Bad Mapserving


AAQUI

 

Posted

I still show server status as down. That means the rollback patch was issued but you still won't be able to enter until the server(s) come back up.


 

Posted

It may very well take the literal two hours, folks.


 

Posted

Correct. Because they also have to roll back the patch on all of the game servers as well, which usually takes a bit longer than our getting the download.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Quote:
Originally Posted by Scythus View Post
It may very well take the literal two hours, folks.
Possible, but doubtful.

Two hours would be 7:45 Central, currently it's 6:45 Central. I can't see it taking another hour unless they run into huge problems reverting the patch on the servers. HUGE problems.

Training room finally shows as UP. Hopefully that's a good sign.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

The training room was the funny part here. I'm assuming they tested the patch on the test server. I wonder what was different on the live servers that caused this mess. I was actually able to transfer a toon I couldn't log on to on live over to test and run it.


 

Posted

Sometimes load. Being that it was a map instability problem, it could be almost anything. Actual load isn't something they can simulate correctly. They have tools to simulate load, but it doesn't always do things that actual load will do.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Whoops. Looks like training room status is unkown again.


 

Posted

IIRC, the Unknown is often what is reported as the servers are coming back up but not fully online and ready for login.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Wow, im sincerely shocked that something like this bug wasnt caught before going live. do they not test these before issuing an update? i thought thats why they copied freedoms mainframe.


 

Posted

Might have the server's clustered and until the status on all in that cluster are up, it reports as unkown.


 

Posted

Quote:
Originally Posted by FinalDestiny View Post
Wow, im sincerely shocked that something like this bug wasnt caught before going live. do they not test these before issuing an update? i thought thats why they copied freedoms mainframe.

I'm not. Read the post 4 posts before yours. There are some things that they can simulate, such as server load, but actual server load sometimes does things that simulated load doesn't or can't do.

Just because one of the test servers has a copy of the Freedom character database, that doesn't mean that enough people logged on to test this and give accurate indications of what happens a live server when it gets a normal load of characters logged on.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

Hm... 5:26 PST.... I'd say it looks like a literal two hours so far, Tex.


 

Posted

Beginning to come to that conclusion myself, and was getting ready to scroll up to quote my previous post when yours came in.

Still, we've got a bit over 15 minutes by my clocks.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

but en garde my friend, i highly doubt that server load made a difference due to the bug reports coming not just from freedom, but also the much lower populated servers ie triumph. my belief is that this is a result of an underestimated effect of an untested new global power being issued. theyll work it out but my bet is they expected a bug but not of this magnitude
edit: its not like we'll ever know the truth. ncsoft is like men in black : )


 

Posted

The WALK power was tested, but it may not have had enough SIMULANEOUSLY logged on testers to simulate the normal load on even one of the lower pop servers.

I tested it myself, and even did some recording of my characters walking around.

The MOST I saw logged on at one time was 5 people. If you extrapolate from those 5 heroes that there were also 5 villains logged on, that's 10 whole people. I was logged on for well over 45 minutes with minor breaks as I switched characters. This is one of the problems with them posting up anything on the Test server, they are often unable to get enough SIMULTANEOUSLY logged in characters to simulate actual server load.

As for them not telling us stuff, you obviously haven't been paying attention because they've told us lots of this stuff. Some of it was in answer to direct questions during a panel at HeroCon, which players have been good enough to post about here on the forums, some of it was even before we got to the question phase of that panel at HeroCon. Some of the things we've learned have come directly from Dev posts here on the forums, especially BAB and Castle.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

5:46 PST and still down. That's two hours and one minute.


 

Posted

We are back up and running again. Everythings seems to be running as it was before the patch. =)


 

Posted

Okay, we need to start multiple threads in multiple forums about how the rednames lied to us about how long this would take.



























































































For anyone unsure, the above comment is purely a joking comment. Luckily, the Devs and Community Team know that I am a sarcastic poster and that I don't take off my sarcastic hat.

Ever.


EDIT: Of course, just as I post this I get a server selection screen.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

Black Pebble is my new hero.

 

Posted

I'm just kicking myself that I didn't make a formal bet with you and having money involved. I would have won.


 

Posted

Gosh darnit! They took away my walk! I was so looking to RP tonight!!!


 

Posted

So um..... was this rollback supposed to fix these issues?

I just logged in with the rollback and proceeded to mapserver, lag, and rubberband around St. Martial on Virtue so badly that it took me ten minutes to teleport and/or run from the Ferry to the Golden Giza. At least I think I made it to the Giza. Along the way at one point I was next to the base portal there, and then I was floating in the water, about halfway from ferry, then at the base portal, then mapserver error, then back to the ferry, then in mid-air halfway between the ferry and base portal, and then into a fountain. And then I kept rubberbanding over and over in the fountain itself, unable to get out. Tried the /synch command. Finally got to the doors of the Giza. Tried to click on it and wound up back in the fountain.

Then I gave up and logged out.

I'll just wait until tomorrow I think.


Quote:
Daemonchilde: ((fluffy thinks he's a tank))
Demon . Hunter: (( I think mine is >.>
Daemonchilde: ((Yours is no longer fluffy, it is Obliteron, destroyer of worlds))

 

Posted

Most definitely unrelated. If people still had issues there'd be more posts here.

Check your network (/netgraph 1).


 

Posted

what causes the lag? sometimes its SOOO bad, can't they fix that? or is it a user PC issue? same question for rubberbanding....I'm just wondering, have they addressed these issues? cause everyone just seems to accept it...


 

Posted

Quote:
Originally Posted by AAQUI View Post
what causes the lag? sometimes its SOOO bad, can't they fix that? or is it a user PC issue? same question for rubberbanding....I'm just wondering, have they addressed these issues? cause everyone just seems to accept it...
The only place people should accept lag is on the ITF in certain areas. In the case of the ITF it's a piece of **** code issue.

I personally don't get lag or rubberbanding anywhere else and if I do it's either:
  • firewall issue
  • antivirus issue
  • something is downloading and/or applying updates
  • I'm having network issues / packet loss (can be checked /netgraph 1)
There have been others in the past that have put up pretty good descriptions of what lag and rubberbanding are. I'm sure you could do some searching and look up those definitions.

Good luck.


 

Posted

Rubberbanding is simply the result of the server and client not agreeing as to where you are. This generally is a result of lost packets somewhere between the servers and you - it could be anywhere in the internet and rarely will be anything NCSoft will have any direct control over. You, they and your ISP all can report this to those responsible for the link affected in order to try to put pressure on them to identify and hopefully correct any fault. It may however also be a case of very high load exceeding the bandwith capability of that link.

When the client is able to re-establish the connection it will redisplay your location at the location held by the server.

Lag can be the result of problems on the servers, on your PC or anywhere in between so a lot more information is needed to identify the nature of it before anything can be done to fix it.

Latency is a measure of the time it takes a network packet to travel between cliet and server and is related to physical distance, link type and number of links involved.

A high latency connection will generally be seen as displaying significant levels of lag.
Areas requiring a large amount of graphical rendering will also tend to exhibit higher levels of lag - this relates to the graphics hardware on the client.
High loads on the server will again result in higher lag.
These are all very different causes and will have slightly different characteristics but all can be described as lag.


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