Tracing route to patchserver.crypticstudios.com [208.95.185.41]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms fritz.box [192.168.178.1]
2 4 ms 4 ms 4 ms lo0.dr11.d12.xs4all.net [194.109.5.175]
3 4 ms 20 ms 4 ms 1421.ae3.xr4.1d12.xs4all.net [194.109.7.169]
4 6 ms 4 ms 4 ms 0.ge-0-2-0.xr1.sara.xs4all.net [194.109.5.2]
5 5 ms 5 ms 5 ms er1.ams1.nl.above.net [80.249.208.122]
6 6 ms 5 ms 5 ms ae8.cr1.ams5.nl.zip.zayo.com [64.125.30.205]
7 86 ms 86 ms 86 ms xe-1-2-0.cr2.lga5.us.zip.zayo.com [64.125.31.182]
8 88 ms 90 ms 88 ms ae1.cr1.lga5.us.zip.zayo.com [64.125.29.37]
9 98 ms 98 ms 98 ms ae7.mpr3.bos2.us.zip.zayo.com [64.125.21.225]
10 100 ms 99 ms 99 ms 208.184.110.70.IPYX-072053-002-ZYO.above.net [208.184.110.70]
11 101 ms 99 ms 99 ms border11.te7-1-bbnet1.bsn.pnap.net [63.251.128.41]
12 93 ms 93 ms 103 ms perfectworldent-4.border11.bsn.pnap.net [216.52.61.78]
13 93 ms 92 ms 92 ms xboxpatchserver.crypticstudios.com [208.95.185.41]
This looks good enough
the nettest throws a time out, is there a newer verison?
did a tracert and pathping fine i'll post them below but the nettest times out every time. I even turned off my antivirus and both firewalls [win and router] off and still timeouts. I'm getting server not responding and lag/rubberbanding.
Tracert
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
Tracing route to patchserver.crypticstudios.com [208.95.185.41]
over a maximum of 30 hops:
1 10 ms 3 ms 3 ms 10.0.0.1
2 12 ms 32 ms 12 ms 96.120.63.9
3 13 ms 13 ms 11 ms te-0-0-0-6-sur01.wheeling.wv.pitt.comcast.net [6
8.85.73.177]
4 19 ms 18 ms 15 ms te-0-1-0-21-ar01.mckeesport.pa.pitt.comcast.net
[69.139.195.177]
5 23 ms 27 ms 23 ms be-7016-cr02.ashburn.va.ibone.comcast.net [68.86
.91.25]
6 20 ms 22 ms 23 ms he-0-12-0-0-pe03.111eighthave.ny.ibone.comcast.n
et [68.86.83.106]
7 31 ms 23 ms 21 ms 50-248-118-174-static.hfc.comcastbusiness.net [5
0.248.118.174]
8 30 ms 22 ms 21 ms be2176.ccr21.dca01.atlas.cogentco.com [154.54.41
.54]
9 31 ms 32 ms 30 ms be2148.ccr41.jfk02.atlas.cogentco.com [154.54.31
.118]
10 50 ms 34 ms 30 ms te0-0-1-0.rcr11.b002133-1.bos01.atlas.cogentco.c
om [154.54.46.134]
11 30 ms 32 ms 38 ms 38.111.40.114
12 45 ms 36 ms 30 ms xboxpatchserver.crypticstudios.com [208.95.185.4
1]
Trace complete.
pathping
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
Tracing route to patchserver.crypticstudios.com [fe80::21b:77ff:d05f:b929%15]
over a maximum of 30 hops:
0 Tdwin-PC.hsd1.wv.comcast.net. [fe80::cd1a:bb8e:5a1:79b1%15]
1 Destination host unreachable.
Computing statistics for 25 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 Tdwin-PC.hsd1.wv.comcast.net. [fe8
0::cd1a:bb8e:5a1:79b1%15]
100/ 100 =100% |
1 --- 100/ 100 =100% 0/ 100 = 0% Tdwin-PC [::]
I been messing with this for awhile now tonight trying to get back into the game after some time away.
Based on what I see it's all cryptics fault. I have run countless test on my own connection, and still anyways did full resets on modems, routers, direct connects, and all my results come back clean.
But a continuous ping of patchserverrebirth.crypticstudios.com (in CMD " ping patchserverrebirth.crypticstudios.com -t ")
Show during rubberbanding and other related lag being seen in the game PING spikes often in the range of the 1,000s.
