Jump to content

DragoonStorm1

PC Member
  • Posts

    180
  • Joined

  • Last visited

Posts posted by DragoonStorm1

  1. 1 hour ago, [DE]Megan said:

    Fixes:

    • Ran a script to correct player Profile stats with regards to Modular item Ranks.

      • Warframe tracks item progression in two different ways, the item itself for Ranks and Mastery, and then your Profile stats.  Players recently noticed that their Profile was not tracking Modular items, this was due to the stats being submitted to the wrong part of the item. In Hotfix 29.10.8 we fixed the upload so that new stats are sent to the correct item, and this script now fixes “bad” data that was previously sent to the Profile. Your Modular items should now be in sync and show the correct Ranks.

    krkEXgN.png

    OMG YOU GUYSSSSSSSSSSSSS ACTUALLY FIXED A LONG-STANDING BUG that had 2 of my entire kdrives (that ive even forma'd) not counting for my mastery.
    I legit can't believe it, even support had turned me away. FINALLY!
    Thank you so much!


    hm now I'm actually motivated to go for 100% completion for the first time in a really long time.

    • Like 1
  2. so, whom to contact when claiming these drops don't work? 

    asking for a friend. They claimed 6 days ago, and yet nothing has entered their inbox or inventory. 
    Yes, checked even equipment>orbiter>decorate>1 to see if octavia noggle was there. nope. Umbra forma BP too.

  3. On 2021-01-26 at 1:36 AM, Morteno said:

    PC.
    PC is just the extended test guineapig for console builds because there is next to extra fee or approval process from "partners" on PC.
    2x double nat is a bit exaggerated. Your isp does 'Carrier grade NAT' which is mostly transparent if it set up correctly.
    So you have a setup with: local nat (you) - carrier level nat (ISP) - local nat (friends). With unknown firewall and router settings at both endpoints. That is only really a problem if your isp does carrier grade nat in a wrong way (either they are bad at it or/and they are severely abusing their customers).

    TBF this will not do very much against your problem or against bad connections (and wifi / wireless internet). Lost/broken packets are lost packets anyway. If you are going to go do retransmission (many frames later, meaning lots of 'catch up' bursting) you may as well just run a TCP connection, instead of this "SSL for UDP" thing which is kinda what DTLS is in layman terms.
    That's just the cold hard facts, there is no good way around bad internet in a low latency scenario. For that very reason in the sim racing scene, people prefer wiring up with good oldfashioned cat5/cat6 ethernet and fiber/coax/dsl internet - packetloss (or retransmit lag) is intolerable to them when driving close to losing control.

    DTLS does help with detection of connection tampering, such as various forms of packet injection and packet alteration, and if the library is hardened well it also helps against replay attacks. Those have been used by some types of cheats in online games since about 1999. But it only becomes harder up to a point, it merely takes a deeper effort to do.
    Also helps a bit against packetdroppers, meaning it provides a network level way of detecting it, as opposed to having to app-level awareness. Mostly a exercise in who does the heavy lifting: meaning someone elses DTLS library or warframe having to think about when you should give up waiting on a missing packet. It does in not in itself make it less of a problem that drops occur.

    It also does not help against incompetent or greedy ISP that treats udp as a kind of garbage that should be blocked (because it could be torrent/botnet data) unless you pay extra for it, usually hidden behind a 'you are not allowed to run servers on a consumer grade connection' clause, so you can be extorted into upgrading with "you'll have to upgrade to xxx if you want to run servers". Of any kind, including harmless little game sessions for 4 people in warframe.
    Artificial scarcity being used against you - and if you are in the USA, mostly likely in a local monopoly situation with no alternatives.


    Hey thanks for taking the time out to write this. It's sad to hear it may not help me. I did get to play once with that friend, during the 9hrs this test was up, and it worked for me, so I guess somehow it either does end up helping...or we just got lucky.

    Anyway, time will tell.

    And yeah I live in India, and ipv4 scarcity is BIG here, because the population density is insane, and internet access has been booming in the past few years.
    I do know they use a CGNAT, that is the "double", in the "double NAT" here. And yeah their excuse is that they create more security, but that's only as dumb as saying using two c ond oms is better protection. Ofc, it's an excuse, they want me to pay an extra monthly fee for a dedicated public ipv4 address. Which I can't do. And yes, this also affects other p2p stuff, connecting to trackers/peers, terrible voice calls/video calls, and any QoS services, etc.

