Please fix the lag and bugs that make large portions of the game unplayable!!!
All Pve's and patrols rubberband and stutter, The tray issues I can deal with but when my ship does not fly through space correctly it makes it hard to play anything, all this has been going on since the anniversary patch....
Please support this thread....
Thank You
My Tracert,Pathping, and nettest results
http://sto-forum.perfectworld.com/showthread.php?p=22376451#post22376451
Oh forgot about the random disconnects as well....
Video's of stuttering in Conduit Advanced
https://www.youtube.com/watch?v=IGCHPxxTomIhttp://youtu.be/fHDuaGov1-k
And it has been way worse then these video's show..
Fleet Defense you will love this one...
http://youtu.be/1R1SBlq0tA8
Ok people complained of needing more explanation of the issues well here you go this was submitted by rodentmaster..
- DOFFing - system won't respond, lag won't let me collect rewards, long delays slotting new projects.
- multiplayer - CCA (20 players) one of the easiest out there -- still died several times, warped and rubber banded countless times, had teammates being popped or flat out disconnected because of the major lag. It wasn't just me. Soldiered on, but finished a few in this terrible state of gameplay. Stopped playing them.
- multiplayer - STFs (5 players) - 90% massive lag experience rate. The other night tried an ISA run that failed horrifically because afte the initial cube we went left and 3/5 the team were literally dumped off the server and I was SNR'd locked in place for 120 seconds straight. Suffice it to say we bailed on that one. This level of lag also horrifically impacts damage assignment the server gives to you and definitely weakens your outbound DPS. You get massive spike damage as tons of "hit" damage packets all arrive at once, and meanwhile yours never arrives, period. When you're not "hitting" them (even if it shows you are) the NPCs are rapidly healing as well which makes it an uphill losing battle. 9 out of 10 are horrible enough to have rubber banding, dead pauses, minor delays and glitches in interface interaction, and it severely impacts gameplay.
- multiplayer - ground STFs (5 players) - just so you know it's not isolated to space combat, trying to run BHE and other ground STFs has been met with SNRs and lagout conditions, being dropped a couple of times and flat-out laggy performance left and right. I've essentially stopped running STFs until this BS is fixed. Every time I test the waters I'm punished for my hope.
- single player - basic maintenance and character upkeep: Running to and from rooms to banks, vendors, etc, is laggy as HELL. You will more often than not be stuck on a door that doesn't see you for 10 seconds, or you'll run through a room and then warp back 100 feet to where you started. More often than not the exchange has a massive delay in search filtering and purchase processing, as well as posting stuff of your own for sale. Banks are slow to update and often won't register new item stacks when you transfer inventory items to the bank slots.
- single player - basic patrols: Still major lag. Always micro-warps or mini-lagouts associated with it, often in the middle of combat. More rubber banding, depending on the scale of the mission. Less missions have less lag, larger missions more. Even though I'm solo, EVERYTHING in this game is processed server-side, even mouse position and UI placement, it seems. Basic stuff that should be client-side are all handled server side. That means every AI on the screen is dependent on the server (and the connection to it) to run. Playing solo does NOT innoculate you from the server issues.
- single player - storyline missions: It makes them nearly impossible at times. I lagged through the initial Dust to Dust on all my chars the first time it was released. Then they added the patch that supposedly fixed things but did not in any way, and I went back for the deflector dish. Still so much lag and warping and rubber banding that I couldn't complete basic achievements. It's rather hard to beat the electrified floor portion without dying when you lag backwards into the power arcs. It's downright infuriating to be 75% of the way through the walkways portion of it to get the "complete hard without dying" accolate only to warp-lag rubberband backwards no less than 10 walkways and -- oh yeah -- you're dead because it's not there and the entire time you THOUGHT you were moving .... you WEREN'T. Even basic accolade hunting is nearly impossible with this lag. Hard to make a 2 minute run when you're stuck unmoving for 30 seconds at a time 2-3 times during it.
- and just about any area you can ask, I've experienced game-breaking lag.
