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Problem being podded? (just a warning to others with expensive pods)

First post
Author
Kiandoshia
Pator Tech School
Minmatar Republic
#121 - 2012-03-08 18:44:11 UTC
I lost a pod once because the 'Changing Ship' message got stuck on my screen and I couldn't do anything until I died xD
Solstice Project
Sebiestor Tribe
Minmatar Republic
#122 - 2012-03-08 18:52:44 UTC
*lol* Hilarious.

I myself die to podding only because of docking lag.

You're doing it wrong. :)


Also ... +1 Klandi :D
Cearain
Plus 10 NV
#123 - 2012-03-08 20:55:19 UTC
Ajita al Tchar wrote:
Soooooo, much speculation and guessing as far as whether anything changed, whether something changed that could have affected the warp mechanics, etc.

Dev response?... No? It would actually help, you know.



Yes I agree. The advantages that implants give in this game are high enough that ccp should explain how these mechanics work.

If they are just going to claim nothing has changed in this regard then I would like to see the numbers of pod kills/ship kills in low sec that support that claim. I know for sure that something changed for me and everyone I have talked to agrees. Was this due to my and everyone I talked to having and issue with their internet provider or local computer? Or did something happen to the client?

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

kopacz swiata
Imperial Shipment
Amarr Empire
#124 - 2012-03-08 21:44:39 UTC
Doc Severide wrote:
Klandi wrote:
Sentient Blade wrote:


That's close, but not entirely true.
.


Sorry to disagree but ping does not and cannot represent speed in any form.

Please reference any documentation on ping and its elements and forget all interpretation. Speed is constant on any type of network at 186,282 miles per second. Fact. What you are referring to is the amount of information that can be carried AT THAT SPEED which is always variable and for ease of use is referred to as speed - but wrongly so.


That's ALMOST correct.

Disclaimer: Like wow d00d...

With the formula 186,282 x hypotinus of the constant speed of the bits of data + the unknown aspect of the paradigm of the wave shift = the number of packets interjected into a sine wave at the constant air pressure at sea level...
IdeaIdeaIdea



I think I pooped myself a little bit reading this....
Avid Bumhumper
Beekeepers Anonymous
#125 - 2012-03-08 21:52:53 UTC  |  Edited by: Avid Bumhumper
Klandi wrote:
Sentient Blade wrote:


That's close, but not entirely true.
.


Sorry to disagree but ping does not and cannot represent speed in any form.

Please reference any documentation on ping and its elements and forget all interpretation. Speed is constant on any type of network at 186,282 miles per second. Fact. What you are referring to is the amount of information that can be carried AT THAT SPEED which is always variable and for ease of use is referred to as speed - but wrongly so.


And as a registered nerd, Zagdul - I will not shut up



You've been de-registered. Your talking bandwidth, not ping...Smile


Oh, and speed of light is constant along a line between 2 switches, switches are fast, but they do not operate at the speed of light. Cool

My Tinfoil hat has been sugically implanted, so no,it is not for sale.....

Sloppy Podfarts
Hedion University
Amarr Empire
#126 - 2012-03-09 01:10:51 UTC
kopacz swiata wrote:
I think I pooped myself a little bit reading this....


Sad
Krixtal Icefluxor
INLAND EMPIRE Galactic
#127 - 2012-03-09 13:24:59 UTC  |  Edited by: Krixtal Icefluxor
Bumblefck wrote:

I know I'm a little late to the reply, but this snarky attitude really 'grinds my gears'.


I won't quit laughing at THIS for WEEKS !!! Lol

"He has mounted his hind-legs, and blown crass vapidities through the bowel of his neck."  - Ambrose Bierce on Oscar Wilde's Lecture in San Francisco 1882

Cearain
Plus 10 NV
#128 - 2012-03-09 18:16:21 UTC
Solstice Project wrote:
*lol* Hilarious.

I myself die to podding only because of docking lag.

You're doing it wrong. :)


Also ... +1 Klandi :D



How do you do it?

