These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Issues, Workarounds & Localization

 
  • Topic is locked indefinitely.
 

Socket errors post rubicon 101.

Author
Sir Reginald Chowderpants
Doomheim
#1 - 2014-01-30 20:17:31 UTC  |  Edited by: Sir Reginald Chowderpants
I run two clients, and frequently since Rubicon 1.1 Ive been getting Socket errors which are preceded by a long lag time where the UI is no longer interactive, ships stop taking damage etc. Socket error pops up in duplicate. I click restart log back on and wait for it to happen all over again.



On a side note, I did click on the "known issues" link in the stickied dev thread prior to creating this post and got this:

404

The wormhole you were looking for has collapsed. Scanning for a new one may take some time.

If you want to podjump back, click here
Sir Reginald Chowderpants
Doomheim
#2 - 2014-01-30 21:44:52 UTC  |  Edited by: Sir Reginald Chowderpants
Just happened again in a full room of Battleships 10 minutes into Dread pirate Scarlet.


Game becomes 100% unresponsive. Modules visibly cycle but do not consume ammunition. Damage to npcs stops. Thier shield do start to recover oddly enough. After several minutes like this I get a double message of a "socket closed" with option to restart.

Nobody else?

any help?

EDIT: Humble apologies. I see there is already a huge thread dedicated to issues created by the latest patch and I have selfishly started my own separate thread.