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Mechlab Save Time Increasing


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#1 Kali Rinpoche

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Posted 10 March 2016 - 03:51 PM

Mech lab save times have been increasing since last patch. Every day its seems like it is taking longer and longer to save loadout changes. It just took a full minute to save swapping 1 module. I have solid 40ping connection always.

Anyone else noticing increasing save times in Mech Lab?

Edited by Kali Rinpoche, 10 March 2016 - 03:52 PM.


#2 Mmerryweather

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Posted 10 March 2016 - 04:27 PM

I have noticed it taking a little longer than usual to save. 50-55 ping typical. It takes a long time anyway, especially when you have a large number of 'Mechs.

I just grit my teeth whenever I have to swap out modules :(

#3 Kali Rinpoche

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Posted 10 March 2016 - 04:31 PM

I didn't think of that point. Pushing 200+ mechs now, that may be why its increasing.

#4 Widowmaker1981

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Posted 11 March 2016 - 03:09 AM

View PostKali Rinpoche, on 10 March 2016 - 03:51 PM, said:

Mech lab save times have been increasing since last patch. Every day its seems like it is taking longer and longer to save loadout changes. It just took a full minute to save swapping 1 module. I have solid 40ping connection always.

Anyone else noticing increasing save times in Mech Lab?


The system is really bloody stupid, it saves every single mech in your inventory when you change one of them, so the more mechs you have the longer it takes. Im at 2 or 3 minutes to save sometimes now.

though only with loadout changes it seems, armour and camo spec changes seem to only save that one mech and dont take long.

#5 Appogee

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Posted 11 March 2016 - 04:20 AM

I agree it seems a good deal longer... even beyond the impact of the number of Mechs.

#6 smokefield

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Posted 11 March 2016 - 04:48 AM

same here and it is really stupid to save 150+ mechs for one little change in one of them....

#7 Bud Crue

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Posted 11 March 2016 - 04:55 AM

View PostWidowmaker1981, on 11 March 2016 - 03:09 AM, said:


The system is really bloody stupid, it saves every single mech in your inventory when you change one of them, so the more mechs you have the longer it takes. Im at 2 or 3 minutes to save sometimes now.

though only with loadout changes it seems, armour and camo spec changes seem to only save that one mech and dont take long.


I'm over a hundred mechs, and currently finishing up on Jenners and Spiders. After working on one I pull the cap accelerator module off and put it on the next mech in line. Each time I do this it is about a minute, to a minute and a half of total 'save time' for both mechs involved (Yes, yes, I could buy a bunch of cap accelerators and put one on each mech but that would just be stupid). I raise this not to complain about the save time per se, but the need for PGI to give us an option of dropping selected mechs (unplayed/undesired) into a holding pen or auxiliary screen so that we only are actively looking at say 12-24 mechs (or whatever reduced #). If they won't give me the ability to save custom drop decks can I at least reduce the number of mechs on my "primary screen". This would kill two birds with one stone (too dang many mechs for the user or system to handle on one screen AND having to scan through a 100+ mechs to try and build a custom drop deck in CW).

#8 Widowmaker1981

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Posted 11 March 2016 - 05:13 AM

View PostBud Crue, on 11 March 2016 - 04:55 AM, said:


I'm over a hundred mechs, and currently finishing up on Jenners and Spiders. After working on one I pull the cap accelerator module off and put it on the next mech in line. Each time I do this it is about a minute, to a minute and a half of total 'save time' for both mechs involved (Yes, yes, I could buy a bunch of cap accelerators and put one on each mech but that would just be stupid). I raise this not to complain about the save time per se, but the need for PGI to give us an option of dropping selected mechs (unplayed/undesired) into a holding pen or auxiliary screen so that we only are actively looking at say 12-24 mechs (or whatever reduced #). If they won't give me the ability to save custom drop decks can I at least reduce the number of mechs on my "primary screen". This would kill two birds with one stone (too dang many mechs for the user or system to handle on one screen AND having to scan through a 100+ mechs to try and build a custom drop deck in CW).


As that number of mechs get past 150-200 ish youll get to where i am, which is buying all modules for every mech you ever use, so no more swapping. I counted up the cost of all the modules on my account a month or so ago, and it came to 1,177,000,000 C-Bills... and im still not there, still have to move a bunch or Rdeps and Seismic every time we swap from clan to IS or vice versa.

#9 Bud Crue

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Posted 11 March 2016 - 05:25 AM

View PostWidowmaker1981, on 11 March 2016 - 05:13 AM, said:


As that number of mechs get past 150-200 ish youll get to where i am, which is buying all modules for every mech you ever use, so no more swapping. I counted up the cost of all the modules on my account a month or so ago, and it came to 1,177,000,000 C-Bills... and im still not there, still have to move a bunch or Rdeps and Seismic every time we swap from clan to IS or vice versa.


I'm there, but for mechs that I am actively working on I don't put permanent modules in until I have settled on a build and determined that it is a keeper. Everything else is ready to play.
I used the example of the cap accelerator to illustrate why even when you have such settled builds you might still wish to switch something around and thus necessitate the excessive save time the OP is complaining about.

I just think a secondary screen of "reserve mechs" or whatever we might want to call it, wherein mechs that you just aren't focusing on at the moment could be stored so that they are not (ed) immediately visible on the home screen and ideally not need to be analyzed by the system every time you save a mech on your "active mechs" screen...or something like that.

Edited by Bud Crue, 11 March 2016 - 05:56 AM.


#10 Surn

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Posted 11 March 2016 - 07:55 AM

Considering the programming side, it is likely not the upload of mechs that takes a long time...

It is likely that they are updating the mechs in a loop and have to update the database one at a time. Then return a "complete" indicator to your client or they have a basic batch process that adds all your mechs then removes the old data.

So, either this could be done asynchronously...which could get complicated OR they could add a flag to the updated mech OR only upload the mech being changed.

The least impactful change is to add a flag, and then modify the update process. The fastest is to send an update for the current mech only and create a new update process and change the mech storage paradigm.





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