How an EVE Online Corporation got Revenge on a Thief

How an EVE Online Corporation got Revenge on a Thief

It was late on the east coast of the US as the small supercapital group in Basgerin prepared, the in game clock nearing 05:00, which made it almost 1am at night as they sat on Teamspeak. Their friends had been playing EVE Online for nearly 3 hours, skirmishing with locals in an attempt to lure out their true target, a Supercarrier which had been active in what they considered their home territory. Final checks were made, and the order came to jump to a “mid-point” to get in range of the potential target, as they would need to wait for a period of time before jumping again.

As the group of 7 Titans and their capital support materialised in the next system, one of them found themselves targeted by the ship that had lit the beacon to bring them there, and a few moments later was ‘pointed’ by the Heavy Interdictor - Preventing that ship from warping off to safety.

“Tevo, can you not?” came the voice of the Titan pilot, addressing the pilot of the Heavy Interdictor. A few seconds of silence followed, before the commander of the fleet - Cercis - spoke up, and the 6 other Titans began to spool up their weapons.

“This is what happens when you Awox your corp by stealing.”

After the rest of the fleet realised what was going on and joined in pouring DPS on the stranded Titan, the Avatar belonging to an alt of BombTymer was quickly destroyed, and all his characters were kicked from the corporations they’d been a part of.

The supercarrier had been a lie.

The accusations, on the other hand, were true. But explaining how a simple corp theft turned into the public execution of a Titan for treason requires us to go back in time, beyond even how the players in this equation met, and into how the corporation that serves as the focal point for the story - Bounty Contracting Ltd. - came to be and operate. Despite being a part of the Shoot First alliance, which resides in EVE’s pirate ridden Lowsec, the corporation’s roots were only partially tied to that area. Around half of the group came from a background in Wormhole space, having previously lived independently, before merging with the lowsec native part of Bounty Contracting.

This brought with it the attitude of co-operation and asset sharing that’s more common in Wormhole space, with stockpiles of ships and weapons kept in shared ownership by the corporation for use in fights, in order to ensure that any member of their corporation could bring whatever was needed to a fight. This stockpile was contributed to by all the members of the group through taxes, as well as donations from wealthier members, and had come to form a central part of how the corporation functioned and retained it’s spot within Shoot First.

As a result of this, one of the first questions I had for BombTymer when I sat down to speak with him about this was whether that very stockpile had been his target from the beginning, or if he’d joined with more pure intentions. This lead to a story about his corporation prior to joining Bounty Contracting, where they’d been asked to take part in a fight against a larger group called Snuffed Out, who Shoot First were fighting at the time. However, they declined to take part in this, which didn’t sit well with him.

“You get the opportunity to take part in a big fight like that, you should probably take it, at least the way I play the game. So I left, and joined Shoot First, and that’s how I joined Bounty Contracting. They gave me a Machariel and I helped them defend their Fortizar that day.”


So, rather than being a tale of a master plan being laid and executed, this plot instead was something that developed naturally over time. At this point, BombTymer even lacked access to the stockpile, being a simple line member. On the other side of the equation, Bounty Contracting Ltd. director TeVo, still laments over the things that in hindsight seem suspicious about these early days of his membership within the corporation.

“A lot of the wormhole guys were wary of him [...] He wouldn’t get on comms for the first week, week and a half, he might join but he’d have his mic muted. Anyone who’s been in EVE for more than like, 6 months finds that very suspicious.”


Despite these initial concerns, he did eventually open up, and began to integrate with the corporation. Both sides seem to speak fondly of this time, with BombTymer enjoying being in a group that shared the same goals as him, and Tevo noting just how proactive a member of the corp he was - Even handing out ships of his own to members when officers who had access to the stockpile weren’t available. Levels of activity were high, and as the war between Shoot First and Snuffed Out progressed into it’s final stages, there was plenty to get involved in.

A month and a half passed, and those initial hesitations faded from memory in the minds of most of Bounty Contracting, but things weren’t all smooth sailing. With the war having ended in defeat for Shoot First, and summer picking back up, many in the leadership team needed to spend time away from the game. Given how dependent the corporation was on having regularly active members of leadership around to hand out ships to the line members below them, this presented a problem, and someone was going to need to be promoted to fill in the gaps. This became the subject of much debate, and despite slight hesitation, the decision was made to promote BombTymer to an officer role after only a month and a half with the group. 