This is often why I personally dont like running traces unless its also a continuous pinging. because you may get a get result,
but test again and you get a bad one. you have to keep restarting it to see what the average maybe. So really honestly..
Runing "tracert patchserver.crypticstudios.com" does not tell me enough.
Its now midnight as I started to type this, and the ping has settled, and lag for the most part is fading away. with a average in the 70ms range. So its during peak hours I see the most problems.
given the way patchserver.crypticstudios.com is named, and seeing how ti reacts during game play during a pinging.
It tells me it's where you get the patches (if your using the STO Launcher and not Arc, I think Arc does it different. I dont know i don't use the game thing, like I need a bunch of game managers like Steam running in the background)
But either way, I am sure a allot of users still use the STO Launcher. Like I do. So way I see it working it Everyone goes throught patchserver.crypticstudios.com for EVERYTHING. Patches, and Gameplay. All within the same network.
I have seen lesser free 2 play games less popular break it up to into parts. Like a West Region or East game server you pick at log in. Others having allot like up to 5 to pick from with different sets up for PvP PvE, or just Trade only. so even they must have the money to do this.
They need to remap things. entirely separate network for Patching, Accounts, and Game Servers A & B. So 4 Datacenters.
When patching the patch comes from a server not related to game play. so its not interfering. Accounts Server for when you log in. Pick your character, and choice a Game Server with a low latency, or one that shows what your current friends are logged into. But I dont expect such a setup to be done.
I could be entirely wrong how they're setup is done. All i can say is what I am seeing. The URL patchserverrebirth.crypticstudios.com Impiles its where the location of the path files are located and download from. and I see a pattern of behavior with the ping during gameplay at the very same time as lag. So they must be joined in some way, Maybe they're on different servers but all under the same ISP (which is their own according the the IP that gets spit back when i ping them). They don't have enough bandwidth is my thoughts. So what i mean by separate datacenters are separate servers on separate ISPs.
30 minutes going into making this post. The ping has settled more now being passed midnight non peak hours. The lag for the most part is gone.
These are just my thoughts as I seeing how its working on my end. Only way I can see maybe getting around these issues is a VPN closer to them to connect to. Otherwise there no fix on the player end, if your connection is perfectly healthy, or your ISP is throttling your connecting to STO. But seeing how the connection for me has settled passed midnight I don't see that to be the cause for my lag.
But in the end. was only able to play after midnight.
well just walking around anyways. high lag during battles.
*update*
I decide on the launcher to use there own EU proxy. I seem to get the best results with that.
Its almost 4:30PM. I Am still using the EU Proxy which is selectable in the STO launcher options.
I set it for both game and patch.
I also started up two constant ping runs.
ping patchserver.crypticstudios.com -t
&
ping eu2.proxy.crypticstudio.com -t
So i can watch it while during play. Seems like the rubberbanding just goes away when I use the EU proxy. The spikes are not as high. both of pings were averaging about 81ms.
So I Think if you are having lag rubberbanding problems, to try to use the EU proxy on the launcher options before logging in. not sure how it helps. maybe they do infact have separate connections for US and EU. Just based on where you connect from it sends you to whats suppose to be the fastest. for most of us I am sure with these issues are in the US. So EU proxies fool it into thinking your in the EU so reroutes your connection but still goes to the same Game servers. So not like your region blocked from friends.
So maybe worth trying if your still having issues.
Proxy servers can be set up with specific routes in mind, allowing for quality control.
I tried the proxies, results varied. Overall ping goes up and the rubberbanding was still there for me.
I will do another test.
But seriously, they should switch back to what they had a couple a months ago or upgrade their server center architecture.
Or they should optimize the network packets / protocols handling so that there are less congestion issues.
One way to do this is limit the amount of interface clicks, think about it, all those useless sliders and buttons just for filling a silly reputation project. pointless interactions.
Ways to slim down the number of interaction packets:
- Confirm all button in doff missions.
- Fill Project button (like the select all doffs in fleet projects)
- numeric entry at vendors instead of sliders, inventory space is the limit
- link powers to sequences, no not through keybinding, actual skill sequence
- optimize the exchange to have fewer listings (like the dilithium exchange, sell x of item for y each), yes this would kill debundle for profit, but it would speed things up considerably
Less packets, less server interactions, they are slightly larger mutations, but as the data mutations are all related to the same player, less database lookups are needed.
cryptic PLEASE fix the LAG ISSUES
heck do a kickstarter if you need cash to do so, you could 'give away' digital items like there is no tomorrow
this be true. but getting them to do any of that be a pain in the TRIBBLE$. lol
I just saw better results when I switched to the EU Proxies, and thought i pass it along.
