Anet, Please please fix this rubber banding problem!
Zeph
I have been putting up with this since the release of NF but I have finally got to the point where I am so frustrated by it that I must post, hopefully someone from Anet will read this and look into the problem.
The problem I am referring too is when your character 'rubber bands' back into a pack in enemies which you have already passed. I used to get this on rare occasions before but since NF's release it is happening almost everyday, to the point where I am rage quiting way too much. I'll go into detail on the problem and why I think it is not a problem my end but more to do with a bug in anet's net code.
I do a lot of solo stuff, be that sliver farming with my sin or IDS farming with my ranger, which often involves a few running skills. The problem appears when you are trying to run past a pack of enemies. Your character runs past and your on your way but then you start taking hits from no where and next thing your teleported back into the pack you have already run passed.
Here is a screenie of it happening to me today...
The things to look for in the pic are:
1 - I am passed the pack of enemies. (that's the important one)
2 - I am still inside the ward cast by the jade mage.
3 - I press attack (this sometimes makes the game catch up) and I am hitting a target that I am no where near. See the -2 above his head.
4 - The green fps/ping monitor is green, showing I was not lagging.
Now before someone posts with the standard replies of "Your pc is crap, update it!" or "it's your ISP", let me explain.
This happens on different systems connected to the net via different ISPs. My PC specs are: athlon64 dual core 4200+, GF7800gs, 2gig geil ram, soundblaster x-fi. These specs are well within the required specs for GW, in fact these specs murder GW. The same happens on my works machine which, as I said, is connected via a different ISP. So Its neither that my PC is crap or my ISP.
It is becoming soooo frustrating. Sometimes I can run past a mob fine but I'd say 4 times out of 10 the rubber band problem happens. I have also heard of others having the same problem.
Another example happened last night, a group of us were off down sorrow's furnace and one of the guys didn't have the war camp. No problem I said, I'll run you from rankor to there, won't take long. So off we all go, get into grenths footprint no problem I start running up to the war camp and pass a group of enemies. One of the guys on teamspeak then asks why I am standing still? I reply that I am not, he says "well on my screen you are". Next thing I am rubber banded back into the mob I had passed, into the spot where he said I was standing.
So whilst on my screen I had past the mob, on everyone else screen and as far as the game is concerned I had not. This to me, and my limited programming skill, appears to be a bug in the network code between the communication of the client and the server.
Again, please please please, Anet, take a look into it because it is really really frustrating!
The problem I am referring too is when your character 'rubber bands' back into a pack in enemies which you have already passed. I used to get this on rare occasions before but since NF's release it is happening almost everyday, to the point where I am rage quiting way too much. I'll go into detail on the problem and why I think it is not a problem my end but more to do with a bug in anet's net code.
I do a lot of solo stuff, be that sliver farming with my sin or IDS farming with my ranger, which often involves a few running skills. The problem appears when you are trying to run past a pack of enemies. Your character runs past and your on your way but then you start taking hits from no where and next thing your teleported back into the pack you have already run passed.
Here is a screenie of it happening to me today...
The things to look for in the pic are:
1 - I am passed the pack of enemies. (that's the important one)
2 - I am still inside the ward cast by the jade mage.
3 - I press attack (this sometimes makes the game catch up) and I am hitting a target that I am no where near. See the -2 above his head.
4 - The green fps/ping monitor is green, showing I was not lagging.
Now before someone posts with the standard replies of "Your pc is crap, update it!" or "it's your ISP", let me explain.
This happens on different systems connected to the net via different ISPs. My PC specs are: athlon64 dual core 4200+, GF7800gs, 2gig geil ram, soundblaster x-fi. These specs are well within the required specs for GW, in fact these specs murder GW. The same happens on my works machine which, as I said, is connected via a different ISP. So Its neither that my PC is crap or my ISP.
It is becoming soooo frustrating. Sometimes I can run past a mob fine but I'd say 4 times out of 10 the rubber band problem happens. I have also heard of others having the same problem.
