Decayed_Inside wrote: »Kids on console say things like "Offline " and it kicks you off for like 5 mins. Not sure what they are doing. Not just off ESO but off PSN completely
Someone lie that needs to be banned for life.Odd thing happened today during PvP. I died. No, that's not the odd thing. I was trapped inside an enemy keep by myself when I finally got caught. I was picking people off as best as I could and hiding all over the place. Eventually, one of the players I killed said, "enjoy the lag." I didn't quite know how to respond, so I just ignored it. Figured it was someone just trash talking and I didn't understand. About a minute or so after I got that comment, my ping went from about 100 to 500 and my FPS dropped to under 20. No one was around me. Within a moment, I was surrounded and the death screen was up before I knew how I died. Is this just a coincidence or did someone actually cause a lag spike to kill me? I'm really not a high profile PvP player. Just someone trying to get better at it.
Odd thing happened today during PvP. I died. No, that's not the odd thing. I was trapped inside an enemy keep by myself when I finally got caught. I was picking people off as best as I could and hiding all over the place. Eventually, one of the players I killed said, "enjoy the lag." I didn't quite know how to respond, so I just ignored it. Figured it was someone just trash talking and I didn't understand. About a minute or so after I got that comment, my ping went from about 100 to 500 and my FPS dropped to under 20. No one was around me. Within a moment, I was surrounded and the death screen was up before I knew how I died. Is this just a coincidence or did someone actually cause a lag spike to kill me? I'm really not a high profile PvP player. Just someone trying to get better at it.
Decayed_Inside wrote: »Kids on console say things like "Offline " and it kicks you off for like 5 mins. Not sure what they are doing. Not just off ESO but off PSN completely
It's called being booted offline
They just flood your IP and time you out
It's not just consoles either, it can happen to pc players as well, and if anything, it's probably easier to do on pc.
I see the direction you're going with this, and I think you might be on to something with your assessment. Here's a great write-up on the topic whether games could/should use TCP or UDP, pointing out advantages and drawbacks of each for a variety of use cases. For most MMOs, especially those with a client-side global cooldown around 1000 ms, TCP can be alright to use, as occasional lag spikes due to TCP congestion control might be masked by this. But since combat in ESO is resource-based, and thus more "twitchy", the effects of packet loss/latency spikes are felt more harshly.Those "lag" spikes are dropped packets.
So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.
Surely I wouldn't want to be the guy who fields the idea of completely rewriting network code to use UDP at this point in time. Would you?The cause of these dropped packets though, oh man that is a huge mess to dig through and I feel bad for that group of IT guys. Because normally you want to point to the straw that broke the camels back but in practice it won't fix it. It's a slew of things that snowballed.
Yeah, but don't forget Raph Koster's "the client is in the hands of the enemy" from his Laws of Online World Design. No offense meant, he uses drastic wording to drive home the point to developers that no inbound data can ever be trusted and would have to be checked for plausibility all the time. The game had a real problem at the beginning with farmers/botters using unintended ways of moving, word on the street back then was that it was all too easy to pull off. That was changed, fortunately.Until they change client and server relationship, this won't go away. Client requires too many check ins.
joshdm2001_ESO wrote: »Decayed_Inside wrote: »Kids on console say things like "Offline " and it kicks you off for like 5 mins. Not sure what they are doing. Not just off ESO but off PSN completely
It's called being booted offline
They just flood your IP and time you out
It's not just consoles either, it can happen to pc players as well, and if anything, it's probably easier to do on pc.
How would they know his IP? Only ZOS would know. It's not like they can packet sniff ZOS connection than isolate to that guy.
However, they could have been using a device called a lag switch, look it up on google.
KhajitFurTrader wrote: »I see the direction you're going with this, and I think you might be on to something with your assessment. Here's a great write-up on the topic whether games could/should use TCP or UDP, pointing out advantages and drawbacks of each for a variety of use cases. For most MMOs, especially those with a client-side global cooldown around 1000 ms, TCP can be alright to use, as occasional lag spikes due to TCP congestion control might be masked by this. But since combat in ESO is resource-based, and thus more "twitchy", the effects of packet loss/latency spikes are felt more harshly.Those "lag" spikes are dropped packets.