I also played with my VPN manager but there was hardly any luck there. most of the free VPNs that load up on my manager are often have false stats and when they do work just as good as my connection without them they were in areas that routed me into the same connections that i had lag with.
but the EU Proxy allowed me to play a little today with maybe a bit of lag here and there. but hella allot better and playable.
I had simmilar results using the EU proxy made it minimally playable, though nowhere near how smooth it used to be (I think it was still good just after the particle collection server lag debacle).
Up to the point just after the first command ship sale, which is when the lag struck hard and has stuck till this day.
EU proxy adds something around 30 ms to an already high ping, but much less packet drops.
At less you got to play. I can not get past the loading screen.:(
Too off topic for me, find a related thread or create your own.
Back on topic:
New patch notes said they fixed some server performance issues.
After testing initial results indicate it's better but not completely restored to fully enjoyable.
Comments
disabled all firewalls (even set pc to exposed host), nettest.exe still times out
Why does this tool not just implement some UPNP/nat-pmp or just initiate the connection as a two directional port?
So I set my network receive buffer to 1024 packets.
I just managed to do a single PvE queue without major lag.
It could have just been luck, but for now I will take what I can get.
If anyone reading this is having the same problems, please check to see if this makes any difference.
goto Control Panel\All Control Panel Items\Network and Sharing Center
open the network adapter you are using, then click properties followed by configure in the window that pops up.
Then check your network settings and improve those numbers.
It will not lower ping, but it might help speed up package delivery by not needing to delay packages.
10k+ unpacked.
It's hard to read out.
Is there any useful and accurate information we can collect?
I would like to resume enjoying my investment.
accompanied with a massive package increase.
I am in the Netherlands, with one of the best ISP's we have here on a fast, stable and problem free connection.
Give me tests to run or stuff to try, I want to be able to enjoy the game again.
There has to be something that can be done.
http://www.internethealthreport.com/
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
I also re-read the network issue post, turns out there is a third step I had not yet done yet.
pathping patchserver.crypticstudios.com > pathping.txt
then wait five minutes for it to complete
Tracing route to patchserver.crypticstudios.com [208.95.185.41]
over a maximum of 30 hops:
0 Computer.fritz.box [192.168.178.30]
1 fritz.box [192.168.178.1]
2 lo0.dr11.d12.xs4all.net [194.109.5.175]
3 1324.ae3.xr3.3d12.xs4all.net [194.109.7.57]
4 0.ge-1-2-0.xr1.sara.xs4all.net [194.109.5.6]
5 er1.ams1.nl.above.net [80.249.208.122]
6 ae8.cr1.ams5.nl.zip.zayo.com [64.125.30.205]
7 xe-0-2-0.cr2.lga5.us.zip.zayo.com [64.125.27.185]
8 ae1.cr1.lga5.us.zip.zayo.com [64.125.29.37]
9 ae7.mpr3.bos2.us.zip.zayo.com [64.125.21.225]
10 208.184.110.70.IPYX-072053-002-ZYO.above.net [208.184.110.70]
11 border11.te7-1-bbnet1.bsn.pnap.net [63.251.128.41]
12 perfectworldent-4.border11.bsn.pnap.net [216.52.61.78]
13 patchserverrebirth.crypticstudios.com [208.95.185.41]
Computing statistics for 325 seconds...