Another example happened last night, a group of us were off down sorrow's furnace and one of the guys didn't have the war camp. No problem I said, I'll run you from rankor to there, won't take long. So off we all go, get into grenths footprint no problem I start running up to the war camp and pass a group of enemies. One of the guys on teamspeak then asks why I am standing still? I reply that I am not, he says "well on my screen you are". Next thing I am rubber banded back into the mob I had passed, into the spot where he said I was standing.
So whilst on my screen I had past the mob, on everyone else screen and as far as the game is concerned I had not. This to me, and my limited programming skill, appears to be a bug in the network code between the communication of the client and the server.
Again, please please please, Anet, take a look into it because it is really really frustrating!
EatMoreCarbs
Everybody has this problem. Its been stated and i dont think Anet has adressed the problem. We'll just have to continue trying to play an unplayable game.
Seren!ty
I have this rarely but I think it's caused by lag. (delay between you and the server) so I don't think there is much ANet can do about it.
Exaggerating?
Quote:
Originally Posted by EatMoreCarbs
Everybody has this problem. Its been stated and i dont think Anet has adressed the problem. We'll just have to continue trying to play an unplayable game.
|
LONGA
Hmm I think I got that too after that earthquake in Taiwan about a week ago.
Achilles Antony
It's been happening to me more than usual lately as well, and it did seem to start around the time of nightfall's release. Over the last few days, however, it's been worse than ever. I think this problem has been stated before, and Anet should know about it by now. Whether they know how to fix it is another problem altogether.
random.name
Been having this problem since the beginning. Maybe happens once a week, so not nearly as bad as you have it.
FoxBat
It's not easy to fix the rubberbanding behavior, client and server communication is minimized in order to reduce bandwith demands on Anet's servers. The client tries to predict to a large extent how monsters are moving about, and the slightest lag will mean they aren't in the same spot on the server as you're seeing on the client. Often enough that can mean your client thinks you have a path that is, in fact, blocked by enemies on the server, but you won't be notified about this until later.
Probably the best fixes would be 1) make the servers more stable (instability probably explains any increases in frequency if these are in fact happening) or 2) improve pathfinding around mobile objects (although the current AI "aggro system" is based on exploiting the bad pathfinding)
Probably the best fixes would be 1) make the servers more stable (instability probably explains any increases in frequency if these are in fact happening) or 2) improve pathfinding around mobile objects (although the current AI "aggro system" is based on exploiting the bad pathfinding)
Talon one
does either of your pcs have a wireless internet connection?
neither my pc nor my connection are very fast, but everything is properly wired and i dont have that problem often.
neither my pc nor my connection are very fast, but everything is properly wired and i dont have that problem often.
Zeph
Quote:
Originally Posted by FoxBat
It's not easy to fix the rubberbanding behavior, client and server communication is minimized in order to reduce bandwith demands on Anet's servers. The client tries to predict to a large extent how monsters are moving about, and the slightest lag will mean they aren't in the same spot on the server as you're seeing on the client. Often enough that can mean your client thinks you have a path that is, in fact, blocked by enemies on the server, but you won't be notified about this until later.
Probably the best fixes would be 1) make the servers more stable (instability probably explains any increases in frequency if these are in fact happening) or 2) improve pathfinding around mobile objects (although the current AI "aggro system" is based on exploiting the bad pathfinding) |
@ Talon one: No. My home PC is connected via Ethernet to a server pc, which is connected via a pci adsl modem. My works PC connects directly to the net via usb modem. It's easy to 'not' get the problem, just avoid anything that involves any type of running. If you don't run past mobs often then you won't get the problem often. Whilst fighting the problem is rarely noticeable.
@ Seren!ty: If it was purely lag I think there would be some other tell tale signs. For example the new fps/ping monitor would show orange/red either during the rubber banding or just after (depending on its update speed). You would also see the same rubberband effect by just running along with no enemies about, if it was purely lag you would be pulled back just as often, but you don't - it only happens when your trying to run past a mob.
