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Found 11 results

  1. @admin At pve we have issues with high ping - lag - and getting kicked from the servers. People are getting kicked from battles and can loose ships. Hopefully there will a solution quick cause its quite annoying.
  2. This might be a classical "never play on patch day" issue, but since the Test-Bed went live I have severe desynchronisation problems when sailing in Open World. Framerate is stable around 45 fps, server ping on testbed is around 20-22ms (in server open world). My internet connection itself is stable and performant enough to handle anything a game throws at it. Port UI works fine performance wise. As soon as I enter OW the game begins to rubberband all over the place. Every 5-10 seconds I get complete freezes that last about 1 second, with the expected rubberband effect afterwards. F11 was sent: NAB-82434 May just be server load because of the new stuff or might be a bug of some kind.
  3. Hi, I posted once before in the thread titled Freesync, however after fixing my problem I realized the problem is actually with Unity engine and full screen implementation. When I installed AMD drivers 16.12.1 and newer (the relive drivers) I had terrible screen flicker (backlight pulsing) happen when freesync was enabled, in menus and in battle frequently. Disabling freesync fixes this however it gets annoying enabling and re-enabling every time I want to play. The game's engine, Unity, has had problems with actually supporting full screen on many other games and instead does a borderless windowed mode when full screen selected. Although borderless fullscreen is supposed to work with freesync, the fact is it's hit and miss. How I solved the problem: 1) Create a shortcut of Ultimate General Civil War.exe in the steamapp folder and place on desktop (or wherever you want) 2) Right click the shortcut and select properties 3) In the "shortcut" tab, locate the line the says Target: 4) Add this to the end of the line -window-mode exclusive after the parenthesis. Example: "C:\Program Files (x86)\Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War.exe" -window-mode exclusive 5) Always launch the game from the shortcut and not steam I hope this helps someone who was in a similar situation as me.
  4. Hi folks, I'm experiencing a very annoying bug for a few days now : I have between 10 and 15 seconds of lag every time I hit a button in UI. Example : Hit "Craft" button, 15 seconds before "ok" comes up. Hit "repair" in open world, same thing. Transfer an item from hold to warehouse takes years .... Shop, Equipments, Missions, Fleet ... In Short, pretty everything I do takes a lot of time. Router side I've 29ms ping with PVP One EU so I don't really see why so many lags (btw no TCP/UDP ports specifically open for NA) I've tried to mess with router (DMZ thing, firewalls and stuff but nothing new so far), re-install the game, and did Connection Test : NAS-415473 I've no broadband consuming app running and no firewall, antivirus disabled, ect. I did search for similar issues but posts are often outdated or irrelevant. Any idea ?
  5. ------TL;DR: Have only one server. Create more open worlds (new instances) for the populace to filter into as the server reaches peak players. Close them down again daily when maintenance downtime cycles the ports.------ THE PROBLEM: The game got big (steam release), servers became over crowded, lag became an issue, log in queues were frequent, the devs split off more servers and everyone was happy for a time. Now one server is dying and we are merging them back together. The population is going to wane and wax overtime, that much we can bet on. Opening up and closing servers as the population fluxes is not a very good way to deal with the overloads or population declines. Instead, I propose the following suggestion: MY SOLUTION: One server, spawning multiple open world instances on demand. There will only be one version of any port or any battle. When you enter Charleston, you enter the same Charleston as everyone else. The same prices, same contracts, same chat. Charleston isn't likely to become "overloaded" from the servers perspective. As players filter to all the different nations and many available port cities. Also, Charleston just represents a UI essentially. The idea of 1000 people being in Charleston is like 1000 people being in a chat room. But 1000 people in the Charleston open world harbor is like having 1000 call of duty players inside the same room. The chat room is practical, the overcrowded "call of duty room" is not. This WILL require some changes to the port flag system or some special considerations for how that would work. So keep an open mind on that. Let's explore solutions together a little later. HERE ARE THE DETAILS: Let's have one or two servers. One PvP and one PvE. I honestly think we can do away with PvE servers and perhaps just have a PvE type mode available. Where people have the option to be in a safe place, like the protected areas, to do their PvE stuff. I don't see a lot of value in PvE "only"servers for this type of game. -----However, that is an entirely separate discussion that doesn't need to be addressed here.