This was apparently his first experience as a member of leadership in any EVE Online corporation, despite having previously played for 3 years, and now he found himself with full access to all of Bounty Contracting’s stockpile. Billions of ISK in ships, modules and BPCs, all laid out in front of him. But rather than swiping it all and running cackling into the sunset with a big bag marked “swag” on it as you might expect, instead things continued as normal, and BombTymer used the access for it’s intended purpose - Handing out ships and weapons to line members when the need arose.

Still, this is the point at which our story takes a turn towards how it will all end up, just not for the reasons you might expect. With the war over, Shoot First had little goals to work towards in their area, and the lack of content and activity became a sticking point for BombTymer. He reportedly spoke to the other members of leadership about this, especially the head of the corporation, who’s ingame name was Rex Azzholes. Many ideas of where the corp might go, or how this might be solved were bandied about, but no progress was seemingly made on the topic. This left BombTymer feeling dissatisfied with the situation, as he felt he’d reached the limit of what he could do to help the alliance, and by extension the corporation that he’d joined to be part of it.

So, early in August, BombTymer began to pack up his own assets and prepared to leave the corporation. But as he did so, he began to look upon the situation he found himself in under a different light.

“It was almost like a switch got flipped - I have access to all this stuff, and if I’m going to leave, I might as well make my time worth it. [...] I was like “I’m going to take some stuff”, and over the course of the hour I took some stuff, and then I realised if I just took some stuff they’d know it was me - So how about I just take everything?”


And so, the 8 hour long theft began, with BombTymer constantly worried that another player from the corporation would log on and spot what he was doing and ruin the heist. He was also fighting the client whilst trying to do so, with the process causing the game to freeze multiple times, as thousands of items were transferred from the corporations offices to his personal hangar. But despite the adrenaline and worry, he was able to pull it off without being caught, and the theft went unnoticed until the next day. On August the 14th, a ping went out from Rex, asking the various directors and officers in the corp where everything had gone.

“It definitely hit that denial, that someone we trust could just turn on us, at this point I was even looking at my Wormhole partner Nuke - Going, well, could it have been him? Is Rex playing at something here? Once it became known it wasn’t an accident, we definitely just started eyeballing each other sideways.“


Whilst the situation was unclear, and calls were made to check whether anyone had made a mistake and accidentally pulled assets into the wrong hangar, or if the game had glitched out - Paranoia began to set in. Meanwhile, far from being ready to act to cover his tracks as an investigation started up, BombTymer was sitting at his desk at work.

“Rex got online while I was at work and started asking where all the stuff was, and I was like, ‘Nah I don’t have anything, blah blah blah’, and then everybody just started talking in the Discord. That was a huge adrenaline rush, I was freaking out, everything’s going to be blown and I haven’t even moved 90% of the stuff yet. There was a couple of points where it was really sketch.”


Eventually, a plan was laid out, with Rex and the rest of the leadership of the corporation agreeing to a meeting the next day to start the investigation. Together, in a conversation that BombTymer was present for, the facts began to be laid out. There was a 13 hour period between when they could be certain that the items had been there, and when they’d been discovered stolen by Rex, which meant they could narrow down their search just to players who’d been online during that window. 

It also gave them a specific timeframe to narrow down their study all of those suspects in a program called EVE HR, which is similar to the ESI-knife talked about in my article on catching spies, which allows them to comb the ingame records and assets of all the players who sign up to it. Following the meeting, it was agreed that everyone would have to sign up for the program.

“This is another adrenaline moment for me, I started freaking out, because they’re going to see everything with these trade windows and these contracts if they pull everything - So how can I submit my ESI without getting caught? I set up a third account, an alpha, and started contracting myself everything to this account they knew nothing about. [...] Then I started screenshotting all my asset windows to prove I didn’t steal anything”


This attempt to cover his tracks would succeed for a few days, but as all the asset checks came back clear, the effort of digging through the past in EVE-HR began. In just the original 13 hour period of suspicion, there were over 2,000 entries of transactions that the players investigating had to manually dig through, and as corporation hangars to player hangar transfers alone leave no logs, they came up empty handed.

So, the search expanded to cover all the logs they had access to after the theft was confirmed to occur as well, in a process that I’m told was only achieved through the brave sacrifice of many cans of Red Bull to the cause. 26 hours split between various directors as they peer reviewed each other’s logs continued, before finally getting their first break. Whilst BombTymer had been shown to have none of the missing assets, deep in the logs they’d been scouring, they found suspicious contracts after the theft which transferred something in a station a jump away from where the corporation had held their assets.

