Multiplayer is obviously not ready for release. This is ridiculous - I’ve had no response from support on what’s been done to work on this issue, and the game is unplayable in multiplayer.
Maybe EHG should test things properly before releasing them. Also it would be a good idea if they communicated properly with people to let them know what the issue is with this, and what’s been done to fix it.
I wouldn’t recommend anyone buy this game at the moment with it in such a poor state, which is a pity, because it was fine up until multiplayer was released.
I don’t know if this is coincidence or not - I checked my modem tonight, and it has UDP flood protection. Default was 2000 packets/sec with a 10sec timeout.
I changed it to 8000 packets/sec and played for an hour straight afterwards. I did notice some very brief pausing that lasted less than a second at times.
I don’t know if this has changed anything or if something else has changed - I’ll test more tomorrow.
After 0.9g, zones still randomly take extremely long to load. Sometimes a zone will load almost instantly, sometimes the same zone will take 5+ mins to load.
Campaign is a pain to do because zones are so small that I spend more time loading than actually doing stuff, and quests like A Study in Time that require 6 zone loads minimum are an absolute joke, 4 mins of gameplay for up to 30mins of loading
Im still running into infinite loading screens and desync. heres hoping sooner or later they fix it.
I recommend everyone learn how to record clips with Nvidia Geforce Experience and similar software to send to EHG support team so they hunt down the bugs.
its all we can really do to help them figure it out to be fixed.
You have an apparently significant part of the playerbase dealing with a problem that clearly affects playability, and your answer is basically: “I have no issues, so it’s not a problem”.
That is not adding anything constructive to a conversation.
Dealing with the same issue, if the devs publicly acknowledge it and request information, I will gladly provide what I can.
Except if you were active on areas such as discord, you would see them live responding to people and acknowledging this exact issue. It’s easy to get frustrated and blinded because you can’t play and lash out. Try and do a bit of research before sitting on the forums accusing the devs of ignoring the issue :). As per your comment about “apparently significant part of the playerbase”… People who cannot play will always be the loudest on the bug forums, you have no internal metric numbers indicating what percentage of the playerbase is affected so that claim is unproven and not based in fact.
I am active on the discord, and I asked about it (albeit making a wrong assumption about back-end multiplayer infrastructure in the process based on the answer). I also got a pretty generic answer that didn’t really say much. I really appreciate how communicative they are on the discord. I’m talking about the forum post itself. Do look at my next post on this issue, an hour before you, where I corrected myself on them acknowledging the issue in the patch notes.
Secondly, you might not realize what kind of players actually bother with bug reports on forums, but the average players will not put in the effort. Which means that most bug reports rarely get much traction, if more than 10 replies at all. I spent some time bug hunting / replicating on warframe some years ago when I ran out of content, the level of activity was kind of sad, given the active playerbase. A post as active as this, specifically after a week and a patch meant to address it, does not happen that often in my limited experience, so I do consider it significant.
I would love if it they acknowledged whether the flood of tiny UDP packets I saw in my network capture that went above 2000 packets per second is either 1) expected but it’s causing issues they didn’t foresee, or 2) not expected, and they’re trying to understand why it happens, or even 3) not what they think is happening to other players experiencing this issue, etc.
That level of engagement I think gets much closer to the issue than sharing videos of people getting desynced which at this point I think are very minimally useful. It certainly sounds like there are plenty of players here with enough technical knowledge to do some local debugging, but they need to give us a direction.
I’ve given up for now and am playing offline, which kind of sucks since now I have a split stash. Oh well.
We need more constructive posts about this issue. We all are aware that there is large part of the player base is playing the game without a problem. But this needs acknowledgment from the devs. Because it is not a trivial issue.
I got this game back in 2019 and i wanna see it succeed. This is not steam review page where everyone bitch and moan, we are here trying to provide information as much as possible. Look how much info has been gathered without a direction, and now imagine how much more can be gathered if someone actually worked with these people.
Just Here to Pus 1, after 0.9g2 patch cant play at all, essentially opening the game kills my internet connection. And cant play even then LE-51 errors right away and games gets stuck there cant even play offline sadge
Im still experiencing desync and online mode issues while playing solo online after 0.9g2 im assuming these hotfixes were targeted at rollbacks and progression lost bug though.
Im still waiting in hopes the next patch will make it so I can play w/o having to constantly relog.
I’ve been playing on my Sorcerer for three days now and my third day has been riddled with connection issues (introduction of the new patch). After opening my second monolith, the server stops responding to my actions and i cannot play anymore. It does not matter if i use a teleportation skill or not, i still have the same issue (a fix that was suggested by others).
Hoping this gets resolved fast as this prevents me from playing the game.
I haven’t been disconnected but I am experincing a delay that is more like 250+ping even though I have 38 ping. I have 100mbit connection, wired, and have NEVER had an issue with an online game like this, so it’s not on my end. It’s really unsatisfying playing online when your hits doesn’t register straight away like they should.
This video illustrates it perfectly:
I wish the devs would adress this more, it should be their #1 priority before anything else right now. The game just feels unsatisfying like this.
Yesterday for whatever reason I’m experiencing way less desync than before. It still happens sometimes, seems to be slightly more common in the “survive X waves” maps and during the “charge the beacon” style map endings, but usually more short lived than before and overall way less frequent.
If I were to bet, I’d guess that the trigger for this behavior just became less common, but the bug itself is still around. Maybe that’s load on their servers causing the game to get into a packet sending storm and load is just better now. That would line up with others generally noticing that more monsters, more minions, more particles, etc. seem to accelerate the issue.
Mostly fine last night, and this morning (7am EST) suddenly quite a few desyncs in temporal sanctum. Hard to imagine the ISP or their east coast servers are overloaded at 7am though. No idea what the correlation seems to be.
I saw the patch notes about rubberbanding being fixed but this is certainly not my case.
EU with 15ms ping. Mere running forward and spamming teleport or any other movement skill causes rubberbanding 100% of the time. I play HC only so teleport is a must. Just lost a lv 52 because of this issue.
I am talking about solo play as online character. In a group, it’s even worse. Something is seriously wrong with the netcode.