Mwo Status Update And Known Issues - Update 2 - Dec 1St
#101
Posted 30 November 2023 - 07:22 PM
Why do I give you money?
#102
Posted 30 November 2023 - 07:41 PM
#103
Posted 01 December 2023 - 01:04 AM
Is there a correlation?
#104
Posted 01 December 2023 - 01:10 AM
Besh, on 30 November 2023 - 04:26 PM, said:
Most of all : how can this not be resolved yet ?
It's not that hard to understand. Each of the server hosts (NA, EA & OC) has a capacity limit and I assume each one likely hosts a local copy of the main database. When a lobby is formed it needs to make calls to that database to load the appropriate items and every year the number of items each lobby needs to load has been inflating. Every bolt-on, every consumable, every weapon and every mech part is a seperate item that needs to be loaded.
From the information we've been given it appears that we've finally reached a point that there are so many calls being made from the lobbies that the regional databases are being overloaded. First this occured on the EU servers and once those were turned off, those players migrated to the NA servers thus causing them to hit capacity too. Most player have the OC servers turned off by default hence why the problems probably haven't been seen there as often. The FPS drops, random disconnects and lobbies being destroyed are all likely tied to the lobbies not being able to load data correctly which is causing unintended side effects.
It's not so much of a new bug but more a long-term system/database design issue that hadn't been as obviously problematic until now.
#105
Posted 01 December 2023 - 02:12 AM
Dogmeat1, on 01 December 2023 - 01:10 AM, said:
It's not that hard to understand. Each of the server hosts (NA, EA & OC) has a capacity limit and I assume each one likely hosts a local copy of the main database. When a lobby is formed it needs to make calls to that database to load the appropriate items and every year the number of items each lobby needs to load has been inflating. Every bolt-on, every consumable, every weapon and every mech part is a seperate item that needs to be loaded.
From the information we've been given it appears that we've finally reached a point that there are so many calls being made from the lobbies that the regional databases are being overloaded. First this occured on the EU servers and once those were turned off, those players migrated to the NA servers thus causing them to hit capacity too. Most player have the OC servers turned off by default hence why the problems probably haven't been seen there as often. The FPS drops, random disconnects and lobbies being destroyed are all likely tied to the lobbies not being able to load data correctly which is causing unintended side effects.
It's not so much of a new bug but more a long-term system/database design issue that hadn't been as obviously problematic until now.
Ah.
edit : I am wondering why this item verification is at all necessary . After all, we get "invalid Loadout" in 'MechLab when a loadout is well...invaild . I am also wondering how sudden the increase in Items to be crossreferenced was. Seeing as it has been verified that some CN Variants cause Problems, I started thinking it may be related to the Onyx, even though it is "safe to use". Wondering what changed for 3 Cent Variants suddenly causing an Issue .
Edited by Besh, 01 December 2023 - 04:28 AM.
#106
Posted 01 December 2023 - 02:25 AM
#107
Posted 01 December 2023 - 07:18 AM
Dogmeat1, on 01 December 2023 - 01:10 AM, said:
It's not that hard to understand. Each of the server hosts (NA, EA & OC) has a capacity limit and I assume each one likely hosts a local copy of the main database. When a lobby is formed it needs to make calls to that database to load the appropriate items and every year the number of items each lobby needs to load has been inflating. Every bolt-on, every consumable, every weapon and every mech part is a seperate item that needs to be loaded.
From the information we've been given it appears that we've finally reached a point that there are so many calls being made from the lobbies that the regional databases are being overloaded. First this occured on the EU servers and once those were turned off, those players migrated to the NA servers thus causing them to hit capacity too. Most player have the OC servers turned off by default hence why the problems probably haven't been seen there as often. The FPS drops, random disconnects and lobbies being destroyed are all likely tied to the lobbies not being able to load data correctly which is causing unintended side effects.
It's not so much of a new bug but more a long-term system/database design issue that hadn't been as obviously problematic until now.
Wouldn't it then make sense to introduce "only groups" like IS vs IS and Clan vs Clan? Thus halving the data being loaded per match for the time trouble shooting is ongoing.
Edited by stripped, 01 December 2023 - 07:18 AM.
#109
Posted 01 December 2023 - 08:13 AM
w0qj, on 01 December 2023 - 07:20 AM, said:
As far as I can tell, it is because the teams both want to play and finish out the final match. They apparently are removing all bolt-ons for whatever its worth.
On that note PGI, I've noticed the FPS drops as well when playing Oceanic only. Could be a symptom of the increasing server load (and I hope your eventual solution addresses it); hopefully not a memory leak or something.
#110
Posted 01 December 2023 - 08:34 AM
#111
Posted 01 December 2023 - 10:01 AM
Oceanic barely alive.
Still I had 2 crushes after matches today (OC server play only).
I barely had crushes ALL YEAR.
Sometimes map loading too slow (I came just before starting match, thats mean plus 55 sec.).
New things should be rolled back and tested properly.
Edited by Saved By The Bell, 01 December 2023 - 10:04 AM.
#112
Posted 01 December 2023 - 11:11 AM
My MWO game client suffered a hard crash to the desktop a few two minutes ago, when loading the game:
1) I deployed in a light 'Mech - no Centurion.
2) My 'Mech had no decals or bolt-ons.
3) The only selected server was the Oceania server.
4) The selected map was Polar Highlands.
#113
Posted 01 December 2023 - 12:13 PM
Edited by c0ldn3s5, 01 December 2023 - 12:39 PM.
#114
Posted 01 December 2023 - 12:35 PM
#115
Posted 01 December 2023 - 01:06 PM
Hey everyone, I just wanted to provide another update as we head into the weekend. I appreciate everyone voicing their thoughts on the forum and understand the frustrations that can grow from an unreliable gameplay experience. I know communication and transparency can go a long way to ease those tensions, so with that in mind, here is the latest update.