Yanman.be
FoxBat...what about PvP? The client can't predict human control can it?
mrgoat
Quote:
Originally Posted by FoxBat
It's not easy to fix the rubberbanding behavior, client and server communication is minimized in order to reduce bandwith demands on Anet's servers. The client tries to predict to a large extent how monsters are moving about, and the slightest lag will mean they aren't in the same spot on the server as you're seeing on the client. Often enough that can mean your client thinks you have a path that is, in fact, blocked by enemies on the server, but you won't be notified about this until later.
Probably the best fixes would be 1) make the servers more stable (instability probably explains any increases in frequency if these are in fact happening) or 2) improve pathfinding around mobile objects (although the current AI "aggro system" is based on exploiting the bad pathfinding) |
The rubber-banding is a side effect of heavy client-side prediction, which is being used to keep bandwidth requirements down. If you do less of it, you'll need more frequent updates from the server too keep similar responsiveness, which will essentially increase your lag, given the same internet infrastructure.
Instead of the occasional rubber-band, you'd just stand there getting hit. What you don't see in the current setup, is all the times you're not getting rubber-banded, and the client-side prediction is helping your gameplay. Your computer is "guessing" what's most likely to happen next - you rubber band when it's wrong, and your "lag" is corrected for when it's right.
Lose one, lose the other.
Vinraith
My understanding is that rubber banding is due to lag, and the lag's been awful lately. Last night I actually had a disconnect from the server despite my actual DSL connection having no problems at all.
Zeph
Quote:
Originally Posted by mrgoat
Exactly what foxbat says.
The rubber-banding is a side effect of heavy client-side prediction, which is being used to keep bandwidth requirements down. If you do less of it, you'll need more frequent updates from the server too keep similar responsiveness, which will essentially increase your lag, given the same internet infrastructure. Instead of the occasional rubber-band, you'd just stand there getting hit. What you don't see in the current setup, is all the times you're not getting rubber-banded, and the client-side prediction is helping your gameplay. Your computer is "guessing" what's most likely to happen next - you rubber band when it's wrong, and your "lag" is corrected for when it's right. Lose one, lose the other. |
Otherwise, what is the point in having speed buffs in a game where the network code can't update fast enough to allow them to be used without problem?
Mr_T_bot
A major step into fixing this would be fixing the path-finding that has been bad since the game released and is progressively getting worse as each area is looked at less and less for path finding problems.
Tactical-Dillusions
Very annoying problem. Try not to get close when running past enemies. Easier said than done in tunnels/caves/ravines/alleys/streets/bridges/enemy clusters... yeah most of the environment.
Tachyon
It's especially irritating when you're just 25K XP away from gaining 'Legendary Survivor' and you find yourself bounced back into shedloads of enemies only to die.
Character deleted FTL!
Character deleted FTL!
LONGA
Quote:
Originally Posted by Talon one
does either of your pcs have a wireless internet connection?
neither my pc nor my connection are very fast, but everything is properly wired and i dont have that problem often. |
This site should tell you how to do it. http://www.portforward.com
Cookie for Talon One
Zeph
Quote:
Originally Posted by LONGA
His qoute remind me a solution on P2P file sharing program.So I visit the GW support site and come up with a method called port forwarding.
This site should tell you how to do it. http://www.portforward.com Cookie for Talon One |
FelixCarter
ROFL! Didn't any of you hear? This is the new "anti-running" program. The Nightfall update also included this little bastard in its programming, which ANet is sure will deter citizens of Tyria, Cantha, and Elona from running people to areas they have not yet unlocked through the storyline.
...
Oh wait, that's what gates are for. Nevermind.
This is why Survivor title is just stupid. It's the only title that once you lose, it's gone forever. On top of that, there's a 90% chance the server will decide it loathes the world and turn emo, thus cutting your character.
...
Oh wait, that's what gates are for. Nevermind.
