I believe that, until recently, general perception has been that desync was a side effect of server load. Heavy use of compute resources, server bandwidth or port congestions etc causing slow update of positional data. The advent of 1 v 1s in AC seems to have blown this theory out of the water. If a 2 player dedicated fight mode on a small limited map is showing signs of desync, then it's not a simple pre server meshing load issue. People who regularly PvP claim to be seeing just this. We also see non PvP desync still in the PU. e.g. ramp desync, where ship ramps are open for some players and not for others. So both position (and associated teleporting) but also object state are problematic. This has been a major issue for players - seemingly broken since at least 3.10 and sticks out like a sore thumb, considering the delays to game loops and the continual emphasis on fighter combat to fill that void. I think quite a few people would be grateful for some interaction on this one: Are CIG confident they know the root causes of desync being seen by players at the moment - and if so, can you communicate? We hear a lot about 'broken netcode' from people groping for answers, so some clarification would help settle nerves. What kind of fixes are proposed? Magic bullet or or incremental? Are we waiting for a tech milestone to be achieved before it's worth fixing? If so, can we know what that is? All this said with the appreciation that development of a core component must be difficult on a platform which operates as 'live' in many respects. Nobody is expecting instant miracles - just some clarification for concerned members of the community who rely heavily on this aspect.