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Eko Sol
Strange Playings
140
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Posted - 2014.04.08 23:45:00 -
[1] - Quote
1st Lieutenant Tiberius wrote:That causes us to spawn in without or bonuses and skills applying? Can someone explain this to me? Because frankly this is quite a game breaking bug/glitch, at least for me.
When you spawn in a Min Scout only to take 3 or 4 seconds longer to hack a point and you die with 1 one bar left on the hack
When you spawn in an Amarr Assault and have your ScR pop on you after ONE charge volley
When you spawn in on an EWAR fit Cal Scout and a TANK SNEAKS UP ON YOU
When you spawn in with a Forge Gun to kill a pesky tank and watch as they nonchalantly roll away while you shoot blanks at them
When you spawn in with a Combat fit Commando only to realize that you don't hit harder or Reload faster despite being a squishy fat suit with 2 light weapons
When you spawn in with a Regen tanked Cal Sentinel only to get out DPSed for not having all your Shields load in
When you spawn in a fancy Gunslinger suit to find out, not only do you have less ROF, but you're missing 1/3 of your clip size
So, CCP, hotfix? Explanation? Please feel free to enlighten me as to why this issue exists or give more examples of how this glitch can royally **** you over
o7
From a code perspective there are things we will refer to as "Procedures". All of your character data to include skills and passives are stored in a database of some sort. We'll call it the "database". The Database is in the backend and is independent of the application server. The application server is the server we connect to in order to play Dust. When we load into a match a lot of Procedures" are executed...ALOT. These procedures connect to the Database and pull all sorts of things. This would include Installations, spawn points, some graphics, a checksum (something that checks that everything is correct), and character builds/fits and passives.
So they made a change to the process of checking passives. They made a change on some level in these "Procedures" (that contain complex functions, custom functions, math, code, etc.) that has created a loading delay that wasn't there before. The best way to imagine it is that 32 players have different configurations of different things and different passives. The server processes all of this and then has to propagate it to all of the clients (PS3) or just yours. Whatever the change they made was has created delay.
Changes that can be made (based on my personal experience) would be things such as:
-Code "optimizations". Sometimes Optimizations are actually not really optimized because they weren't tested in production. You'll find that you can have a really strong theory but then in production there were elements that weren't calculated
-Version Changes. Let's say that Unreal Engine released a patch to the dev software. That patch may have updated in a way that uses more resources for loop logic which is really common. Loop logic is something like this (note: I'm not using real code for many reasons)
1) X = character that hasn't had passives processed 2) Check Character "X" 3) Check Passive skills 4) Apply passive skills and propagate to clients 5) Go back to step 1
In programming, patches often can take a very good code and make it bad code because of new features.
-Operating System changes and updates. Sometimes a simple BSD or Unix or MS update for security holes can jack up a whole lot of backend stuff.
I hope that sheds a little light. BTW this isn't theory, this is personal experience and I have a lot of it on the backend sides of things. I maybe wrong but whatever it is would be in line with what I posted.
Although there are other things I hope this gives you an idea of where things can be an issue.
EDIT: You can apply this logic to a lot of the bugs we are seeing. To include misfires of forge guns, etc. |
Eko Sol
Strange Playings
149
|
Posted - 2014.04.10 00:02:00 -
[2] - Quote
You know, if they pay for my plane ticket, I'll do the fixing and optimization for free. Or I would do it for 500 mil isk and 20mil SP ;) |
Eko Sol
Strange Playings
149
|
Posted - 2014.04.10 00:09:00 -
[3] - Quote
I also feel I should add that the PS3 dev kit is expensive and often devs only have one to work on at a time. There is some chance that there is a bottle neck on the PS3 dev kit in addition to complexities with using the Unreal Engine on it. |
Eko Sol
Strange Playings
152
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Posted - 2014.04.10 18:50:00 -
[4] - Quote
Zaaeed Massani wrote:TechMechMeds wrote:Xocoyol Zaraoul wrote:The Terminator T-1000 wrote:Everytime there is an update something new gets broken. It is so predictable. Yes, this usually applies to every coding project in companies not even related to gaming. Coding is complicated. I know zilch about coding but I expect someone to be able to do something they are trained in. A lot of the problems are clearly simple mistakes, the bonuses not applying upon spawn for example. How can you know that it is a simple mistake when you, by your own admission, know nothing about coding? Coding is incredibly complex...I don't know what coding language CCP uses but I've written enough code in my time (Raptor, C++, html, Java) to have a very, very large appreciation for anyone that writes computer code for a living. Because I sure as hell could never do it.
They don't really write code like that. The engine does most of the work. I believe they don't actually code the engine directly, they pay someone else (likely Unreal) for low level support. considering the mechanics it is likely a majority db related code if anything.
I have to agree that there is a degree of incompetency in the execution of some of these things that CCP does. That being said, don't spend money on aurum. I think I am officially done doing that. I am sick of seeing my money go to waste over there. They don't deserve it right now. I like this game but they have some serious bugs to work on. There should be a version 1.8.9 before 1.9 where 1.8 is bug free before loading new content. |
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