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Being force despawned after getting killed and thus RTB


vanapo
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It happened to me at least 3 times this campaign while I do not get force despawned very often. I'd say I have been force despawned 6-10 times in total this campaign. This happened while being airborne only as I allmost exclusively get force despawned while flying - which is understandable.

I know, getting a RTB for a plane that's falling out of the sky is good for me but: Is this a bug? Does it occur with other players too? What's about the kill credit? I don't want to be accused for "pulling the plug" only because I got force despawned. It seems like the increased traffic of shooting and getting shot at by other players seem to increase the risk (or in this case the chance) of being force despawned, thus spoiling the fun for the attacker.

Maybe it would be nice to ad a little marker or something someone can identify when a plane just disappears. Make a little green puff if it was force despawned, make a blue puff on connection lost. Then I can report all these blue-puff-people!

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I believe this only happens when you have a long enough interruption in the flow of packets from your side to the server. The game can't properly track you anymore, so you're auto-despawned as a result.

- Are you on wireless? If so, this can cause intermittent interruptions in connection that can be long enough (perhaps 5-10 seconds plus?) to get you auto-despawned.

- Do you actually look at your packet stream when this happens? Bring it up with numlock. I am 100% positive that when you're auto-despawned, you'll see packet loss.

Nothing else affects auto-despawned; not amount of other players, not shooting, etc. Doesn't matter if there are hundreds of other players around you all shooting their weapons, that has zero effect.

All that matters is client-side packet stream (and that is 100% unaffected by any of those things; if you doubt this, check your packet stream during any scenario).

As an experiment, you can induce auto-despawn any time you want by simply disabling your network adapter or unplugging your ethernet cable while spawned in. You will auto-despawn (the difference is that in this extreme case, where a connection won't be reestablished, you will also get various system messages on chat essentially telling you you've lost connection).

Edited by xanthus
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28 minutes ago, xanthus said:

Are you on wireless?

Nope. Got "DSL 16.000+" and my PC is connected via cable LAN. According to my router (fritzBox), my gerneall package loss rate is very low and connection quality is very good. As I said, I get force despawned in very rare occasions. That's why I am a bit suspicious that it happens often after I have been killed.

31 minutes ago, xanthus said:

- Do you actually look at your packet stream when this happens?

Nope. While dogfighting and most time in the air, I turn the whole interface off. My Ping is usually in between 140-170 though, running at constant 60fps (due to adaptive vsync, my VR-prooven hardware should not have any problems with the game).

 

34 minutes ago, xanthus said:

All that matters is client-side packet stream (and that is 100% unaffected by any of those things; if you doubt this, check your packet stream during any scenario).

As an experiment, you can induce auto-despawn any time you want by simply disabling your network adapter or unplugging your ethernet cable while spawned in. You will auto-despawn (the difference is that in this extreme case, where a connection won't be reestablished, you will also get various system messages on chat essentially telling you you've lost connection).

Are you sure that force despawn occurs only under the same conditions than a disconnect would happen? I think they introduced force despawn to despawn players that would have been able to play, but where lagging around like crazy. Those players could play before, they just where a pain in the [censored] to everybody else. Espescially while moving around in a fast plane. So now they get force despawned for continuous package loss - which, again, makes me wonder why I always get this continuous package loss while being killed.

Is there any log file for packages lost on the client side? Would be good to able to look it up *afterwards* ... because you know, when I am getting shot at, my first reaction is not to hit numlock and watch at my package loss rate - but to cry and curse.

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1 hour ago, vanapo said:

Are you sure that force despawn occurs only under the same conditions than a disconnect would happen? I think they introduced force despawn to despawn players that would have been able to play, but where lagging around like crazy. Those players could play before, they just where a pain in the [censored] to everybody else. Espescially while moving around in a fast plane. So now they get force despawned for continuous package loss - which, again, makes me wonder why I always get this continuous package loss while being killed.

Is there any log file for packages lost on the client side? Would be good to able to look it up *afterwards* ... because you know, when I am getting shot at, my first reaction is not to hit numlock and watch at my package loss rate - but to cry and curse.

A disconnect is different from a desync. A disconnect is "I no longer have any connection." A desync, which the Forced Despawn mechanic detects and deals with, is "I have connection, but I'm not reliably sending or receiving packets fast enough to keep my client in step with the server."

More than just laggy infantry, the Forced Despawn also helped eliminate players that were 'unkillable' (they died... eventually...), among some other screwy things.

It's possible that the Forced Despawn can detect a false positive when disconnecting, but it doesn't necessarily happen when an actual disconnect occurs.

 

Prior to a recent change to the Force Despawn, you would always be considered KIA and your supply would be returned to its source much faster than normal. After the change, Forced Despawn is always RTB, even if you're pretty much dead. I think it may still record a kill against you in stats, and I think your supply is still screwy if you're actually dead, but the AAR should read "KIA" if you're actually dead, even if you get booted just after you're dead. So I think this is a display bug at minimum, with possible other buggy things if I'm wrong about my assumptions.

 

As for why it happens to you so often when you die... not really sure.

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20 minutes ago, chaoswzkd said:

I think it may still record a kill against you in stats, and I think your supply is still screwy if you're actually dead, but the AAR should read "KIA" if you're actually dead,

I can confirm one of these instances happened to me yesterday and I looked it up in the stats - no KIA, no killer, just a plain RTB. I don't know who put my plane to flame, but I would be suprised if he got a kill for that.

