Slow internet makes for impossible PVP

StephenB, I have the same issue. I have a slower connection then you and I can play a ton of games online but this game and BF4 (Origins hates my connection). I can only play solo but I still have an awesome time.
 
Obviously a slow Internet is going to cause problems, I currently have between 7 - 9Mbps which is fine for just about every game I play except ED. I just got killed in a 1 vs 1, both of us in a Vulture. I saw a wanted player that was Interdicting a clean player in a Cobra, I dropped in to help and began firing at the Wanted Commander. As we fought he kept missing me, he very rarely got an accurate hit until we smashed into each other and both lost about 50% of our shields. The commander flew away to turn and shoot but was firing as he flew away from me, I just thought he was inexperienced and kept the fire trigger held but then suddenly it said shields off-line and I began losing hull despite him flying in the opposite direction from me. He turned and shot at me; this time hitting me and I thought forget it this is too laggy and I engaged my frame shift drive then suddenly my ship explodes at roughly 70% hull.

I paid my insurance and I'm fine with dying, I'm just curious as to why player to player connections are so bad in this game? I also want to know if any of you have had similar experiences if so what speeds do you run at?

I always play in open and don't mind getting interdicted but I think I may play a bit more solo when it comes to warzones considering fighting one player was so laggy I'd hate to see what happens if I play with multiple players.

Wait... you mean that the teleportation module equipped in CZ npcs are finally released?! Oh joy!
 
I had problems last year and traced it to the way my provider in the small print of the contract caps the upload speed and with ED I was hitting the cap. Had to take their max package and been fine ever since. The problem is we all focus on the down speed but in a p2p architecture the up speed is vital too.
 
Plus there're players out there who will choke their upload speeds so that you don't get an accurate picture of where they are.
You're upload and download can be fine; so for them it is easy to see and hit you but you will be at a disadvantage due to their often intentional 'antics'.
Most p2p games suffer this kind of abuse and there is little you can do about it except be somewhere else..
 
I had problems last year and traced it to the way my provider in the small print of the contract caps the upload speed and with ED I was hitting the cap. Had to take their max package and been fine ever since. The problem is we all focus on the down speed but in a p2p architecture the up speed is vital too.

I stay with my sister and she just wanted something cheap. Unfortunately I don't have much control over what ISP we have. TalkTalk is the ISP in question, it's rubbish and likes to disconnect every once in a while.

This is my speed from speedtest.net:

8f4561ddb6ecf1962647f17adeef67a6.png
 
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0.81Mb/s upload ... that might be the cause of your problems - you could be saturating the link and the router / ISP dropping packets.

My problems are due to the distance I am from the UK (good upload/download speed but poor latency)
 
My problems are due to the distance I am from the UK (good upload/download speed but poor latency)
You should not be getting matched with UK people if you are in another country. I am pretty sure I am getting US and Canada people mostly with little or no lag.
 
I engaged my frame shift drive then suddenly my ship explodes at roughly 70% hull.

Digressing from the OP's actual point, I still find the very thought appalling. The power plant is effectively an alternative, weaker health bar that isn't displayed right beside the hull integrity, leaving you with a critical weak spot and no way to quickly estimate when to do a Brave Sir Robin; instead, you can only see your inconsequential hull integrity and suddenly explode.

Imho, power plant kills need to be abolished just as FSD kills are no longer a thing.
 
Yeah the netcode is pretty terrible. I can't be in a combat zone with more than a full wing of commanders or everything lags and stutters around me, to the point where I can't even hit an NPC because someone else's client is responsible for them. I have 240mbit fibre optic broadband so I know it's not me that's the problem.
 
Well, i would vote for power plant health being shown maybe. I think its too much of a change to remove completely. What is the point of being able to target subsystems if they don't get damaged? Or you mean the blowing up part? Maybe it could just disable you for a few minutes? You will likely get blown up anyways depending on the mood of your opponent.

Digressing from the OP's actual point, I still find the very thought appalling. The power plant is effectively an alternative, weaker health bar that isn't displayed right beside the hull integrity, leaving you with a critical weak spot and no way to quickly estimate when to do a Brave Sir Robin; instead, you can only see your inconsequential hull integrity and suddenly explode.

Imho, power plant kills need to be abolished just as FSD kills are no longer a thing.
 
I am sorry but you are not quite right with your assessment. Tracert works by sending out 3 pings repeatedly to the destination, first round the TTL is set to 1; next round it's set to 2; and so on. When it moves through the network the TTL is decremented and when it reaches 0 the packet can't be routed further and the device it hit should send back an "expired" message (ICMP time exceeded) - tracert uses this to determine the IP address and reports the latency.

Some internet-admins disable ICMP responses so when this packet arrives and expires it's dropped - hence the *'s

http://en.wikipedia.org/wiki/Traceroute

I am not willing to justify my statement by publishing my cv, i can assure you i am qualified.