It used to be that if you aligned and then spammed the warp out button before your ship blew up you would get out. That is no longer the case though.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Rakshasa Taisab
Sane Industries Inc.
#129 - 2012-03-09 18:37:27 UTC
Bumblefck wrote:
Lady Spank wrote:
DangerosoDavo wrote:
Bumblefck wrote:
Only 30mb fibre optic? You might as well have dial up


lol england is behind the times. 30mb is considered fast. the fastest possible is 100mb in england. (residential)
still its a download speed of 3.7MB/s ish.


Ignore him, he just makes badposts to wind people up.



Actually, this is a fairly serious post. I'm from the UK too, but I currently live in Japan. I also have a fibre optic connection, but it is a 100MB line, for about the equivalent of £25/month. I was being a little facetious in my post but that was more to illustrate the paucity of BT's infrastructure P

Anyway, sucks to lose your pod dude Sad

Nyan

Zleon Leigh
#130 - 2012-03-10 07:54:14 UTC
Klandi wrote:
Sentient Blade wrote:


That's close, but not entirely true.
.


Sorry to disagree but ping does not and cannot represent speed in any form.

Please reference any documentation on ping and its elements and forget all interpretation. Speed is constant on any type of network at 186,282 miles per second. Fact. What you are referring to is the amount of information that can be carried AT THAT SPEED which is always variable and for ease of use is referred to as speed - but wrongly so.


And as a registered nerd, Zagdul - I will not shut up


Sentient is right.

A car may be able to reach a speed of 200 mph on the autobahn, but if the roadway is congested and traffic controlled it may only be able to average speed of 20 mph. Since a packet is the minimal, easiest to transport element in the system, it's average transport time (velocity of information) is the very practical and useful representative speed of the system. While the control and data signals may propagate at "c", the system is stepped by digital clocks operating at a time base that is much, much slower than that. Your theoretical infrastructure speed of "c" is meaningless. Also - even the "c" number is wrong - there are many different materials in the system that propagate electrons slower than "c".

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Zleon Leigh
#131 - 2012-03-10 07:57:52 UTC
Lady Spank wrote:
Nice to know it's our fault the client freezes and gets people killed.


In my experience 8/10 pod kills have been caused by client freeze/collapse.

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Zleon Leigh
#132 - 2012-03-10 07:59:12 UTC
GM Homonoia wrote:
DISCLAIMER: I am not a programmer or designer. My word is not law on this matter.

However: Spamming a button is never a feature and is never guaranteed to work. Spamming the warp button has never been a 100% guarantee escape and it was definitely not designed to be so. In fact, spamming any button can cause client side lag. It may help you get the perfect timing right, it is just as likely to drown the client or your connection and make things worse.

It is really explained by the word "spamming", which is never a good thing. Btw, this is true for almost all software. Even a simple text program will fall behind or filter out some commands when you mash your buttons fast enough, let alone a complex program like EVE.

My only advise is: do not fly what you cannot afford to lose. If your ship gets caught, your pod is in dire straights as well. It may get out, but it may go squish all the same if your attackers are paying attention.


In short - CCP never has bad programming. If CCP has bad programming it is working as intended.


Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Zleon Leigh
#133 - 2012-03-10 08:01:48 UTC
Arkady Sadik wrote:
Well, one thing that is definitely true since Crucible is that the client lags a lot more on quite a few situations. This is difficult to bug report, as it's not a single bug you can easily reproduce, but it feels a lot more laggy. And that would indicate a software problem that should be fixed, regardless of whether the "pod escape" is an intended feature or not.



Totally agree - definitely laggy at gates now. I'm also seeing 6/10 fail to jumps or dock because "you are cloaked". Funny how those advanced spaceship computers have problems flipping things on and off in time for a session change.

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Zleon Leigh
#134 - 2012-03-10 08:07:24 UTC
Goose99 wrote:
You shouldn't try to warp away when shot, you should just... pop.Bear

Or just press the warp button once. Wait, nothing happens? There's the whole reason ppl spam that button. Kick the lawnmower if it doesn't start. It doesn't help, but what else can you do? Perhaps CCP can feed the hamsters so that they respond to command the first time.Lol



Since the cursor partially covers the icon, making it hard to see if it changed state, maybe a sound feedback on the "click" would be reassuring that the client actually registered the action on the server side.

