There are multiple threads on the forum that can help you test your internet connection. Please utilize those resources to improve your connection to the servers.
That connection testing, does so very little, as it is testing to their test servers located in California if I am not mistaken, while their game servers are in Boston!
Basically what all 75k+ Premade runs look like..
Not quite as bad in lower runs, but still noticeable.
Lag doesnt really translate well to a Video as the viewer doesnt know what is being pressed and expected, but the rubberbanding and even the standstill should be pretty obvious...
(just making sure):
Pingplotter plots a 100ms, ingame 150 according to netgraph
Its not only my Computer, because everyone was experiencing the issue.
And its not only a european problem, as players from the states experience it too...
best regards
RyanSTO
it wouldnt matter how many videos you posted about lag, your connection, your distance, the line between any issues there or not there. that info doesnt translate to other players because it is specifically about your end which invalides itself because there are many players who get bad connections for reasons beyond their control and you get those who may live along central or eastern areas of the usa who get superfast connections with no issue at all. besides that your video could be dressed up exactly the right times to look good and when the video cuts the connect starts going bad. i have no idea, you have no idea. cryptic has no idea either, they can llike we can only work with what we got and hope we have good clean speeds.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
it wouldnt matter how many videos you posted about lag, your connection, your distance, the line between any issues there or not there. that info doesnt translate to other players because it is specifically about your end which invalides itself because there are many players who get bad connections for reasons beyond their control and you get those who may live along central or eastern areas of the usa who get superfast connections with no issue at all.
IMO, some of the issue stems from ISP's, not getting along too well with 1 another, network wise.
it wouldnt matter how many videos you posted about lag [...] because there are many players who get bad connections for reasons beyond their control and you get those who may live along central or eastern areas of the usa who get superfast connections with no issue at all. besides that your video could be dressed up exactly the right times to look good and when the video cuts the connect starts going bad [...]
It seems to me that you're thinking that I dont see any lag. I'd therefore suggest you actually watch the video ;D
Im just replying again to put further emphasis on the mentioned problem with star ship traits probably the cause of lag problems.
I made some 4 dozen PVE this weekend. 80% where ground runs without any lag problems or what so ever. The few space runs where extremely lagy, especially KASA I did in my JHSS. On one of the KASA matches I disengaged this ships native trait resulting in a much smoother running PvE.
I think some further testing is in order but its highly likely that Cryptic has some serious bugs on topic to sort out.
With more and more peeps bringing ship traits to matches this problem certainly wont go away by itself.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
the spam of abilities is clearly reduced when u remove all the shiptraits, but we can make it lag even without any traits (Ship/Rep/personal).
Its not nearly as horrible as with all the stuff on, but still noticeable. I guess its the way they handle stacks.. as in, every single stack of elite shields, Plasmonic leech on you and your targets, supremacy, anchored, pedal, assimilated 2p's hullhealing spamming its heal every 1/10th of a second for the radiant nanite cloud... gets its duration calculated seperately...
When someone shoots me so my fleet shield stacks to 5, then takes a break and shoots me a couple seconds later to stack my fleet shield by another 5 stacks - the first 5 actually fall off before the last stacks - and you can see it counting down your stacks at the speed at which they build up.
So every single stack has its own creation time, duration and removal time saved and recalculated every second. (or as the UI refresh might suggest ... 8-10 times per second?) Not sure how the server side handles things, but this massive bloat of timers might be part of the problem.
If the instance server has a maximum limitation of how many timers to refresh per second, that would explain why, when everyone goes wild you see 2-3 seconds of stand-stills. And if this limitation is low enough the actual server capacity is not even reached, it just locks out the instance to preserv overall performance. And since the server is only operating at 30% capacity surely it must be something else?
That would not explain why it still does its lag behaviour when no one uses those traits though.
So possibly the ISA server is at its maximum capacity? The guessing game doesnt really work without knowing how its actually set up.
We did just play a pug korfez. We got the benthans and just noticed how lags increased over time. Just before the second wave of turei freighters spawned, even the timer slowed down more and more. It was going down by 1 second every 5 seconds at the end.
That was clearly not just a graphical problem on client side, because enemies did not spawn until the timer ran out.
I guess, we can also look at it this way, from a programming perspective.