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  • Registered Users

Just out of curiosity and may not actually tell anything but.... If you have a youtube channel or somewhere you can upload a good sized file to, spawn behind the lines where no one is at and alt tab out and start uploading and see if you autodespawn.

I never get the auto despawn unless I'm uploading or grandkids are here watching Netflix and playing xbox. But I jus have a 10 down 2 up line.

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2 hours ago, vanapo said:

running at constant 60fps (due to adaptive vsync, my VR-prooven hardware should not have any problems with the game).

 

FPS and hardware definitely has nothing to do with it. Again, if you don't believe me, unplug your ethernet cable while spawned into the live game; your fps will be totally unaffected (but the players around you will start to lag and warp) and you'll eventually be auto-despawned. Just to be clear; fps and packet stream have no relationship.

Edited by xanthus
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Yes, forced despawn is only relevant to packet throughput and timing. I have an excellent Internet service (though a less than satisfactory provider) aside from random bursts of packet loss. Causes problems in this game and others that I play, though this one is the most sensitive (I just get random screwy bursts of lag in others). That sensitivity makes sense as it is an MMO FPS, rather than a game that has hosted servers for smaller parties of players.

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  • CORNERED RAT

The issue may not even be you - the force despawn could be occurring due to packet delays within the route from you to the game.  

Not to long ago this was my connection for a few days...  kept getting despawned fairly frequently.  I could ping fine... a longer term check though........

|------------------------------------------------------------------------------------------|
|                                      WinMTR statistics                                   |
| Host                                                                      -   %  | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| homeportal                                                           -    0 |   52 |   52 |    3 |    4 |   12 |    5 |
|172-5-100-1.lightspeed.snantx.sbcglobal.net    -    0 |   52 |   52 |   24 |   44 |  186 |   29 |
| 99.71.0.66                                                             -    0 |   52 |   52 |   23 |   24 |   29 |   26 |
| No response from host                                     -  100 |   10 |    0 |    0 |    0 |    0 |    0 |
| 12.83.39.69                                                           -    0 |   52 |   52 |   24 |   27 |   37 |   29 |
|  gar27.dlstx.ip.att.net                                          -    0 |   52 |   52 |   30 |   33 |   42 |   31 |
|  ae7.cr10-dal3.ip4.gtt.net                                    -    0 |   52 |   52 |   30 |   34 |   64 |   36 |
|  xe-2-0-0.cr0-dal2.ip4.gtt.net                              -    0 |   52 |   52 |   30 |   32 |   41 |   32 |
|  ip4.gtt.net                                                            -    0 |   52 |   52 |   30 |   33 |   42 |   33 |
| auth.wwiionline.com                                           -    0 |   52 |   52 |   31 |   32 |   41 |   33 |
|________________________________________________|______|______|______|______|______|______|
   WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider

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Thx for the answers guys. To sum it up: I got not much problems with force despawns. I only wonder why 1 out of 3 force despawns happen when I am allready dead. You may think otherwise, but usually "being dead" is only about 1% of my time in game, not about 33%. I gonna watch it further though, might just have been bad luck.

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  • CORNERED RAT
On 6/20/2018 at 10:46 AM, vanapo said:

It happened to me at least 3 times this campaign while I do not get force despawned very often. I'd say I have been force despawned 6-10 times in total this campaign. This happened while being airborne only as I allmost exclusively get force despawned while flying - which is understandable.

I know, getting a RTB for a plane that's falling out of the sky is good for me but: Is this a bug? Does it occur with other players too? What's about the kill credit? I don't want to be accused for "pulling the plug" only because I got force despawned. It seems like the increased traffic of shooting and getting shot at by other players seem to increase the risk (or in this case the chance) of being force despawned, thus spoiling the fun for the attacker.

Maybe it would be nice to ad a little marker or something someone can identify when a plane just disappears. Make a little green puff if it was force despawned, make a blue puff on connection lost. Then I can report all these blue-puff-people!

software like this causes despawns  Dell supportassist

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47 minutes ago, OHM said:

software like this causes despawns  Dell supportassist

Ever since I deleted that Dell supportassist garbage I've not have one CTD. 

 

Thanks again, Ohm, for sorting that out for me. Will be resubbing very soon. 

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btw, despawns aren’t always caused by network lag, it can also be caused by lag in your computer (ie. if it takes too long to process something) or even a combination of both. So processes in your computer can cause the issue or even some cpu throttle software can cause the issue as it makes the timers shift.

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2 minutes ago, SCKING said:

btw, despawns aren’t always caused by network lag, it can also be caused by lag in your computer (ie. if it takes too long to process something) or even a combination of both. So processes in your computer can cause the issue or even some cpu throttle software can cause the issue as it makes the timers shift.

True, but that's a lot less likely on the more modern beefy machines people are using. But yes, it's important to note that.

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That's why I pointed out in general I got a good connection with very few package losses + a good machine (i76700k, 16gb RAM, GTX1070) capable of playing VR without lag or stuttering. I guess playing from europe ist the reason for most of my forced despawns - and of course having something up&downloading at full speed in the background might be an issue. With Win10 you never know for sure if the system is downloading or using CPU power to process something in the background. But at least the fritzbox router helps a lot with managing up & downloads of different applications running through different ports. Before I had that, with the stock router from my provider, I had a lot of problems regarding lag and disconnects as soon as anything started to stream or download because that router was just not able to distribute bandwith properly. It was more or less: "youtube on, game off. youtube off, game on"

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  • Free Play Account

Some modem/routers from ISP's are just horrible

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