Computing statistics for 325 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 Computer.fritz.box [192.168.178.30]
0/ 100 = 0% |
1 0ms 0/ 100 = 0% 0/ 100 = 0% fritz.box [192.168.178.1]
0/ 100 = 0% |
2 4ms 0/ 100 = 0% 0/ 100 = 0% lo0.dr11.d12.xs4all.net [194.109.5.175]
0/ 100 = 0% |
3 4ms 0/ 100 = 0% 0/ 100 = 0% 1324.ae3.xr3.3d12.xs4all.net [194.109.7.57]
0/ 100 = 0% |
4 4ms 0/ 100 = 0% 0/ 100 = 0% 0.ge-1-2-0.xr1.sara.xs4all.net [194.109.5.6]
0/ 100 = 0% |
5 5ms 0/ 100 = 0% 0/ 100 = 0% er1.ams1.nl.above.net [80.249.208.122]
0/ 100 = 0% |
6 5ms 0/ 100 = 0% 0/ 100 = 0% ae8.cr1.ams5.nl.zip.zayo.com [64.125.30.205]
0/ 100 = 0% |
7 92ms 0/ 100 = 0% 0/ 100 = 0% xe-0-2-0.cr2.lga5.us.zip.zayo.com [64.125.27.185]
0/ 100 = 0% |
8 92ms 0/ 100 = 0% 0/ 100 = 0% ae1.cr1.lga5.us.zip.zayo.com [64.125.29.37]
0/ 100 = 0% |
9 94ms 0/ 100 = 0% 0/ 100 = 0% ae7.mpr3.bos2.us.zip.zayo.com [64.125.21.225]
0/ 100 = 0% |
10 94ms 1/ 100 = 1% 1/ 100 = 1% 208.184.110.70.IPYX-072053-002-ZYO.above.net [208.184.110.70]
0/ 100 = 0% |
11 102ms 0/ 100 = 0% 0/ 100 = 0% border11.te7-1-bbnet1.bsn.pnap.net [63.251.128.41]
0/ 100 = 0% |
12 97ms 0/ 100 = 0% 0/ 100 = 0% perfectworldent-4.border11.bsn.pnap.net [216.52.61.78]
0/ 100 = 0% |
13 92ms 0/ 100 = 0% 0/ 100 = 0% patchserverrebirth.crypticstudios.com [208.95.185.41]
Trace complete.
This looks amazeballs, 102 ms and 0 packets lost.
So my connection looks to be in order, at least to the patchserver.
No clue as to why in game it has massive sporadic packet congestion causing lag/rubber banding.
this is their support forum right?
Tracert
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Users\Tdwin>tracert patchserver.crypticstudios.com
Tracing route to patchserver.crypticstudios.com [208.95.185.41]
over a maximum of 30 hops:
1 10 ms 3 ms 3 ms 10.0.0.1
2 12 ms 32 ms 12 ms 96.120.63.9
3 13 ms 13 ms 11 ms te-0-0-0-6-sur01.wheeling.wv.pitt.comcast.net [6
8.85.73.177]
4 19 ms 18 ms 15 ms te-0-1-0-21-ar01.mckeesport.pa.pitt.comcast.net
[69.139.195.177]
5 23 ms 27 ms 23 ms be-7016-cr02.ashburn.va.ibone.comcast.net [68.86
.91.25]
6 20 ms 22 ms 23 ms he-0-12-0-0-pe03.111eighthave.ny.ibone.comcast.n
et [68.86.83.106]
7 31 ms 23 ms 21 ms 50-248-118-174-static.hfc.comcastbusiness.net [5
0.248.118.174]
8 30 ms 22 ms 21 ms be2176.ccr21.dca01.atlas.cogentco.com [154.54.41
.54]
9 31 ms 32 ms 30 ms be2148.ccr41.jfk02.atlas.cogentco.com [154.54.31
.118]
10 50 ms 34 ms 30 ms te0-0-1-0.rcr11.b002133-1.bos01.atlas.cogentco.c
om [154.54.46.134]
11 30 ms 32 ms 38 ms 38.111.40.114
12 45 ms 36 ms 30 ms xboxpatchserver.crypticstudios.com [208.95.185.4
1]
Trace complete.
pathping
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\windows\system32>pathping patchserver.crypticstudios.com
Tracing route to patchserver.crypticstudios.com [fe80::21b:77ff:d05f:b929%15]
over a maximum of 30 hops:
0 Tdwin-PC.hsd1.wv.comcast.net. [fe80::cd1a:bb8e:5a1:79b1%15]
1 Destination host unreachable.
Computing statistics for 25 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 Tdwin-PC.hsd1.wv.comcast.net. [fe8
0::cd1a:bb8e:5a1:79b1%15]
100/ 100 =100% |
1 --- 100/ 100 =100% 0/ 100 = 0% Tdwin-PC [::]
Trace complete.
