Jump to content
Welcome to the virtual battlefield, Guest!

World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Forced despawn due high ping


titu250
 Share

Recommended Posts

I'm very disappointed with the new patch, the system that forced despawn you due high ping is going to kill us.

I have one of the highest connections in the world (Hong Kong) I'm understand that my ping is so high because the long distance from Playnet servers are ubicated, so my question is, Are you guys going to force to despawn the customers from overseas? Do you want to get customers from Asia, or China? So even here we have a high speed connection but always our ping will be so high! How you are going to fix it? In my case, if this issue is going to still as now I must to think to left the game, so you are forcing to abandone the game to some customers.

 

Hopefully you can fix this issue. Would be a pity left the game after 12 years.

 

 

Edited by titu250
change a word
Link to comment
Share on other sites

I am also having the same problem.

I had several navigators and programs runing at same time at first and got kicked

Then closed everything except the antivirus and system conection and still got kicked. the ww2 application had the net conection completely all for the game, and still closed. Far from collapse seeing the chart.

Tried on a far away fb where i have 60fps... kicked.

I hope there is being a tunning, cause never heard of anyone blaming me due to my conection or any "lag"...

If there is something we can log or save for revision, let me know please, cause I have a very decent conection with optical fiber and just me using all the bandwith.... and dont see a lot of options to improve this.

Thank you.

Link to comment
Share on other sites

  • CORNERED RAT
4 hours ago, fiambre said:

I am also having the same problem.

I had several navigators and programs runing at same time at first and got kicked

Then closed everything except the antivirus and system conection and still got kicked. the ww2 application had the net conection completely all for the game, and still closed. Far from collapse seeing the chart.

Tried on a far away fb where i have 60fps... kicked.

I hope there is being a tunning, cause never heard of anyone blaming me due to my conection or any "lag"...

If there is something we can log or save for revision, let me know please, cause I have a very decent conection with optical fiber and just me using all the bandwith.... and dont see a lot of options to improve this.

Thank you.

What callsign were you playing under? Trying to find you in the logs...

Link to comment
Share on other sites

  • Free Play Account

The people that are undergoing a forced despawn are happening not due to PING response time.  Although that might be contributing to your problem it is not the cause of it.  The problem is 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 detect a cumulative delay in arrival - meaning we know when the packet was created, and we know when it was finally processed.  Our goal was 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. Many of you insist on not using 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.

2. 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.  Provide information like: Do you use wifi?  If so, how far away are you from the router and what does your router say your packet loss is (and its not zero, you always have packet loss and it gets worse the further away you are).  Where do you live?  Who is your ISP?  What is your ping like?  What does your overall packet loss look like during your prime-time?  (support can help you figure out how to collect this information)

3. 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.

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.

  • Like 2
Link to comment
Share on other sites

I play this game for many years now and have a satellite connection. My ping is always around 620ms. I don't use or abuse this, I die more because of this. I am a paying customer. I never had any problems playing this game. Now I'm kicked off all the time. I hope you guys will find a solution for this real soon. 

Link to comment
Share on other sites

  • Free Play Account

Its not ping. Its quality of your connection.

Packet loss can be caused by network congestion.

If you're losing packets on a 1gb fiber connection, you'll be autodespwned.

Link to comment
Share on other sites

  • 2 weeks later...

Some days i have no problems with forced despawn, but today, it kicked me off 3 times in 5 minutes. Is it possible to send me RTB instead of KIA to safe supply. Now I feel guilty to even try to log in when supply is low.

Link to comment
Share on other sites

  • Free Play Account

They turned the forced despawn off.

I know you don't want to hear it but online gaming with a satellite connection isnt favorable.

 

Link to comment
Share on other sites

  • CORNERED RAT
49 minutes ago, Pittpete said:

They turned the forced despawn off.

I know you don't want to hear it but online gaming with a satellite connection isnt favorable.

 

actually its back on

Link to comment
Share on other sites

What is "high" ping considered?

At some point in the future I may need to get a satellite connection, and I assumed it would mean not being able to play the game, this a distant future not anything to really worry about for the foreseeable future.

Link to comment
Share on other sites

Satellite has unavoidable high pings due to the loop distance, your house to LEO and back to the collector and then to the internet destination, and then back again.
Uplink is weak because you have this tiny 4.2watt transmitter on your side of the equation.

Packetloss is the worst part though, satellite usually uses  some form of encapsulation rather than plain TCP/IP Hughesnet calls it buckets.
Your packets get delivered in buckets, there isnt a lot of retransmit on loss i assume because it would saturate the nodes, and they are usually oversold anyways.

 

Link to comment
Share on other sites

cc, I figured as much, I had thought it had gotten btr of late however, what with new constellations of LOE satellites being created, but even if I had a house on Everest it would still , from the sounds of it, not  be workable.

 

Link to comment
Share on other sites

3 minutes ago, brady said:

cc, I figured as much, I had thought it had gotten btr of late however, what with new constellations of LOE satellites being created, but even if I had a house on Everest it would still , from the sounds of it, not  be workable.

 

LEO may help with ping, but PL not so much

To optimize efficiency and make the most money, they use some proprietary container system to smash the packets into and they then send out these containers
at a given rate, typically if a packet is lost in packaging it is not re-requested unless the receiving side asks for it. To do so right up front would use up more of their bandwidth, and a lot of things simply don't care that much.
Email Browser etc those things dont care so much, audio or video will glitch a sec then keep going, a download will of course ask for a retransmit.

These satellites they put up, most of the the system that could actually run the game decently with no packetloss and low as possible latency, that stuff is sold to commercial and governments, then there is the consumer side where they oversell what a node is capable of, and said node is already running under what we would consider non optimal circumstances anyways.

Its kind of like back in the dialup days, if you were not overselling for how ever many lines you had on digiboard and someone wasnt getting a busy signal, you were losing money.

If you had a house on everest, your best option would still be a ground based point to point microwave repeater of some sort i think.

Link to comment
Share on other sites

  • Free Play Account
3 hours ago, B2K said:

actually its back on

Wasnt aware, didnt read anything about it...Sorry for the misinformation on my part.

 

Link to comment
Share on other sites

The forced despawned is not due to high ping please read frisbones comments here

 

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.

Link to comment
Share on other sites

29 minutes ago, brady said:

Regardless, I am curious as to what is considered a bad ping Number ?

Ping alone i dont think will be entirely held against you.
I think in theory you could play with a 350 to 400ms ping? but it needs to be an otherwise solid connection, it can't be 350ms but suffering from 15% + packet loss
That causes all kinds of voodoo to happen

Link to comment
Share on other sites

  • Registered Users

In testing I could only simulate a bad connection.

That said I could simulate a 650+ms ping and not be despawned as long as I didn't introduce packet loss with it.

But that was was simulating a 700ms ping across my 60 ping connection.

Packetloss however is the bear, it causes your updates to backup and that will despawn you if it's steady and significant. 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...