That alone wasn’t enough to be sure, but it was enough to cause the investigation to dig further, with Rex splitting off directors to continue it out of view of BombTymer. After further digging with locator agents and other tools, another fact came to light, as BombTymer’s Jump Freighter alt was spotted out in the middle of nowhere. So, a completely unaffiliated character was moved towards that system to keep an eye on it, waiting for him to log off. After he did, Rex used a technique which allowed him to look inside that character’s hangar by setting up a corporation office in the same location, to check what was inside.

Whilst a good chunk of the assets had already been moved out and sold, it was a partial match to the list of items that had been stolen, which the corporation had an extensive list of. One capital ship in particular amongst this list stood out to Tevo when the screenshot was shared by Rex to the rest of the investigation team.

“He’d renamed the Moros to Free Moros. Just one of those God Damnit moments, where you think did he do this just to get at us the entire time, or was it just a thing of opportunity. But then you see “Free Moros” like he’s gloating about it, and you just get angry. Blindingly pissed off.”


But, just finding out who was behind the theft wasn’t enough, as they needed to make sure BombTymer didn’t know he’d been caught if they were going to be able to do anything with the information. So, whilst Rex contacted the leadership of the alliance above them, a second plan was hatched. Whilst co-ordinating on Discord, the original lowsec side of the group and the wormhole part began to point fingers at one another in the leadership channels BombTymer had access to, trying to make him think that they’d lost his scent. And, by the sounds of things, it worked.

Whilst BombTymer focused on trying to exfiltrate the remains of his ill-gotten gains, in order to make what he hoped would be a clean getaway in order to keep his reputation clean, the trap we introduced right at the start was set up. Whilst gangs were sent out to roam with the ostensible goal of baiting out a Hel on one Teamspeak server, a small group of players were discussing the final details of the plan on a seperate one, with the overall command having fallen on the Alliance’s main FC - Cercis. BombTymer had been willing to use his Titan before under Cercis’ command, so he had been the one chosen to make the call, rather than anyone in Bounty Contracting Ltd. itself.

After the preperations were complete, and BombTymer was noted to be online, the ping for everyone to bring out their Titans was sent. A few minutes later, his alt joined the fleet, and they were all together on the main comms channel. Those involved in the trap tried their best to stay silent, not wanting to let anything slip that could endanger the plan, thankful for the many unaware players who were filling the dead air. Then, finally, it happened. The order to jump was given, the Avatar was tackled, and catharsis was most certainly delivered in the form of a firey explosion.

“Things like this happen in EVE so often, where a guy or girl steals so much from a corp and just disappears, without ever seeing that name again. We got lucky, extremely lucky. We found him in time, and we were able to extract some form of punishment.”


On the other side of the equation, BombTymer accepted the fate of his Titan as soon as he realised what was going on and his fate was announced to the rest of the fleet.

“I was pretty much in shock, I wasn’t even touching the mouse at that point, I was just like ‘Well, I’m getting fragged. [...] I wasn’t like, having an adrenaline rush about it, but I felt kind of euphoric. Like, wow, this is a really cool event that took place. I robbed them, they get revenge, it was wild - I felt like I really was playing EVE, the kind of thing you read about.’”


In total, BombTymer was able to get away with just under 250 billion ISK worth of items, more than enough to replace his lost ship. So, perhaps it was a little easier to shrug off the loss than most players would have found it. Still, his plan to get out of the alliance with his reputation intact was ruined, and a highly upvoted thread about the whole incident appeared on Reddit.

Despite his concerns about getting into a group in the future with the character however, it didn’t seem to end up being a problem, and BoomTymer found himself in the recruiting corp for Origin. - A major corp inside Fraternity. Apparently, in part due to the story itself, which prompted previous friends of his to get in touch and encourage him to apply. Whilst it’s obviously unlikely BoomTymer will ever hold a position with access to so much (or any) freely available assets again, he seems content with that future.

On the side of Bounty Contracting Ltd. the fallout was a little worse, as one would expect from a group which has just had a core aspect of it’s identity and cultural fabric stripped away from it by someone they trusted, but it has retained almost all of its members since the theft. The corporation seems to have rallied around trying to replace these losses, and the way access works within the corp was re-organised to prevent anyone having access to so much at once, with Rex reportedly “Training Paranoia to V, then Advanced Paranoa to V” to prevent something similar happening in the future.