This is all since DR. The official response: "We're not doing anything to fix it, it will settle down after people stop logging in." The above is across all zones, all sectors, in almost every part of the game, in battlezones (space and ground) and in solo or team missions. It is not isolated and it is not dependant on the number of players I'm immediately around.
I ask you: How is this not game breaking? There is no part of this game which I can play that isn't impacted by this lag. I am definitely not alone. I'm on enough chat channels that people make mention of it all at the same time. I know *I* do as well. The response is apathetic: nothing you can do about it.
Well.. wrong. Cryptic can do something about it. Their answer was: Don't log in. Their answer was: The load will ease up in a few days, so try back. This was very ignorant and a cop-out to everyone that had objective observation skills.
If cryptic wants to fix the problem, they can. They don't want to. The code is antiquated, sure, but you know what? Before the anniversary event it was still limping along. Whatever they did it was in the anniversary event patch. It cut the game's performance off at the thighs and on top of that the continued reliance on cogentco (worst in the biz) made the codr problems 10x worse.
They need to get the hell away from cogentco and fix the anniversary lag problems.
Neither of this is the average victim's -- er, player's fault and has nothing to do with them. This is entirely in the house of Cryptic.
http://sto-forum.perfectworld.com/showthread.php?t=1375161
Comments
Supported because having VCE unplayable due to the anomaly x7 is not good game design.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Douglas MacArthur - Quote on the dedication plaque of the U.S.S. Ranger NCC-97332-A Armitage class Fleet Heavy Strike Wing Escort.
I heard it from someone at Cryptic that the Devs love lag and are paid by the Lag Lobby to keep it in the game.
---
You know, Fury, I would have thought you knew enough to know that this thread is a stupid idea. Obviously, they're not trying to have a broken or laggy game. Obviously, they're working to fix it. So, the point of this thread is to...?
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
Yes re-worded it to not be a petition which is against forum rules I just learned...
They did. This one is to ensure that it doesn't break the TOS because of the petition.
Ah. Makes sense.
Douglas MacArthur - Quote on the dedication plaque of the U.S.S. Ranger NCC-97332-A Armitage class Fleet Heavy Strike Wing Escort.
If it was being worked on why would it be allowed to go on this long?
If cryptic fixed all the bugs then I wouldn't have had that story. Cryptic, please keep the bugs in the game.
Perhaps because some of the problems are from their ISP and because there isn't a "Fix Bugs" button.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
Thanks for being on the players side......:(
Obviously, they're failing pretty spectacularly at fixing it...to the point to where even the stickied workaround threads are closed. Not to mention the hilarity of a stickied workaround thread in the first place instead of, ya know, them fixing the problems.
Loadout bugs (including BOFFs, gear and traits disappearing or being shoehorned into different category slots) - How many months?
Mobs stuck in graphics and still being able to target you - How many months?
R&D HUD not updating the screen when you choose a different school to select a crafting mission (fantastic when you get to wait 20 hours or pay 17k dil because the top of the screen says Torpedoes yet you're looking at the 20 hour Beam mission that's somehow under the Torpedo school header) - How many months?
Random DX 11 Sector crashes - How many months?
Random DX 11 AND DX 9 combat crashes - introduced in the Anniversary patch
Sluggish Ability tray - Anniversary patch
And have they fixed the Dyson Science Destroyer yet?
After all the workarounds we've had to use for the many issues this game has piled up since (sometimes long) before Delta Rising, there's really no defense for this dev team/management at this point. They can shell out shiny new ships every month or so but be bothered to clean up crappy code from many, many months ago?
This isn't an ISP problem, its a cryptic problem. It does not take a rocket scientist or an engineer to figure out that the lag has progressively gotten worse with each patch since Delta Rising.
Everyone needs to get off the "Its your ISP" band wagon and make Cryptic take a SERIOUS look at all the lag rubberbanding, DCs and SNRs since Delta was implemented.
The STFs are getting worse and worse with all the major rubberbanding.... starting to make em feel like my ship is sitting on a DJ turntable and hes scratching out some mad beats!!
I for one will NOT be spending another dime on this game until they fix the frakkin issues that make this game unbearable to play!
