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Freezing/disconnect MP solution: Award credits and exp in real time


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#1
dann09

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If bioware can just award the credits and exp during the match rather than at the post match screen I think a lot of people would have less of an issue with the disconnects and the freezing. Sure it is a band aid on a broken arm but at least I won't invest 25 min of time only to suffer a disconnect or a freeze and not only get no credit or exp but lose my equipment expended during the match. 
I would edit for grammar and spelling but typing on an iPad makes me frustrated.   That is another story. 

Modifié par dann09, 02 mai 2012 - 01:56 .


#2
StingerSplash01

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dann09 wrote...

If bioware can just award the credits and exp during the match rather than at the post match screen I think a lot of people would have less of an issue with the disconnects and the freezing. Sure it is a band aid on a broken arm but at least I won't invest 25 min of time only to suffer a disconnect or a freeze and not only get no credit or exp but lose my equipment expended during the match. 
I would edit for grammar and spelling but typing on an iPad makes me frustrated.   That is another story. 


You do get your credits in real-time, I have disconnected from games and still gotten both exp and credits from the match. Freezing is another matter as the game actually saves these values when lose connection to or otherwise end a match, since a freeze prevents this from occuring entirely it is understandable to lose on those in this case. However it is generally bad practice to save during a multiplayer match, as it would be more susceptable to corruption of data and also more exploitable than it already is.

#3
UKillMeLongTime

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if we got them then so many would quit on wave 6 or even 10 and F the extraction and Stinger is correct about saving during a game it can only do bad stuff

#4
UKillMeLongTime

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i will add that other than the every other tuesday MP mess i rarely disconnect or lag out.
i play every day with a guy in canada and one in seattle and im in alabama on cheap dsl

i played a ton of gears and i wish it was as reliable and its reset friends of mine and they lost everything. my guess....saving is where gears goofs up as most got reset after a disconnect or game freeze at the end of a boss wave. i think they write data then but i have no idea

#5
dann09

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So at disconnects the games saves the values. I just figured if the game was tracking expended equipment it could track credits and exp earned too. Regardless, The real solution is addressing this freezing issue. I only have these issues with bioware games. I am not saying it is a similar issue but Dragon Age 2 was incredible unstable for me too.

As far as people quitting after round 6. I think that is unlikely as wave 10 is where the real credit is at. And people just die once the objective is met during wave 10 anyways. Oh well. Just thought I throw something out there in my moment of frustration with yet another frozen match.

#6
StingerSplash01

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dann09 wrote...

So at disconnects the games saves the values. I just figured if the game was tracking expended equipment it could track credits and exp earned too. Regardless, The real solution is addressing this freezing issue. I only have these issues with bioware games. I am not saying it is a similar issue but Dragon Age 2 was incredible unstable for me too.

As far as people quitting after round 6. I think that is unlikely as wave 10 is where the real credit is at. And people just die once the objective is met during wave 10 anyways. Oh well. Just thought I throw something out there in my moment of frustration with yet another frozen match.


The most common cause for system freeze is when it runs out of memory, other causes can be infinite loops, and other nasties like that. The most common game to have instability is an RPG. Why? it's a matter of scope. A FPS singleplayer rarly last 6-8 hours let alone the 30+ of an RPG, so as the scope of the game gets larger testing gets exponentally harder to do. A bug that occurs 80% the way through an RPG can be hard to pin down as any number of factors in the 25 hours it took you to get there can actually be causing the problem. In open world RPGs this become even more difficult as a bug may be caused by using a weapon obtained at point A, 30 in game miles away from point B, at point B or being level 20 in a level 3 dugeon. So chances for instability go up the longer the game is, and you should take that into account when looking at these types of games.

In the case of multiplayer with rpg elements, instability can be caused by person a using a widow x, while person B using a Saber III both fire their guns at the same time at the same enemy from two different angles, each causing damage to the enemy but the game then doesn't know which physics to apply as both shot occured at the same time (this is example of something that may or may not cause instability I'm using it as example of the kind of variables that can go into an issue to cause a crash or some other issue). Some instability is a random occurance while others can be caused by simple errors that only surface when certain conditions are met, so pinning down bugs can be equally as hard. And a simple punctuation error in their code can cause the whole game to crash, so if they have 30,000 lines of code finding that single little quotation mark that should be an apostrophe can be a b****.

Modifié par StingerSplash01, 02 mai 2012 - 07:23 .