Given what happened, one can hardly blame him.

Now, whilst player driven stories in EVE never really end, with both parties likely to go on to take part in different things, we have reached the conclusion of this particular chapter. Have you ever wished you could get revenge on someone in EVE? Or gotten away with something that people probably wanted your head on a pike for? If so, let us know about it in the comments below.

The technical information you should know

Many people fixate on ping time when they're gaming, zoning in on speed and that magic ping number. Plenty of gamers look at their ping time like a "scorecard" for their connection. However, many gamers underestimate the importance of their connection stability. Stability is a less sexy thing to focus on than speed - imagine test-driving a Porsche to assess its "stability"... it's not quite as fun as testing the speed, is it? Sexy or not, stability is just as important, and in many cases more essential than your raw speed metrics. Imagine driving a Porsche at 200 miles per hour on a busy highway, when your speedometer instantly drops down to 10 miles per hour! How do you think that would pan out for you as the driver of that sports car? Sure, the car's speed is essential, but it's also equally, and often MORE critical for the vehicle to maintain a *consistent* speed. Your internet connection is like a car - it needs to perform consistently and reliably. You can reduce the number of ping spikes in game in several ways. The first step to improving your connection stability may seem like an obvious one, but it's important to check this first - make sure you are using a wired internet connection. When you are using a wireless connection, you will often lose data packets, causing interruptions to your experience. Sure, simple applications are built to be fault-tolerant and auto-reconnect after a dropped connection, but games are different. A missed move in a game will always be a missed move in a game. Next, close any applications or file transfers that may be eating up your bandwidth. When you're gaming, you don't want your computer to prioritize something like your Dropbox file transfers over your game connection. Close as many programs as you can to ensure an extra speed and performance boost. Not only will your computer perform a little better without having a bunch of apps using up its RAM, but you’ll reduce the risk of your internet bandwidth getting used up accidentally.

We know how hard it is to fight the never-ending battle between you and lag, ping spikes, and more. Just like what a lot of gamers say - the lower the ping, the better your gaming experience. So first and foremost, you need to know what a ping is and how does it affect your gameplay. A ping is the response time between two computers. When it comes to online gaming, a ping shows the response time between the client and the game server. Ping time is measured in milliseconds, and tell you how long a packet data takes to travel back and forth from the client and the game server. Simply put, whenever a gamer connects to an online game, a reduced ping becomes a gamer’s best friend. On the contrary, a high ping becomes a gamer's worst enemy. Your ping time can literally be the difference between winning and losing. So how can you reduce your game ping? Before connecting to game, make sure to check your ping beforehand. Using the RIPDELAY Ping Test is one of the best methods to do so. Pings that are less than 100ms are ideal for online gamers. However, pings higher than 150ms will start to show lag. Even if you have the best gaming rig in town, that won't help in reducing your ping unless you have a very strong internet connection. And surprisingly enough, sometimes even a strong internet connection isn’t the solution to your ping problems. Reducing your ping can be done in several ways. First is to make sure that you use a wired internet connection. Using a wireless connection may result in a lot of ping problems, which is why a wired connection is the best option when it comes to online gaming. You should also consider using your local servers or the servers that are closest to your location. This can dramatically reduce your ping as it will allow better communication between the gaming server to your PC. Next is to close all running applications running in the background. This will prevent your computer from multitasking. Having many running applications will consume your computer's memory and will affect the overall performance of your gameplay. Moreover, you should close all software that demands bandwidth, as it leeches all your bandwidth and will give you a terrible amount of delays and high ping times. You should also consider disabling your software updates before you start playing, as updates tend to consume a lot of bandwidth. You may just turn your updates back on after playing. If you are using a wireless connection, make sure to reduce the number of devices that are connected to the WiFi. If it's possible, disconnect all other connected devices on your local network so that you're the only one consuming the bandwidth. If not, the next best thing is to connect your PC to the router through an ethernet cable. Routers and modems tend to work non-stop which results to congested data registry. You should try restarting your router to refresh your connection and potentially lower your ping. If your router has been around since the stone age, you might want to consider buying a newer replacement. Replacing your router will noticeably affect your Internet connection speed, strength, and consistency. Furthermore, your ping will also likely be lower when you install a new router. You can also dramatically reduce your ping by using a dedicated gaming software. RIPDELAY can lower your ping by reducing the number of hops it takes to get to your gaming server. By decreasing the number of hops between you and the game server, you'll surely see a significant reduction with your ping and have a much, much better online gaming experience! The advantage of RIPDELAY is that you aren’t limited to a single internet connection between you and the game router. Instead, RIPDELAY gives you thousands and thousands of potential alternative routes between you and the game server, giving you a multitude of options and choices for improving your connection! With such a powerful utility, we encourage our users to experiment with different connection routes to find the path that’s best for them and their favorite game.