------ So let's just say ONE server. For the purposes of our discussion, everything will be in reference to only having ONE universal server. We need multiple open worlds to deal with the population spikes. When you leave your port you will be spawned into the open world like normal. When that open world hits 75% capacity, a second one will become available. The second one will mirror the first one. All the same ports, same owners, same cross sword battles, same fleets patrolling... Everything is 100% the same except it has ZERO PLAYERS inside of it. Now that two are open (one almost full and one empty), when you leave port it will bring up a dialogue window asking you which of the two you would like to enter. This is how we will keep friends and groups together, since they may all select the same version. The dialogue window could also show the populations of the worlds available. Example: "YOU ARE DEPARTING FROM CHARLESTON. WHICH INSTANCE DO YOU CHOOSE? 1) OPEN WORLD 1 (873 players) 2) OPEN WOLRD 2 (793 players) 3) OPEN WORLD 3 (176 players)" ALL battles, no matter from which world they were spawned from, will be viewable in all the instances. If there is a port battle against Nassau, the message will be broadcast to the entire server and all of the instances of the open world. All players will be able to go to Nassau and join the port battle until that port battle instance becomes full. The additional open worlds will only become available when the population density becomes too high in the preceding open worlds. They will all close when the servers come down for maintenance. When the server comes back up from maintenance, it will have only one open world that everyone will log into until it becomes almost full again, then the server begins to open more. If more players attempt to log in when the other versions have opened, it will just ask them which they prefer to go into. When an open world becomes COMPLETELY full, it becomes unavailable to log into and players must choose a different version. BENEFITS: Players can select the server that matches their goals best. Traders will go to the least populated versions for trade runs. PvE seekers will go to the least populated servers to save themselves from lag. PvP players will seek the most populated servers for more potential targets. This will also have social and economic benefits. We can combine all the players into one gigantic server with one economy and one ongoing war. Everyone will have a chance to meet and interact together. The only thing that will separate us is our nation. That will be solved, in part, by "war and peace". Also, players can switch nations with the help of their new friends to xfer things. This game is highly social, and putting up server barriers detracts from that aspect. Let's capitalize on it. THE DOWNSIDES: The biggest issue I can think of that really hurts this idea is the current flag carry system. Let's say there are two open worlds available. The flag carrier will obviously choose the least populated one to transport the flag and reduce his chances of being intercepted. Is that fair? How can it be solved if not? What about blockade tactics for the port in question? I have a few ideas of how this can be addressed but I would like to first open it up for community discussion. FEEDBACK REQUEST: Also, please, ANY other issues you can think of, absolutely do not hesitate to bring them up here. No matter how small or trivial. I would love the opportunity to address any feedback you might have. This same topic will be linked to the reddit subforum as well in case you prefer their discussion format Better (I know I do). THANK YOU FOR YOUR DEDICATION IF YOU READ THIS FAR
  6. I was sailing in enemy waters in my Trincomalee when my internet connection dropped, I'm not sure why it happened. I rebooted my router but that still didn't fix the problem. After a while it comes back online and I find that my ship which stays in game for 10 minutes after a connection is lost has been attacked and sunk by someone during the time my internet was down. Obviously this was something totally out of my control, and I find it very unfair to myself, but I understand why the 10 minute timer is there: to dissuade combat logging. I would like to request a roll back to regain my lost durability on my Trinc. My character name is Loquacious Larry
  7. Yesterday, as I was heading back to my home base to log off, I got disconnected and my internet connection was severed for a few minutes. As I logged back in, my ship has lost a durability and was sitting in a port near where I disconnected. Apparently while being disconnected, I got attacked by an NPC ship, which was not in sight when I disconnected. (I am kind of sure it was NPC, the area I was in is not very popular with enemy players and I got attacked there by other NPCs earlier) Could it be technically possible for the NPC ships to avoid attacking timed out players? I am okay with that you can't just pop out of the map with logging off when you see someone attacking, and I am okay with losing a ship in any way, but this kind of loss only creates frustration.
  8. Hi everyone! I just had a quick question about server locations for this game. I currently live in Japan, and am worried about lagging if I connect to servers in the US or EU. Are there Asian servers for this game? Really looks like something I would love to play! Thanks!