Quote:
Originally Posted by Azagoth
It's especially irritating when you're just 25K XP away from gaining 'Legendary Survivor' and you find yourself bounced back into shedloads of enemies only to die.
Character deleted FTL! |
nytestalker
use click 2 move. Its server side, you wont rubber band.
Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies.
Dont just complain about something, learn to work WITH it.
If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband.
Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies.
Dont just complain about something, learn to work WITH it.
If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband.
Mr_T_bot
I have rubberbanded while just running in a straight line through an area. This is not a dismissable problem.
Feminist Terrorist
Quote:
Originally Posted by nytestalker
use click 2 move. Its server side, you wont rubber band.
Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies. Dont just complain about something, learn to work WITH it. If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband. |
Zeph
Quote:
Originally Posted by nytestalker
use click 2 move. Its server side, you wont rubber band.
Personally, I use WASD and c2m. I c2m long distances, OR whenever im getting through a pack of bodies. Dont just complain about something, learn to work WITH it. If you know your opponet is WASD'ing (which isnt hard to tell once you use c2m for a bit) c2m through a large mass of mobs/players, and most likely he will rubberband. |
Nah seriously, I am not talking about in pvp, I'm refering to pve. But I will try your suggestion about clicking through a pack rather than using keys. That said though, this isn't something you should have to learn to work with. It's something that should be fixed.
Feminist Terrorist
Quote:
Originally Posted by Zeph
Any tips on how to tell if a stone summit is "WASD'ing"? :P
|
ericdanie
Rubberbanding is harming the fun factor in PvE AND PvP.
PvE running and survival situations are getting completely unbearable with rubberbanding.
Any PvP bodyblocking situation can make rubberbanding cost the team a death that would not happen if there was rubberbanding. Rubberbanding is not linked to player skill, so I guess the "player skill > all" premisse is getting a lot hurt here if you have the unluck of being rubberbanded.
How do I think a solution could be worked out? There will need to be more "refreshing" between the server and the client (yes, more bandwidth usage from both parts, hurting the current network which is even usable in 56k connections [not really on certain situations, but you get the idea) or improve the prediction system.
My knowledge is limited to these pretty inconsistent solutions, as I'm not really into this issue besides experiencing it. It's just a complaint of something that is currently harming the fun factor and creating frustating situations that would never have happened if the rubberbanding was minimized. Some players might have not even been able to bear with the rubberbanding and just quit, imagine a new player experiencing rubberbanding on his first days, it will simply make him put the game aside as in his view it's "poorly designed". I'm just showing viewpoints, not being aggressive or anything, but I don't want my favorite game to be the No. 1 in rubberbanding, which happens at other MMOs aswell but in such a frequent rate for some people.
PvE running and survival situations are getting completely unbearable with rubberbanding.
Any PvP bodyblocking situation can make rubberbanding cost the team a death that would not happen if there was rubberbanding. Rubberbanding is not linked to player skill, so I guess the "player skill > all" premisse is getting a lot hurt here if you have the unluck of being rubberbanded.
How do I think a solution could be worked out? There will need to be more "refreshing" between the server and the client (yes, more bandwidth usage from both parts, hurting the current network which is even usable in 56k connections [not really on certain situations, but you get the idea) or improve the prediction system.
My knowledge is limited to these pretty inconsistent solutions, as I'm not really into this issue besides experiencing it. It's just a complaint of something that is currently harming the fun factor and creating frustating situations that would never have happened if the rubberbanding was minimized. Some players might have not even been able to bear with the rubberbanding and just quit, imagine a new player experiencing rubberbanding on his first days, it will simply make him put the game aside as in his view it's "poorly designed". I'm just showing viewpoints, not being aggressive or anything, but I don't want my favorite game to be the No. 1 in rubberbanding, which happens at other MMOs aswell but in such a frequent rate for some people.
mr_groovy
I totally Agree with the op that it has gotten worse. One time in UW (not referring to the "one time at band camp ". I was trying to get past the obsidian behemoths while standing in one of their traps. I rubber banded TWICE there. With 30hp or so i barely got by them.