So, you're into a crucial moment in a game against your friends. Your only chance of getting ahead is to make that one good shot. You're in position, ready to attack, and is on the perfect line of sight; then there was a sudden frame freeze. The next thing you know, you have been killed and your team has lost the game. We know, this can be a great big bummer. If you're experiencing this, you might want to do something about your lag. For all of our sakes! Lags are a noticeable delay between the action of the players and the reaction of the server. A lot of gamers have this problem. Here are simple tips on how you can get rid of lag in game. First, check the system requirements of the game. Your PC may be inadequate to perform the processing power that game needs. If your computer does not meet the requirements listed on the game's system requirements, you should upgrade your computer to the specifications mentioned therein. You may also opt to downgrade the system requirements by reducing the resolution and graphics quality in-game. You can decrease the resolution and graphics rendering by tweaking the game settings in the options menu. Try to experiment with different graphics options, like reducing screen resolution, render quality, lower texture resolution, etc. Remember - multitasking is bad! If you were a professional football player, would you try to stream Netflix while you played? Probably not. Focus is a good thing. Consider shutting down all programs and devices that are consuming your bandwidth, because you need to dedicate all of that to your online gaming. Wired connections are also more preferable than wireless connections because they are optimizeder and more stable. Try turning off your software updates whenever you start playing online. Although you need to keep your computer up-to-date, there is nothing wrong with turning off software updates for a moment. Mid-game software updates could sabotage your bandwidth and will likely cause lag in your game. Turn these updates off ASAP, and you will surely see a positive difference. If none of these work, we have one more solution in store for you. It's RIPDELAY! At RIPDELAY, we are dedicated to creating software that significantly improves your network performance. RIPDELAY optimizes your connection by reducing the number of hops between you and the game server. This will substantially reduce unnecessary lag in online games. RIPDELAY will make sure that your game data reaches the server in the most effective manner possible.

Rubberbanding in online games is caused by different factors. You might think this is because of your network connection or your ISP - although this can be true, that is not always the case. Rubberbanding can also be caused by improper installation of the game or if your game has corrupted files. Having old drivers installed in your PC (specifically for your graphics card and/or network adapter) can also be one of the causes. If you are connected through a WiFi connection instead of a wired connection, chances are you may likely to experience a rubberbanding problem. Another potential rubberbanding cause is a poor internet connection. It’s always worth having a conversation with your ISP to see if they offer a dedicated gaming bundle. Ask your ISP if they bundle RIPDELAY with their gaming package. So how can you fix this rubberbanding problem? Here is a simple guide to do this. First, take note that we will only show you general fixes for this problem. It may have a little or a significant impact to you depending on different factors or variables. However, these fixes have been proven to work for different players, so we can say that they are worth trying. As mentioned in a previous tip, rubberbanding can be a result of improper installation of the game. You may want to try reinstalling your game, along with any external gaming launcher (like Steam), to see if your problem is fixed. Other than that, you may want to update the drivers of your graphics card and network adapter to see if there will be any major differences to your gaming experience. Try to switch to a wired connection instead of a wireless one. You can do this by using an ethernet cable and connect it to your router. This will eliminate packet loss which is one of the major causes of rubberbanding. If the same problem still occurs, you should definitely consider using a network enhancement program. RIPDELAY has customized and private network connections which drive your traffic more directly to the game server which optimizes connection for much stronger stability and optimizeder ping times. With the help of RIPDELAY, you'll be able to focus on your game without any rubberbanding interruptions.

