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The 4.0 Battle Refactor and You!

G

Guest

Guest
With 4.0, we updated DomiNations’ battle system to improve the player experience for those who crash or have unreliable internet connections during battles, as well as to combat against players who “Force Quit” from a battle to avoid losing Medals. Overall the implementation in 4.0 helped resolve these issues, however it did cause some new issues for a subset of players. I want to explain how the updated system works in order to resolve some of the confusion.

During a multiplayer or World War battle, as you drop troops, use tactics, and earn stars and other battle actions, DomiNations incrementally logs your progress and records it to the game’s servers. If you experience a connection error or the game crashes, the battle records will stop right at that point and the log of any earned stars, loot, and troops unused/lost will be reflected through that point in the battle. If it’s a connection slowdown or blip in your internet connectivity, the game tries to continue to log the progress of the battle to the server, but will display a rotating circle, what we call a Yellow Network Connection Spinner, in the middle of your screen.

Battles will continue during a Yellow Network Connection Spinner and the game will try to reconnect to the servers. If the game catches up and reconnects, the server will log the battle’s progress, the Yellow Network Connection Spinner will disappear, and the battle will progress normally. However if the game is unable to re-establish a connection to the server, any progress made after the Yellow Network Connection Spinner appeared might not be logged to the game server. If that happens, what you might see in the Battle Results screen might not be what you’ll see in your Attack/Defense logs and replays since the server wasn’t able to record and validate those results.

We explored options to improve this particular scenario, and have come up with a solution. With our next update we are adding a “Sending Battle Results” screen for battles that haven’t fully recorded to the server. Players can wait on that screen to help ensure that the battle completely syncs to the server. The Sending Battle Result screen looks like this:

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There is a time limit of up to 2 minutes to wait on this screen while the game tries to correctly log the battle. If the game waits beyond two minutes, a network error is triggered and the battle will only have logged up until the last communication with the server when reviewing in Attack/Defense logs or replays. If the game establishes a connection and is able to record the results to the server, the Battle Results screen appears as normal.

We appreciate all the comments and feedback that you have provided us regarding this issue. We'll continue to listen and work to improve upon this feature.
 
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Magnifico

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Oct 3, 2015
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If it’s a connection slowdown or blip in your internet connectivity, the game tries to continue to log the progress of the battle to the server, but will display a rotating circle, what we call a Yellow Network Connection Spinner, in the middle of your screen.

I'm glad to hear you guys are working on this. But the main problem I have been having is in battles where the game just suddenly tells me there is no network connection and then crashes without any sign of the Yellow Network Connection Spinner first. Will the fix you describe here address this problem at all? In other words, are you doing anything about battle crashes that are NOT "a connection slowdown or blip" in MY internet connectivity.
 

Yellowmar

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Jul 13, 2015
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Would having the the player battle interactions recorded on the player device be better than having a continuous feed back to the server? The battle data can be synchronize back to the server at the end of battle or in the case the player FQ or crashed during log in. After sucessful synchronisation the data can be removed from the device. The data stored on the device can be encrypted to stop hacking. The only problem with this solution it does not allow live shared replays which i heard exist in other games. But the propose solution will not do this also.
 

GailWho

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Jun 26, 2015
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Thank you @serephine and the Nexon team for addressing our concerns and informing us of your solution. Hopefully this will help the situation.
 

Ravenlord

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Aug 23, 2015
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1,406
While I appreciate Nexon is working to improve the game, from I can see this seems merely a new notification of impending ''doom'' - something that is telling us what we already know when we see the dreaded spinner. We're all aware that the game only records information from the last stable connection - like a Windows ''last restore point''.

Fixing the previous force quit exploit was a good thing but does this ''Sending Battle Results ..... '' screen do anything to improve the connection issues? That's the real problem - but I'm guessing that connection issues will always be out of Nexon's control ..... ??!

If this new screen is an implementation that'll actively help improve connections or re-establish connections then I'm all for it.
 

