  is just one, with the others working just fine, disproving your theory. If I have 5 soldiers in my field of view, and only one is warping, it means the problem is happening on your side, not mine.

 The enter world bug almost always happens at a depot, when supply lists are limited (maybe only 2 Sterns, etc, in spawn list). It's a known bug. Most likely caused by multiple players being stuck in SD purgatory, with some of these attempting to spawn in the same low supply unit, giving the server a massive brain fart.  Fix it. Or, get rid of the spawn delay which exacerbates the problem. Sorry, but your going out of your way here to try to come out with scenarios that simply are not true. Why?

 

"Enter world bug.... If you pick the last of the unit in list, last rifle, last lmg left in the spawn list then you will have to click the enter world button twice to spawn. If during that process you lose that last unit then your connection dropped out. "

Not the problem, and you know it. My ping is always around 15-20 ms, have tested my Internet connection across multiple locations and and different times of the day. Has nothing to do with my internet connection "dropping out". Has everything to do with the server having a brain fart. 

"It's impossible for us to test every possible user setup as well."

But it is possible for you to MONITOR real world, in game performance. Are we seeing an increase in ping/drop packets/etc in game when multiple accounts are being used? It's not hard. Log this info, make it public. 

 

Bottom line is we can't know what software everyone is running to test against every possible setup.

No one is asking that, but a re-evaluation of how connection speeds are monitored and forced de-spawns are deployed is not platform specific. 

 

 

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I and my team have tested the scenarios I described. I have no desire nor do I attempt to mislead. When I post about things, I've already tested what I am posting about.

I don't post to try to one up or browbeat. My intent is to try to explain and inform but being we have rules as to what depth we can go into as to testing tools and procedures I can't lay it out step by step. 

Multiple accounts, I just tested on a test server with 5 accts on this rig. Ping was the same across all 5 and was the same on 1st as when it was the only one online. All are HC on that server so was getting chat spammed with HC notifications as well.

With 5 spawned in  my fps did drop into the 30s and 40s but yea I was running 5 clients simultaneously.

1 guy warping while others are smooth = the warper has a issue. I've watched a few and generaly they end up getting auto despawned.

Enterworld bug, it happens with the last available unit of that type but it will happen with several left if you are dropping packets.

Note: current version is only displaying 1 way ping ie ½ actual. Next patch will show full ping and I think quicker polling(not 100% sure on the quicker polling but to me it looks so), so everone's  ping will double from what the game shows now.

And next patch does have changes to the netcode, we are still refining it.

 

 

 

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***  Fix it. Or, get rid of the spawn delay

Agree, remove all SD until this bug can be fixed.

Besides, with 300% capture penalty, not much need for SD.

This bug is going on 10 years old (easily),  remove the SD or fix the bug.

 

Edited by delems

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On 10/31/2019 at 0:59 PM, OLDZEKE said:

I and my team have tested the scenarios I described. I have no desire nor do I attempt to mislead. When I post about things, I've already tested what I am posting about.

I don't post to try to one up or browbeat. My intent is to try to explain and inform but being we have rules as to what depth we can go into as to testing tools and procedures I can't lay it out step by step. 

Multiple accounts, I just tested on a test server with 5 accts on this rig. Ping was the same across all 5 and was the same on 1st as when it was the only one online. All are HC on that server so was getting chat spammed with HC notifications as well.

With 5 spawned in  my fps did drop into the 30s and 40s but yea I was running 5 clients simultaneously.

1 guy warping while others are smooth = the warper has a issue. I've watched a few and generaly they end up getting auto despawned.

Enterworld bug, it happens with the last available unit of that type but it will happen with several left if you are dropping packets.

Note: current version is only displaying 1 way ping ie ½ actual. Next patch will show full ping and I think quicker polling(not 100% sure on the quicker polling but to me it looks so), so everone's  ping will double from what the game shows now.

And next patch does have changes to the netcode, we are still refining it.

 

 

 

Enterworld bug, it happens with the last available unit of that type but it will happen with several left if you are dropping packets.

 

Again, as I have already pointed out, the most common occurrence of the enter bug is spawning in from a depot. Don't try to minimize the problem. As the availability of preferred units are quite often 2 from a depot, this is a HUGE issue.  Its rate of occurrence is much much higher when faced with high SD. Fix it. 

 

Multiple accounts, I just tested on a test server with 5 accts on this rig. Ping was the same across all 5 and was the same on 1st as when it was the only one online. All are HC on that server so was getting chat spammed with HC notifications as well.

With 5 spawned in  my fps did drop into the 30s and 40s but yea I was running 5 clients simultaneously.

