Shard Move - Downtime [Completed]

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Ajani
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Re: Shard Move - Downtime [Completed]

Post by Ajani »

my ping did increase but not by much by about 10-15 :/
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I find this quite entertaining.
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Amish Hammer
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Re: Shard Move - Downtime [Completed]

Post by Amish Hammer »

Ajani wrote:my ping did increase but not by much by about 10-15 :/
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Tagima
Posts: 230

Re: Shard Move - Downtime [Completed]

Post by Tagima »

some people are freezing and need to reconnect
karik
Posts: 131

Re: Shard Move - Downtime [Completed]

Post by karik »

Tagima wrote:some people are freezing and need to reconnect
same here. need to re log to fix =(
DG
Posts: 222

Re: Shard Move - Downtime [Completed]

Post by DG »

Amish Hammer wrote:didnt think ping mattered on this game.
It matters a lot,especially when you are playing mages.Uo casting mechanics make ping one of key factors of pvp.
As far as i understand,when you are going to cast a spell,you first send your casting messages to server,then server sends back target cursor to let you choose a target after spell casting time is over.After that,you send target to server.The whole process takes (spell casting time) + (your ping*1.5) to cast a spell.In real gamplays you spend more time than that,becuase there are hardware reaction and human reaction time to take into account.
For example,your ping is 50ms,my ping is 250ms.So it takes you at least 250+50*1.5=325ms to cast an Magic Arrow.Meanwhile,it takes me 250+250*1.5=625ms to cast the same spell.You almost can cast two MAs before i finish one.Longer casting time not only means lower damage output and healing amounts,but also brings higher chance of being disturbed.Fizzling your spells now and then make your offensive and defensive abilities even worse.
Ping do make a huge difference for mages.Thats the reason why high ping players have to play archers or dexxers and why high ping mages looks clumsy.
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DG
Posts: 222

Re: Shard Move - Downtime [Completed]

Post by DG »

@Eos.I can ping the demise ip no longer.Its a pain that i cant check my network speed cuz i am using vpn and need to check which route is better.Ingame ping is not very accurate.
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Necrodog
Posts: 339

Re: Shard Move - Downtime [Completed]

Post by Necrodog »

THIS IS UNACCEPTABLE!!!!!!!!!!!!!!!
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The Silvertiger
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Re: Shard Move - Downtime [Completed]

Post by The Silvertiger »

Thank you for the effort. @Eos can you log my characters in and check their connection? :lol:
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hrs024
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Re: Shard Move - Downtime [Completed]

Post by hrs024 »

i keep losing conn randomly on different accounts??
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The Silvertiger
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Re: Shard Move - Downtime [Completed]

Post by The Silvertiger »

hrs024 wrote:i keep losing conn randomly on different accounts??
That's been happening to me for years...
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hrs024
Posts: 2634

Re: Shard Move - Downtime [Completed]

Post by hrs024 »

never used to happen to me until other day.
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hrs024
Posts: 2634

Re: Shard Move - Downtime [Completed]

Post by hrs024 »

its constant.. like every 15-20 mins, last night my char coulsnt stay logged in for 2 minutes for over an hour i had to keep relogging
DISCORD NAME hrs024 #0656
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Veteran Noobie
Posts: 874

Re: Shard Move - Downtime [Completed]

Post by Veteran Noobie »

I also have been having issues staying logged in the past 24 hours~ :S maybe we can get some special night sight shirt or something for having to deal with the disconnects, that would be original of uogamers...
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Veteran Noobie
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Re: Shard Move - Downtime [Completed]

Post by Veteran Noobie »

new ping.jpg
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Tempest
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Re: Shard Move - Downtime [Completed]

Post by Tempest »

Finally.

Eos developed a way to keep people from farming afk overnight.

Well done.
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