If you doubt the effectiveness of the 'trick' perhaps you don't suffer from a slow connection or, if you do, perhaps you should try it ?

I posted a perfectly good tip to help those experiencing a slow/poor connection, i'm certainly not going to get into WABT or ACK0/1 on a games forum.
 
I am not willing to justify my statement by publishing my cv, i can assure you i am qualified.

Go for it, because I assure you that Liqua's statement is correct. Many routers and other various bits of internet infrastructure do not respond to ICMP for security reasons. And seeing a row of stars in your traceroute output doesn't mean much in this day and age.
 
Go for it, because I assure you that Liqua's statement is correct. Many routers and other various bits of internet infrastructure do not respond to ICMP for security reasons. And seeing a row of stars in your traceroute output doesn't mean much in this day and age.

Very much this. It's quite quite common to see traceroute packets dropped as you make your way through infrastructure at the edge of providers, where filtering takes place, but have the final destination server respond as you expect.

Of course, default TTLs might make it hard to distinguish between a slow reply and a really genuinely dropped packet. Not to mention some kit that handles ICMP (which Windows traceroute uses) at a lower priority than all other traffic.

And... and... and...
 
For many-to-many game types like ED each has its advantages/disadvantages. For fast games, p2p can be better, but you're dependant upon many things. Ping time between every client, upstream speed of each client. If one client gets his upstream saturated it can cause all sorts of issues for him and everyone else. The server model looks better on paper, but geography and network topography affect things much more due to the double-bidirectional nature of everything, plus the "big" data which has to be moved in each frame to each client in one go rather than the UDP p2p streams from client to client. But overall, the server model is stronger. It just takes a lot more effort to get it right. As the game is made just now if the server glitches for a few seconds or gets saturated, the game can go on with the only problems being when changing instance, which is typically the LEAST horrible place for things to go wrong. A server going batty during combat can cause lots of grief to lots of players. That's why services like Xbox Live cost so, so much to run effectively. Everything from Avatars, Experience, voice comms, multiplayer games etc. have to be working 100% of the time. Downtime affects everything too.

Indeed but still the problem is the p2p netcode and peoples net especially those that have nets that cap p2p traffic or throttle it. Most mmos use servers now with servers available for EU or NA etc for a good reasons.
 
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Indeed but still the problem is the p2p netcode and peoples net especially those that have nets that cap p2p traffic or throttle it. Most mmos use servers now with servers available for EU or NA etc for a good reasons.

another big problem is, that anyone can simulate high ping/packet loss/low bandwidth on his own system...
 
E:D LAN party?

Frontier setting up a global ISP?

- - - Updated - - -

another big problem is, that anyone can simulate high ping/packet loss/low bandwidth on his own system...

Nefarious types can do it on someone else's system.
 
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Start\All Programs\Accessories\Command Prompt
Right click and choose 'Run as administrator'
This will open a window now...
Run your ED launcher, login & click 'Play'
Wait for the main menu to load and the IP will be in the lower left hand corner.

Go back to your command prompt window and type
Code:
tracert xxx.xxx.xxx.xxx
(replace xxx for the actual ip numbers) and wait.

You should get a screen like this:
View attachment 32529
Notice that before the final ping to the amazon server in rows 8 & 9 there are two timeouts and in rows 14, 15 & 16 a further three. That's bad !
Exit ED and close the launcher.

Open a new launcher and repeat the process until you get something like this:
View attachment 32530

You should find the game plays much smoother. Unfortunately there is no way to reduce the actual ping.
A broadband connection ping to server should be anything up to 70ms but as you can see on these servers the ping adds up to over 400ms AND as it's peer-tp-peer you have to double that for the other side (person you are shooting) and then double it again for the response giving a round trip ping of over 1600ms..... which is bad :(

However, use my trick to get the best server connection you can.

This doesn't help you at all in a P2P environment.
 
Indeed but still the problem is the p2p netcode and peoples net especially those that have nets that cap p2p traffic or throttle it. Most mmos use servers now with servers available for EU or NA etc for a good reasons.

You say this as if its everyone's own fault if their ISP throttles all or certain types of traffic. In some regions, you have no choice, either there is only one provide who delivers to your area, or all of them will throttle you down. It's a sad state of affairs but I think the customers are the ones least guilty of this misery.
 
You say this as if its everyone's own fault if their ISP throttles all or certain types of traffic. In some regions, you have no choice, either there is only one provide who delivers to your area, or all of them will throttle you down. It's a sad state of affairs but I think the customers are the ones least guilty of this misery.

This and the fact that ED is p2p is exactly why I think that ED should be thought of as Elite with friends instead of Elite the MMO...

Unfortunately the p2p instancing network the game uses is generally ignored by the MMO crowd, who seem to believe that free to use p2p architecture can do everything that subscription based server side architecture can do.
 
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