Look, I'm not saying I love lag, or SNR's. I'm just saying that this thread does nothing at all to help with, well, anything.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
I imagine when you hear in the radio "12 Miles traffic jam on Highway XYZ in direction ABC. Highway is currently blocked after mass accident, we advise using Route DEF to avoid" you stay stubbornly on the highway and say "instead of reporting this, get the highway free!"
Just thought maybe a thread with enough player support to show we are far from happy at this point would help......
Well game ran smooth until anniversary patch, so blaming it on other router's and server's is nonsense imo....
You stole my DJ line!
But seriously, if this was a situation where it's based on the individuals ISP (routing issues, etc), it should affect all games, right? It *could* be a routing issue between STO's ISP and specific ISP's, but my anecdotal surveys don't seem to support this. It also doesn't help that I can run three other games simultaneously and see if there's anything specific on my end that causes latency issues (none from a network level, but my video card frame rate suffers). It could be that there are UDP packets being delivered with no data in them.
All I know (with an extremely high degree of certainty) that major issues for myself have started at Q's Winter Wonderland, ended when it did, then a new set of issues (along with two old ones) picked up on the Anniversary Event.
This is what people are upset about, and, as a paying client, I am not happy with the level of service being delivered. The only thing that has been keeping me around are the people that I play with, but as they leave one by one.....
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
So your saying 1+1 doesnt = 2?
its common sense... preDR lag was rare but it stil happened... PostDR/ Anni patches lag is predominant and affecting gameplay for a LARGE number of the players
Not for me. I had lag, SNRs, the R&D interface "lagging" behind choice. All of these happened before the anniversary event and will happen after it.
While true in SOME circumstances, when one is attempting to troubleshoot issues, you first look for a baseline and then compare it to the changes in a first attempt at trying to track down issues.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
I have videos where the rubber banding, power activation lag, and loss of powers upon activation occur. This only happens for STO and no other game. Would you care to take a look?
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Which means its Cryptics problem... they are not insuring a stable game play environment.
Yes they can do something about it game companys call ISPs all the time to determine routing issues
Yeah the difference between a customer paying 20 bucks a month and a Corporation paying thousands of dollars a month is two different things..
You obviously have no idea how ISPs treat business customers compared to residential... I happen to work for a major ISP and yeah if one of our businesses was having issues with their connection wed be all over it getting it resolved.
So since it's cryptic's game it's cryptic's problem? So Cryptic is responsible for Comcast (or whichever one of the prime evils you serve) routing your traffic through extra nodes (and slowing it down because pwe won't pay to be "fast laned") before cryptic ever sees the data? And Cryptic is supposed to call YOUR isp to clean it up?
Cryptic isn't even responsible for the servers - just the game code. It's PWE's servers & network you know. (oh wait, you probably didn't)
Try running a tracert - look for which hops show an increased latency - THEY are most likely the problem.
Also you can try running a program called pingplotter - that one will help you discover which nodes along the route are dropping packets on you.
It is not necessarily your ISP, but Cryptic's ISP. Cogentco is known for its poor quality and Cryptic is currently using it as their ISP for some reason. Probably under some contract or it being a cheap ISP.
In order to to play any MMO, your computer needs to communicate with the MMO's servers. Such communication requires a signal to travel hundreds or thousands of kilometers each second. Therefore, it has to go through numerous networks for communication to occur and each of those networks could be the problem. Since the communication paths between each MMO and your computer are different, then it would explain why you could never experience lag on one MMO and lots of lag on STO.
As far as bugs goes, a high school computer programming course shows how annoying fixing bugs are. Programs from those course only involves about 100 lines of code and it can take hours to track down the problem. An MMO has over a million lines of code so it is not surprising why some bugs could take months or years to fix. Fixing some text or power that deals far too much damage is easy to fix. Fixing something like the loadout bug can be extremely difficult to fix.
It is a problem in the sense that there are dissatisfied customers, but they don't control the route. That's kinda the point of the internet - it was not design for lag-free gaming experiences, it was designed as a communication infrastructure that could survive even if many connecting lines and important communication nodes were to be destroyed.
Like I said in a similar thread