C:\windows\system32>
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\windows\system32>pathping patchserver.crypticstudios.com
Tracing route to patchserver.crypticstudios.com [208.95.185.41]
over a maximum of 30 hops:
0 Tdwin-PC.hsd1.wv.comcast.net. [10.0.0.2]
1 10.0.0.1
2 96.120.63.9
3 te-0-0-0-6-sur01.wheeling.wv.pitt.comcast.net [68.85.73.177]
4 te-0-1-0-21-ar01.mckeesport.pa.pitt.comcast.net [69.139.195.177]
5 be-7016-cr02.ashburn.va.ibone.comcast.net [68.86.91.25]
6 he-0-12-0-0-pe03.111eighthave.ny.ibone.comcast.net [68.86.83.106]
7 50-248-118-174-static.hfc.comcastbusiness.net [50.248.118.174]
8 be2056.ccr41.jfk02.atlas.cogentco.com [154.54.44.217]
9 be2094.ccr21.bos01.atlas.cogentco.com [154.54.30.14]
10 te0-0-1-0.rcr11.b002133-1.bos01.atlas.cogentco.com [154.54.46.134]
11 te0-0-1-0.rcr11.b002133-1.bos01.atlas.cogentco.com [154.54.46.134]
12 patchserverrebirth.crypticstudios.com [208.95.185.41]
Computing statistics for 300 seconds...
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 Tdwin-PC.hsd1.wv.comcast.net. [10.
0.0.2]
5/ 100 = 5% |
1 5ms 5/ 100 = 5% 0/ 100 = 0% 10.0.0.1
0/ 100 = 0% |
2 15ms 5/ 100 = 5% 0/ 100 = 0% 96.120.63.9
0/ 100 = 0% |
3 16ms 5/ 100 = 5% 0/ 100 = 0% te-0-0-0-6-sur01.wheeling.wv.pitt.
comcast.net [68.85.73.177]
0/ 100 = 0% |
4 18ms 5/ 100 = 5% 0/ 100 = 0% te-0-1-0-21-ar01.mckeesport.pa.pit
t.comcast.net [69.139.195.177]
0/ 100 = 0% |
5 29ms 6/ 100 = 6% 1/ 100 = 1% be-7016-cr02.ashburn.va.ibone.comc
ast.net [68.86.91.25]
0/ 100 = 0% |
6 27ms 6/ 100 = 6% 1/ 100 = 1% he-0-12-0-0-pe03.111eighthave.ny.i
bone.comcast.net [68.86.83.106]
0/ 100 = 0% |
7 27ms 6/ 100 = 6% 1/ 100 = 1% 50-248-118-174-static.hfc.comcastb
usiness.net [50.248.118.174]
0/ 100 = 0% |
8 30ms 5/ 100 = 5% 0/ 100 = 0% be2056.ccr41.jfk02.atlas.cogentco.
com [154.54.44.217]
0/ 100 = 0% |
9 35ms 5/ 100 = 5% 0/ 100 = 0% be2094.ccr21.bos01.atlas.cogentco.
com [154.54.30.14]
0/ 100 = 0% |
10 36ms 5/ 100 = 5% 0/ 100 = 0% te0-0-1-0.rcr11.b002133-1.bos01.at
las.cogentco.com [154.54.46.134]
0/ 100 = 0% |
11 35ms 5/ 100 = 5% 0/ 100 = 0% te0-0-1-0.rcr11.b002133-1.bos01.at
las.cogentco.com [154.54.46.134]
47/ 100 = 47% |
12 33ms 52/ 100 = 52% 0/ 100 = 0% patchserverrebirth.crypticstudios.
com [208.95.185.41]
Trace complete.
C:\windows\system32>
It might not even be the servers just their internet backbone connection
Either way this is definitely not something we can resolve :-(
Still no official reply??
Based on what I see it's all cryptics fault. I have run countless test on my own connection, and still anyways did full resets on modems, routers, direct connects, and all my results come back clean.
But a continuous ping of patchserverrebirth.crypticstudios.com (in CMD " ping patchserverrebirth.crypticstudios.com -t ")
Show during rubberbanding and other related lag being seen in the game PING spikes often in the range of the 1,000s.
This is often why I personally dont like running traces unless its also a continuous pinging. because you may get a get result,
but test again and you get a bad one. you have to keep restarting it to see what the average maybe. So really honestly..
Runing "tracert patchserver.crypticstudios.com" does not tell me enough.
Its now midnight as I started to type this, and the ping has settled, and lag for the most part is fading away. with a average in the 70ms range. So its during peak hours I see the most problems.
given the way patchserver.crypticstudios.com is named, and seeing how ti reacts during game play during a pinging.
It tells me it's where you get the patches (if your using the STO Launcher and not Arc, I think Arc does it different. I dont know i don't use the game thing, like I need a bunch of game managers like Steam running in the background)
But either way, I am sure a allot of users still use the STO Launcher. Like I do. So way I see it working it Everyone goes throught patchserver.crypticstudios.com for EVERYTHING. Patches, and Gameplay. All within the same network.
