Problems with the League Function
interesting that you chose not to reference the first point which of course is the one I was refering to and would support my statement, nicely done spin dr.
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
The first point was just making general observations. It wasn't making specific statements about bugs so it wasn't really relevant to the comparison.
Again, if you can't see that difference, there's a problem.
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that certainly serves your twisting logic, how do you bend truth that way
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
FACT; i have run multiple attempts at each of the trials; baf, kir lamda
FACT on those runs that were over over 19 members or completely filled to capacity I have been dropped
FACT on those attempts that have been below the proposed threshold of 19 or less than capacity I have not been dropped
FACT on the attempts where I have not been dropped I have been able to successfully navigate with no rubber banding slideshow or other drop in performance
FACT on those attempts that I have been dropped from I have been unable to rejoin no matter the locked or unlocked status of the league
FACT I have received supporting posts within this post, and seen and read other posts indicating the same behavior with in other posts
FACT I am listing these in this manner to be sure there is no supposition of hyperbole or exaggeration by anyone reading this post
FACT I have followed the suggested actions of my peers, and those required of me by development team and /bug whenever this occurs
FACT this is not a rant but a suggested listing of the facts involved in order to provide clarity for those that may have been confused or felt the issue somewhat muddied by frustration.
FACT I will no longer respond to posts from individuals trolling my posts to foment hostility or provoke aggression.
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
Tito,
I'd have to agree with the others that your posts are largely generallities and you need to give more specific details about the problems you are having. It is clear you are experiencing severe difficulties but you are not providing sufficient information to allow anyone to identify what the actual problem is.
Personally I haven't seen anything like the problems you are encountering nor do I know anyone that has, however that does not mean I don't believe that some people do - presumably including yourself.
There are some known problems which may be impacting your system such as the memory leak in the launcher which appears to cause mapservers - ensure the launcher is set to close upon launching the game rather than continuing to run in the background.
What server is this on?
Do you still get the same problems if you reduce your game settings?
Before enterring were the teams locked?
How many others on the same run had the same problems?
Was everyone in the same zone before starting?
How much memory have you got installed? - 512Mb is going to cause problems zoning on a heavily populated server as you will hit timeouts.
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Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
(The following was originally posted by me on 7/11 in the Known Bugs thread in this same forum.)
Not sure if it helps, but I've been on enough runs now where I've been able to watch the players come in and get kicked out on large leagues that the pattern has become fairly obvious.
There seems to be 2 alternative events: either team 1 and team 2 start by filling relatively normally, or team 2 and team 3 do, with team 1 having a single member. A few individuals also spread out singly to teams 4, 5, 6 (and 3 in the former event). Once either team 2, or in the second case, team 3, gets to 7 members, you can watch as the remaining members pop into spot 8 momentarily, then get dropped. (Note the "19" total slots at this point, 8+7+1+1+1+1). The messages that display (almost simultaneously) if you happen to be on that team are:
--Player-- has joined the team.
--Player-- has left the team.
On the player's side if being dumped at trial start in this manner, you see the typical loading sequence, then (usually) a very brief mapserver notice at the very end of that sequence, and you get dumped back to wherever you were prior to starting the trial. Additionally, you are unable to rejoin the trial, as if you never joined to begin with... this is unlike when DCing during the trial.
I have had some small success in preventing league members from getting kicked in this way by moving the people from teams 4-6 into a lower team slot before reaching the problematic total. Of course, that's only possible when I successfully retain league leadership through the loading process, which seems to be a 50/50 proposition at best. Particularly in the BAF trial, where a single league member moving in too soon can kick off the cutscene preventing such action, this is not a very viable workaround, but it can work if you're on the ball. (Yes, the Keyes is the same way, but it's not so well known on my server that people generally charge ahead on their own... plus the first target group is already visible.)
Neither locking the teams nor the trial seems to have much impact on this sequence of events.
Presumably whatever algorithm is used to re-populate the league after initiating the trial zone and moving people to it is what needs tweaking here. It's worth noting that I have never seen it do any of this when _leaving_ a trial, only upon entering. Not sure if that's a function of the more piecemeal exiting that usually takes place, or what.
Hopefully such observations are of use. Good luck...
-=-
Subsequent observation and testing on my part over the last week has changed little in terms of my analysis.
I admit I find it surprising that you have never once encountered this issue, Gaia. I have never once in the past week encountered a BAF or Keyes trial which attempted to start with more than 19 members that did not get "auto-trimmed" to _exactly_ 19 in the 23 such trials I've run and logged in the week since 7/11, absent interaction on the league leader's part to move players as they entered the trial in order to prevent such drops. (Note that since Lambdas cannot have more 16 members, this problem will not be encountered during that trial.)
