Forums » Bugs

pvp hits not registering

Mar 12, 2022 haxmeister link
This has been quite a frustration over the past while. During pvp something will get triggered that stops shots from hitting an opponent, even at point blank range. This happens in spells and includes also spells of being easily hit when it seems unlikely you should have been. I know this may sound winy to other players, but I'm certainly an often participant in pvp and one of a few players that study it in VO on technical terms.

I have tried variations on my network like plugging directly into the router. I have also had the ISP (centurylink) run testing on my connection to look for packet loss and see absolutely none, even historical data from them shows no packet loss.

I can only imagine that some mechanism to "even the playing field" between players like those on mobile has effected me. I say this because other players have actually watched me pvp as well as pvp'd against me and acknowledged they don't understand why my rounds aren't hitting. This is not "hits that do no damage".. but rather hits that seem to go right through the opponents ship.
Mar 12, 2022 Whistler link
What does your VO ping indicator look like?
Mar 12, 2022 haxmeister link
80ms
Mar 12, 2022 haxmeister link
This can also be seen from my point of view in recent video I posted on youtube.. it is meant to be humorous but the second round of pvp in the video lasts some 9 minutes and any experienced player who watches that video can see plainly when it should be hitting.
Mar 12, 2022 incarnate link
We need really explicit reports of exact dates and times, for basically any bug, but especially this kind.

Are you seeing network / position-reset warnings, ever?

"Packet loss" is not the sole indicator of problems. The biggest issue is really latency jitter, which won't always be indicated (or predicted) by your in-game ping.

If there's an issue happening somewhere between you and the server, it won't show up on an ISP's test of their own "last mile" network.
Mar 12, 2022 haxmeister link
yeah I don't know how to answer that other than about 15 minutes before this original post I suffered the same fate. about 20 or 30 minutes or so of most of my shots not registering. I have had lat resets earlier today but those had cleared up and I had a reasonable amount of PvP fun before the problem came on again. I won't be logging back in for another 25 hours probably so I suppose you can see my last game logoff was after a couple of rounds of very frustrating pvp.
Mar 12, 2022 haxmeister link
there just doesn't seem to be anything measurable wrong with my internet connection that I can tell.. other than I miss my 40 - 50 ms ping I had when I lived in downtown
Mar 12, 2022 haxmeister link
this ping series against google puts my jitter at around 40.53 ms which is in the "good" range, this would be on a "bad day" for me.

PING www.google.com (172.217.14.196) 56(84) bytes of data.
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=1 ttl=117 time=285 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=2 ttl=117 time=251 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=3 ttl=117 time=230 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=4 ttl=117 time=167 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=5 ttl=117 time=270 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=6 ttl=117 time=275 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=7 ttl=117 time=288 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=8 ttl=117 time=213 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=9 ttl=117 time=247 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=10 ttl=117 time=191 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=11 ttl=117 time=225 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=12 ttl=117 time=233 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=13 ttl=117 time=207 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=14 ttl=117 time=275 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=15 ttl=117 time=218 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=16 ttl=117 time=257 ms
64 bytes from sea30s01-in-f4.1e100.net (172.217.14.196): icmp_seq=17 ttl=117 time=204 ms
Mar 12, 2022 Whistler link
But if the issue is between you and Guild's server, testing against Google's server isn't necessarily going to show it. In the vast majority of the reported or complained about cases, "lag" is not caused by Guild's servers, but by something between the servers and the player.
Mar 12, 2022 incarnate link
Two things:

- ICMP ("ping") is not UDP
- The game server is not the same as google's CDN (Whistler's point).

It's relatively common these days for DDoS attacks to use UDP. This was the case with a lot of the NTP protocol exploits in recent memory, and various other "bandwidth amplification" techniques.

A lot of DDoS attacks are going on right now, because the Russian government is attacking everyone they don't like. Which is.. basically everyone.

When UDP-based DDoS attacks happen, ISPs will filter by protocol. This has no impact on most web traffic (which largely uses TCP), so people don't notice. Some ISPs even consider UDP to be a nuisance that they want to rate-limit and generally degrade.

Unfortunately, this really sucks for all real-time content (like most fast-paced games), which strongly tend to use UDP.

ICMP is yet another completely-different protocol. UDP and TCP could be completely blocked (let alone something more subtle, like rate-limited and intermittently functional) and you would still be able to "ping" just fine.

The upshot of all of the above, is that your "measurements" and talking to your ISP, doesn't rule out network problems at all.. other than ping issues between you and Google.

The one thing you can guarantee, is that if you're seeing positional resets (which you said you were), there have been serious problems in your network connectivity. Because resets only happen if the server sees major jumps in timing.

As Whistler says.. I don't know "where" the problem is occurring.. it could be at any number of points along the intervening route. It's common for routers on the "edge" of a network (network-to-network boundaries) to become overwhelmed during DDoS attacks, and also use aggressive rate-limiting to filter and minimize the impact of attacks.

None of this solves your problem, but.. I need you to understand that this may not be a solvable problem, without you fundamentally moving locations, or (possibly) making a major change in ISP. I don't have an answer at this time. But, your statement that you've been "occasionally" getting resets is not a good sign.