@The mods Please don't put this thread in the tech corner like you put mine . This phenomenon is spreading and it can't just be that all these people have a poor internet connection.
@The mods Please don't put this thread in the tech corner like you put mine . This phenomenon is spreading and it can't just be that all these people have a poor internet connection.
mr_groovy
Even Guru get's rubberbanding now .Double post
Pure Disasta
Yeah ive had this happen to me before.
Zubrowka
I concur with others that lag in general has gotten a lot worse. Entering an explorable area takes much longer than it used to be in the original game. Party members dropping out has also become more frequent.
Zeph
Here's another example for the collection, happened a few mins ago whilst trying to get a staff for my hero mm.
Notice, again, I have passed the 2 warriors that are killing (and did kill) me.
Note that the fps/ping monitor is green, there was no lag. Thats also on a different computer (my home system rather than my work one) than the pic I posted in the start thread.
Damn this is sooo frustrating!!
@ nytestalker: I tried your c2m method and it made no difference, I still got the same rubberband nonsense.
Notice, again, I have passed the 2 warriors that are killing (and did kill) me.
Note that the fps/ping monitor is green, there was no lag. Thats also on a different computer (my home system rather than my work one) than the pic I posted in the start thread.
Damn this is sooo frustrating!!
@ nytestalker: I tried your c2m method and it made no difference, I still got the same rubberband nonsense.
steelwill
The only difference I've found between clicking and keyboard movement is that if it's a tight squeeze between two obstacles, clicking won't get you between them (you get hung) while using the keyboard movement will. I have two npc's in my gh like this - can't click my way between them, but I make it with the keyboard.
nytestalker
I dont lag with C2m.
Of course. I dont lag to much with wasd either.
My ping stays stead around 100ms, fps around 20 (i run on max settings 1600x1200, no AA, no shadows)
As for WASD'ing past NPC's, it could be the collision boxes. The pathing system might have a value for them that is actually larger, so the pathing system says no, while WASD says its ok.
BTW. The pathing system for guildwars is quite nice, anyone play Archlord? No system, either your guy can walk straight to something, or you collide and stop..... I am quite happy with guildwars pathing.
Of course. I dont lag to much with wasd either.
My ping stays stead around 100ms, fps around 20 (i run on max settings 1600x1200, no AA, no shadows)
As for WASD'ing past NPC's, it could be the collision boxes. The pathing system might have a value for them that is actually larger, so the pathing system says no, while WASD says its ok.
BTW. The pathing system for guildwars is quite nice, anyone play Archlord? No system, either your guy can walk straight to something, or you collide and stop..... I am quite happy with guildwars pathing.
Engel the Fallen
Good to see it is not just me with problems of late. The lag I am getting is really bad this week. Then again it gets bad right before updates.
rohara
agreed with the OP...this has been driving me INSANE and its been happening to me frequently since the nightfall release. i never once had this problem before that update.
my guildies and i joke about it as the "anti-running code", as it seems to happen more often if you are using running speed skills. i was running a guildie from beacon's to LA and i kept getting stuck on the ettins in the cave. i'd find myself stuck in places i completely ran around and never touched.
my guildies and i joke about it as the "anti-running code", as it seems to happen more often if you are using running speed skills. i was running a guildie from beacon's to LA and i kept getting stuck on the ettins in the cave. i'd find myself stuck in places i completely ran around and never touched.
ericdanie
For those saying it's the "Anti-Running" system, it happens aswell with people carrying flags and relics, which theorically reduces their movement speed by 50%, and they still warp
I guess this is the "Anti-Movement-Change" system. If you get slowed or hastened, it happens. I guess the client isn't predicting correctly with altered movement speeds (you or the npcs/other players).
I guess this is the "Anti-Movement-Change" system. If you get slowed or hastened, it happens. I guess the client isn't predicting correctly with altered movement speeds (you or the npcs/other players).
