Juddery player ships in open

All I can say for certain is that I have not experienced this particular issue, though I have not seen another commander in 49 weeks either.
Me neither but I almost exclusively play with people from the same country. Don't know what happens when I would visit more crowded places.
 
We have to vote on bug fixing? They can't prioritize their work themselves? Wow.. now that screams incompetence.
They prioritize their work themselves, the voting is just for additional information that may or may not be taken into account.
 
We have to vote on bug fixing? They can't prioritize their work themselves? Wow.. now that screams incompetence.
No, you don't have to. But it can be beneficial to get input from several different groups with different interests ("stakeholders", if you're up for project management speech) when you have to assign a limted amount of resources to a large number of problems.
The problem about that is, as you also may find out, that you can't blame anyone else if things still don't work out the way you thought you wanted them to.
 
We have to vote on bug fixing? They can't prioritize their work themselves? Wow.. now that screams incompetence.

they have always worded it as 'correcting the biggest issues', never committed to fix all of them. they simply lack such work ethics. it seems for them bugs are a nuisance in pr, they would be entirely fine with them if it weren't for the noise. a spectacular release flop disrupting their own shop for days and an influencer powered online petition were necessary just to convince them to do anything at all.

so once it's down to a popularity issue ... just vote for your favorite bugs.

let the bug games begin!!!!
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Fdev gives players a democratic way to decide which bugs are top priority ... players complain ... classic!

Players should be reporting bugs, ideally with an in game system that automatically sends relevant logs, system info, and time, with FDev should taking it from there.

End-users have neither the knowledge nor resources to appropriately describe, let alone prioritize which bugs get fixed. I think Frontier is both relying too heavily on end-user reports and making those reports too convoluted to file; this seems to have been borne out in the case of some misreported bugs that were supposedly fixed, but which persist despite a useless non-fix because the bug report that was upvoted made incorrect assumptions about the nature of the bug that Frontier did not adequately investigate.
 
I suspect what the OP is referring to is a reported bug. Go and vote on it to be fixed.

It's an unresolved September bug. This never happened before that.
My PC and 2Gb internet connection hasn't changed either, sorry.

The ball's in your court FDev, get this fixed.

X.
Are we sure this is a "bug?" I've seen rubber banding since well before the September patch. I always put it down to networking and connection speeds. I don't think that it's anything on their end, other than the choice to build on P2P architecture.
 
It hasn't been like that for me always, but recently it seems to happen very often around stations when there are more than one other players around. Oddly, res zones and such still seem fine.
 
Are we sure this is a "bug?"

I am.

I've seen rubber banding since well before the September patch. I always put it down to networking and connection speeds.

Networking and connection speeds did not see a sudden decrease in global quality that coincided with the September update. The smoothness of populated instances did.

I don't think that it's anything on their end, other than the choice to build on P2P architecture.

I strongly suspect it's an extension of whatever client side issues are responsible for the current problems with NPC piloted SLFs.

If I had to guess at the source of the issue, I'd lean toward a problem with how individual clients poll, integrate, and redistribute it to others...perhaps some sort of thread priority or garbage collection issue, but I don't have the background or detailed enough knowledge of the working of the game software to speculate further.

This problems that is very widespread now used to be rare and closely resembles what happens when the client that was an instance host saw a sudden spike in CPU load that impaired it's ability to serve peers.

For example, if I'm the first one in a RES instance, I become the instance host for those that connect to that instance. If I start transcoding a video or doing something else that creates major resource contention on my system with the game client, everyone connected to me will immediately know something is wrong. This won't have anything to do with the quality of anyone's network connection, but it has everything to do with the server (my computer in this case) not being able to devote enough CPU time to serving clients.

Currently, the same effect is possible with instance hosts that have plenty of resources to spare, which tells me that it's a problem with the software.
 
I am.



Networking and connection speeds did not see a sudden decrease in global quality that coincided with the September update. The smoothness of populated instances did.



I strongly suspect it's an extension of whatever client side issues are responsible for the current problems with NPC piloted SLFs.