Players are sufficiently aware of the issue on my server (Champion) that they will request a cap of 19 players in such leagues.
16 of the above 23 were locked trials. 7 of those also had locked all teams at the team level, as had 2 of the 7 open trials.
In the 14 of the 23 cases where there was no attempt to move players as they zoned in, players were consistently dropped by the system on entry once the magic "19" (8+7+1+1+1+1) was reached. In the 9 cases where players were moved prior to hitting 19, we were able to achieve league counts of 21-24, depending upon the timing of the interaction and the number of players entering the trial.
-=-
My own testing with different hardware configurations has, to date, shown no correlation on this specific problem between hardware specs and drop-at-trial-initiation. I have 3 different boxes capable of running CoH sitting side-by-side, ranging from 6 years old with onboard gfx to 1 year old with quadcore CPU and dual GeForce cards.
Connection speed appears to be a factor based on my experience thus far (logically, since if my analysis is correct, it's basically a race to be one of the first 19), but not hardware specs per se. The oldest box DCs at least once per trial (memory leak issue)... but has no more problem at start of trial making the "19" cut than the relatively new, beefy box on the same connection. If I am streaming music/internet radio on box 2 simultaneously, however, I can fail to make the cut (on my preferred "power-gaming" box, to boot).



thank you for your responses
I play on a low population server, liberty
I am running a p4 3Gb with 1Gb of ram
I run an ATI radeon x1050 vid card and an SBlive! 24 bit sound card
the launcher settings are as indicated in your post, Gaia
these occurrences have occurred at all game settings supported by my system (not ultra)
I have experienced these occurrences on both locked and unlocked teams
in all but one instance all tm's were in the same zone
as many as 6 and as few as just myself have experienced this at a given instance
I would agree that this method of team filling is occurring, Magenta, since I have seen it occur even at initial joining of the league where as many as 7 teams have been created before the Star started to condense back down.
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.


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FACT I am listing these in this manner to be sure there is no supposition of hyperbole or exaggeration by anyone reading this post
|
Since last week's patch, leagues with over 19 members are subject to this bug. It seems to happen if the league is designated "closed" by the leader.
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I haven't had any of these problems myself, but I have seen plenty of occasions where people take a really long time to get into the trial, and of course some never make it. I wonder if some people see it taking so long, think they have disconnected and re-log.
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The Mentor Project
It's worth noting that I have never seen it do any of this when _leaving_ a trial, only upon entering. |
I'd say it's likely a bug in whatever merges the league the queue forms behind the scenes with your pre-formed one, but people report the same thing happening on closed leagues. So that's only part of the problem, at best.
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I actually had this happen when I was talking to a GM about another problem. He said that they were aware of it but keep on reporting the bug anyway.
The first sentence is not necessarily true. The trials are more demanding on a system than earlier content. A system that was borderline to start with can have problems with the trials. People may feel this is a bad design choice - introducing features that cause problems for a portion of the player base - but it wouldn't be a bug. A perfect example is the warehouse map in Lambda, which some players simply can not play, due to lag.
Aside from that, I agree with the rest of your points. The trials have multiple bugs. |
[Edit] I posted this before reading the rest of the thread... I see now that a WONDERFULLY informative and well written post addresses this issue very well and describes exactly what happened to me the other day.[/Edit]
Your observations are very helpful in this Magenta. With this being recent it may be a lot of why I haven't seen it - I've only done a couple of BAFs in the past week and as you say Lambdas can't be large enough for it to be an issue.
Hopefully we can build on those and better identify the specific conditions causing it.
If moving people between teams prevents them being dropped then there is presumably something about the team makeup causing it.
Some thing I can think of to try
Different team sizes (I presume this has been looked at but just to ensure its there)
3*8, 2*8+smaller teams, 24*1! (I'm not altogether sure I'd want to do it if that was the only option though), All teams smaller than 8, All teams larger than 1.
No mixed faction teams
All mixed faction teams
All teams formed - then join league
All invited to league - then to team
Single faction league (Oh I really hope not!)
Any idea as to the AFK status of players prior to entering? (could be related to the kick anyone not clicking enter in time change).
I would presume the unable to rejoin is a consequence of being kicked before entering as that would mean they were never on the trial in the first place although I'd have thought locking the teams should avoid that.
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
@Gaia: I haven't tried different team counts or compositions in any meaningful (ie logged for analysis) way yet. I'll have to try that over the next week... assuming I can talk people into it, heh.
As for AFK, as I was recording I would always log the reported number of people in the trial queue, and try to guess the level of acceptance (usually fairly obvious, but I know of a couple out of my sample set where I had to guess whether the last person had actually hit the green button or not.)