We have spent the last few days testing both the current build and the "Great Bolt-On ID Cull" build, and we are happy to report that we are optimistic about moving forward with this change next week. I will explain why we are waiting until next week, but first, here is some interesting information about this change.
Currently, MWO has 22,288 items in the database. These item IDs encompass Mechs, Engines, Weapons, Equipment, Patterns, Colors, Decals, Titles, Badges, Cockpit Items, and Bolt-ons.
Here are the stats for the current live item ID Database:
Total Items: 22,288
Total Bolt-on Items: 12,381
Of the 22,288 item IDs, 12,381 are bolt-on IDs. That is around 55.5% of the items in the database.
This is why bolt-ons have been targeted as the best possible optimization.
Here are the stats for the new optimized Bolt-on ID Database:
Total Items: 10,431
Total Bolt-on Items: 529
Bolt-ons now make up 5% of the items in the database.
What I find interesting is the majority of the Bolt-ons were added in the original release of the bolt-on system in April 2018. The patch that released the bolt-on Faction Flags was probably the second-largest addition of bolt-ons. Here we are 5.6 years after the addition of bolt-ons, and we appear to have hit a theoretical item cap of 22,288 items in the database (using the current system).
Another interesting stat is we only added a total of 706 new Item IDs to the Database this entire year. Again, these 706 item IDs encompass EVERYTHING we added this year: Mechs, Weapons, Patterns, Colors, Decals, Titles, Badges, Cockpit Items, and Bolt-ons.
So with this optimization, we have given ourselves lots of room to continue to add content to the game for the foreseeable future!
So let's get back to the fix. We are waiting until next week for the fix for a few reasons.
We want to continue to test both the Current and New Build to make sure the patch is safe to deploy.
The change is significant as it will affect many areas of the Database, not just the Item IDs. Player Inventory, Player Loadouts, Player Purchase Trail, and more all have to transition and align with the new Item IDs so the systems that rely on them can continue to function properly (Events rewards systems, Customer support tools, etc.). This requires testing those systems as well.
We prefer to patch early in the week to have support available to address individual player issues before the weekend.
We haven't got a date and time locked in yet, but we will let you know as soon as we do.
CURRENT EVENTS:
We have both the Free Mech Event and The Longbow Challenge event running right now. Both events will receive an extension once the patch is live. I am currently thinking of adding a 10-day extension to both.
UPCOMING EVENTS:
The compensation event and all the Holiday events will not be posted or started until the patch is live, and we can confirm on the live environment that everything is back to normal.
UPCOMING PATCH:
The December Patch is still on track for December 13th; we will let you know if this changes.
Keep sharing your thoughts on the forums (I am reading all the posts), and we are truly grateful for your passion for MechWarrior Online.
I can't wait for this fix to be out so we can look toward the future and all the great stuff coming next year to MechWarrior Online: Legends, MechWarrior 5: Mercenaries, and MechWarrior 5: Clans.
Again we want to thank you for your patience and understanding,
The MechWarrior Online Team
P.S. It has occurred to me that we will need to update players on how bolt-ons will behave post-patch - that information will come with the Patch notes for the bolt-on changes next week.
#116
Posted 01 December 2023 - 01:16 PM
It seem that the crash report tool is broken as well.
He can't send report to PGI
Finished compressing files...OK
[end_compressing_files]
[sending_report]
[sending_attempt]
Sending error report over HTTP...
Preparing HTTP request data...
Calculating size of data to send.
Opening Internet connection.
Connecting to server
Opening HTTP request...
Sending HTTP request...
Ending HTTP request...
Reading server response...
Server response code: 452
Server response body:452 Could not store the crash dump...
Assuming legacy method of determining delivery status (from HTTP response body).
Failed (HTTP response body doesn't start with code 200).
Error sending HTTP request.
[sending_attempt]
No E-mail address is specified for sending error report over SMTP; skipping.
[sending_attempt]
No E-mail address is specified for sending error report over Simple MAPI; skipping.
[status_failed]
#117
Posted 01 December 2023 - 01:16 PM
#118
Posted 01 December 2023 - 01:19 PM
Mister T, on 01 December 2023 - 01:16 PM, said:
It seem that the crash report tool is broken as well.
He can't send report to PGI
Finished compressing files...OK
[end_compressing_files]
[sending_report]
[sending_attempt]
Sending error report over HTTP...
Preparing HTTP request data...
Calculating size of data to send.
Opening Internet connection.
Connecting to server
Opening HTTP request...
Sending HTTP request...
Ending HTTP request...
Reading server response...
Server response code: 452
Server response body:452 Could not store the crash dump...
Assuming legacy method of determining delivery status (from HTTP response body).
Failed (HTTP response body doesn't start with code 200).
Error sending HTTP request.
[sending_attempt]
No E-mail address is specified for sending error report over SMTP; skipping.
[sending_attempt]
No E-mail address is specified for sending error report over Simple MAPI; skipping.
[status_failed]
from what I know it's been broken for a long time
#119
Posted 01 December 2023 - 01:20 PM
Can't wait for this fix to come out, perhaps it'll make game load/run even better than before this issues even started. Perhaps initially bad thing will turn out as a great improvement in the end!
Edited by Mokkor, 01 December 2023 - 01:21 PM.
#120
Posted 01 December 2023 - 01:35 PM
Matt Newman, on 29 November 2023 - 12:07 PM, said:
Maaan... was asking for that for years
It will help a lot in actually figuring out what bolt-ons I own, because with mech-specific bolt-ons it was unmanageable without a dedicated inventory page.
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