I have seen lesser free 2 play games less popular break it up to into parts. Like a West Region or East game server you pick at log in. Others having allot like up to 5 to pick from with different sets up for PvP PvE, or just Trade only. so even they must have the money to do this.
They need to remap things. entirely separate network for Patching, Accounts, and Game Servers A & B. So 4 Datacenters.
When patching the patch comes from a server not related to game play. so its not interfering. Accounts Server for when you log in. Pick your character, and choice a Game Server with a low latency, or one that shows what your current friends are logged into. But I dont expect such a setup to be done.
I could be entirely wrong how they're setup is done. All i can say is what I am seeing. The URL patchserverrebirth.crypticstudios.com Impiles its where the location of the path files are located and download from. and I see a pattern of behavior with the ping during gameplay at the very same time as lag. So they must be joined in some way, Maybe they're on different servers but all under the same ISP (which is their own according the the IP that gets spit back when i ping them). They don't have enough bandwidth is my thoughts. So what i mean by separate datacenters are separate servers on separate ISPs.
30 minutes going into making this post. The ping has settled more now being passed midnight non peak hours. The lag for the most part is gone.
These are just my thoughts as I seeing how its working on my end. Only way I can see maybe getting around these issues is a VPN closer to them to connect to. Otherwise there no fix on the player end, if your connection is perfectly healthy, or your ISP is throttling your connecting to STO. But seeing how the connection for me has settled passed midnight I don't see that to be the cause for my lag.
But in the end. was only able to play after midnight.
well just walking around anyways. high lag during battles.
*update*
I decide on the launcher to use there own EU proxy. I seem to get the best results with that.
Its almost 4:30PM. I Am still using the EU Proxy which is selectable in the STO launcher options.
I set it for both game and patch.
I also started up two constant ping runs.
ping patchserver.crypticstudios.com -t
&
ping eu2.proxy.crypticstudio.com -t
So i can watch it while during play. Seems like the rubberbanding just goes away when I use the EU proxy. The spikes are not as high. both of pings were averaging about 81ms.
So I Think if you are having lag rubberbanding problems, to try to use the EU proxy on the launcher options before logging in. not sure how it helps. maybe they do infact have separate connections for US and EU. Just based on where you connect from it sends you to whats suppose to be the fastest. for most of us I am sure with these issues are in the US. So EU proxies fool it into thinking your in the EU so reroutes your connection but still goes to the same Game servers. So not like your region blocked from friends.
So maybe worth trying if your still having issues.
I tried the proxies, results varied. Overall ping goes up and the rubberbanding was still there for me.
I will do another test.
But seriously, they should switch back to what they had a couple a months ago or upgrade their server center architecture.
Or they should optimize the network packets / protocols handling so that there are less congestion issues.
One way to do this is limit the amount of interface clicks, think about it, all those useless sliders and buttons just for filling a silly reputation project. pointless interactions.
Ways to slim down the number of interaction packets:
- Confirm all button in doff missions.
- Fill Project button (like the select all doffs in fleet projects)
- numeric entry at vendors instead of sliders, inventory space is the limit
- link powers to sequences, no not through keybinding, actual skill sequence
- optimize the exchange to have fewer listings (like the dilithium exchange, sell x of item for y each), yes this would kill debundle for profit, but it would speed things up considerably
Less packets, less server interactions, they are slightly larger mutations, but as the data mutations are all related to the same player, less database lookups are needed.
cryptic PLEASE fix the LAG ISSUES
heck do a kickstarter if you need cash to do so, you could 'give away' digital items like there is no tomorrow
I just saw better results when I switched to the EU Proxies, and thought i pass it along.
I also played with my VPN manager but there was hardly any luck there. most of the free VPNs that load up on my manager are often have false stats and when they do work just as good as my connection without them they were in areas that routed me into the same connections that i had lag with.
but the EU Proxy allowed me to play a little today with maybe a bit of lag here and there. but hella allot better and playable.
Good luck.
Up to the point just after the first command ship sale, which is when the lag struck hard and has stuck till this day.
EU proxy adds something around 30 ms to an already high ping, but much less packet drops.
game is still unplayable...
Too off topic for me, find a related thread or create your own.
Back on topic:
New patch notes said they fixed some server performance issues.
After testing initial results indicate it's better but not completely restored to fully enjoyable.