    I did switch from wifi to ethernet/LAN cables and that does seem to help a slight bit. Getting an SSD also helps because most disconnects happen because the entire chain takes so much time, and adding the time for loading a mission just makes the system give up and timeout. 

    Still, can't connect to friends on the same ISP, behind their local CGNATs without VPN lol.

  4. 1 hour ago, [DE]Rebecca said:

    You may recall our plans to test DTLS in November of last year: 

    The time has come! 

    DTLS Roll-Out is here, USE THIS THREAD for reporting problems! 

    We are testing some new network code out in this Hotfix. Even though we’ve tested it extensively on the Test Cluster we need more coverage!

    The primary goal of these changes is to improve networking for Xbox players by replacing some proprietary network code; when these changes make it to Xbox they will enable our automatic proxy service that already helps players with Strict NAT and other network problems on other platforms (this is something we’ve wanted to get to Xbox players for a long time).

    The added advantage of this new code is that it should be more secure and more robust on networks that corrupt network packets (we already defend against this to some degree but the new code is more thorough). This won’t make your ping any better but if something is mangling network packets we might be able to avoid it causing bugs in the game.

    We’ll be monitoring the roll-out closely and will be able to disable quickly if we encounter problems.

    So is this out for PC, or only Xbox? I am confused, since the quoted post said it would be for PC too, but this post here only mentions Xbox in the goal/

    But yes I have been looking forward to this!! My ISP has Double NAT and most of the ISPs in my country do too. Makes it literally impossible to play with friends in my own city on my same ISP because they have Double NAT too. Double NAT + Double NAT = impossible.
    But I have a 50-50 chance of connecting to other players.

    Anyway, I hope this network update helps with that. You all would have my gratitude.

  5. What does one do if they have Double NAT?
    I have fought with my ISP for months, and it's to no avail.

    And it also looks like practically every other ISP in my city are using CGNATs because they're short of IPv4 addresses in my country (India)
    And don't want to move over to IPv6. So they NAT one public IP among multiple homes, and then within those homes, wifi routers Double NAT those private IPs further into more private IPs.

    This makes my entire game experience awful. Most trading and squad-joining is an absolute pain. When I host, I can only imagine the pain it is for others.

    I fail to connect to public squads, half the time.

    I 100% fail to connect/host for my friends in the same city, on the same ISP, since after all...they're behind ANOTHER Double NAT. 

    I hope there is a solution, but all my googling and haggling with my ISP has led me nowhere...

  6. yes because this is how game engines ease the strain on rendering
    if they had to create realtime reflections, it would cost lots of graphic processing
    so instead, they "bake" the reflection, which basically is something like taking a 360degree photograph from the POV of the glass, and then projecting it from behind the glass. so now all it needs to load is a picture, and not real reflection light ray calculations.
    So in case of the old lockers showing up, they must've forgotten to bake these reflections again
    and the final bake would've been captured with the door closed and a cache in the room.

    • Like 1
  7. Orb Vallis can be buffed by Thermia Fracture, x2
    PT Cred pickup can be buffed by Chroma's ult, x2
    Kavat buffs can stack on itself multiple times, based on luck!

    So yeah all these multipliers stack with the ones you have, so I can guarantee many times more have happened.

  8. Or how about instead of waves, you get a constant stream of enemies that can overwhelm you quick enough if you slack off.
    Like mann vs machine in TF2

    While that also has gaps in between waves, (or else it'd get really draining) it is to provide you time for changing your strategies, or ramping up your defence hmmm.. something like an arsenal stop every 5 minutes? Or bonus buffs to deal with stronger enemy flooding and neverending hoardes?

  9. This is wonderfully well-written, and was such a joy to read!

    I had no idea what to expect from the post preview that only showed me the first paragraph, but you had my attention.

    And this kind of adventurous exploration and discovery is such a fascinating tone to see Warframe through... It reminds me of my beginning days too :')

    Well done! Please do write more :DD
    And I hope you found a clan close to home!

×
×
  • Create New...