Jitter is the sudden deviation that you get in your ping whenever you are playing online games. For example, your average ping might be 45ms. But with jitter, that 45ms might spike to 90ms or even 300ms for a short time, before going back down to your average ping. These sudden spikes in ping may throw off your game, causing you to miss that game-winning moment in games. A simple thing like jitter can cause you to lose a game, making your gaming skill completely irrelevant. How can you fix jitter? The main cause of jitter is the difference in the average latency time of your packets. So, you can fix your jitter by lowering your latency and more. To resolve this, you should strongly consider using a wired internet connection if you’re not already. This is highly advisable when you are into online gaming rather than using a wireless connection. A wired connection will prevent fluctuations and lost packets which can significantly improve and lower your latency. Next is to use a high-speed internet connection. Lower internet speed may cause jitter or latency flux, especially when you're sharing it with other people or other devices. You may try and switch to fiber connections, or even just upgrade your connection and increase your bandwidth. Doing so can transform your gaming into smooth, no-jitter gameplay. Another step is to use a powerful router. Your router is the heart of your internet connection, so you’ll want to invest in the best here. Maybe your router has been there for ages, and it's not working well for your needs anymore. Look for a powerful router that is fit for your gaming needs. Do some research and check reviews to verify the quality of the router. Make sure that the bandwidth capacity is high enough to handle the traffic your household produces. Our optimization services will provide you with a more reliable and responsive connection which can help you reduce jitter and improve your network stability.

RIPDELAY calculates an average ping time between you and the game server, across each of the hops. While we do our best to calculate every hop along the route, there are some 'hop points' that are behind firewalls or obfuscated which make measuring the ping time to and from that location a bit trickier. By calculating the difference between the total ping time between you and the game server, we can calculate an approximate time between obfuscated hop points, but it can be slightly less accurate than the non-obfuscated points.

RIPDELAY is a utility that helps redirect your internet traffic from the 'regular' internet to a private connection. Think of RIPDELAY a bit like a 'optimized route,' where there are fewer cars on the road or fewer proutes in the sky. For instance, private airlines fly higher in the air than standard commercial airline routes. Operating in less busy airspace allows private airlines to fly optimizeder than the usual commercial lines, often allowing business people to get to their destinations more quickly. There are multiple hops between your home internet connection and the game server. RIPDELAY allows you to reduce the number of hops to get much closer to your game server. When you use RIPDELAY, you can select a Proxy Server that sends your traffic directly to the game server instead of leaving your connection up to chance. Standard internet traffic routing wasn't intended for low-latency gaming, like playing game with optimized ping times. Instead, it was designed to handle large quantities of data shuttling between places in the most cost-effective way possible. Bandwidth is expensive, especially when you're streaming Netflix in 4K. And since video streaming is such a popular activity on the internet, internet service providers have to optimize for the most popular uses of their services. Decreasing the number of hops between you and the game game server can help, as well as routing your traffic through quieter and less populated proxy paths. If one path using RIPDELAY doesn't work for you, consider trying different server route.

To better understand the path your internet traffic takes to get from your device to the game server, you'll want to use a traceroute. In RIPDELAY, we show you a map that traces the estimated route your data packets are taking to get from you to the game server. A standard traceroute is much less visual, showing you a text-based list of 'hops', along with the latency between each point. The latency between each point in the traceroute is measured using the ping time between two points.

Imagine that your internet speed is a bit like driving a car. Now imagine that your car only shows you an average of your speed, not your actual speed at any given moment. What if you are driving optimizeder than the speed limit, but your car only shows your 'average' speed? Do you think you will get a speeding ticket if your dashboard says you're under the speed limit, but you are traveling optimizeder than the speed limit? In-game ping meters tend to work similarly, showing you a snapshot or an average of your overall session. These in-game ping meters are useful for getting an approximate idea of your internet latency, but they are only a rough measurement tool and do not allow you to fix your connection. RIPDELAY is a true networking diagnostic and improvement application. With RIPDELAY, you get real-time statistics on your connection to game, which changes every time a packet is sent to and from the server! RIPDELAY gives you detailed and nuanced stats on your game session. This way you can see where your connection is going, and how it's impacting your performance.

Rubberbanding is one of the major problems most gamers encounter when playing online games. This is extremely annoying, especially with online games with optimized-paced ‘twitch’ mechanics. Rubberbanding is a term used to describe a player's random or jerky movement in a multiplayer game when they're experiencing high latency. This often occurs in FPS or similar games that have a large number of people per multiplayer server. It is mostly seen in MMOs - a large number of players means there are more cases of rubber banding; either the server is overloaded, or players have high ping. When rubberbanding happens, a player appears to be thrown backward from the start of the action after they executed that certain action. It feels like being caught in a rubberband - players get thrown back after moving forward, making it look like your character teleported or warped from one place to another. This rubberbanding problem is extremely frustrating, especially when you are in a crucial stage of the game. You’re hiding from your enemy and just about ready to shoot. Then for just a couple of seconds, you suddenly appear in front of the enemy and… BAM! You're the one who gets shot and killed instead. This is the rubberband effect in action. Your action may also appear differently to other players. While you see it as a rubberbanding effect, other players may see your character as idle or motionless, which is commonly seen on players who are experiencing heavy lag. Rubberbanding is confusing for you and your opponents, and it definitely takes the fun out of the game.

