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Crashing and Network Disconnects

Christopher-Outlaws!!

Approved user
Joined
Apr 15, 2016
Messages
296
[FONT=lucida sans unicode, lucida grande, sans-serif]Here we go again.[/FONT]

[FONT=lucida sans unicode, lucida grande, sans-serif]So over the past week or so I have been medal pushing in hopes of getting to that 2200 range and re-evaluating.[/FONT]

[FONT=lucida sans unicode, lucida grande, sans-serif]I understand that my input is somewhat long winded and is somewhat negative, but overall the intent is to help... and maybe end up with a job here.. still waiting Nexon.[/FONT]
  1. Hacking
    This is a simple query, I'm positive that with a day of insight I, or your db admin could formulate a query to run a simple verification check; ie. select the total amount of gold looted + the total amount of gold farmed + total amount earned from war complimented with selecting the number of a specific wall, right away you could shorten this list by selecting only players with lvl 11+ walls and work from there. That would provide at minimum a start on determining and turning off hacked bases... because doing nothing sends the message that it's okay; and we the players disagree.
    If there's a problem with DB Locking then transpose the DB, and then verify live after the queries have been run and simply turn off these accounts!
  2. DB Locking
    now this isn't so much a 'bug' by definition, it's a 'feature request'; any developer would concur. However the frustration based on design is extremely frustrating; I have heard of players having been scouted for upwards of 30 minutes and unable to play the game. So the monetary loss as a result of design should be measured and justify this modification. The DB locking on 'being scouted' should not have priority; and the query should not be allowed a lock on a players base. The player attempting to connect should have priority on his/her base! this would mean a few things:
    1. DB Impact would be minimized, let's be honest, we all tap that 'reload' button and hammer the database rather than trusting the game will reload in the 30 second period
    2. Network Impact - the hammering of these servers by means of 'reload' is measurable and does have a negative impact on the server load, and network load
  3. Apache Session Clearing / Memory Leaking
    [FONT=lucida sans unicode, lucida grande, sans-serif]Session Clearing, this one is more of a 'hunch' but the crash experienced by myself yesterday was a bit indicative of my session key being simply removed, causing the game to outright say 'You've got network problems', very accurate indeed. but not my network. This should be easily investigated by means of logging and escalated for resolution; and I am positive I'm not the only one who has experienced this.[/FONT]

    I'm not able to isolate which or both of these is happening, and quite likely it's both. My suggestion, get two developers dedicated to doing nothing but isolating and fixing the memory leak issues, I'm quite certain fixing this would allow for a few things to happen:
    1. Reduction in system requirements, whether through the optimization of code or simply by means of fixing the leaking the game would run smoother, and as a result the system requirements would be reduced, allowing for an increase in audience base and a direct increase in revenue.
    2. reduced system load, whether database or otherwise optimization of code does improve performance and reduce overhead
    3. Future development would be improved and less problems would exist; thus making the advancement of this already amazing game would become much simpler to build upon. a unification and documentation of code would mean more developers would easily understand and be able to integrate with the code! Point in case, 'retrain with the current Pirate event' would likely have been prevented.
  4. Defensive Donations
    Here's the latest discovery (suspect) and not verified. If you:
    1. Request Troops
    2. Log out of the game
    3. have troops donated
    4. get attacked
    5. log into the game
The defensive troops are not received until step 5. The expected result is that they are available and defend at step 3.

In any instance, as always I hope these suggestions maybe help and thank-you for reading!
Sincerely,
Christopher
Keep your sticks on the ice, and have a good time!!
Outlaws!!
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