

Problems With Endless Saving, And Not Saving At All
#1
Posted 14 February 2016 - 11:05 AM
#2
Posted 14 February 2016 - 11:12 AM
Problems with weapon groups may be caused by problems with access to your profile at \Users\<Your user>\Saved Games\MechWarrior Online\Profiles\<Your profile>
Edited by MrMadguy, 14 February 2016 - 11:14 AM.
#3
Posted 14 February 2016 - 11:13 AM
#4
Posted 14 February 2016 - 12:00 PM
#5
Posted 14 February 2016 - 12:02 PM
#6
Posted 14 February 2016 - 12:10 PM
#7
Posted 14 February 2016 - 12:15 PM
snow0815, on 14 February 2016 - 12:00 PM, said:
It makes a lot of sense when you understand how these types of games are set up.
When you log into MWO, you're using a client to log into a server out there in the world somewhere where all your game data is stored. You don't retain a local copy of this data. So when you send or receive any data, it's coming from out in the world somewhere, and not from your own computer. When you save or load anything, it saves or loads from the full-state system somewhere else.
So knowing how it all works, it makes a lot of sense how you're not going to load just pieces of data... since those pieces aren't local, it could really screw things up if things were done piecemeal.
#8
Posted 14 February 2016 - 12:20 PM
ScarecrowES, on 14 February 2016 - 12:15 PM, said:
It makes a lot of sense when you understand how these types of games are set up.
When you log into MWO, you're using a client to log into a server out there in the world somewhere where all your game data is stored. You don't retain a local copy of this data. So when you send or receive any data, it's coming from out in the world somewhere, and not from your own computer. When you save or load anything, it saves or loads from the full-state system somewhere else.
So knowing how it all works, it makes a lot of sense how you're not going to load just pieces of data... since those pieces aren't local, it could really screw things up if things were done piecemeal.
And PGI, of course, never heard a word about dynamic background loading? Why do you have to wait for all 'Mechs to load, if you usually use only 1-3 at any time anyway?
#9
Posted 14 February 2016 - 12:21 PM
MrMadguy, on 14 February 2016 - 12:20 PM, said:
I'd say it's preferable to have absolute security and reliability over speed but... that's just me.
#10
Posted 14 February 2016 - 12:30 PM
ScarecrowES, on 14 February 2016 - 12:15 PM, said:
It makes a lot of sense when you understand how these types of games are set up.
When you log into MWO, you're using a client to log into a server out there in the world somewhere where all your game data is stored. You don't retain a local copy of this data. So when you send or receive any data, it's coming from out in the world somewhere, and not from your own computer. When you save or load anything, it saves or loads from the full-state system somewhere else.
So knowing how it all works, it makes a lot of sense how you're not going to load just pieces of data... since those pieces aren't local, it could really screw things up if things were done piecemeal.
I know my data isn't saved locally, but they don't have to update all mech data whe you only change a single mech. That's like having to redownload the whole game every time there is a patch.
#11
Posted 14 February 2016 - 12:34 PM
Saving the whole db table (or xml files?) here doesn't seem to scale very well.
PGI needs either to split this to light/medium/heavy/assault mechs with seperate tables or find a way to upload only a delta file.
The current system is at it's limits

#12
Posted 14 February 2016 - 03:37 PM
snow0815, on 14 February 2016 - 12:30 PM, said:
You're not just updating your mech though... you're updating your inventory, modules... even current and spare armor points. You're actually moving around a lot of data... you're basically saving a snapshot of the current state of your account.
#13
Posted 14 February 2016 - 03:40 PM
Even if it's just adding/removing modules, it is woefully inefficient.
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