I don't think GGG knows how bad or widespread this problem is. They must think it's happening to such a minority of players it's not a high priority
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Posté parOPdHutch#2994le 10 avr. 2025 à 09:00:05
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Not updating DB (database) continuously is actually normal for projects like poe because of large DB pipeline load. This isn't some shooter game where your character state is defined by 2 guns/ammo and 3 medpacks. In game with millions of items devs have to implement save checkpoints like entering new instance or logging out, while also making the system dupe-proof, so players couldn't benefit from crashing instance on purpose (yet they still do, finding on-demand crash in poe equals to bannable exploit:)).
I'm not talking about updating the database continously. I am talking about updating it at all during a play session. This game doesn't save the progress when I portal out of the instance. Obviously, as these rollbacks clearly show. There is a huge spectrum between saving data in realtime and saving data once every 30 minutes or so.
And we are also not talking about a client crash. This is a problem with the server code. The player shouldn't be able to influence what the server does. If they can, that's also a design (and probably security) issue or a bug that needs to get fixed ASAP.
I'm not buying your assumption that this isn't technically possible. 1) Bigger games with as much complexity and more players don't suffer from these issues. I've played pretty much every MMO or ARPG since WOW came out originally and I've never seen behaviour like this. And I've seen plenty of server and client crashes in my time in all kinds of games. 2) I write about infosec, including web applications and their APIs. I've seen the inside of systems that process several hundred payment transactions per second. That's a lot harder and a lot more critical than running a game with a few hundred thousand concurrent players. Those systems can't afford to lose 30 minutes of transactions when the server encounters a fatal error. That's why software solutions exist to solve this crap. Most of them are even open source.
But all of this pales in comparison to not even jumping on the forums for a second and telling people that it's being investigated. That is the worst part about all of this.
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Posté parfabsh#4323le 10 avr. 2025 à 09:02:31
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@GGG FIX WHEN ?
It's getting out of hand
Rolling back the progress is not a big deal but failing the map because of it is sooooooooooooooooooooooooooooooooo fffffffffffffffffffffff annoying
I have missed more than several progression points because of this DC BS :
https://postimg.cc/XG04mcy5
Not big deal??? I lost 2 div, good waystones, charmed maps and 2 hours real life.
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Posté parXanthrax1488#2607le 10 avr. 2025 à 09:04:42
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Not updating DB (database) continuously is actually normal for projects like poe because of large DB pipeline load. This isn't some shooter game where your character state is defined by 2 guns/ammo and 3 medpacks. In game with millions of items devs have to implement save checkpoints like entering new instance or logging out, while also making the system dupe-proof, so players couldn't benefit from crashing instance on purpose (yet they still do, finding on-demand crash in poe equals to bannable exploit:)).
I'm not talking about updating the database continously. I am talking about updating it at all during a play session. This game doesn't save the progress when I portal out of the instance. Obviously, as these rollbacks clearly show. There is a huge spectrum between saving data in realtime and saving data once every 30 minutes or so.
And we are also not talking about a client crash. This is a problem with the server code. The player shouldn't be able to influence what the server does. If they can, that's also a design (and probably security) issue or a bug that needs to get fixed ASAP.
I'm not buying your assumption that this isn't technically possible. 1) Bigger games with as much complexity and more players don't suffer from these issues. I've played pretty much every MMO or ARPG since WOW came out originally and I've never seen behaviour like this. And I've seen plenty of server and client crashes in my time in all kinds of games. 2) I write about infosec, including web applications and their APIs. I've seen the inside of systems that process several hundred payment transactions per second. That's a lot harder and a lot more critical than running a game with a few hundred thousand concurrent players. Those systems can't afford to lose 30 minutes of transactions when the server encounters a fatal error. That's why software solutions exist to solve this crap. Most of them are even open source.
But all of this pales in comparison to not even jumping on the forums for a second and telling people that it's being investigated. That is the worst part about all of this.
Exactly, the last part is most important in my opinion from the regular-player position.
To be honest - this leaves a feeling of being less valuable, not worth mentioning anything. I highly doubt they don't know about that issue by now, but it's disrespectful towards player base not to even put a simple note like "Investigating, hold on".
Dernière édition par kicksaw#3358, le 10 avr. 2025 à 09:06:53
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Posté parkicksaw#3358le 10 avr. 2025 à 09:06:05
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i say we reset the economy every 3 days and wipe all stashes, you can keep what you wear
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Posté parSchmu#7195le 10 avr. 2025 à 09:10:01
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Im so glad they addressed the content creators concerns and didn't fix the EU servers.... Phew!
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Posté parLurker7441#7370le 10 avr. 2025 à 09:13:06
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Not updating DB (database) continuously is actually normal for projects like poe because of large DB pipeline load. This isn't some shooter game where your character state is defined by 2 guns/ammo and 3 medpacks. In game with millions of items devs have to implement save checkpoints like entering new instance or logging out, while also making the system dupe-proof, so players couldn't benefit from crashing instance on purpose (yet they still do, finding on-demand crash in poe equals to bannable exploit:)).
I'm not talking about updating the database continously. I am talking about updating it at all during a play session. This game doesn't save the progress when I portal out of the instance. Obviously, as these rollbacks clearly show. There is a huge spectrum between saving data in realtime and saving data once every 30 minutes or so.
And we are also not talking about a client crash. This is a problem with the server code. The player shouldn't be able to influence what the server does. If they can, that's also a design (and probably security) issue or a bug that needs to get fixed ASAP.
I'm not buying your assumption that this isn't technically possible. 1) Bigger games with as much complexity and more players don't suffer from these issues. I've played pretty much every MMO or ARPG since WOW came out originally and I've never seen behaviour like this. And I've seen plenty of server and client crashes in my time in all kinds of games. 2) I write about infosec, including web applications and their APIs. I've seen the inside of systems that process several hundred payment transactions per second. That's a lot harder and a lot more critical than running a game with a few hundred thousand concurrent players. Those systems can't afford to lose 30 minutes of transactions when the server encounters a fatal error. That's why software solutions exist to solve this crap. Most of them are even open source.
But all of this pales in comparison to not even jumping on the forums for a second and telling people that it's being investigated. That is the worst part about all of this.
Of course it can be improved, boils down to cost vs effect. No one complained until realm-wide server crashes every 10 minutes, so under normal circumstances what they implemented was "fine". Now they have to get off their asses and do better (although something tells me they just have 3 of their whooping 7 engine team people debugging those crashes now, and improving DB sync to more robust had never even crossed their minds:))
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Posté parEchothesis#7320le 10 avr. 2025 à 09:13:18
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Well, you only learn how shitty your design is until something breaks. That's a truism of software development since I can remember. :D
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Posté parfabsh#4323le 10 avr. 2025 à 09:25:46
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Twice for me in the last 30 mins. Disconnected and when I get back in map says "attempted" and my waystone is lost as well as any progress on the actual map.
Tried London, Amsterdam and Frankfurt. Same problem on all. My friend has the same issue.
This makes the game unplayable.
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Posté parJocMeister#4804le 10 avr. 2025 à 09:27:05
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I lost content due to crash.
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Posté parmrb0x1#1447le 10 avr. 2025 à 09:28:43
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