Got booted out of Qilin 4 times and had a final crash as I was casting Warp on myself.
Felt good.
Got booted out of Qilin 4 times and had a final crash as I was casting Warp on myself.
Felt good.
Ok, the crashes are worse than we all thought;
SourceOriginally Posted by NOC_NA
Prolly any windower plugin that accesses your inventory is causing the crashes as well. I hope it's fixed. I have just been lucky since I didn't do my ww mule's gp yesterday..
[Edit] Also I was greeted by this when I logged on:
![]()
Hopefully this nonsense will be fixed this time.
Didn't affect me until I started Dynamis - Valkurm farming, crashed several times after proccing mobs, shit sucks, I really hope this maint fixes it, but knowing s/e, it's just to fix the mh issue only.
I only crashed once across three accounts last night, but we had a bunch of people Red-dot simultaneously (lost 4 at once during Legion).
I know over the weekend too, Fenrir died and had to be recovered, and there was a lot of mass d/c's in Jeuno, and I R0'd as soon as I clicked on a maw to get into Abyssea. Haven't been on since Sunday though, but was noticing problems before the update, can only imagine how bad it is now.
I crashed last night just in time to miss Prov Watcher's death, and logged back in to no trove for me![]()
Well, the current test server had features that weren't finished for this update.
Not to mention the test server has a ton of small differences from the original servers, so if they were to use it as a base, they'd have to remove all of the test server onry crap before compiling it as the main servers.
...Basically SE is bad at test servers. They only use it to gauge our opinions from the looks of it.
On test server:
Add meeble burrows for testing
Add collision detect
Modify ochain and counters
Modify blu/ws add effects
Add zhayolm
For real servers:
Redo everything you add, omit what is to not be added.
Spaghetti code or not, the game should not all of a sudden be crashing everywhere, and and BS/KS should not be dropping instead of crests if theyre adding the same things that was on the test server.
Are you a developer for a major MMO? You seem to think its so easy.
Sometimes I wish the devs blogged about random glitches like that (for someone here to translate). I want to know how crap like BC/KS seals broke out of their intended mob level range.
People were crashing even if they weren't checking MH/inventory/menu/AH, and some have been experienced being stuck in their MH - picking any other option other than exit to where they entered from and they wouldn't exit at all.
I predict at least one more emergency maintenance within the next 3 days as I doubt SE will be fixing all of this today.
Are you a developer for a major MMO to know how not easy it should be? Please enlighten me as to how what I said above should not apply.
How does moving the code from the test server that applied to MB and collision detection, adjusting it to negate out the lowered test server requirements (which I dont think should be anything more complex than "if PartySize < 3 Dont allow entry"), cause people to crash when looking at items and fucks up the level difference on BS/KS.
If you say "well they have to make sure it cooperates with everything else", then I dont know what to tell you, since the test server should be a clone of everything else pretty much.
My point is, you really should just shut up. We don't need to see your posts bitching in 5 different threads on shit you have no idea on how it works internally. Test server is obviously different from the real servers considering there's actually people on the real servers. You don't see me bitching about it in multiple threads.
Hmm... no mention on "random crash fix" on update notes
http://www.playonline.com/ff11us/pol...ews21692.shtml
Spoiler: show
So you're saying the test server isnt an actual server, its not a clone of the other 16 servers with a slight modification of "god mode" and are built and coded completely differently...gotcha.
Is it just me, or was there no client side update?* Clients will update automatically upon launch after release of the patch.
There is no god mode on test server as far as I know. The difference is that there are 1~2 thousand player characters logged into the real server, good 800 of them doing different shit at once compared to the test server that is either empty or has 10 people on it at any given time. The game itself is really old and they have to work around limitations and PS2/xbox360, I don't claim to know how it all works but I'm sure its not a simple task of changing a 0 to a 1 or something.
It's extremely unlikely that the test server is a clone of the other servers though. What you'd expect to see is a setup where developers develop on their desktops, merge that code to a test server where QA takes a whack at it, then finally it merges again to release. Despite the name of the test server, it's more accurately an extra step inbetween a test server and a release server. Although the code is -mostly- the same, the fact remains that live/pubtest/test/development servers are distinct code bases.
So that gives us around 3-4 merges to get a code from a developer to live. Depending on the VCS they're using, this could be anything from a button press to having to do it manually. In either case, there is the potential for error at each step. It is also possible that these errors currently exist on the test server and have existed for some time; with the low load on the test server and very limited scope of what people use it for, it seems pretty unlikely that some of these reported issues would have been caught in time.
Additionally, this isn't a hello-world type of application you're dealing with here. In all likelyhood, the group managing the databases and database migrations is completely separate from the group maintaining client updates, which is completely separate from the group handling the server application code.
Point is, saying these things should be trivial to pull off without causing issues is very short-sighted.