I ran into something odd after today's (August 7) patch.
All I've been doing post-crafting fiasco is logging in my 50s once per day in dyson sphere space and cycling my r&d missions (the 20 hour ones) and collecting and kicking off new DOFF missions. I have seven 50s so I try to do this as quickly as possible (since that is all I'm doing in STO until the expansion).
Post-patch (today) it is taking a looOoOooooOooong time to get my completed DOFF missions into the 'completed' tab so I can collect the rewards (or acknowledge the report). I'm assuming this is part of the fix they did for the 'never ending' DOFF mission bug? I timed a few of my 50s today to see how long it would take to get all completed DOFF missions to show up on the 'completed' tab. I started the timer when I got control of my ship/captain and stopped the time when the last completed DOFF mission appeared on the 'completed' tab:
1 minutes 15 secs to get 15 DOFF missions
1 minute 25 seconds to get 18 DOFF missions
1 minute 6 seconds to get 12 DOFF missions
I'm hoping it was post update lag because i had to sit there and wait while everything completed when i logged in during lunch i didn't time it exactly but it was long enough i played minecraft while i wated for a dozen doff missions and my RnD projects to complete, something in the range of 15-30 secconds per project
I never had the negative time bug.
Now I have to wait for my assignments to filter through some tiny little sieve when I log in. It is kinda annoying and I am almost in favor of them reverting the change.
Got the same thing, plus my first encounter with lag and rubberbanding in ages. Took forever to DOFF.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." — Lazarus Long --->Get the Forums Enhancement Extension!
Had the same negative time bug issue, they all completed on their own eventually... and the In Progress Tab is still not in order of time remaining :mad:
I'm also seeing it. It's taking each assignment several seconds to complete after I log in. With 20 assignments completing, plus R&D, that's over a minute, just waiting for assignments to complete and for me to dismiss them.
I am having the same issue. Takes 3 seconds or so for each mission to register as completed which means a long wait for 20+ missions for each toon. And I have the negative time bug. Very annoying.
My doff missions and R&D were working FINE before the last patch. Now that they 'fixed' it, it sucks and takes 2-3 minutes to complete a full batch of missions. Thanks Cryptic! :mad:
It's like having a car window that won't roll down... so Cryptic puts a rock through it; "See now you can get some fresh air!" Freaking incompetents! :mad:
Sometimes I think I play STO just to have something to complain about on the forums.
I'm guessing this is something that everyone is experiencing. I understand that Cryptic this is due to "negative completion time" issues people have had in the past and the missions would simply be stuck and eventually clear up. I guess this is their solution to force missions with negative to be completed.
I deal with it by simply focusing on doing other things for a minute or two before checking on my Doff missions...
same issue, all DOff and crafting missions now even more tedious while I wait for completed missions (some over a day completed) finish finishing... wtf
Yes it really is annoying. I have 30 toons all trying to complete 15-20 missions each. The finishing timers for crafting also share those timers. Would love the good old completion method behind the scenes. Perhaps the devs are having an issue fixing it becouse the timers are shared. I don't see them trying to slow down dilithium production without good reason.
[SIGPIC][/SIGPIC]
I was Klingon before Klingon was cool.
It's not just STO. The same has happened to the crafting system in Neverwinter.
Maybe it's an intentional change because freshly logged-in characters requesting all of their assignment data at once put too much strain on the servers.
Then again, i can't see how database queries that should be pretty straightforward could put any modern server under strain...
The shared timers might be an explanation. STO's crafting System is essentially a modified Version of Neverwinter's, just like the modular kits are a modified version of the socketed items in Neverwinter. So if Neverwinter had this problem already, copying the code just caused the issue to be carried over to STO's R&D and then spread to the Doff system due to the shared timers.
Also I click on say engineering school but the UI doesn't refresh so I end up putting a project in say beams. I can't cancel so I either have to let it roll a day, spend dil, or be very slow and have to double check what I'm okaying which I didn't have to do before.
