Wrong Server Designation

I’m in the US.  In Invasion Mode I am NEVER on the US servers.  Always either RU or EU and getting high ping, packet loss, lag skipping, etc…  This is also true in PvP.  

 

It’s frustrating.  Unless there is a Corp event I won’t even play Invasion because it’s just too frustrating.  I am hearing the same thing from new players in game, and on the Steam forums.  Many of them say they wish they hadn’t put money into your game, many are saying bad things about SC to their friends, many are choosing to log off !!!

 

I’ve tried to help out other players on the forums, and be positive, but it’s just too much. I want to stay, but I also want to be able to enjoy the game.

 

 

 

Here’s a simple question to the SC team:

 

 

How do you expect to retain players if your game is not playable?

I’m in the US.  In Invasion Mode I am NEVER on the US servers.  Always either RU or EU and getting high ping, packet loss, lag skipping, etc…  This is also true in PvP.  

 

It’s frustrating.  Unless there is a Corp event I won’t even play Invasion because it’s just too frustrating.  I am hearing the same thing from new players in game, and on the Steam forums.  Many of them say they wish they hadn’t put money into your game, many are saying bad things about SC to their friends, many are choosing to log off !!!

 

I’ve tried to help out other players on the forums, and be positive, but it’s just too much. I want to stay, but I also want to be able to enjoy the game.

 

 

 

Here’s a simple question to the SC team:

 

 

How do you expect to retain players if your game is not playable?

Exactly. There’s several US servers, one of which is 200 miles from me. But nooooo, gotta use the ones about 6000 miles away.

 

With an average packet loss of about 5% on the European servers and 7-10% on the Russian ones, flying an interceptor is simply not an option. Half my hull goes away due to collisions that I can’t see. Rotating interceptors stay that way. I’ve not actually ever found a way to stop it in any reasonable time frame. Takes about 30 seconds of keeping the mouse still and not moving the ship. Sometimes, packet loss gets bad enough that I can’t even fly frigates due to this rotation. It’s awful.

Issue has been forwarded.

Issue has been forwarded.

 

 

Thank you!

Exactly. There’s several US servers, one of which is 200 miles from me. But nooooo, gotta use the ones about 6000 miles away.

 

With an average packet loss of about 5% on the European servers and 7-10% on the Russian ones, flying an interceptor is simply not an option. Half my hull goes away due to collisions that I can’t see. Rotating interceptors stay that way. I’ve not actually ever found a way to stop it in any reasonable time frame. Takes about 30 seconds of keeping the mouse still and not moving the ship. Sometimes, packet loss gets bad enough that I can’t even fly frigates due to this rotation. It’s awful.

Expert mode is great for avoiding asteroids.  I’ve noticed things are worse than several months ago.  Geography stays the same.

 

Issue has been forwarded.

I don’t know what to say…  Seriously?  The devs never noticed that Invasion was never on a US server?  Maybe “Devs reminded” would be better.

Why has this thread not exploded like wildfire? It would be appreciated if a developer commented every once in a while on the EN forums.

Why has this thread not exploded like wildfire? It would be appreciated if a developer commented every once in a while on the EN forums.

 

 

I’ve been beating this drum all over the forums.  (But not Steam too much because I don’t want to scare off new players.)  My advise is for all of us to keep this topic alive and in the faces of the devs.  Post your own discussions, make bug reports, etc… 

 

I have posted this issue in the following threads, feel free to contribute:

 

[Questions To The Devs](< base_url >/index.php?/topic/24297-questions-to-the-developers-of-star-conflict-september-2014/page-2)

 

[Net Loss](< base_url >/index.php?/topic/24079-net-loss/)

 

 

 

There’s an old saying, “The squeaky wheel gets the grease.” 

Thank you so much for bringing this to attention, it does not make any sense as to why I get thrown in to Russian or European servers, I live in FL and would like this to be fixed as it will damage the game environment we all love to fly in.

Indeed, this is a serious issue.  I find that if I do designated the USA servers, since I am in the USA, and actually get to play on them some, my skill rating goes up a hundred points.  Then when it’s back to business as usual and I play game after game on the EU ane RU servers, my skill rating plummets…

 

I suppose that it coule be my ability as a pilot going up and down, but I kind of doubt that.  Given that many times there is only a hair of difference between YOU dying or the ENEMY dying, I am betting that the small difference ends up being huge. 

