Packet Loss Bug - Refreshing and explanations for this?

Abelfaec

Dalayan Adventurer
Starting this by saying I'm fairly tech savvy and am more than able to wrap my mind around 4 or 5 different thigns i think might be occurring here, but I'm not sure if anyone knows what does this. Please don't post things you are not sure of, the goal for this thread is understading what's occurring in order to compare/contrast similarities with other bugs experienced in-game. If anyone who might have some answers to this wouldn't mind enlightening me?
 
The server version they use, 0.5.3DR2,(about the time WR split from the eqemu login) is missing encryption and a few things the client expects as your logged in it gets worse and worse with more activity(raid)/or a group(about an hour). and you PL, The reason eqemu doesn't have PL almost right after this is live changed the client and changed net code and then no one cared anymore.
 
Edited: So something sends an authorization signarl periodically? or does each packet have an auth and the client shorts the connection after so many failed auths?

OR there any situations environmentally, with certain zones anyone experiences similar occurences happening but much more rapidly?

I remember back when i played Balthor in Red Sun Mines farming efreetis and Golems there was always this myth joke about going PL there faster. Does anyone know of an empirical evidence supporting that area, or other areas where the disconnect happens more rapid?
 
Last edited:
Guessing kinda but for zones you PL fast in,(Hello EF) have a TON of pathing, and that all updates on the client so thats alot of data, i am not sure what its missing some offsets i'm sure, but its not there and it just gets worse till you PL(get out of sync with the server).

Edit: Also give this a shot once i've done it, theres a few spots in NDHK and SE SK that don't path at all, you can sit there for hours and not PL. Its all about the amount of data.
 
Last edited:
The reason this concerns me is because I brought up something on another forum Suggesting re-thinking issues with a certain zone's dysfunctional code; and what i started noting was that what occurs when zoning into this zone is almost completely similar to what is experienced when reaching extreme levels of increasing packetloss like those experienced during this pl bug/synch error w/e.

Sometimes different chat channels, /say /g and /gu will be able to receive text for the person experiencing the packet loss, and they can communicate their location and attacking status. I know that when 2boxing my cleric with my warrior if my warrior PL, as long as all the mobs hitting him are visible to him, and i am able to watch with the cleric to see which ones are dead, i can change targets, and attack, and successfully surf out a pl. Bear in mind none of my local client stuff with refresh (spell gems, etc etc) but serverside it receives my auto attack command and makes me start hitting a new target, and i am able to move around and change directions I am facing.

In an attempt to investigate i forced one character to pl, while refreshing another and tested the effects of the pl bug on my characters client, and what it reports.

-My hps show no change, even if the server knows i died my client will still have me standing there, smiling, and able to walk around.

-people in zone do not update. My control box will be able to see people as they come and go, whereas the pl'ing box continues to report the playerlist last received before the PL occurred. Also in very extreme cases where the pl is surfed out for a long drawn out period of time a character can begin to report multiples of himself in the same zone. As if two people by the same name were present.

My proposition is to investigate if there are enviromental actions reported by the client to the server in specific zones which send these auth signals more often, more frequently, or even 100% of the time they be looked at and potentially turned off in certain zones. It very well maybe by the packet rendering for ground spawns, lava flow effects, skies, door status, something. Because certain areas show drasticly faster disconnect rates it might be easier to isolate what's causing this issue and see if it can be reduced in frequency. Mostly because we're beginning to balance our game around a glitch that occurs in our client we've not been able to fix, something that I feel is a very poor direction and if it continues fixing the bug itself would defunct the game in it's balance. It may even be something so stupid as water / lava because the zones that are most notorious appear to have lava in them (coincidence? really?)

I would also parallel this investigation with Hmal as mentioned before the bugs that start to occur with Hmal match Packet loss effects at every level of progression through the error. The ultimately being the playerlist showing duplicates of one person (classical Hmal problem, but the moment you zone in) with others including group members not seeing the others present in zone's playerlist, but seeing their characters model visible present. OR the vice versa not seeing something visibly that may be present in the zone and be standing directly in front of you according to the server.

I'm posting in the general forums to avoid aggressive actions from the forum base in hopes to route out this problem before we balance our entire game around it. Please avoid flames.
 
Last edited:
Thats why they are doing the beta,(See the board section), They tried 0.5.7DR2?3 and the client had a glitch that made you use 50% cpu all the time for no reason, Xardon is looking for programers, and last i heard was looking into still switching to another client.
 
Hmm. Maybe the Development team should talk to their buddies on the beta and see if the same error is causing bugs for them too!
 
the room with the named efreeti in rsm DOES cause PL in a very very short amount of time (generally under 5 mins) at least in my experience of farming there
 
It's the client, not the server. It will be resolved with a client upgrade only, just have to be patient.
 
I was amused to go over 5 1/2 hours on a ToT track bot without PL this past week. I didn't zone, refresh, or anything to reset it.
 
If you tried to talk to people, attack, or aggro an npc you would have had it hit. I've been able to sit in one spot and do minor things for up to 48 hours without PL. Also keeping things off like Auction, OOC, lowering the amount of damage, spell damage, hit mode logs, etc, increases the amount of time you have before PL. Basically the more you can reduce hitting your client, the longer you will last. With everything off, a typical tank consistently exping could probably get away with about 45-50 minutes before PL.
 
Oh, I know. I pretty much only hit track when it refreshed. It just just nice realizing it afer about 2 hours, then seeing how long it would last. It lasted til I had to log anyways.
 
Back
Top Bottom