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Update On The Desync Bug - Feedback


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#61 MangoBogadog

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Posted 03 September 2014 - 04:21 PM

Been desyncing even worse recently, especially in lobbies!

#62 Sidai

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Posted 03 September 2014 - 11:02 PM

Got 2 desyncs yesterday evening while playing. for me it helps to quit the current game and use the REJOIN button. the map loads and a can play again (if my mech is still alive ;)

#63 Gattsus

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Posted 04 September 2014 - 12:27 AM

View PostNikolai Lubkiewicz, on 02 September 2014 - 12:13 PM, said:

Please let us know your concerns regarding Russ' latest Command Chair update!

Don't forget me! Hong Kong and Singapore suffer with this issue :(

#64 Ryvucz

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Posted 04 September 2014 - 01:32 AM

[REDACTED]

Good thing I didn't buy any gold mechs, or I'd feel like a complete moron about now.

#65 ExoForce

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Posted 04 September 2014 - 01:50 AM

Same here. My wife didnt want to hear my explanations about *investment*.

#66 Nayonac

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Posted 04 September 2014 - 05:02 AM

If its a network issue, I suggest PGI go set up a switch in the server Data centre, load up 24 laptops and go play internal games until they de-sync, if they dont desync its a network issue, if they do then its either client or server. This test will confirm its not your internet connection if they get de sync on a local LAN.
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

#67 Mal

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Posted 04 September 2014 - 06:09 AM

View PostGattsus, on 04 September 2014 - 12:27 AM, said:

Don't forget me! Hong Kong and Singapore suffer with this issue :(



Desync isn't a region specific issue (not like the AUS routing issues). Just FYI.

#68 Toothless

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Posted 04 September 2014 - 07:29 AM

For the first time in the past couple years, MWO is completely unplayable for me. I have less than 30 ping on the east coast and I desync every game (Seemingly ALWAYS when Im about to get into a brawl) and 40-60 tooth grinding seconds later Im resynced and dead or about to be.

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 That Dawg

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Posted 04 September 2014 - 12:09 PM

My cursing about desyncing actually interfered with my hands function on the pay pal site when it came time to buy my weekly fix....
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 Nemesis Duck

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Posted 04 September 2014 - 01:06 PM

I had a couple more desyncs, actually only one per night, both instances at PST prime time around 7:00 PM. For one instance, mine and the enemy's team had many high ping players, so I monitored player pings for subsequent games and saw other matches where I was paired with high ping players but did not experience a desync. So I'm not convinced my previous theory that it had to do with extreme HSR (pairing with non-NA players) is correct.

Still investigating for patterns.

#71 SgtMaster

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Posted 04 September 2014 - 02:12 PM

too much information messaging?

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 That Dawg

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Posted 04 September 2014 - 04:16 PM

holy crap, its gotten worse, as bad as it was before the "move"........


hey, russ, gimme a call when its fixed, c'ya later

#73 Tarogato

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Posted 04 September 2014 - 09:22 PM

I've definitely experienced a decrease in desynching the past four weeks. In the past two weeks I moved locations by 50 miles and apparently no change, but now I'm having problems with my own internet connection. Whenever my internet access cuts out, the game crashes to login screen with a solid purple background with the message "Unknown failure". When I try to relog, the client disappears and I have to end the process from task manager to start the client again. The client is obviously ill-fitted to contend with this issue and I wonder if it's related to the desynch issue as well.

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 Varik Ronain

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Posted 04 September 2014 - 10:44 PM

I went from not having a desync issue to having one with this "fix"

#75 Ryvucz

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Posted 05 September 2014 - 01:53 AM

Six minute long desyncs. -Edit turned out to be over 10 minutes, wasting an entire match, which resulted in the end of round screen to never appear. GG?

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 GumbyC2C

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Posted 05 September 2014 - 03:25 AM

it's pretty bad in my little corner of Europe. I would say it happens about once every five games or so. Certainly enough to be very annoying.

#77 Galenthor Kerensky

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Posted 05 September 2014 - 07:38 AM

something that I would like ot add to this is the constant flashing of the msg/invite indicator, it's driving most of the folks I know insane since folks coming and going got added to cause the flashing... pls remove that back to the way it used to be!!

#78 Rashhaverak

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Posted 06 September 2014 - 01:08 PM

Well, the desync bug hit me again today, so I thought it was fixed, but not quite.

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 That Dawg

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Posted 06 September 2014 - 05:08 PM

Not fixed, happens to the end of the game......alllllllllllllllllllll night long

#80 1DeathWalkingTerror1

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Posted 07 September 2014 - 02:39 AM

Desync every 4-5 matches. Just jumped on now, desync first match. Oh yeah and 100+ ping since the patch 2-3 weeks ago, now ping is 340ms, virtually unplayable at present for many of us down here in Australia...

Please help PGI, I am a loyal 'paying' customer.





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