Update On The Desync Bug - Feedback
#41
Posted 02 September 2014 - 08:46 PM
The only good solution, which PGI is also pushing until they get an actual fix, is to reconnect. Since this is an official remedy, I would like to pitch what I hope is a simple work around until this is officially solved (my experience tells me that this will take a really long time to fix, expecially if you cannot replicate it in dev).
Please make an option in the Esc menu to reconnect with a single button click. It should drop the connection and make a new one without having to wipe the map from memory.
I love how you guys made the game so visually stunning using CryEngine, but the fact of the matter is, the amount of time it takes to drop the map, load the client, drop the client and load the map again takes a very long time (especially for people running 5400rpm HDDs).
Having an option that quickly recycles the connection to the server directly, instead of the roundabout method of disconnecting makes much more sense for what is essentially (I assume) a network problem.
The current method is really meant for people who have an issue with a program freezing or crashing. Even if you do eventually get this fixed, my experience says that you will have it occur in some other fashion later as more and more people enjoy playing MWO. This has always been the case in networked gaming, but as games have larger and more numerous assets, the traditional approach just doesn't work, since mainstream HDD speeds cannot really keep track of assets.
Regards, and keep up the good work!
#42
Posted 02 September 2014 - 08:57 PM
#43
Posted 02 September 2014 - 09:41 PM
#44
Posted 02 September 2014 - 10:59 PM
Also MWO works with memory very bad, it fills RAM to exception just in 2 or 3 matches, alpine and terra terma overload memory permanently. (WinXP).
#45
Posted 02 September 2014 - 11:45 PM
Happens in different mech types, with different loadouts, stationary or moving, in combat or not. etc.
It has become less frequent since the previous fix, but it is still noticeably there and therefore not something to be put to the side.
Edited by NextGame, 02 September 2014 - 11:46 PM.
#46
Posted 03 September 2014 - 03:50 AM
Yes that is a joke, I obviously don't know what causes the DeSync, but it does make you think about it and go hmmmmmm.
#47
Posted 03 September 2014 - 03:55 AM
#48
Posted 03 September 2014 - 05:08 AM
Ages ago it was this that caused discos, and if i remember its was fixed by altering packet size.
#49
Posted 03 September 2014 - 05:21 AM
#50
Posted 03 September 2014 - 06:49 AM
#51
Posted 03 September 2014 - 07:41 AM
#52
Posted 03 September 2014 - 08:07 AM
#53
Posted 03 September 2014 - 08:48 AM
#54
Posted 03 September 2014 - 09:00 AM
maybe its a problem regarding the hsr frameworks, and the other frameworks that handle the processing of server side client information, not the transit framework.
#55
Posted 03 September 2014 - 09:43 AM
Edited by Fauxwise, 03 September 2014 - 09:43 AM.
#56
Posted 03 September 2014 - 09:43 AM
#57
Posted 03 September 2014 - 10:11 AM
Before the last patch Ive had like every 5th game Cryengine failure. Not seen this last 4 days.
Ping went from 125 ms to 140ms (10 percent). Probably additional routing hop?
I am not happy that now game crashes every 3rd game with memory fault (I have 4 Gigs).
EVERY Terra Terma will crush during map loading with memory fault, then i rejoin and continue playing.
Buffer overrun obviously but I am not in the mood to convert hex values and do packet inspection.
Btw, clan machine guns will crash the game sometimes. Spider 5k with mgs - no crash.
Idea, decrease the GFX effect on MGs rate, dont nerf them!!!
Edited by ExoForce, 03 September 2014 - 10:34 AM.
#58
Posted 03 September 2014 - 11:12 AM
However I still ain't happy, and only happy people spend money.
Your support team know how PGI can make me happy, but all they do is quote ToS at me, while my premium ticks down, so until you make me happy, I don't help pay your staffs wages..
simples
#60
Posted 03 September 2014 - 03:16 PM
Pew pew moonwalk.
I think that's the sequence.
Between this and whatever happened to my Elo (losing probably 4 out of 5 games now), I'm about done with this venture.
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