@RebelScum:
As I understand it, when entering a trial it actually disbands your league entirely and puts you and anyone it might have pulled from the queue onto a new one. When exiting a trial it doesn't do this, which is probably why this issue happens only on entering. It tries to put you back in the same teams you were in before you launched the trial, but something gets messed up along the way somewhere and it ends up putting you in the wrong order resulting in some people being kicked. Or something. I'd say it's likely a bug in whatever merges the league the queue forms behind the scenes with your pre-formed one, but people report the same thing happening on closed leagues. So that's only part of the problem, at best. |
And as far as the open vs. closed trials, I would imagine they both use the same algorithm to re-populate the "new" league... (I know I'd likely write something like this that way.) The only thing that would change would be the source(s) of the roster of "potentials".
The additional people from the queue actually shows up in the count of people waiting to enter the trial, so they apparently get identified even before your league is disbanded ("21 of 23 have accepted", or whatever the phrasing is).
So, walking thru it:
The existing league is disbanded, and specific players who hit the green button are transferred to the new instance, in addition to queued players selected that accepted if the trial was open.
Presumably there is some kind of additional data structure to hold team/position information? Gaia's suggestion of trying different league formations (4 teams of 6? 6 teams of 4?) might help suss out exactly how much such info really exists.
Teams within the new league begin to fill based on which players successfully zone in to the new instance, and potentially other (currently unknown) criteria.
The filling process, as it proceeds, takes individuals and places them in teams 3-6, but only 1 per team. Team 1 fills to 8. Team 2 gets to 7 members. This is the point where it starts to do the "catch and release" in slot 8 on team 2, based on my observations.
Questions: Why doesn't the process assign people to the multitude of open spots on teams 3-6? Why is there the occasional alternate sequence of events where team 1 gets held to 1 member, and 2 and 3 fill to 8 and 7 respectively? Why does the process add and drop the players that fill that last spot in team 2? (Notably, it does not seem to do so after you've moved a player or two from teams 3-6.)
My gut feeling is that the issue must relate to whatever code exists to try to place members back on their original teams.
Anyway, until it gets fixed, it gives me something to fiddle with/obsess over, so I guess there's a silver lining to it after all (for me) :-)...



bump
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
5. Non-Constructive posts are prohibited. Below is a non-exhaustive list of examples of non-constructive posts. As a rule, non-constructive posting is not permitted: Bumping posts in order to keep them near the top of the list is also prohibited. Likewise, the use of "/signed" posts and /jranger are not allowed in that they dont engender constructive discussion. |
Paragon City Search And Rescue
The Mentor Project
To put it another way Tito, you aren't likely to get an official response from anyone directly involved in developing the game on this board. Please note the board's description at the top.
"Discuss gameplay / technical issues or bugs here! This is NOT a forum where official technical/QA support is available. For technical assistance email support@coh.com."
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still curious of any of the individuals that had been doing testing beside myself had anymore feedback
my playing time has been limited due to job constraints and so I was hoping someone might have mined some pertinent data
thanks
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
I have only gotten to make a couple of runs at a trial in the last several days. still expereincing the same issues at the same team sizes, lock vs unlock hasnt seemed to matter under 19 or max capacity
lock vs unlock on team nearing capacity or over 19 the problem seemed to occur about 2 to one over 3 runs total that I have tried since I was taking any accurate notes. one out of three unlocked.
It takes 47 muscles in the face to frown, but only 7 in the arm to reach out and choke the bejeezus out of someone who desperately needs it.
While I am sure the computer itself is a complicating factor, there ARE actual bugs going on that make running trials a bit less than fun: the "you are not in the zone but you are" bug, the "4+ random people got kicked and can't rejoin" bug, the "now my whole carefully constructed team is scattered across 7 teams" bug, and a pernicious memory leak that seems to cause me (and other players) to crash about once every other trial.
Most of those are new with i20.5 and have not been addressed as far as I know. |
Ran a BAF yesterday, and all of my blasters and trollers were kicked during the load. A team of all melee couldn't keep up with the prisoners and we failed.
As for the whole league getting scattered across several teams despite being locked, I'm starting to get used to the idea that I have to make adjustments. That's not cool. This needs to be fixed.
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I have tried over 10 times to run Lambda(6+) or BAF(5) and have yet to be able to do so, although I will give that on one Lam the issue was graphics not game function related.
This "feature" of not being able to run a league over I guess the data now supports 19 although I have heard of instances of over 14 or 15 is not a feature at all its BROKEN.
No leagues over 19 members work? Really? I must have been imagining all those 24-member leagues I've been on.
Now from someone else:
If you can't tell the differences between exaggerating, ranty and incorrect posts vs posts with clear and accurate statements... yeah.... whatever, chief.
Paragon City Search And Rescue
The Mentor Project