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the game is unplayable, frustrating until the lag in servers is fixed

Discussion in 'Bug Reports' started by ibisgrunk, Jul 5, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. ibisgrunk

    ibisgrunk Apprentice Engineer

    Messages:
    196
    here i am again, the 750 hour fool criticizing the chef while he is still cooking - but Keen we cant play the game because if a server has over 12 folks in it and someone sieges or does really anything complicated the game server sim speed ALWAYS plummets to like 0.5

    fix the code, the game is unplayable imho. cant recommend. it is awful to see new things like shelves and windows when you cant do anything that involves motion. it can take as long as 30 seconds to wait for a highlight.... its been on many servers etc.

    why play a game that cant play? multiplayer is broken... bought the game Dec 2016 and its a snail.

    back to hating... because i love ME so much -- metaphor: i am in love with a girl named ME and she has syphilis.
     
  2. NacoChata

    NacoChata ME Tester

    Messages:
    188
    Hello Ibisgrunk,

    thank you for your feedback. Could you provide us more information like which server exactly has this issue or just more details we are definitely going to look at this issues.
     
  3. Lord The Slayer

    Lord The Slayer Trainee Engineer

    Messages:
    1
    I also run a server, it is Hosted by GTX Gaming.co.uk. The server lags after about 8 people and gets worse as more log on it gets to such a point it is just about unplayable. with waits of about 10 seconds before actions can take place. It is hosted on an SSD with high CPU priority and unlimited memory, I have a ping of 13-20. I am from the UK and its hosted in London. I have had games from the same company ARK and Conan exiles, and did not get lag at all. I have a 20 slot sever. Please fix the server and or client code to remove the lag, people complain all the time and there is little I can do to sort it. Server name is [UK PvE] New Players Welcome.
     
  4. ibisgrunk

    ibisgrunk Apprentice Engineer

    Messages:
    196
    thank you for your interest in this issue - i first purchased ME in December of 2016 and obviously love it, perhaps too much! Two servers i have played the most on, with Host Name "[US Central] Valanor.net 06/20/17" [144.48.104.34:14125] which is the best admin and moderator server in North America with a more RP tone, and a less played one but crazy good PvP on "24/7 Ye Olde Frankys Space" [me.frankys.space:27016]. Ping and WWW latency are a non issue imho.

    Using SHFT F11 what happens is when folks go to war and actually engage using siege craft (trebuchets mostly) the server sim speed fluctuates between 0.1 and 0.5 in all cases. I really need to bring in the old Frankys group because it was then in last April we had to stop playing because the server just couldn't handle what we believed were too many decaying items -- broken timber pieces being the most noticeable. Note recently the stone shot disintegrates at a much faster speed than that prior ME version. Damaged Timber, not clean and inventory-ready type, is particularly stubborn and almost always needs RMB mouse destruction whacks to make it go away. The first look for weak server speed is at decay length, with claimblocks notorious for pixelating and hanging in the air until you chase them away... the more the battle affects destroying walls and blocks the more the challenge. After a battle whole non damaged shot remains and can be reinventoried, however a damaged whole shot also sticks around.

    Recently on Valanor (again i can summon the much more experienced folks* to explain better perhaps) any time the player total goes above 12 we get speed fluctuations... its not the occasional deconstruction of a failed build, those wash out in a minute or less, but rather its a whole world slowing - putting as long as 30 seconds to wait until you can highlight a door to access it. I wish i had one or two triggers but it is endemic of the world with or without active warring. It feels as if the world is too built up, with many abandoned or active builds. I wont join now if i see 15 or more out of the 20 players online.

    *so one of the guys built a small world and we loaded up hundred of objects and shots - he cut the world in half and we watched all the objects descend into the Center of the world, like a giant gravity magnet and dozens of the loose objects from the surface all found their way down into the middle of the planet (we were in creative mode). we were chasing the decay physics looking to amp up battle speed on any server. we know if too many objects exist we cant play. (Theory: wouldnt the map slow with more voxel terrascaping as this is locked perma into the map draw? so when a player makes a massive moat that will add to the slowness? but map draw is not playing speed however i ask because all things can effect sim speed?).

    often an admin will have to Sweep the map for objects in order to improve speed as well as chase anything not being used... it helps as does our patrols for damaged objects we will try to remove to improve server sim speed.

    i would be glad to recreate with any Dev team member present the conditions to better improve the game. these guys are war masters but cant push it further because we feel in beta the game isnt optimized and it is too frustrating fighting in a lag world. i would actually like to challenge the whole KEEN team to a private server with my war team against yours. we can recreate the slowdowns and also reveal some of the wonderful odd things that happen...

    on a side note i cant stop saying Naco Chata in my head now...

     
    Last edited: Jul 7, 2017
  5. ibisgrunk

    ibisgrunk Apprentice Engineer

    Messages:
    196
    add:
    [CA East][24h] Methyma II

    which is now (only this morning btw, was fine until today) fluctuating despite less than 5 players down to SIM Speeds as low as 0.05! however the Sim Speed will show 1.00 and we are getting Target Stick (where your last object stays with you for up to 20 seconds despite moving your hammer onto another object - a harsh challenge for building and especially deconstruction imo).

    what i thought was happening on just one server is now happening on others. i will get in the habit now of pointing my hammer into the sky to wait for it to clear again before moving onto the next object.
     
  6. ibisgrunk

    ibisgrunk Apprentice Engineer

    Messages:
    196
    i would like to say the issue is Target lag, getting the item you are working on highlighted and actionable... its not number of players but it appears more like with more than a half full server than ever with just two of us on a server... also commands will stack up - like my shovel isnt responding to the ground strikes so i click it more, then it unleashes those commands all at once and digs furiously. make sense? and i can always run and walk never lagging there, its all about the tool working the object delays...

    i dont know but i saw this command come and go while waiting to get a brazier highlighted to light >>> UseObject_UseMsg >>> is this the target or highlighting delay perhaps?
     
    Last edited: Jul 10, 2017
  7. boromir

    boromir Apprentice Engineer

    Messages:
    223
    This was occurring for me this weekend perhaps last week also. Perhaps new issue since 0.5.9 update? I was experiencing this most on Stone mining only. DS 0.5.9, survival 2 simultaneous players. No other noticeable lag that I can recall.
     
  8. Tiago Paiva

    Tiago Paiva Trainee Engineer

    Messages:
    2
    I'm having the same problem on a dedicated server with 2 people, it's simply unworkable, I'm seriously considering asking for a refund
     
  9. NacoChata

    NacoChata ME Tester

    Messages:
    188
    Hello guys,

    We fix this issue and it should be released in next major update. I hope that you will wait for major update and then give me feedback (Positive hopefully)

    Thanks to all for your help
     
    • Like Like x 1
Thread Status:
This last post in this thread was made more than 31 days old.