Missions designed for 5 people, while all of these new additions being added in game causing possible bugs, plus tons of new abilities/traits pushing ever higher dps capabilities and, more hangar vessels produced.
The mission deigned for 5 people in the past, can have people running in it pushing the dmg capability of 10-100 player's, just from 1-5 player's these days.
Talk about a possible server confusion overload, hence also not corresponding to certain programming errors/bugs.
Further made problematic, when getting ISP's & internet traffic speeds in the equation.
To be honest, the rubberbanding made that match seem a lot more interesting. Those aren't very exciting builds/ships to fly...
They made it to prove a point, a point which should be made and which for some reason hinders me to play space maps lag free as of late. (ground maps run smoothly as ever by the way)
Peeps grind rep traits, peeps grind spec trees, peeps pay fortune of ec for certain personal and ship traits now this is the result?
Cryptic must be kidding.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
They made it to prove a point, a point which should be made and which for some reason hinders me to play space maps lag free as of late. (ground maps run smoothly as ever by the way)
Peeps grind rep traits, peeps grind spec trees, peeps pay fortune of ec for certain personal and ship traits now this is the result?
Cryptic must be kidding.
Well, if that's the best DPS build there is, if that's the play style at the end of the grind, then the game deserves to die. Seriously, that looks like a ship where you pilot it to a location, stop it and then SPACEBAR!! SPACEBAR!! SPACEBAR!! SPACEBAR!! SPACEBAR!!
I'd like to see a dev reply here, because even this night we had the same problem described by the OP. We decided to make a fun run with our main toons and... dooooom! Rubberbanding, slides-like movements and lag... meh:(
Basically what all 75k+ Premade runs look like..
Not quite as bad in lower runs, but still noticeable.
Lag doesnt really translate well to a Video as the viewer doesnt know what is being pressed and expected, but the rubberbanding and even the standstill should be pretty obvious...
(just making sure):
Pingplotter plots a 100ms, ingame 150 according to netgraph
Its not only my Computer, because everyone was experiencing the issue.
And its not only a european problem, as players from the states experience it too...
best regards
RyanSTO
What DPS meter is that you are using to see the readout in game?
Perhaps they want to maintain silence about the lag issue.
What they don't want to see, can't be a problem for them.
For three months (?) the game is unplayable. And at the moment, I think, the game is not going to be playable without serverlags again in the next months.
Perhaps they want to maintain silence about the lag issue.
What they don't want to see, can't be a problem for them.
But, to be honest, i don't care about what they want to maintain "secret". The problem is present, public, limpid and known by everyone.
To me is just unprofessional this behaviour, an official statement is what we actually need. Damn, i'm tired to repeat the same thing everytime lol
Up
We did another isa tonight, with new delta toons (so no traits, no specializations etc...) and the result was the same bs as op described: rubberband and lag.
This is too much... fix this problem
Well +1 to this.. Game is looking real bad right now with all this rubber banding.
Its so bad we have come to accept it, that sto will always have lag. Seriously is this your game?
Comments
That connection testing, does so very little, as it is testing to their test servers located in California if I am not mistaken, while their game servers are in Boston!
http://sto-forum.perfectworld.com/showthread.php?t=1391951
This was noticed as well by myself awhile ago and, I am by no means some heavy hitter in the dps dept.
Praetor of the -RTS- Romulan Tal Shiar fleet!
it wouldnt matter how many videos you posted about lag, your connection, your distance, the line between any issues there or not there. that info doesnt translate to other players because it is specifically about your end which invalides itself because there are many players who get bad connections for reasons beyond their control and you get those who may live along central or eastern areas of the usa who get superfast connections with no issue at all. besides that your video could be dressed up exactly the right times to look good and when the video cuts the connect starts going bad. i have no idea, you have no idea. cryptic has no idea either, they can llike we can only work with what we got and hope we have good clean speeds.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
IMO, some of the issue stems from ISP's, not getting along too well with 1 another, network wise.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Look at post #15.
I really hope the devs will look at this trait/spec-tree-induced lag.
It seems to me that you're thinking that I dont see any lag. I'd therefore suggest you actually watch the video ;D
I made some 4 dozen PVE this weekend. 80% where ground runs without any lag problems or what so ever. The few space runs where extremely lagy, especially KASA I did in my JHSS. On one of the KASA matches I disengaged this ships native trait resulting in a much smoother running PvE.
