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Re: Shard Move - Downtime [Completed]

Posted: September 3rd, 2017, 11:24 pm
by Ajani
my ping did increase but not by much by about 10-15 :/

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 12:07 am
by Amish Hammer
Ajani wrote:my ping did increase but not by much by about 10-15 :/
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Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 12:44 am
by Tagima
some people are freezing and need to reconnect

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 1:15 am
by karik
Tagima wrote:some people are freezing and need to reconnect
same here. need to re log to fix =(

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 2:59 am
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.

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 3:48 am
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.

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 4:35 am
by Necrodog
THIS IS UNACCEPTABLE!!!!!!!!!!!!!!!
ping2.png
ping2.png (83.84 KiB) Viewed 7956 times

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 5:58 am
by The Silvertiger
Thank you for the effort. @Eos can you log my characters in and check their connection? :lol:

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 6:35 am
by hrs024
i keep losing conn randomly on different accounts??

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 2:51 pm
by The Silvertiger
hrs024 wrote:i keep losing conn randomly on different accounts??
That's been happening to me for years...

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 3:57 pm
by hrs024
never used to happen to me until other day.

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 3:57 pm
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

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 10:27 pm
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...

Re: Shard Move - Downtime [Completed]

Posted: September 4th, 2017, 10:29 pm
by Veteran Noobie
new ping.jpg
new ping.jpg (46.31 KiB) Viewed 7852 times

Re: Shard Move - Downtime [Completed]

Posted: September 5th, 2017, 12:13 am
by Tempest
Finally.

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

Well done.