Every day more and more people abandon ship.
It is not completely false, as I said we still had people disconnect but we managed to complete it with 11 ppl(we also had people constantly loggin in after they DC'D
Well that's a lie. No one has been able to complete it on Xbox EU, check the leaderboards. So no you didn't complete it.
Ihatenightblades wrote: »
ZOS_GinaBruno wrote: »
We don't have a timeframe for a fix, unfortunately. Our engineers are still collecting and digging into the data we have, and are trying to nail down exactly where and why the issue is occurring. It's a complicated issue, and not something we're taking lightly.
And yes, we are looking at all Trials, not just Vet MoL.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
Wait so we won't have a fix for anything for a entire month. What the hell so you can take our money for the next two month and not fix anything with the game this is just ridiculous now.ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have another small update for you on this issue. As we’ve touched on before, the live server testing we ran a couple weeks ago gave us some good leads. Our engineers have poured over the logs we got from that testing, and what we’ve found is that there is some drop-off happening with communication between the game client and server. To give everyone context, any time anything happens in the game – an ability goes off, a passive activates, a sound plays, a particle effect displays – there is communication between the client and server. When a communication drop happens, it can look like anything from a momentary lag spike to freezing to a full disconnect.
We are still working to identify where those communication drop-offs are happening and why. While the data we got from the live server testing was helpful, we need more. In order to do this, we need to implement additional game logging on the server. This will help us better capture what is happening when a communication disruption occurs between the client and the server (the scenario you all are running into in Trials right now.)
Implementing the additional game logging we need will require a new console patch, which is currently scheduled for the beginning of May. If we’re able to push the new console incremental patch earlier than that, we certainly will. We appreciate everyone who has helped us gather data about this issue – thank you. And thank you for your patience as we continue to work toward a full resolution.
Hey guys Black desert Online working on a console port for Xbox and PS4. Hopefully they will add a working MMO without horrid RNG.
Hey guys Black desert Online working on a console port for Xbox and PS4. Hopefully they will add a working MMO without horrid RNG.
Hahahahah
Oh you're serious? BDO is horrible in its RNG and how pay to win it is.