 

byb

If you really need to stabilize your ship and you’re not in immediate danger, switching to the map view (tab) for half a sec works for me. 

 

Hopefully the issue will be resolved. Recently I got my third match on the South Asian server (unfortunately it was PvE). Still, being able to enjoy double digit ping… that was glorious.

Thanks for the tip Jacxis!  I’ll give it a try.

I’m running into the same issues.  Selecting my region to America instead of Any does not seem to fix it.  I’m not sure how or where the servers are set up, but at these peak times I can ‘ping’ Dallas (20ms), LA/NY (50ms); yet in game I’m getting a ping of 300-800 with 10% packet loss.

 

The high ping times are less of an issue; it is the packet loss that is killing me.  The jerky motion of my ship just makes me log off.

 

 

While on this topic;  can we get a server status with IPs for all the Star Conflict servers?  This would be helpful for troubleshooting our own connections before submitting complaints to the developers.

While on this topic;  can we get a server status with IPs for all the Star Conflict servers?  This would be helpful for troubleshooting our own connections before submitting complaints to the developers.

One thing to consider for that is TCP includes checks to guarantee transmit, ping using ICMP which is another protocol, and the game uses UDP which requires a server to “accept and reply” to a ping.

I’m a layman whet it comes to the IT stuff… but sounds good to me.  Thanks for responding folks.  Please keep this topic going in as many threads as possible.

I’ve been speaking to Error, he’s asked a request of us (below).  Please respond if you are willing to contribute.

 

Message from Error:

 

"Hello again,

 

I hope to come back to you during the next days with some more news. We might need to collect some logs from players.
Could you please get me a list of players that are affected by ping or packet loss issues and note which issue they have, from which region they are and on which servers they have the issue?

Best regards
Error"

How can I help? How do i collect my logs?

I figured I’d try out a little bit of PvE grind on a T1 ship with level one synergy.  I got a US server with horrible lag spikes.

 

Here’s a ping trace while in the middle of the match.

 