If I had to guess at the source of the issue, I'd lean toward a problem with how individual clients poll, integrate, and redistribute it to others...perhaps some sort of thread priority or garbage collection issue, but I don't have the background or detailed enough knowledge of the working of the game software to speculate further.

This problems that is very widespread now used to be rare and closely resembles what happens when the client that was an instance host saw a sudden spike in CPU load that impaired it's ability to serve peers.

For example, if I'm the first one in a RES instance, I become the instance host for those that connect to that instance. If I start transcoding a video or doing something else that creates major resource contention on my system with the game client, everyone connected to me will immediately know something is wrong. This won't have anything to do with the quality of anyone's network connection, but it has everything to do with the server (my computer in this case) not being able to devote enough CPU time to serving clients.

Currently, the same effect is possible with instance hosts that have plenty of resources to spare, which tells me that it's a problem with the software.
You've clearly put more thought and effort into this than I have. I've also spent maybe half an hour in game since September, so there is that. I'm hoping something will bring me back. The Golconda almost got me there.
 
It was a fresh glitch experience for me at the current Community Goal, where many vessels were stutter-jumping. They'd fly around for less than a second and then be teleported back some distance, skipping around in front of me. Scary when going through the mail slot. I didn't experience that before, in solo.

That's why I guess it has more to do with the instance host(s?) and probably the synchronisation between them and the clients and FDev servers.
Edit: as Morbad has already explained in more detail in his post above ; )

I blame a lot of issues on my end on QoS and similar settings by the providers, which in the case of 4G give me plenty bandwidth to watch or download videos but throttle my VPN to the office as soon as I upload more than 2MByte in short time. (I am NOT using VPN to play, I want low latency.)
The cable internet I use for a couple of months now feels slower overall but has less stutter in ED. I just measured it with a local speedtest and got 10ms average round trip response, 65Mbit/s down and 20Mbit/s up rates over WiFi.

Question: Is there a way to check if I am an instance host etc.?
 
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I work in I.T and have done for a long time. Trust me, my end if working fine.

The Rubber banding takes place in OPEN when at stations mostly, i cant say for sure if its been since the last patch because ive not played ED that much since PatchZilla landed in september and broke everything. Ive only just had a re-newed taste to play ED this last week and the rubber banding has almost killed that urge.

I can't tell how tech savvy a poster is by the forum avatar. I more than once was scowled at here for assuming too much. Like i repeatedly got negative comments when i told people to check things by traceroute. (So i rather point them to find a speed test website now. They do the very same, generally not as well, but with easier visual representation. )

So without knowing enough about you, what i wrote there was an attempt to help. If you already checked out all the things, then i just hope that the problem gets resolved for you soon. I can only tell that i did meet people in game the last days and i did not experience rubberbanding this time. So if it's a problem of the last patch, it somehow doesn't affect me directly.

My experience rather is that rubberbanding does happen under two conditions:
  • Network limitations. The rare times when i play at local gaming prime time, i rather go solo right away. I learned that my ISPs backbone seems to slow things down just enough on the early evening that i experience rubberbanding.
  • When the game keeps putting me in the same instance as certain other players, who seem to be playing on a potatoe. Something on the games instancing system is a bit flawed. It always makes those people master, due to whatever criteria, despite things reliably going south when they operate the instance.
Really, there's like three names, when i see them in the instance, i already know that i will go solo soon. I never investigated further, i don't think that their computer is the problem and would suspect that their ISP just limits the upload too much, which gives me problems. (So it might simply be that ED determines the download, finds that it's great, doesn't account for asymmetric connection and makes him master. )

But yea, tl/dr: I sometimes do experience rubberbanding, just like i did since the game was launched. According to my personal experience, there's been no change on how much rubberbanding there is since the last patch. Thus i personally see it as a general problem of the game, not of the last patch. Of course, others report different experiences, so there might be something wrong with the last patch. The question would be, why the experience changed for others, but not for me. (And might actually be because i formerly already at some times experienced the problems, so they are no news to me. )
 
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