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Serj Darek
Black Nova Corp KenZoku
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Posted - 2009.05.04 21:21:00 -
[1]
I was curious if their was an ETA to address auto firing/reloading in quasi-large fleet battles. The problem has been seen on reinforced nodes and on normal nodes, so I am guessing the improvements that were made with the last stackless modifications are to blame. I did read a blurb somewhere about it, but nothing useful. Can someone from CCP please let us know if/when a solution to the issue will be provided?
I checked the assorted forums and dev blogs and saw no reference to the problem. I will be the first to admit I may have missed it, so just looking for an update (or any information)
Serj
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Serj Darek
Black Nova Corp KenZoku
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Posted - 2009.05.04 22:04:00 -
[2]
References:
Module Lag in Factional Warfare
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Lord EmBra
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2009.05.04 23:12:00 -
[3]
A few months ago I submitted a bug report regarding this, describing how it affected players involved in large fights and what the "solution" to make it doable is.
I got told that was the first time someone reported it and that they were going to have a look at it. It was in January and nothing have really happened since regarding this issue.
If any CCP Dev is reading this, please have a look at bugreport #68758
The status says: Fixed in: TEX 1.0.2
I don't know if that is a patch in development but I know that the issue isn't fixed yet on TQ.
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Serj Darek
Black Nova Corp KenZoku
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Posted - 2009.05.05 00:50:00 -
[4]
If CCP needs any logs I am sure we can motivate hundreds of people to enable logging client side if it would help resolve the issue. The last few large fleet fights have been unbearable with mods stuck in a looping state. I am not sure if it's the way the server queues commands or simply load is to blame. It's great that any Alliance leader can send a message to ask CCP to reinforce nodes, but it's not much fun when everyone in system is deactivating and reactivating guns manually. I have seen module lag upwards of thirty seconds in battles with only a hundred people.
Let the community know if we can provide anything to help CCP fix the issue.
Thanks in advance,
Serj
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XoPhyte
Black Nova Corp KenZoku
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Posted - 2009.05.05 02:28:00 -
[5]
Agreed, this has been a problem for a while now.
Additionally the "blinky red" issue where a gun is stuck on, the monitor shows outstanding calls at 0, and there is no way to get it to turn off anymore (you used to be able to move the module and resend the request) is a problem. Fleet fights are fun and all, but having to sit and watch it all occur while your guns simply blink red for 45 minutes is a bit much.
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Pagefault
Black Nova Corp KenZoku
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Posted - 2009.05.05 06:01:00 -
[6]
Originally by: XoPhyte Agreed, this has been a problem for a while now.
Additionally the "blinky red" issue where a gun is stuck on, the monitor shows outstanding calls at 0, and there is no way to get it to turn off anymore (you used to be able to move the module and resend the request) is a problem. Fleet fights are fun and all, but having to sit and watch it all occur while your guns simply blink red for 45 minutes is a bit much.
This can be fixed with warping inside grid or warping out of the grid and back in. Still, this makes you lose 1-2 minutes where you weren't able to shoot the called targets. ------------------
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