PING 198.11.236.67 (198.11.236.67): 56 data bytes
64 bytes from 198.11.236.67: icmp_seq=0 ttl=117 time=56.647 ms
64 bytes from 198.11.236.67: icmp_seq=1 ttl=117 time=59.735 ms
64 bytes from 198.11.236.67: icmp_seq=2 ttl=117 time=64.552 ms
64 bytes from 198.11.236.67: icmp_seq=3 ttl=117 time=43.736 ms
64 bytes from 198.11.236.67: icmp_seq=4 ttl=117 time=43.768 ms
64 bytes from 198.11.236.67: icmp_seq=5 ttl=117 time=4049.248 ms
64 bytes from 198.11.236.67: icmp_seq=6 ttl=117 time=3891.574 ms
64 bytes from 198.11.236.67: icmp_seq=7 ttl=117 time=2924.035 ms
64 bytes from 198.11.236.67: icmp_seq=8 ttl=117 time=2080.452 ms
64 bytes from 198.11.236.67: icmp_seq=9 ttl=117 time=1186.524 ms
64 bytes from 198.11.236.67: icmp_seq=10 ttl=117 time=236.710 ms
64 bytes from 198.11.236.67: icmp_seq=11 ttl=117 time=47.523 ms
64 bytes from 198.11.236.67: icmp_seq=12 ttl=117 time=48.675 ms
64 bytes from 198.11.236.67: icmp_seq=13 ttl=117 time=47.277 ms
64 bytes from 198.11.236.67: icmp_seq=14 ttl=117 time=51.990 ms
64 bytes from 198.11.236.67: icmp_seq=15 ttl=117 time=1307.766 ms
64 bytes from 198.11.236.67: icmp_seq=16 ttl=117 time=406.261 ms
64 bytes from 198.11.236.67: icmp_seq=17 ttl=117 time=45.185 ms
64 bytes from 198.11.236.67: icmp_seq=18 ttl=117 time=104.680 ms
64 bytes from 198.11.236.67: icmp_seq=19 ttl=117 time=564.434 ms
64 bytes from 198.11.236.67: icmp_seq=20 ttl=117 time=238.321 ms
64 bytes from 198.11.236.67: icmp_seq=21 ttl=117 time=43.959 ms
64 bytes from 198.11.236.67: icmp_seq=22 ttl=117 time=195.458 ms
64 bytes from 198.11.236.67: icmp_seq=23 ttl=117 time=206.624 ms
64 bytes from 198.11.236.67: icmp_seq=24 ttl=117 time=97.285 ms
64 bytes from 198.11.236.67: icmp_seq=25 ttl=117 time=136.468 ms
64 bytes from 198.11.236.67: icmp_seq=26 ttl=117 time=48.925 ms
64 bytes from 198.11.236.67: icmp_seq=27 ttl=117 time=45.870 ms
64 bytes from 198.11.236.67: icmp_seq=28 ttl=117 time=48.343 ms
64 bytes from 198.11.236.67: icmp_seq=29 ttl=117 time=54.769 ms
64 bytes from 198.11.236.67: icmp_seq=30 ttl=117 time=55.839 ms
64 bytes from 198.11.236.67: icmp_seq=31 ttl=117 time=49.024 ms
64 bytes from 198.11.236.67: icmp_seq=32 ttl=117 time=46.600 ms
64 bytes from 198.11.236.67: icmp_seq=33 ttl=117 time=47.632 ms
64 bytes from 198.11.236.67: icmp_seq=34 ttl=117 time=43.569 ms
64 bytes from 198.11.236.67: icmp_seq=35 ttl=117 time=717.574 ms
64 bytes from 198.11.236.67: icmp_seq=36 ttl=117 time=46.785 ms
64 bytes from 198.11.236.67: icmp_seq=37 ttl=117 time=49.324 ms
64 bytes from 198.11.236.67: icmp_seq=38 ttl=117 time=58.333 ms
64 bytes from 198.11.236.67: icmp_seq=39 ttl=117 time=49.762 ms
64 bytes from 198.11.236.67: icmp_seq=40 ttl=117 time=48.505 ms
64 bytes from 198.11.236.67: icmp_seq=41 ttl=117 time=46.172 ms
64 bytes from 198.11.236.67: icmp_seq=42 ttl=117 time=45.336 ms
64 bytes from 198.11.236.67: icmp_seq=43 ttl=117 time=51.838 ms
64 bytes from 198.11.236.67: icmp_seq=44 ttl=117 time=50.295 ms
64 bytes from 198.11.236.67: icmp_seq=45 ttl=117 time=205.222 ms
64 bytes from 198.11.236.67: icmp_seq=46 ttl=117 time=49.658 ms
64 bytes from 198.11.236.67: icmp_seq=47 ttl=117 time=45.963 ms
64 bytes from 198.11.236.67: icmp_seq=48 ttl=117 time=46.708 ms
64 bytes from 198.11.236.67: icmp_seq=49 ttl=117 time=422.686 ms
64 bytes from 198.11.236.67: icmp_seq=50 ttl=117 time=851.865 ms
64 bytes from 198.11.236.67: icmp_seq=51 ttl=117 time=134.803 ms
64 bytes from 198.11.236.67: icmp_seq=52 ttl=117 time=132.223 ms
64 bytes from 198.11.236.67: icmp_seq=53 ttl=117 time=44.084 ms
64 bytes from 198.11.236.67: icmp_seq=54 ttl=117 time=48.300 ms
64 bytes from 198.11.236.67: icmp_seq=55 ttl=117 time=46.220 ms
64 bytes from 198.11.236.67: icmp_seq=56 ttl=117 time=44.674 ms
64 bytes from 198.11.236.67: icmp_seq=57 ttl=117 time=47.233 ms
64 bytes from 198.11.236.67: icmp_seq=58 ttl=117 time=52.549 ms
64 bytes from 198.11.236.67: icmp_seq=59 ttl=117 time=45.046 ms
64 bytes from 198.11.236.67: icmp_seq=60 ttl=117 time=45.776 ms
64 bytes from 198.11.236.67: icmp_seq=61 ttl=117 time=45.005 ms
64 bytes from 198.11.236.67: icmp_seq=62 ttl=117 time=45.578 ms
64 bytes from 198.11.236.67: icmp_seq=63 ttl=117 time=43.342 ms
64 bytes from 198.11.236.67: icmp_seq=64 ttl=117 time=931.005 ms
64 bytes from 198.11.236.67: icmp_seq=65 ttl=117 time=509.506 ms
64 bytes from 198.11.236.67: icmp_seq=66 ttl=117 time=43.696 ms
64 bytes from 198.11.236.67: icmp_seq=67 ttl=117 time=49.023 ms
64 bytes from 198.11.236.67: icmp_seq=68 ttl=117 time=51.080 ms
64 bytes from 198.11.236.67: icmp_seq=69 ttl=117 time=54.365 ms
64 bytes from 198.11.236.67: icmp_seq=70 ttl=117 time=46.205 ms
64 bytes from 198.11.236.67: icmp_seq=71 ttl=117 time=47.150 ms
64 bytes from 198.11.236.67: icmp_seq=72 ttl=117 time=49.017 ms
64 bytes from 198.11.236.67: icmp_seq=73 ttl=117 time=218.017 ms
64 bytes from 198.11.236.67: icmp_seq=74 ttl=117 time=49.011 ms
64 bytes from 198.11.236.67: icmp_seq=75 ttl=117 time=43.981 ms
64 bytes from 198.11.236.67: icmp_seq=76 ttl=117 time=45.140 ms
64 bytes from 198.11.236.67: icmp_seq=77 ttl=117 time=44.676 ms
64 bytes from 198.11.236.67: icmp_seq=78 ttl=117 time=55.374 ms
64 bytes from 198.11.236.67: icmp_seq=79 ttl=117 time=1179.546 ms
64 bytes from 198.11.236.67: icmp_seq=80 ttl=117 time=359.469 ms
64 bytes from 198.11.236.67: icmp_seq=81 ttl=117 time=46.380 ms
64 bytes from 198.11.236.67: icmp_seq=82 ttl=117 time=119.968 ms
64 bytes from 198.11.236.67: icmp_seq=83 ttl=117 time=51.696 ms
64 bytes from 198.11.236.67: icmp_seq=84 ttl=117 time=44.441 ms
^C
— 198.11.236.67 ping statistics —
85 packets transmitted, 85 packets received, 0.0% packet loss
round-trip min/avg/max/stddev = 43.342/308.460/4049.248/723.629 ms