I think some further testing is in order but its highly likely that Cryptic has some serious bugs on topic to sort out.
With more and more peeps bringing ship traits to matches this problem certainly wont go away by itself.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Its not nearly as horrible as with all the stuff on, but still noticeable. I guess its the way they handle stacks.. as in, every single stack of elite shields, Plasmonic leech on you and your targets, supremacy, anchored, pedal, assimilated 2p's hullhealing spamming its heal every 1/10th of a second for the radiant nanite cloud... gets its duration calculated seperately...
When someone shoots me so my fleet shield stacks to 5, then takes a break and shoots me a couple seconds later to stack my fleet shield by another 5 stacks - the first 5 actually fall off before the last stacks - and you can see it counting down your stacks at the speed at which they build up.
So every single stack has its own creation time, duration and removal time saved and recalculated every second. (or as the UI refresh might suggest ... 8-10 times per second?) Not sure how the server side handles things, but this massive bloat of timers might be part of the problem.
If the instance server has a maximum limitation of how many timers to refresh per second, that would explain why, when everyone goes wild you see 2-3 seconds of stand-stills. And if this limitation is low enough the actual server capacity is not even reached, it just locks out the instance to preserv overall performance. And since the server is only operating at 30% capacity surely it must be something else?
That would not explain why it still does its lag behaviour when no one uses those traits though.
So possibly the ISA server is at its maximum capacity? The guessing game doesnt really work without knowing how its actually set up.
That was clearly not just a graphical problem on client side, because enemies did not spawn until the timer ran out.
Mmmh, let's see
Missions designed for 5 people, while all of these new additions being added in game causing possible bugs, plus tons of new abilities/traits pushing ever higher dps capabilities and, more hangar vessels produced.
The mission deigned for 5 people in the past, can have people running in it pushing the dmg capability of 10-100 player's, just from 1-5 player's these days.
Talk about a possible server confusion overload, hence also not corresponding to certain programming errors/bugs.
Further made problematic, when getting ISP's & internet traffic speeds in the equation.
Praetor of the -RTS- Romulan Tal Shiar fleet!
They made it to prove a point, a point which should be made and which for some reason hinders me to play space maps lag free as of late. (ground maps run smoothly as ever by the way)
Peeps grind rep traits, peeps grind spec trees, peeps pay fortune of ec for certain personal and ship traits now this is the result?
Cryptic must be kidding.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
That's a good start!
Well, if that's the best DPS build there is, if that's the play style at the end of the grind, then the game deserves to die. Seriously, that looks like a ship where you pilot it to a location, stop it and then SPACEBAR!! SPACEBAR!! SPACEBAR!! SPACEBAR!! SPACEBAR!!
Go relax on Risa man and use the playstyle you see fit.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Hope in reality is the worst of all evils because it prolongs the torments of man.
- Friedrich Nietzsche
Don't use a Spacebar all-in-one macro, it's bad for DPS.
Parser: CombatLogReader (CLR)
https://www.youtube.com/watch?v=SLKRoq-ejx0
I can say the same about the patch of this week... :mad:
Parser: CombatLogReader (CLR)
What DPS meter is that you are using to see the readout in game?
Combatlogreader, specifically the mini function therein.
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!
Perhaps they want to maintain silence about the lag issue.
What they don't want to see, can't be a problem for them.
For three months (?) the game is unplayable. And at the moment, I think, the game is not going to be playable without serverlags again in the next months.
Parser: CombatLogReader (CLR)
To me is just unprofessional this behaviour, an official statement is what we actually need. Damn, i'm tired to repeat the same thing everytime lol
I really enjoy STO. I really do not enjoy the lag.
I thought maybe it was my ISP, but it looks like everyone's having issues.
Be nice if this was addressed.
We did another isa tonight, with new delta toons (so no traits, no specializations etc...) and the result was the same bs as op described: rubberband and lag.
This is too much... fix this problem
Now I have lags and rubberbanding even in patrols on a new character without stacking traits.
Dysonground is another example for the massive serverdelay. It takes ages until you can interact with the consoles on artilleryfields.
An official statemant would be very appreciated.
Parser: CombatLogReader (CLR)
Its so bad we have come to accept it, that sto will always have lag. Seriously is this your game?
No Words.
Parser: CombatLogReader (CLR)