Jump to content

Database Way Too Slow


7 replies to this topic

#1 Kshat

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,229 posts

Posted 05 February 2016 - 04:06 AM

This is not a recent development, but honestly, I'm fed up with the state of the game when it comes to basic coding.

Every time I start the game I have to interrupt the PGI-Logo - okay, maybe that has to be shown - and this insanely useless nVidia commercial.
But what really ticks me off is the fact that after I joinedthe game, the "connecting"-sign is shown for way more than a minute.
And after adding that superduper ingame "newspaper", which is totally useless to me because everything shown there already stood in the launcher I open every time before I launch the gameclient (and i can't disable that ****) it takes roughly a dozen seconds extra, on top of the already way too long connecting-period.
This issue hits double hefty if you experience one of those not so seldom chrash to desktop-bugs, where you're ingame but have to restart the game in order to rejoin. Honestly, I got an OC'd Intel with SSD and stuff, so loading the gamemap and placing me in my mech takes mere seconds.
But loading the gameclient/mechlab frontend takes over a minute!

And mechlab... everytime you just switch some modules, add another consumeable or change some colours... whatever: saving the mech lasts AEONS!
In a game which is all about mechcustomization, this is no fun at all.
I'm playing this game since forever, so I'm pretty nonsensitive to it's "quirks" and "specialties". I can't imagine how gruesome this must be for new players, experiencing a game full of coffee breaks.

Maybe the database isn't cut out for my ~200 mechs, several dozens of colours and a whole galaxy full of cockpit stuff and spareparts lingering around on my account.
But, in all honesty: it has to be.

Edited by Kshat, 05 February 2016 - 04:08 AM.


#2 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 05 February 2016 - 05:15 PM

I agree. New players however are likely not seeing the slow downs as bad as some of us that have been here since beta. It has been a recurring request to have something done about how the inventory is packaged. I am pretty confident when you hit "save" it sends your entire inventory to the server.

I don;t care if it is a recode, or if it is simply making a new "feature" wherein I can "mothball" a bunch of my mechs in a "hanger" where they client doesn;t access them unless I pull them out into the "active" mechlab section. I have maybe a dozen mechs i mess with at a time usually. Let me mothball the other 240+ so the client doesn't have to send GIGAPACKET every time I take a module off one mech to put on another.

#3 MrMadguy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,307 posts

Posted 05 February 2016 - 11:29 PM

I agree. It also completely reloads data after redeeming rewards. What we really need - is per 'Mech client-side cache. But properly implemented cache! Some guys with curved hands implement cache so poorly, that it becomes problem itself and "clear cache" becomes solution of all problems. How it should be implemented? Each 'Mech should be cached independently. It should have timestamp and MD5 hash. Every time you log into game, it loads cache first. If any errors occur with some 'Mech - cache for this 'Mech should be reset. Then client calculates MD5 hashes of cached 'Mechs. Then it queries timestamps and MD5 hashes from server. If timestamp or MD5 hash for some 'Mech doesn't match with cashed one - server queries it's data from server.

#4 Thunderbird Anthares

    Member

  • PipPipPipPipPipPip
  • 392 posts

Posted 07 February 2016 - 12:58 PM

long connection times, massive save times due to game saving EVERYTHING every time instead of per mech, friends list dying, latency issues, mechs jumping around in lag and hit detection issues

please hire a team of professional coders PGI, a TEAM, not one or two, a whole dozen of them... there is enough overdue and broken stuff, balance issues requiring NEW MECHANICS etc, to require that

#5 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 07 February 2016 - 09:21 PM

Yep. Whatever they're using to verify the client with is very very slow and needs adressing

#6 Dodger79

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,552 posts
  • LocationHamburg, Germany

Posted 09 February 2016 - 01:30 AM

Yes, sometimes, when you haven't that much time to play (e.g. only an hour at the evening or so), it fells that you are more connecting, saving and redeeming then actually playing...

#7 Beaching Betty

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 710 posts
  • Location-

Posted 12 February 2016 - 08:59 AM

I totally agree with OP, it is so damn slow and ANNOYING!

*SAVE*
*10 YEARS LATER*
*STILL SAVING*

#8 Gorgo7

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,223 posts
  • LocationOntario, Canada

Posted 12 February 2016 - 02:14 PM

I have a pile of Mechs in my bays and every-time I make a single change to a Mech the system seems to save EVERYTHING in all my bays even though you are limited to changing only one Mech at a time.

What Gives?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users