if i get cut off, the server makes me wait what seems to be a freaking decade before i can reconnect.
let me log straight back in? / reconnect?
its very annoying.
anyone else agree?
disconections...
Re: disconections...
yup it is annoying as hell...but i don't see the point in making a thread about it....there is no living soul out there to fix the issue for us...
Meloner
[size=-2]Knight Leviers
[/size]Re: disconections...
What like the 30 seconds it takes for the server to realise you dropped? God nooo!
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Re: disconections...
When you get disconnected (or crash) it can be anywhere for 30 seconds to 10 minutes before the server recognizes you have gone. Without going too deeply into the technical specs I'll just say that Linux users would compare it to a chron job with a ten minute interval.xtarsia wrote:if i get cut off, the server makes me wait what seems to be a freaking decade before i can reconnect.
let me log straight back in? / reconnect?
its very annoying.
anyone else agree?
This means if you disconnected 1 second after the job ran you would have to wait 9 minutes and 59 seconds for it to run again and allow you to reconnect.
Daestny
Game Master - English Community
Community Manager - English Community
Game Master - English Community
Community Manager - English Community
Re: disconections...
why can't ye just put it back like it was when I first started... It would boot you if you tried to log in on the same account... which made relog alot faster, and less annoying.
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Re: disconections...
what a idiotic system to see if client is disconnected or not... if it's even true (gm said it, so it must bedaestny wrote:This means if you disconnected 1 second after the job ran you would have to wait 9 minutes and 59 seconds for it to run again and allow you to reconnect.
anyway, if you try to log in to account already online, I have waited max 30sec. not to spam login, i check clock when 30 sec is up and reconnect successfully then. it has always worked like that and i'm not that lucky.
the 30 sec mandatory wait is annoying and i agree that being able to load in back to your char immediately after crash w/o your team mates noticing would be better (being tank on hunt and getting d/c and then loggin back w/o droping out of team/game world, hehe)
char staying that 30sec in game world for mobs to eat is good and neccessary tho.
Re: disconections...
I think this can be quite complex, if you cosider the existing architecture, with several TCP connections, logging servers, shards, and then the actual UDP conection, for several things may change (udp ports, IP leases -- has happened to me-, entity state,etc). Yet, it should not be hard to:blaah wrote: immediately after crash w/o your team mates noticing would be better (being tank on hunt and getting d/c and then loggin back w/o droping out of team/game world, hehe)
* re-implement the old "second login kicks you off from game, immediately", or at least explain for us technically inclined players what were the issues.
* add robustness to login / session management. Randomly, it packets are dropped at some point, or if the client stalls a bit, the sync is lost. Client may remain in "loading" state indefinitely, listening to the "ryzom music" and figuring out when will the last square fill and start listening the snoring mektoub.
* add robustness to micro-stalls. Same. After a certain ime stalled, client is unable to sync again. relog forced.
* improve the "back to game", "back to login" "back to selection" screen. There are options that cannot be triggered when the player is stalled. The software should take this ito account, or relog automatically.
Yes... we used to talk on ventrillo andin chat saying "we will wipe, someone relog and heal us" and similar workarounds.char staying that 30sec in game world for mobs to eat is good and neccessary tho.
Anissa - Jena's Lost Tribe -
Re: disconections...
/agree
/wait
/hope
/wait
/hope
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