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Cearain
Plus 10 NV
#135 - 2012-03-11 22:55:38 UTC
Zleon Leigh wrote:
Lady Spank wrote:
Nice to know it's our fault the client freezes and gets people killed.


In my experience 8/10 pod kills have been caused by client freeze/collapse.



There certainly seems to be some sort of issue since incarna. I think the client must be freezing or something.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Bubanni
Corus Aerospace
#136 - 2012-03-12 00:46:51 UTC
Kiandoshia wrote:
I lost a pod once because the 'Changing Ship' message got stuck on my screen and I couldn't do anything until I died xD


Confirming this is actually the problem... The session change between your ship blowing up, and you being in a pod... able to warp takes long enough (some of the time) for fast locking ships to point you

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Cearain
Plus 10 NV
#137 - 2012-03-12 13:37:02 UTC
Bubanni wrote:
Kiandoshia wrote:
I lost a pod once because the 'Changing Ship' message got stuck on my screen and I couldn't do anything until I died xD


Confirming this is actually the problem... The session change between your ship blowing up, and you being in a pod... able to warp takes long enough (some of the time) for fast locking ships to point you



So you are thinking that you can't warp out during the session change?

I think its clear that something changed in how this works because of the substantial increase in pod kills. But with no devs willing to talk about it I am not sure what exactly happened.

I'm not expecting ccp to admit the game is bugged or anything, but can we at least get some assurance that someone at ccp is looking into this?

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Ambo
Rattini Tribe
Minmatar Fleet Alliance
#138 - 2012-03-12 13:53:16 UTC
Yup, there is certainly some sort of issue there. It is only intermittent but then that's almost worse. The inconsistency is really annoying and has pretty much stopped me using decent pods in pvp because i'm just not sure how it's supposed to be behaving. It's kind of like having a random 1 % chance of your guns just not working.
Terminal Insanity
KarmaFleet
Goonswarm Federation
#139 - 2012-03-12 13:57:55 UTC  |  Edited by: Terminal Insanity
Upgrade your pipes. It makes other internet servers and routers immediately faster and increases their bandwidth as well.

But really - The bug is when your ship is destroyed and you're transfered into your pod. A lot of the time theres caching issues and i find now and then my harddrive thrashes for 5-10 seconds when my ship explodes.

The best way to fix it is to leave your ship in station and have it load the Pod mode/graphics etc right before you enter battle. If you've been flying around for hours, chances are the pod model/graphics have been dropped from memory

"War declarations are never officially considered griefing and are not a bannable offense, and it has been repeatedly stated by the developers that the possibility for non-consensual PvP is an intended feature." - CCP

Wodensun
Caldari Provisions
Caldari State
#140 - 2012-03-12 16:41:01 UTC  |  Edited by: Wodensun
RFC 2925 ( Request For Comment )

Ping and traceroute are two very useful functions for managing networks. Ping is typically used to determine if a path exists between two hosts while traceroute shows an actual path. Ping is usually implemented using the Internet Control Message Protocol (ICMP) "ECHO" facility. It is also possible to implement a ping capability using alternate methods, some of which are:

o Using the UDP echo port (7), if supported.

This is defined by RFC 862 [2].

o Timing an SNMP query.

o Timing a TCP connect attempt.

In general, almost any request/response flow can be used to generate a round-trip time. Often many of the non-ICMP ECHO facility methods stand a better chance of yielding a good response (not timing out for example) since some routers don't honor Echo Requests (timeout situation) or they are handled at lower priority, hence possibly giving false indications of round trip times.

It must be noted that almost any of the various methods used for generating a round-trip time can be considered a form of system attack when used excessively. Sending a system requests too often can negatively effect its performance. Attempting to connect to what is supposed to be an unused port can be very unpredictable. There are tools that attempt to connect to a range of TCP ports to test that any receiving server can handle erroneous connection attempts.

[edit] what was this thread about again? losing pods or ping? [/edit]

Do not give me likes them 101 likes arent a accident...