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Thread Statistics | Show CCP posts - 5 post(s) |

Vincent Athena
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Posted - 2009.12.10 00:47:00 -
[91]
We have had a similar issue in our W-space system. We had cleared all the sigs before the expansion. We were getting one new one every day or two. But since the expansion: Nothing. I understand that a W-space sig will not spawn until one de-spawns somewhere in the W-space system. So they seemed to all be stuck somewhere.
But today we finally got a grav site. Maybe it was random bad luck, maybe the same bug? Maybe its fixed?
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Aeon Storm
Caldari Science and Trade Institute
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Posted - 2009.12.10 05:21:00 -
[92]
Originally by: Vincent Athena We have had a similar issue in our W-space system. We had cleared all the sigs before the expansion. We were getting one new one every day or two. But since the expansion: Nothing. I understand that a W-space sig will not spawn until one de-spawns somewhere in the W-space system. So they seemed to all be stuck somewhere.
But today we finally got a grav site. Maybe it was random bad luck, maybe the same bug? Maybe its fixed?
Bolded the important part.
W-space works a little bit different. There is a mechanic which kills all spawns for a period if certain conditions are met. The condition will kick in if you clear everything at once, or at least very rapidly. I have seen a WH sit dead for up to 14 days after wiping it clean. The devs stated, things were put in place to discourage single hole farming or static pos set ups. How successful this was is open for debate. However, I believe that is what happened to you.
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Roemy Schneider
Vanishing Point.
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Posted - 2009.12.10 09:22:00 -
[93]
Originally by: CCP Fear [...], so if you post the ID of the bug report here, they can get it more quickly.
i lol'ed irl this implication is probably the closest we're gonna get to hearing something is... lacking... isn't it? - putting the gist back into logistics |

Jakob Greenthumb
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Posted - 2009.12.10 17:23:00 -
[94]
Edited by: Jakob Greenthumb on 10/12/2009 17:22:46 Could you pleaase give us an update on that issue?
Would be very appreciated.
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Carl Tremura
Ceptacemia Systematic-Chaos
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Posted - 2009.12.10 21:30:00 -
[95]
Bug reported ID: 89850 Logserver file attached and detailed information and results of testing all things possible to get said anomaly to despawn.
This really is a big issue as its effecting everyone's income... since the pulling of high ends, this should be of utmost importance. I am not saying you aren't working on it.. but a little update every now and then wouldn't hurt.
Carl Tremura
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Dartonias Sirion
KINGS OF EDEN Sev3rance
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Posted - 2009.12.10 21:49:00 -
[96]
Bug Report ID: 89853
Has been consistent in KBP7-G for the last 3 days or so. Anomalies work fine after downtime but by 22:00 EVE time (or perhaps even earlier -- I don't know) or all the spawns worth running are stuck with no spawns and objects in them except collidable objects and asteroids.
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Nightbird
SiN. Corp Sons of Tangra
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Posted - 2009.12.10 22:01:00 -
[97]
Bug reports: 89769 89770 89772
I included the anomaly ID, the system in question, and the anomaly name.
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Sai1ent
Macabre Votum Morsus Mihi
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Posted - 2009.12.10 23:00:00 -
[98]
Originally by: Dartonias Sirion Bug Report ID: 89853
Has been consistent in KBP7-G for the last 3 days or so. Anomalies work fine after downtime but by 22:00 EVE time (or perhaps even earlier -- I don't know) or all the spawns worth running are stuck with no spawns and objects in them except collidable objects and asteroids.
My experience is that they are completed by someone and then simply do not disappear until DT, thus you are left with 10-15 bugged sites.
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achoura
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Posted - 2009.12.11 11:29:00 -
[99]
Originally by: Sai1ent
Originally by: Dartonias Sirion Bug Report ID: 89853
Has been consistent in KBP7-G for the last 3 days or so. Anomalies work fine after downtime but by 22:00 EVE time (or perhaps even earlier -- I don't know) or all the spawns worth running are stuck with no spawns and objects in them except collidable objects and asteroids.
My experience is that they are completed by someone and then simply do not disappear until DT, thus you are left with 10-15 bugged sites.
That's just one system, with plexes becoming stuck it means that once cleared i.e. after dt, there's nothing for anyone. ***The EVE servers and their patches*** |