Ok, great, you tested it on YOUR RIG. Not everyone is running "YOUR RIG" with your Internet connection. That's the rub. Who knows what firewall settings, anti-virus settings, connection speed, etc etc some of these players have. You can't draw any type of conclusion from such a limited test, you have to collect actual in game data. I guess I can start posting game clips to show you what I am seeing, would that help?

Note: current version is only displaying 1 way ping ie ½ actual. Next patch will show full ping and I think quicker polling(not 100% sure on the quicker polling but to me it looks so), so everone's  ping will double from what the game shows now.

And next patch does have changes to the netcode, we are still refining it.

 

Played last night with the new patch. Ping averages around 50, but bounces between 25-75. Never once did it go orange. 

 

 

Edited by nc0gnet0

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Depots have a fraction of the supply a ab has and it trickles in from the ab so yes you are far more likely to get to the last one in the list type deal.

 

Yea I can only test on my 2 PCs and 2 macbooks across both a hardwired and wifi connections. Can't test on others setups.

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A few questions, to anyone reading here.

Ever see the despawn window come up with green ok then the timer starts and ok greys out until the timer hits 0? If you are quick you can click it before the timer goes active?

Ever have the despawn spinout stall for a second or longer then resume?

Notice that it takes several seconds after you click enter world before you spawn?

And lastly ever notice the little white packet ticker/bar in the fps hud get shorter?

All the above are indications of packet loss.

If during the spawn process the client loses connection to the cellhost then the game can't place you into the cellhost. In most cases the enter world button greys out then comes active/green again without spawning you. Extreme cases it can cause your mission to become invalid or tell you your unit is not available even though the list still shows available units of that type.

 

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Maybe there are other causes of the EnterWorld bug (though don't think I have ever seen one).

I just know, the map there was no SD, there was never an EnterWorld bug.

And everything I use to spawn had 1 in the spawn list often.... because I spawn from CPs and used navy when it had infantry.

 

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I'm still thinking of the opposite of this supposed problem, and the fact that it's not multiple POVs, it might be multiple clients running on a machine.

Regardless, I think that multiple spawns per player would be a huge improvement. In the balance thread I just observed that large numbers are always more fun. It feels like there are friends on your flanks, and it's not like hide and seek hunting, it feels more battle like, and less random deathmatch with more units on the field.

Allow each inf to spawn 4. 1 is active at a time, but you switch exactly like gun/tank/aircraft/ship crew.

 

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On 11/6/2019 at 1:30 AM, tater said:

I'm still thinking of the opposite of this supposed problem, and the fact that it's not multiple POVs, it might be multiple clients running on a machine.

Regardless, I think that multiple spawns per player would be a huge improvement. In the balance thread I just observed that large numbers are always more fun. It feels like there are friends on your flanks, and it's not like hide and seek hunting, it feels more battle like, and less random deathmatch with more units on the field.

Allow each inf to spawn 4. 1 is active at a time, but you switch exactly like gun/tank/aircraft/ship crew.

 

Multiple accounts also  add to increased SD and longer Cap timers, and my guess is they are responsible for the Wild fluctuations of each during low-pop. 

Park your clone account into a depot and you get instant notification that the depot the clone is on is being capped. 

Gamey at best.

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keep i on  the sd  swig  905 of time is  related to  group logg on and off ( work schoool etc))  also ther is a corilation to when  ao's are about to swtich and people are  mving in mass to new one  and cathcing the the sd timer  at tath moment

mulrti acounts are helping to keep gaem going do not blaim your  miney ticket ;)

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34 minutes ago, drkmouse said:

keep i on  the sd  swig  905 of time is  related to  group logg on and off ( work schoool etc))  also ther is a corilation to when  ao's are about to swtich and people are  mving in mass to new one  and cathcing the the sd timer  at tath moment

mulrti acounts are helping to keep gaem going do not blaim your  miney ticket ;)

I am not even sure what a mulrti acount is?

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1 hour ago, nc0gnet0 said:

Multiple accounts also  add to increased SD and longer Cap timers, and my guess is they are responsible for the Wild fluctuations of each during low-pop. 

If everyone could spawn multiple inf, the server would simply track players (as it does now). Two accounts would then of course have 2X that, so maybe you remove second accounts, or limit them.

Quote

Park your clone account into a depot and you get instant notification that the depot the clone is on is being capped. 

Gamey at best.

Not gamey at all. Not even slightly gamey.

How many men are in a Brigade? How many are in the field at one time in game? The entire BDE should be in the field all the time. We don;t have enough players for that, but it's closer if each inf is 4 inf.

Sneaky caps are idiotic and should not be a thing anyway.

Sneaky caps are in fact gamey. There are X hundred troops in a small town. 1 guy could capture the entire town in WW2OL via moling with no defense. How is that not gamey?

Edited by tater

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