Latency is a term that is commonly used in online gaming. Latency (in an online gaming context) refers to the average total time that it takes for your computer to send data to the gaming server. Latency is measured in milliseconds, and a second is composed of 1000 milliseconds. On the other hand, your game response time is the time it takes for the data and the corresponding event to reach the game server and then back to your computer. Basically, your response time is 2x the latency which means, if you lower your latency by 250ms, you'll also reduce your game response time by 500ms, which is half a second. If you lower your latency by 500ms, you'll also lower your game response time by 1000ms, which corresponds to a second, and so on. The lower your latency, the optimizeder the data will be delivered to the game server and the quicker for the data to return to your computer. A low latency connection time will have a significant improvement in your gameplay, especially on optimized-paced games where you need to execute an action quickly. RIPDELAY helps in reducing your latency, as well as protecting you from lag spikes and high ping times. We have dedicated servers across 190 different countries which will reduce the number of hops needed to transfer between different servers. By using RIPDELAY, you have more chances of lowering your latency and achieving a much better gaming experience.

Ping is a regular occurrence in online games. Basically, ping is the amount of time (usually measured in milliseconds) your machine and a game server takes to communicate with each other. With that said higher pings mean lag for any online game that you play. Ping enhancers help lower your ping by improving the communication of your machine and the game server. RIPDELAY is the world’s leading ping enhancer software, that gives you a much smoother and optimizeder gaming experience. RIPDELAY works by redirecting your gaming traffic to a private connection. Instead of only being stuck with your default internet path between your device and the game server, RIPDELAY gives you thousands and thousands of possible different connections to explore and test-drive. RIPDELAY establishes a private connection between you and the gaming server, which acts as a "optimized route”, allowing you to transfer data much more rapidly. RIPDELAY can significantly lower ping spikes, lags, jitters, and lost packet data which will result in better gameplay and more wins!

Think of a traceroute as an 'audit trail' for your game connection. Your data is usually routed through several servers between you and the game servers. A traceroute helps you measure and visualize the route your traffic takes, showing you each gateway or 'hop' along the way. For your connection to game, your data packets will usually travel across multiple 'hops' to get from your computer to the server. Your data will often change hands across various networks to get from Point A (your device) to Point B (the game server). A traceroute measures your data packets as they're set from your computer across all the various 'hops' between Point A and Point B. When you use a traceroute, your connection history is recorded as "round-trip time." A traceroute shows you a list of each of the points your connection hits as it travels between you and the game server.

Imagine playing game, and you are about to make a critical move that requires the quickest reflexes. You're all ready. You aim. And... BAM! Your little brother runs up and shoves you out of your chair. Unsurprisingly, you miss your critical move entirely! Not only do you lose the match, but now you're pissed off with your little brother. A ping spike is like having your brother shove you out of your chair right as you're about to make that move in game. A ping spike is what happens when your lag jumps suddenly, like when you go from a stable 10ms ping time to an unstable 300ms response. These drastic ping spikes are your enemy when it comes to online games and latency-sensitive applications where real-time interaction is expected. When your ping spikes suddenly, it almost always results in a missed move in games like first-person shooters, MOBAs, or fighting games. The more responsive and 'twitchy' the game mechanic, the more critical it is to make sure your connection is both optimized AND smooth.

Ping is a measurement of the reaction time of your internet connection. Your ping time measures how long it takes for data packets to get from your device to the game server. Ping measures the time it takes to make a round trip time between your computer and the game server, and it is typically measured in milliseconds. A optimized ping time means you have a more responsive connection for latency-sensitive apps like online games. Ping was initially a term used in active sonar technology, and it described the time it took for a sound to be sent and received between sender and target. In the animal kingdom, bats use a similar method called echolocation which uses high-frequency sounds to help the bat determine how close it is to a destination, even in total darkness. On the internet, determining your game ping time can be a bit trickier. Internet connections are not typically direct - there are multiple 'hops' between the sender and the target. Much like bats, we're often flying blind on the internet, unaware of the latency of the next 'hop'. When calculating your overall ping time, it's important to factor in each 'hop' along the route. When your game connection is laggy, it's usually due to a poor connection between 2 or more points. For example, your computer may be the Sender, and the game server may be your Target, but there could be other mystery hops along the way causing issues.

