
Lederstrumpf
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Posted - 2010.07.10 05:34:00 -
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Edited by: Lederstrumpf on 10/07/2010 05:45:34 http://www.eveonline.com/devblog.asp?a=blog&bid=727 == snip == One of the most important things to keep in mind when you are in a system with heavy lag is that you should not hammer any buttons and you should try to execute as few commands as possible. If you are waiting for the grid to load the worst thing you can do is click buttons on the interface or chat in local. These actions will have a negative impact on your client's ability to recover (more to the point, on your session on the server). If you have an outstanding call you should wait for it to complete, and it will complete eventually. [..] Calls typically time out in 8 minutes and this is true of the request for the simulation instance (grid). If you have waited for 8 minutes for the grid to load you will not recover. If you have the monitor open and see the Outstanding number drop to 0 and your grid doesn"t load then you have no choice but to relog, and even that might not fix things if the server is still overloaded. == snip ==
So in the meantime the Technical Director of CCP, Jon Bjarnason, is expecting users to work around design flaws?? Oh my god!
Here we're at the core of CCPs problems: Bad design under top level protection.
You're telling paying customers they should wait up to 8 minutes to find out if their client did crash and do nothing meanwhile? While their ship possibly is under attack?
It shouldn't be too difficult to detect server response stalls in the client sometime shorter than 8 minutes nor to block user input to prevent flooding of the input queue if that's supposed to help.
http://www.eveonline.com/devblog.asp?a=blog&bid=774 == snip == We have also changed the way Destiny removes Destiny balls so now there are no references back to the ball from the graphics when the ball is removed. == snop ==
With a history of not having the best record of not having overlooked {accompanying, new} flaws introduced by "fixing stuff", I question if "relying on circular references" is the most sane approach from your side. Don't rely on something. Doublecheck!
Multiple "you are here" markers in star map, ghost ships on overview after warping away, autopilot settings influencing market item distance calculation... is there any chance there's additional stale referencing to dead balls on client side originating from overview and autopilot code instead of graphics, the latter one supposedly being fixed?
> "The error was not easy to spot, but thankfully easy to fix."
I'm not convinced you got all related errors.
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