Azack.Gaming

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Jan 2, 2016
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Thank you for the update, Seraphine.

Yellow Network Connection Spinner

Someone coined the term 'spinning wheel of death' a while back. I'll stick to that. That's way more catchier than 'network connection spinner'.

I foresee this might reduce the number of tickets opened regarding lost connections during battle, since more players, who aren't on the forums, would know what the spinning wheel of death actually means. Which is wonderful news - more time for the GMs to fix actual connection issues instead of repeating themselves over and over to players that they "are looking into it".
 
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IzEagle

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Jun 22, 2015
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136
Although this is good feature but it potentially open a gate for hackers! 2 min is not a short time for a hacking code to change the battle data even if there was some encryption there. I hope your enginers deal it consciously.
 

john99

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Oct 20, 2015
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133
If this extra 2 mins fixes the Network Errors from "Your" Server side than good. Otherwise please don't waste our Training Blessing time. Please stop blaming us for Network disconnection and try to upgrade and fix your Server which looses connection. We always played this game in stable connection and before last update there was no issues in this game.So please upgrade your Servers and till then Announce your game Version 4.0 as beta testing version which is totally unstable.
 
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Nathan Win

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Apr 13, 2015
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Thanks for the update and a temporary fix. Hopefully, you guys can improve your servers connection so it can sync with our devices better. Btw, at my alliance we call the yellow spinner, the Circle of Death = COD.
 

Max_imus

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Jan 27, 2016
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453
This should help in some cases,but I think there are more serious mistakes than this.
E.g we again experienced during the WW that the game didnt count stars properly.Two guys of our alliance won 4 and 3 stars (they saw it after the battle in the log) and then on the War map it showed 2 and 1 star and with totally different percentage.
Its not a one time problem neither because I read about it here on forum.
 

Ravenlord

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Aug 23, 2015
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Seraphine - is this ''solution'', as you stated, a new screen purely to warn us of a connection issue or ''slowdown'' - or is there something working in the background, actively trying to improve or re-establish the connection??
 

Yellowmar

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Jul 13, 2015
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I think it gives you an extra 2 minutes before kicking you out and recording the results based on the last sync.
 

S_How

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Oct 22, 2015
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On paper this sounds good. I hope it works. However as almost everyone has stated, it really appears to be server problems on nexon's side. And will only solve for the spinning wheel reduced stars, not the network connection complete crash with error. Did the battle refactor changes significantly change the amount of data being passed back and forth to the point where it has caused these problems?

Anyhow, I'll reserve judgement until we can see the fix in action. But, I will say thank you for updating the community on this critical problem, that is a big help and I'm going to go tell our whole team!
 

Prodigal Clint

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Apr 17, 2016
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129
Thank you very much for the update on what's been happening and the plans Nexon has moving forward. I can't tell you how appreciated it is to have some information and a "light at the end of the tunnel" to pass on to those players who have been decimated by this issue.

While I share some of the others concerns that's have already been stated, in that this appears to be a temporary solution rather than a fix to the root problem, I'm coming away from this taking it as a huge Win!

1. We've been provided an update with specifics that finally takes ownership of this problem which is a massively huge step.

2. A working solution has been developed that will hopefully alleviate the scoring discrepancies while the over-arching problem continues to be addressed. This will help massively with player frustration in the meantime.

So thank you again Seraphine and @Nexon for listening and communicating with your loyal gaming community.
 

john99

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Oct 20, 2015
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Thanks, worked very hard to find the image and crop it,lol.
 

Trotuar

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Jan 31, 2016
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Another workaround. You still not go for a real fix, battle on the server side. In fact the same code running on client and server but server being the real master. No solution for hackers. You are cutting your own money revenue with these "solutions". Fire please the technical leader, he is simply incompetent.
 

GoldDS

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Mar 6, 2016
Messages
88
Workarounds for a growing unacceptable and ridiculous server instability. This crap won't help against these freaking servers that keep on disconnecting and presenting the network connection error...worldwars get loosed and medals lost forever...great Nexon noobs
 
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