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Showing results for tags 'test bed'.
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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.
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- test bed
- live server
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While playing/testing on the Test bed server we encountered something that IMO is very discouraging for PvP. We had a PvP battle lasting 1,5 hour on the test bed. We where two Victorys and a Agamemnon VS 3 Victorys, a Renommee and a basic cutter. During this battle we lost the Agamemnon, but we damaged two Victorys and the Renomme so much that they where forced to escape to save their ships. So in the end we where two Victorys vs one enemy Victory, but then the battle timer run out. So after a 1,5 hour long battle, where we where out numbered and outgunned do you know what we got? Well the Aga player lost his redeemable ship and cannons (-250.000 gold est. for cannons alone), and we who survived got -25 xp, 0 gold and 0 xp! It was a really good fight, and yes we should have focused the damaged ships so they could not leave left the battle. But giving nothing at all for damage!? We lost money on crew and repairs.. The devs might be developing a brilliant solution for this issue, or they might not consider this an issue at all. But if we get nothing for trying and only a massive penalty for failing. Then PvP on the PvP server isn't looking very tempting for me at least.. That got me thinking, why do we never get anything when we damage a enemy ship so much that it is forced to escape from the battle? If it's because of fear of abuse, then just smack a timer on it. We should get a reward for removing a enemy ship from the battle IMO. It does not fix the 0 gold and 0 xp for damage issue completely, but it gives at least some sort of reward for the effort.. Lets say the enemy ship needs to have lost more than 75% of it's armor/hp and have been in the battle for more than 60 minutes. If it then escapes, assists and handed out those who did the most damage. If somebody want's to exploit this, they need to stay at least 60 minutes in the battle, and that is a very time consuming exploit option. Not to mention you would only get the assist, not the kill. Anyone see a obvious issue with this? ADDED suggestion: Make the control perk standard ROE for all players. The range could be reduced, but enemy ships in the middle of the battle should not be able to magically escape right in front of you just because it is not taged. That is not realistic at all, just bad game play. And we should not be forced to use perks to obtain a more realistic battle experience imo.
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