Marmios
Elite Aeronautic Developer Syndicate Zenith Affinity
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Posted - 2009.12.11 13:02:00 -
[100]
Its nearly over week ago since a Dev made a statement about this. I bet we wont get any news on the weekend either? Im really disappointed.
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Gefex
Genco Curatores Veritatis Alliance
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Posted - 2009.12.11 13:15:00 -
[101]
Originally by: Marmios Its nearly over week ago since a Dev made a statement about this. I bet we wont get any news on the weekend either? Im really disappointed.
I think its ruined the patch for many people to be honest, it was fun for about two days when sites were partially working. Now everyone is just bored and frustrated.
Thing is its not like we can even really do regular exploration because you can spend hours and find nothing but empty sites.
I know in Providence the initial surge of newcomers has really dropped off since the launch, solely because of this bug.
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ShadowandLight
Amarr Hammer Of Light Aegis Militia
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Posted - 2009.12.11 13:23:00 -
[102]
Ill 100% throw my support behind this. Having WORKING combat sites in 0.0 was a dire upgrade with Dominion, and then it gets launched and its broken.
Frankly its kill the ISK potential of the area.
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Cyberus
Caldari Macabre Votum Morsus Mihi
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Posted - 2009.12.11 13:49:00 -
[103]
Originally by: ShadowandLight Ill 100% throw my support behind this. Having WORKING combat sites in 0.0 was a dire upgrade with Dominion, and then it gets launched and its broken.
Frankly its kill the ISK potential of the area.
Tbh it is not so big deal that it is came broken to TQ server. More and then alot more frustrating and desapointing that it is not fixed yet..... and probably it will take even more time till this will be fixed. ===== * Your signature file is broken. Please use one that will display - Fallout |

Jakob Greenthumb
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Posted - 2009.12.11 14:03:00 -
[104]
Edited by: Jakob Greenthumb on 11/12/2009 14:04:18 And what do we learn about this? Without massive flamefests ( aka motherships )nothing can be achieved with CCP.
People are still very polite and stick to the topic. Doesnt seem to work or get acknowledged by the Devs.
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Merfio
Caldari School of Applied Knowledge
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Posted - 2009.12.11 14:07:00 -
[105]
Edited by: Merfio on 11/12/2009 14:08:15 every alliance should send their members to the forums for complaints. So far its only been 2 threads on the forums. I doesnt look like this is enough to get high priority for this issue.
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CCP Sisyphus

