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Problems With Endless Saving, And Not Saving At All


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#1 snow0815

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Posted 14 February 2016 - 11:05 AM

It currently takes ages to save a mech loadout. Used to be much faster, from several seconds to a minute or two is quite the leap! Also weapon groups frequently don't get saved at all. I set them up, save, jump into the game and have to set them up again because the "save" did nothing...

#2 MrMadguy

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Posted 14 February 2016 - 11:12 AM

How many 'Mechs do you have? Game isn't optimized and saves/loads all 'Mech data every time you change something, so it starts to do it slowed and slowed with every extra 'Mech in your MechLab.

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 ScarecrowES

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Posted 14 February 2016 - 11:13 AM

Weapons degrouping is a known glitch that I believe will be addressed in the next patch (or attempted to address, I should say). As for long save times, this might just be you. My save times are darn near instantaneous.

#4 snow0815

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Posted 14 February 2016 - 12:00 PM

Ah yes that would make sense. Really needs changing though, makes no sense that it loads the whole owned mech data to update a single mech...

#5 MrMadguy

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Posted 14 February 2016 - 12:02 PM

Also, servers are currently lagging - handing on "Connecting" for ages and client crashing in every 2nd match.

#6 HellAvenger

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Posted 14 February 2016 - 12:10 PM

the mech lab saving time became very long just recently. I didn't buy any mechs either

#7 ScarecrowES

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Posted 14 February 2016 - 12:15 PM

View Postsnow0815, on 14 February 2016 - 12:00 PM, said:

Ah yes that would make sense. Really needs changing though, makes no sense that it loads the whole owned mech data to update a single mech...


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 MrMadguy

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Posted 14 February 2016 - 12:20 PM

View PostScarecrowES, 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 ScarecrowES

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Posted 14 February 2016 - 12:21 PM

View PostMrMadguy, on 14 February 2016 - 12:20 PM, said:

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?


I'd say it's preferable to have absolute security and reliability over speed but... that's just me.

#10 snow0815

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Posted 14 February 2016 - 12:30 PM

View PostScarecrowES, 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 KrEniM MinErK

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Posted 14 February 2016 - 12:34 PM

192 Mechs. Saving loadout changes takes up to 60sec here.

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 Posted Image

#12 ScarecrowES

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Posted 14 February 2016 - 03:37 PM

View Postsnow0815, on 14 February 2016 - 12:30 PM, said:

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.

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 Deathlike

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Posted 14 February 2016 - 03:40 PM

Mechlab saving is poorly optimized (outside of when you only tweak armor values), so it does a lot of duplicate work or "nothing" before it is completed.

Even if it's just adding/removing modules, it is woefully inefficient.





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