It's not just STO. The same has happened to the crafting system in Neverwinter.
Maybe it's an intentional change because freshly logged-in characters requesting all of their assignment data at once put too much strain on the servers.
Then again, i can't see how database queries that should be pretty straightforward could put any modern server under strain...
The shared timers might be an explanation. STO's crafting System is essentially a modified Version of Neverwinter's, just like the modular kits are a modified version of the socketed items in Neverwinter. So if Neverwinter had this problem already, copying the code just caused the issue to be carried over to STO's R&D and then spread to the Doff system due to the shared timers.
See borticus's post and my reply to it. There are plenty of ways to write bad code that will put a strain on the servers.
Without this delay, we found that having a single player container load the completion data for as many as 30 or so different Assignments (including R&D) put a noteworthy strain on the map they were loaded into. If you had multiple players doing this at the same time, that load became concerning very quickly.
I don't think it was just players logging into a populated map, say Earth Spacedock, and collected their completed duty officer assignments. It's also the players on the same map completing short R&D assignments, short five minute assignments to craft Mk II equipment as well as shorter assignments crafting the many components needed for crafting equipment.
So a bunch of players crowded around the Exchanges in hubs, because they need specific crafting materials, completing many short R&D assignments (even shorter if they use refined dilithium to instantly complete them), in addition to players logging into these already highly populated areas and collecting their duty officer assignments, compounded the load.
At least someone at Cryptic did something to help. Duty officer assignments now take roughly a third of the time it took to complete prior to the patch. Perhaps Cryptic should improve server capacity if the servers can't handle the load of all these R&D assignments completing on the same map.
Comments
Rather annoying tbh.
Now I have to wait for my assignments to filter through some tiny little sieve when I log in. It is kinda annoying and I am almost in favor of them reverting the change.
It's like having a car window that won't roll down... so Cryptic puts a rock through it; "See now you can get some fresh air!" Freaking incompetents! :mad:
Patch took something that was an annoyance to a few players and made it an annoyance to ALL of us.
...#LLAP...
I deal with it by simply focusing on doing other things for a minute or two before checking on my Doff missions...
(crypticfrost, can this item get tracked, please? Thank you.)
The doors, Mister Scott!
I was Klingon before Klingon was cool.
Maybe it's an intentional change because freshly logged-in characters requesting all of their assignment data at once put too much strain on the servers.
Then again, i can't see how database queries that should be pretty straightforward could put any modern server under strain...
The shared timers might be an explanation. STO's crafting System is essentially a modified Version of Neverwinter's, just like the modular kits are a modified version of the socketed items in Neverwinter. So if Neverwinter had this problem already, copying the code just caused the issue to be carried over to STO's R&D and then spread to the Doff system due to the shared timers.
I was Klingon before Klingon was cool.
Also I click on say engineering school but the UI doesn't refresh so I end up putting a project in say beams. I can't cancel so I either have to let it roll a day, spend dil, or be very slow and have to double check what I'm okaying which I didn't have to do before.
I was Klingon before Klingon was cool.
See borticus's post and my reply to it. There are plenty of ways to write bad code that will put a strain on the servers.
Quoting part of Borticus' post:
I don't think it was just players logging into a populated map, say Earth Spacedock, and collected their completed duty officer assignments. It's also the players on the same map completing short R&D assignments, short five minute assignments to craft Mk II equipment as well as shorter assignments crafting the many components needed for crafting equipment.
So a bunch of players crowded around the Exchanges in hubs, because they need specific crafting materials, completing many short R&D assignments (even shorter if they use refined dilithium to instantly complete them), in addition to players logging into these already highly populated areas and collecting their duty officer assignments, compounded the load.
At least someone at Cryptic did something to help. Duty officer assignments now take roughly a third of the time it took to complete prior to the patch. Perhaps Cryptic should improve server capacity if the servers can't handle the load of all these R&D assignments completing on the same map.