Update On The Desync Bug - Feedback
#61
Posted 03 September 2014 - 04:21 PM
#62
Posted 03 September 2014 - 11:02 PM
#64
Posted 04 September 2014 - 01:32 AM
Good thing I didn't buy any gold mechs, or I'd feel like a complete moron about now.
#65
Posted 04 September 2014 - 01:50 AM
#66
Posted 04 September 2014 - 05:02 AM
PGI could setup 12 machines in your offices and try and get the problem using a debug build of your client and just drop into the team queues to gather data.
You then can look at the load on the server and back end databases and calculations (extra logging in key places)
Also make a client with extra logging, find out what the client is not seeing.. the de sync suggests that the client is not getting an update from the server so once you have eliminated the network by using a lan you can then look at what happening between server and client comms.
Is the client getting dosed due to too much info ? or is the server simply not sending anything.
If the server is not sending anything back track to why and work on that. and if the client is just not processing the info why not?
could be that a packet of data is causing the client to stop responding due to something.
Simple logical deductions, eliminate 1 action at a time until you have found the issue.
At the end of the day this will all depends on how much test resource PGI have to throw at the problem
#68
Posted 04 September 2014 - 07:29 AM
Not playing any more until this is resolved, because I cant. Its a good thing I didnt buy clan mechs or founder or pheonix oh wait
#69
Posted 04 September 2014 - 12:09 PM
can't click it no matter how bad I want to ........weird, huh?
My ping is mid 30's and the hangs last upwards of 30 seconds, two or three times a game.........
#70
Posted 04 September 2014 - 01:06 PM
Still investigating for patterns.
#71
Posted 04 September 2014 - 02:12 PM
sounds like servers cannot handle the load of calculating
ghost heat/ jumpjet shake and gauss click to charge/ click to discharge, etc...
ever heard of keeping it stupid simple?
#72
Posted 04 September 2014 - 04:16 PM
hey, russ, gimme a call when its fixed, c'ya later
#73
Posted 04 September 2014 - 09:22 PM
As for the desyching itself, I see it now about once every 20 games. I usually catch it pretty quick and exit the match and rejoin with no issue (other than ... probably being killed because I was the only player that desynched). I haven't seen 24-player mass desynch/disconnects in about a month or so, so that's good. Can't find any correlation between the issue and map played or mech/weapons in use (sometimes occurs early in the match when nobody is shooting, sometimes occurs at the very end of the match, regardless of number of mechs left). I haven't seen it happen on Alpine or any of the city maps. I see it mostly on Caustic, Tourmaline, Forest, and Frozen. Maybe once on HPG.
#74
Posted 04 September 2014 - 10:44 PM
#75
Posted 05 September 2014 - 01:53 AM
Might as well give everyone one day free premium time per day this has been going on.
Edited by Ryvucz, 05 September 2014 - 01:57 AM.
#76
Posted 05 September 2014 - 03:25 AM
#77
Posted 05 September 2014 - 07:38 AM
#78
Posted 06 September 2014 - 01:08 PM
Don't know what set it off. First game was terrible. Jumping around all over the place. Rebooted and it started off on the second game really bad, and then smoothed out a bit after about 2 minutes into the game.
#79
Posted 06 September 2014 - 05:08 PM
#80
Posted 07 September 2014 - 02:39 AM
Please help PGI, I am a loyal 'paying' customer.
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