Out Of Sync...
#141
Posted 21 April 2013 - 12:08 AM
#142
Posted 21 April 2013 - 02:39 AM
#143
Posted 21 April 2013 - 05:55 AM
#144
Posted 21 April 2013 - 03:50 PM
I will get periods of time where shooting is pointless, and I can't even get a missile lock on something I see right in front of me.
This might happen 20 seconds at a time randomly. Some matches it happens a lot, and some not at all.
It's hard to tell it's happening unless you're in the thick of a fight or trying to change zoom levels.
#145
Posted 21 April 2013 - 10:16 PM
#146
Posted 22 April 2013 - 09:10 AM
We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.
The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.
For everyone experiencing this bug, hang in there, a fix is on the way.
#147
Posted 22 April 2013 - 10:10 AM
Neema Teymory, on 22 April 2013 - 09:10 AM, said:
We are aware of this issue and are actively working on solving it. This particular problem occurs when you experience regular packet loss--even a very small amount. Primarily the traffic from your game client to the server is affected. This is why you might see other players behaving normally, but your inputs seem to be delayed, you suddenly pop, or a variety of other strangeness.
The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.
For everyone experiencing this bug, hang in there, a fix is on the way.
always happy to hear of a fix.
is this what is causing ballistic weapons to hit enemys and do absolutely nothin?
#148
Posted 22 April 2013 - 10:21 AM
Tennex, on 22 April 2013 - 10:10 AM, said:
always happy to hear of a fix.
is this what is causing ballistic weapons to hit enemys and do absolutely nothin?
Yes, this would definitely be one of the observable side effects. In fact, it should not be specific to ballistics. If you start experiencing the bug to the extreme as some have described here, you should not be able to hit targets with any kind of weapon.
#149
Posted 22 April 2013 - 10:48 AM
Neema Teymory, on 22 April 2013 - 09:10 AM, said:
The problem is not related to HSR or ping. So, why is this happening now? Traffic patterns from recent patches have changed, which have unfortunately exposed this latent bug.
For everyone experiencing this bug, hang in there, a fix is on the way.
Thanks for the update, not that I haven't adjusted to the skipping, but is this something that will be snuck in on 4/23 or will we have to wait for the next full patch ( assuming now that you have located the issue it is a easy/priority fix )
#150
Posted 22 April 2013 - 11:23 AM
djkonline, on 22 April 2013 - 10:48 AM, said:
Thanks for the update, not that I haven't adjusted to the skipping, but is this something that will be snuck in on 4/23 or will we have to wait for the next full patch ( assuming now that you have located the issue it is a easy/priority fix )
I can't say for sure when exactly the fix will be applied. It depends on a number of factors. All I can say is that we are trying to get it in as soon as possible
I will be sure to post to this thread if there are any updates
#151
Posted 22 April 2013 - 01:18 PM
Edited by Kin3ticX, 22 April 2013 - 01:18 PM.
#152
Posted 22 April 2013 - 01:38 PM
Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.
In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.
We'll update you all as soon as we have more info about QA testing and hot fix approval.
#153
Posted 22 April 2013 - 01:52 PM
#154
Posted 22 April 2013 - 02:54 PM
Karl Berg, on 22 April 2013 - 01:38 PM, said:
Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.
In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.
We'll update you all as soon as we have more info about QA testing and hot fix approval.
This is not only good news, the communication is greatly appreciated.
Thank you
Edited by Eisenwald, 22 April 2013 - 02:54 PM.
#155
Posted 22 April 2013 - 03:28 PM
#156
Posted 22 April 2013 - 03:46 PM
#157
Posted 22 April 2013 - 04:34 PM
Karl Berg, on 22 April 2013 - 01:38 PM, said:
Some of these changes actually went live a couple patches ago, and involved sending lots of small little acknowledgements back to the server so that the server could intelligently compress what it sends to your client. Unfortunately, once again we appear to have tripped some unfortunate behaviour in the engine which we are currently trying to track down and correct.
In the interim, I have prepared some emergency changes which are being pushed to testing immediately with the intent to launch a hot fix. QA has good reproduction steps for this issue now, so we should be able to easily catch cases like this in future.
We'll update you all as soon as we have more info about QA testing and hot fix approval.
This is awesome on so many levels. Thank you all for keeping in touch and updating us on the matter!!
#158
Posted 22 April 2013 - 06:12 PM
#159
Posted 22 April 2013 - 06:16 PM
Karl Berg, on 22 April 2013 - 01:38 PM, said:
so what you're saying is, PGI broke something and don't know what they broke. i guess that's about par for the course
#160
Posted 22 April 2013 - 06:20 PM
Started happening about 9:30 EDT, 3 different mechs. Sucks to bail on a match and leave the team hanging.
Edit: Oops, didnt see the other six freaking pages, glad to hear its being dealt with. Just odd it came out of nowhere for me.
Edited by Icepick, 22 April 2013 - 06:23 PM.
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