You might already know about checking your ping and latency to improve your gaming experience. But there is one more factor that has a significant effect on the smooth gameplay you're supposed to have - and that is jitter. What is jitter? Jitter is an average of the change in ping over time or how your latency score fluctuates. It is the variation in latency, and it's a problem because it makes the experience unpredictable. Average internet users commonly ignore it, but to online gamers, especially the ones who are playing multiplayer shooter games, this problem is a big deal. Jitter (or more accurately, latency fluctuation/flux), shows itself during games through choppy gameplay. You're running around, and suddenly the world freezes. Once it unfreezes, everything has changed, as if time had stood still for you and then got caught up suddenly. Even if this just happened half a second, you'll probably notice this stuttery gameplay. Jitter causes the latency to change rapidly, for example from 10ms to 80ms and back. In such a situation, it's tough for game servers to provide a fair environment for all players, which can be very frustrating.

First off, you've come to the right place. We're anti-lag here at RIPDELAY! Secondly, keep in mind that 'lag' is a general term and could apply to both slow down (e.g., frames per second/FPS), or reduced responsiveness during gameplay. For clarity, we're going to focus less on graphical lag and more on your network latency and performance. At RIPDELAY, we make software to help you boost your network performance for latency-sensitive programs. We can help improve your network latency!

The terms "high ping" and "low ping" are commonly used in online gaming. You may already know that ping is the network latency between a gaming client and the game server. Ping is measured in milliseconds where 1000 milliseconds is equivalent to 1 second. For gamers, low ping times are our best friend, because a low ping equates to low latency. This means there are fewer chances for lags and delays to happen. Contrary to a high ping which causes a significant amount of lag. Having a ping higher than 100ms can already produce a severe amount of lag. If you often experience pings that go higher than 100ms, chances are high that you suffer from ping spikes and jitter. This can be incredibly frustrating especially for an online gamer like you who plays game. You might be wondering why your ping is so high in game? Here are the possible reasons why... Your distance to the game server - the distance between your location and the game server has a big impact on the amount of delay you're experiencing. The further you are located from the game server, the higher ping you’ll have. Keep in mind that game servers are usually named by their geographic location, so you must check on that one. Wireless connections - connecting to the internet via a wireless connection will make you prone to interference. This will certainly result in increased latency, packet loss, jitter, and all sorts of other network-related performance issues. All of these could contribute to increasing your ping and slowing down your game. Running programs on the background - all applications that are running on the background while you are playing could contribute strain to your network and computer in varying degrees. This could significantly affect your computer's performance, especially if the program is consuming a lot of bandwidth. Be wary of streaming applications and downloads happening on your computer as this will increase latency between your computer and the game servers. Other devices are connected to your network - not only running applications but other connected devices to your network could eat up your bandwidth as well. Devices such as other computers, consoles, smartphones, tablets, and others could consume your network's resources. This could also result in a higher ping on your part, which will dramatically affect your gameplay. Your ISP - the problem might also be lying on your ISP. Maybe your internet service provider does not route traffic optimally for gaming which is possible on a lot of internet service providers. Many of our ISP friends provide dedicated gaming packages with RIPDELAY included in the bundle, which gives you a stronger connection and all the power of RIPDELAY’s dedicated network boosting service, too! You're not using a dedicated gaming software - using a gaming VPN like RIPDELAY will improve your gaming performance by regulating and reducing your ping. Instead of just connecting to the "normal" server connection, RIPDELAY will create a custom connection which will eliminate the number of hops needed for you to reach the server. The quicker you get to the server, the optimizeder your game will be!

Gamers often see the letters “ms” beside a number or a series of numbers in games like in game. For those of you who don’t know, “ms” is the abbreviation for milliseconds. It is the unit of measurement used in ping. Take note that 1000ms are equal to one second. So why does it matter in your game? In playing game, what you’re aiming for is a low ms count. Having a low ms count means you have a lower ping. Which means, if you see 250ms, this is exactly how long it takes for your data packets to reach that server. The higher the number, the longer it takes for you to transfer data and the more "laggy" it will feel to you. So, the lower the millisecond ("ms") count, the better.