So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.Surely I wouldn't want to be the guy who fields the idea of completely rewriting network code to use UDP at this point in time. Would you?The cause of these dropped packets though, oh man that is a huge mess to dig through and I feel bad for that group of IT guys. Because normally you want to point to the straw that broke the camels back but in practice it won't fix it. It's a slew of things that snowballed.Yeah, but don't forget Raph Koster's "the client is in the hands of the enemy" from his Laws of Online World Design. No offense meant, he uses drastic wording to drive home the point to developers that no inbound data can ever be trusted and would have to be checked for plausibility all the time. The game had a real problem at the beginning with farmers/botters using unintended ways of moving, word on the street back then was that it was all too easy to pull off. That was changed, fortunately.Until they change client and server relationship, this won't go away. Client requires too many check ins.
I like to think that somewhere there's a middle ground, it just would have to be approached iteratively.
KhajitFurTrader wrote: »I see the direction you're going with this, and I think you might be on to something with your assessment. Here's a great write-up on the topic whether games could/should use TCP or UDP, pointing out advantages and drawbacks of each for a variety of use cases. For most MMOs, especially those with a client-side global cooldown around 1000 ms, TCP can be alright to use, as occasional lag spikes due to TCP congestion control might be masked by this. But since combat in ESO is resource-based, and thus more "twitchy", the effects of packet loss/latency spikes are felt more harshly.Those "lag" spikes are dropped packets.
So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.Surely I wouldn't want to be the guy who fields the idea of completely rewriting network code to use UDP at this point in time. Would you?The cause of these dropped packets though, oh man that is a huge mess to dig through and I feel bad for that group of IT guys. Because normally you want to point to the straw that broke the camels back but in practice it won't fix it. It's a slew of things that snowballed.Yeah, but don't forget Raph Koster's "the client is in the hands of the enemy" from his Laws of Online World Design. No offense meant, he uses drastic wording to drive home the point to developers that no inbound data can ever be trusted and would have to be checked for plausibility all the time. The game had a real problem at the beginning with farmers/botters using unintended ways of moving, word on the street back then was that it was all too easy to pull off. That was changed, fortunately.Until they change client and server relationship, this won't go away. Client requires too many check ins.
I like to think that somewhere there's a middle ground, it just would have to be approached iteratively.
GreenSoup2HoT wrote: »joshdm2001_ESO wrote: »Decayed_Inside wrote: »Kids on console say things like "Offline " and it kicks you off for like 5 mins. Not sure what they are doing. Not just off ESO but off PSN completely
It's called being booted offline
They just flood your IP and time you out
It's not just consoles either, it can happen to pc players as well, and if anything, it's probably easier to do on pc.
How would they know his IP? Only ZOS would know. It's not like they can packet sniff ZOS connection than isolate to that guy.
However, they could have been using a device called a lag switch, look it up on google.
@Digerati
It's very easy to get a player's ip address on console. PlayStation's own party chat system.
Someone can invite you to a party chat and simply find your ip address by going into their network setting's on pc and looking at the ps4 connection's. (This does require a 3rd party program on your pc to define what the ps4 is connecting to).
Once you find that ip you just flood it with another 3rd party program (usually a paid service). It's these 2 program's on pc that allow you to do this. There are many youtube video's that show people how to do this and state they are "educational video's" with warning's so they do not get sued them self's.
This is common on console but easily avoid-able. Never join a party chat without messaging them first and asking what they want. This is illegal. If this happen's to you, just report that person. Sony can look into it and potentially ban their psn.
It's very rare to see these kind's of people, i don't doubt their are people in eso who do this.
User-to-user IP explication is insane... imagine if we were to leave a security hole like that in our enterprise systems... Canned! You may even be put in prison for compromising data like that! negligence? I'm pretty outraged for you guys...
The servers themselves could/can handle the process load, the nic or the switches can't, they appear to bottlenecking and dropping packets. Those "lag" spikes are dropped packets.
So really the cause of this lag/freezing is the dropping of tcp packets. They use tcp not udp which is another nerdy topic to get into.
ContraTempo wrote: »User-to-user IP explication is insane... imagine if we were to leave a security hole like that in our enterprise systems... Canned! You may even be put in prison for compromising data like that! negligence? I'm pretty outraged for you guys...
LoL, as an employee of a federal agency, oh yeah. We would even hear about the results in campaign speeches.