 

Here’s a traceroute via nmap.

Starting Nmap 6.25 ( http://nmap.org ) at 2014-09-18 17:55 Central Daylight Time
Nmap scan report for 198.11.236.67-static.reverse.softlayer.com (198.11.236.67)
Host is up (0.066s latency).

TRACEROUTE (using proto 1/icmp)
HOP RTT      ADDRESS
1   1.00 ms  192.168.1.1
2   17.00 ms 98.212.128.1
3   19.00 ms te-0-7-0-17-sur01.champaign.il.chicago.comcast.net (162.151.32.197)
4   21.00 ms te-2-10-0-7-ar01.area4.il.chicago.comcast.net (68.87.232.173)
5   22.00 ms pos-1-7-0-0-cr01.losangeles.ca.ibone.comcast.net (68.86.88.189)
6   26.00 ms pos-1-2-0-0-pe01.350ecermak.il.ibone.comcast.net (68.86.86.78)
7   15.00 ms xe-0-0-0.bbr01.eq01.chi01.networklayer.com (75.149.228.98)
8   49.00 ms ae20.bbr01.eq01.dal03.networklayer.com (173.192.18.136)
9   49.00 ms ae5.dar01.dal06.networklayer.com (50.97.19.3)
10  43.00 ms po1.fcr01.sr02.dal06.networklayer.com (184.172.118.131)
11  43.00 ms 198.11.236.67-static.reverse.softlayer.com (198.11.236.67)

Nmap done: 1 IP address (1 host up) scanned in 2.16 seconds

 

Here’s the logs.

 

[2014.09.17 22.05.50.zip](< base_url >/applications/core/interface/file/attachment.php?id=8181)

I figured I’d try out a little bit of PvE grind on a T1 ship with level one synergy.  I got a US server with horrible lag spikes.

 

Here’s a ping trace while in the middle of the match.

 

 

Would you mind explaining to us laymen how to do this?

I used wireshark to try to find out which server I was actively connected to for the match.  You can run ping in the command prompt with the -t option and it will just keep pinging.  I used nmap for the trace route since it was the only one that finished.

 

It all requires some understanding of how networks work, so it’s not quite a layman thing.

Ok, yeah that sounds complicated :D 

 

 

But, thanks for your input jrisom.