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Posted - 2009.12.11 18:27:00 -
[106]
Edited by: CCP Sisyphus on 11/12/2009 18:27:58 (repost from another thread)
Well hello there :) We believe we have a solid reason why the respawn breaks in many cases. If we are right then we'll have a patch soon.
This has been a high priority for our team - we do not like seeing our work broken. The trouble has been finding out exactly WHY the respawn is broken, as we hadn't touched the respawning mechanic in Dominion.
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Seth Ruin
Minmatar Ominous Corp Cult of War
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Posted - 2009.12.11 20:21:00 -
[107]
Originally by: CCP Sisyphus we hadn't touched the respawning mechanic in Dominion.
It got lonely 
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Paridoth
United Kings R.A.G.E
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Posted - 2009.12.11 20:55:00 -
[108]
RABBLE! ... RABBLE RABBLE!
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Kahega Amielden
Minmatar Undivided
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Posted - 2009.12.11 21:07:00 -
[109]
Originally by: CCP Sisyphus Edited by: CCP Sisyphus on 11/12/2009 18:27:58 (repost from another thread)
Well hello there :) We believe we have a solid reason why the respawn breaks in many cases. If we are right then we'll have a patch soon.
This has been a high priority for our team - we do not like seeing our work broken. The trouble has been finding out exactly WHY the respawn is broken, as we hadn't touched the respawning mechanic in Dominion.
so was CCP just totally unaware of this bug beforehand? Because I filed a bug report months before Dominion hit about this exact issue.
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Murella Laville
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Posted - 2009.12.12 00:25:00 -
[110]
Originally by: CCP Sisyphus Edited by: CCP Sisyphus on 11/12/2009 18:27:58 (repost from another thread)
Well hello there :) We believe we have a solid reason why the respawn breaks in many cases. If we are right then we'll have a patch soon.
This has been a high priority for our team - we do not like seeing our work broken. The trouble has been finding out exactly WHY the respawn is broken, as we hadn't touched the respawning mechanic in Dominion.
Is this like Alliance logo soon or Mothership changes soon?
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Paridoth
United Kings R.A.G.E
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Posted - 2009.12.12 01:21:00 -
[111]
i am also finding regular plexes, like 8/10 6/10 and other escalation plexes are broken and not despawning as well
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jl 1
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Posted - 2009.12.12 03:11:00 -
[112]
Originally by: CCP Sisyphus Edited by: CCP Sisyphus on 11/12/2009 18:27:58 (repost from another thread)
Well hello there :) We believe we have a solid reason why the respawn breaks in many cases. If we are right then we'll have a patch soon.
This has been a high priority for our team - we do not like seeing our work broken. The trouble has been finding out exactly WHY the respawn is broken, as we hadn't touched the respawning mechanic in Dominion.
I would honestly say this is probably because until now people did not expect anomolies to respawn and after they finished it there was no reason to complain much if it never despawned.
What is weird now is like some others said I have ded space sig's we probed down that are not despawning like they normally would.
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chatgris
Quantum Cats Syndicate
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Posted - 2009.12.12 04:35:00 -
[113]
Edited by: chatgris on 12/12/2009 04:35:16
Originally by: jl 1
Originally by: CCP Sisyphus Edited by: CCP Sisyphus on 11/12/2009 18:27:58 (repost from another thread)
Well hello there :) We believe we have a solid reason why the respawn breaks in many cases. If we are right then we'll have a patch soon.
This has been a high priority for our team - we do not like seeing our work broken. The trouble has been finding out exactly WHY the respawn is broken, as we hadn't touched the respawning mechanic in Dominion.
I would honestly say this is probably because until now people did not expect anomolies to respawn and after they finished it there was no reason to complain much if it never despawned.
What is weird now is like some others said I have ded space sig's we probed down that are not despawning like they normally would.
Actually, we have complained a lot in fw about tons of plexes being available post-dt, and then not respawning later in the day. But generally, CCP doesn't really listen to us :(
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Agrilad
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Posted - 2009.12.12 06:56:00 -
[114]
Edited by: Agrilad on 12/12/2009 06:58:21 Background: Back when exploration was introduced. Sites were supposed to despawn rather soon after completion and spawn somewhere else. (Inside same constellation)
But over time, I heard from most people that they only respawn at downtime. So I'd say the bug was happening often enough to make the rumer seem fact. (Even though most of the time it worked as I expected. Despawn and respawn somewhere else in constellation. sometimes it just wouldn't despawn. I shrugged and moved on.)
I also played FW when it was new. I always remember the sites instantly despawning after I completed them. (and a new one spawning in a system in same constellation. I pushed all the sites in a FW constellation into 1 system once or nearly all. :D)
Cause 1: What I haven't done is much exploration or FW since Apocrypha where they greatly increased the number of sites their code had to manage. (Everything but moons and planets are sites in WH space.)
Effect 1: The spawn system started bogging down. By others reports. (I was ****ed at CCP's implementation of the hyped WH system. So I took a hiatus.)
Cause 2: Dominion. They again greatly increase the number of spawns with upgraded 0.0 space. (It was reported broken on test server... second hand rumer.)
Effect 2: As the days passed and more systems became upgraded with more spawns. The spawn system became nearly 100% bogged down and broken.
Result: The spawn system gains OMG FIRE status. So it is now getting the attention it should have already gotten. Typical corporate response in a multi million line program. Don't worry my company does it too. It's caused by not enough developers to fix all the current bugs and new shinies always wanted by management. So things are prioritized by who is screaming loudest. Maybe it is why I am sick of software development for a living and it is no longer my main passion. (People today just don't seem to care about building a quality product. Or products have gotten so complicated it is hard to make them quality. (Looks at 1st gen iphone. Or maybe not.))
Conclusion: I hope that CCP will post the layman's explanation or pseudo code explanation of what went wrong about site despawn. I'd like to know if any of my theories were right.
Theories: (Still think that the process/thread that is meant to check spawns on an iterative basis wasn't built to handle the sheer number of spawns there now are. Or perhaps a race condition among threads that got aggravated by the increased collection size of all spawns. (I think that every site has a unique id eve wide, so that list is kept somewhere, and it just got too big. Think 36^6, or 2.1 billion unique id's are possible. If so, it could be fixed with something as simple as an index change in a db table.))
Offer: All right I am rambling. Thank you CCP for working hard to find the issue. If my idea's are right, might consider offering me a job. 
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CCP Sisyphus

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Posted - 2009.12.12 07:43:00 -
[115]
Originally by: Agrilad
Conclusion: I hope that CCP will post the layman's explanation or pseudo code explanation of what went wrong about site despawn. I'd like to know if any of my theories were right.
Never fear - Gingerdude and his posse of testers are on the case... Think of him as the Ginger Dr House of CCP :)
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Gefex
Genco Curatores Veritatis Alliance
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Posted - 2009.12.12 12:21:00 -
[116]
It's never Lupus
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Misaki Yuuko
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Posted - 2009.12.12 13:51:00 -
[117]
Speaks a lot about CCP when you either didn't aknowledge this has been happening for years (doubtfull) or didn't care to fix it (more likelly).
facepalm
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Krem daBrut
Marquie-X Corp Intrepid Crossing
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Posted - 2009.12.12 16:53:00 -
[118]
It seems the anomalies despawn correct since todays DT. Anyone can confirm this for other Systems?
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Valtis Thermalion
Caldari Curatores Veritatis Alliance
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Posted - 2009.12.12 18:07:00 -
[119]
Multiple stuck anomalies in Providence unfortunately.
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Cyrus Doul
Cosmic Vacum Cleaners
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Posted - 2009.12.12 19:33:00 -
[120]
we think we found what might be causeing it maybe. if someone would double check this after dt tomorrow unless you still have a live system
there were two of us running them solo and not salvaging at all and they were respawning perfectly for hours. then a corp mate came in and we had him start salvaging and the moment he came in and started salvaging they all stopped respawning on completion.
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