  9. Hey guys. I am very new to the Naval action and loving it at the moment. Got myself a nice little basic cutter and been doing missions for gold & exp. The first thing I noticed is the latency lag in this game. Especially the response times to moving the ship's controls and gun firing response. I play from australia & already I see a few aus players in these forums chatting about the game and this brings delight to my eyes. I play from NA PVE server & get 225ms latency. Which is not bad in overall responsive gameplay. But what is greatly affected is the rudder, changing of sails, speed changes (the ship delays in response to change in speeds so if I want it to slow down from full, it'll take like 3 seconds to respond and start to slow down), and most importantly gun firing response. At this point it's just an annoyance. But later down the track I can see this as more of a hindrance to more competitive players who don't have the privilege to play near the servers. Especially when you're commanding a speedy brig or frigate that's more agile than the bigger ships (I want that 1st rate so bad! So many guns!). Like all other MMOs latency is a bane to anyone's gameplay whenever they try to play an online game miles away from the server location. I really wish there was a way to fix this but I guess current constraints in technology prevents such an improvement. This thread is more of a discussion within the community & devs alike (if they are inclined to join in the discussion) on what options could possibly help reduce the burden of lagged gameplay in Naval Action. The simplest solution I can think of and is already in the dev's corner of thinking is establishing region based servers around the world. Already you guys have covered NA & EU. I'm sure as time goes RU will also open. Maybe Japan. Maybe Asia (Indonesia perhaps)? And in time maybe Oceania. So that's one way. But how about Cloud-based servers? Would that be feasible for Naval Action? I don't know much about this type of network system but here's a link of the benefits of implementing one. https://www.siteground.com/tutorials/cloud/cloud_servers.htm - could be worth considering for development. And lastly, Client side calculations or prediction. I've only had one experience with this feature. A control physics function that simulates instant response times in controls including gun firing but at the cost of un-synced results. Like shooting at an enemy's broadside where you can just get your back cannons to aim & hit at his stern before he gets away and you see the splash hit but no damage is registered. Since client side has priority in response, it takes quite abit of time for the inputs to reach the server due to your latency. This is also open to "hacking" methods and I suggest not considering this option unless you can provide extra security to your servers. If successfully implemented, this feature could help alot of the players with latencies over 200ms+ but only to a point that improves the "visual" response times since server side inputs are still in effect. So just to recap the options are: More region based servers Cloud based servers Client side prediction There are probably more solutions that I can't think of. Please share your opinion and ideas about this topic as I feel it is a relative concern for those who play at such high latencies. Considering the early stage of this game I am more than satisfied with the current server performances. But maybe later down a few considerations to improve the servers in Naval Action could take place. Poll included as well.
  10. Issue: Several users on PVP3 are reporting serious lag starting around 10 minutes ago. Symptoms: Port UI refresh isn't happening for 5-45 seconds. Steps to Repro: Click onto store tab Select separate items Note the refresh time
  11. Because of the pace of the game, high latency doesn't make gameplay too difficult. Most of the skill in this game involves thinking several steps ahead and usually you have several seconds to react to your opponents' actions. However there are a few places where latency has a more pronounced effect and I wanted to share some observations about it. Rudder Control: the delay before the rudder responds to input is manageable because it's a delay in when your maneuver starts, but the delay after you release it to neutral is more difficult to manage because it affects your final heading and requires more accurate compensation for delays (and the delay often varies in the span of a battle). The delay also makes fine-tuning your heading more time-consuming. I think this issue would be solved by having the ability to click on your compass to set a heading that the helmsman will try to automatically hold (I also think this would be a good enhancement to the current controls for all players, improving the feeling of playing as a Captain who can switch between 'command' and 'control'). Yard Control: The delay after your input starts/stops is almost as long as the time it takes for the yards to move. When you want to move the yards all the way to port or starboard this isn't a problem, but it's impossible to accurately neutralize the sails quickly, for example when you want to momentarily minimize your heel while on a reach. A keybind to have the crew neutralize sails would be useful here, or an interface/option setting to adjust the sensitivity of the yard control so that high-latency Captains can have them move more slowly. Gunnery: The delay before the cannon respond to your fire command is fine, in fact it feels like a natural/intended delay. The problem is when you need to maximize elevation in aim mode while the ship is rolling: you can't aim higher than the cannons can shoot at that precise moment. With immediate response you can fire as soon as you feel the ship at the peak of its roll, but with high ping you have to predict when the roll will peak but each roll varies and by the time you sense the deceleration of the upward roll it's already too late. Being able to aim higher/lower than the cannons can actually elevate/depress (in the same way that you can laterally traverse the camera further than the gun traversal) would allow high-latency Captains to compensate for their delay far more effectively. You could alter the aiming reticle to notify the player when their aim passes beyond the cannons' limit. If a player fires outside of the current elevation limit, the cannon can either fire anyway or not fire, according to player settings (high-latency players will prefer the latter option).
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