Josh
Quote:
Originally Posted by Seren!ty
I have this rarely but I think it's caused by lag. (delay between you and the server) so I don't think there is much ANet can do about it.
|
freekedoutfish
Ive had this problem countless times, more so since NF. I can only assume its a lag problem. The character on your computer moves forwards, but on the server they are still in a previous position and when the two reconnect and sync, it sticks you bac to the earlier postion.
Basically when you get hit by lag, and your computer is still moving in that instance, but the server isnt, it has to correct it.
It happens in two ways usually for me;
Either I and the entire party are in running through a location and then suddenly and inexplicably, we bounce back to a location behind us which we just passed.
It can be anywhere up to a few meters.
Or you continue to move and your henches or heroes just stop in one location. You continue to move, but eventually your dragged back to where your heroes/henches are.
Its not a bad thing, unless like you, your shot into a, agroing area. But its damn annoying when it happens continually over and over again.
Unfortunately I dont see it getting fixed. I expect its a safety measure to ensure that the instance on your pc is in sync with the server side. And they have to correct one another is their not.
Basically when you get hit by lag, and your computer is still moving in that instance, but the server isnt, it has to correct it.
It happens in two ways usually for me;
Either I and the entire party are in running through a location and then suddenly and inexplicably, we bounce back to a location behind us which we just passed.
It can be anywhere up to a few meters.
Or you continue to move and your henches or heroes just stop in one location. You continue to move, but eventually your dragged back to where your heroes/henches are.
Its not a bad thing, unless like you, your shot into a, agroing area. But its damn annoying when it happens continually over and over again.
Unfortunately I dont see it getting fixed. I expect its a safety measure to ensure that the instance on your pc is in sync with the server side. And they have to correct one another is their not.
Maria The Princess
thx to rubberbanding i falied TWICE to run my guildie from destynys Gorge to Thirsty river. and this is a really easy run
its very frustrating, anoying, killed the only character i was gonna get survivor for (screw that now), and really messes up aggro (which is the key to succed in a Coop)
this is gotten so bad that im scared to leave my GH
its very frustrating, anoying, killed the only character i was gonna get survivor for (screw that now), and really messes up aggro (which is the key to succed in a Coop)
this is gotten so bad that im scared to leave my GH
Former Ruling
The last day or so the game has randomly chosen to start being almost unplayable for an hour or so for me (rubberbanding, err7's every 2 minutes, etc) then it'll be normal again for awhile...and repeat.
I assume it isn't my connection because I test it during these things and it is perfectly fine outside of guild wars (and GW's new little indicator shows my ping and FPS as normal). Added to the fact that the game just randomly goes back to working perfectly after awhile of being like that.
I hope it clears up soon :\
I assume it isn't my connection because I test it during these things and it is perfectly fine outside of guild wars (and GW's new little indicator shows my ping and FPS as normal). Added to the fact that the game just randomly goes back to working perfectly after awhile of being like that.
I hope it clears up soon :\
Nebuchadnezzer
You should see Relic runs in HA now. Ever since Anet added their "/Stuck" command it's been so terrible. You'll run past the body blockers and then after like 60 seconds get sent straight back in the middle of em. -. - Or Be body blocking someone and then you gale them and they appear 15 feet away, thats fun!
I've noticed that even the Axises in towns are very off ever since they added the /stuck command. It's seems to be causing alot of problems with the axises which create the rubber banding etc.
Anyhoo I don't get the problem much in pve but thats also because I do not pve alot. :P Hopefully Anet fixes it soon, makes relic runs a task for both teams D:
I've noticed that even the Axises in towns are very off ever since they added the /stuck command. It's seems to be causing alot of problems with the axises which create the rubber banding etc.
Anyhoo I don't get the problem much in pve but thats also because I do not pve alot. :P Hopefully Anet fixes it soon, makes relic runs a task for both teams D: