(11-16-2013, 08:58 PM)sindroms Wrote: Dude, this crap has been happening for the last two years and it was mentioned a few times already. Same with the lanes being down and people, when they jump into the system from the gate next to them, being able to take them without you having the chance to take them out.
I am very glad about the new ships, useless buffer systems and cap missiles getting popped, so that crusiers can solo BSs without effort, but damnit, there was a list with game flaws we had.
Wow, I remember trying to halt illegal cargo shipments and them zooming through a good 12 seconds before they visually got to the gate but that was over a year ago.
Someone said it's all about lag. The player 1's action on the environment
The Server responding on the game to the trade lane disruption
the player 2's time delay where they hit F3 and already started the sequence to the TL
The Server responding back to Player 2 the Lane is green due to lag from player 1's connection.
Timing issue where the server thinks either the lane is back up, or the sequence to start the lane happened before the disruption.
Yea, wrap your mind around that and scream. Seems the decorations are up, but no one put water in the tree still.
Sometimes, when all you want is to gain your freedom, you must be willing to risk it all.
(11-17-2013, 01:51 AM)Vigilia.Procuratio Wrote: As for the trade lanes, that's certainly an old bug. There is clearly a discrepancy somewhere but this is not new. I have to say though, advising people to not hit the lanes unless something comes is pointless given that stray gunfire and mines from the NPCs can disable them.
Not anymore they don't...
And we do have a quickfix for this issue. We can disable all serverside plugins. No more POBs, no more TLAGSNET, no more technerf, no more givecash, no more anything. I'm pretty sure it'll solve some lag issues, but it'll disable a lot of the functionality that makes Disco unique.
But - now that the shipboard scanners are fixed, I think I got a solution for the lane issues. Lane popzones can be set to have a sensor efficiency reduction (easily up to 90%) to simulate sensor inefficiency while in the lane tunnel. Means traders in the lane would not know what's coming (pirates too close to the lane nodes, same deal). These zones are typically 1200x600xlane length. Roughly the size of the lane itself. If we'd apply this, pirates could keep a lane node dropped, and an approaching ship would have no way to detect the pirates until they're kicked out of the dropped lane.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Oh, NPCs are definitely dropping mines near the lanes. Previously they didn't normally have powerful enough mines to disrupt a lane, but now they do. The amount of times I've got to the end of the lane and it's disrupted, yet there was not a single ship to be seen.
Unless, as already mentioned, they zoom through the dropped lane due to lag.°
Tho, I admit that not knowing you lost a trader would be less rage inducing.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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(11-18-2013, 10:17 AM)AeternusDoleo Wrote: Not anymore they don't...
And we do have a quickfix for this issue. We can disable all serverside plugins. No more POBs, no more TLAGSNET, no more technerf, no more givecash, no more anything. I'm pretty sure it'll solve some lag issues, but it'll disable a lot of the functionality that makes Disco unique.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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