Guild chat also breaks if you make a note on your guild profile. Rather annoying when you're using it to inform people that you've completed Isle of pirates and it then prevents you from talking to them.
Guild chat also breaks if you make a note on your guild profile. Rather annoying when you're using it to inform people that you've completed Isle of pirates and it then prevents you from talking to them.
We love our new CM.
Newfoundland: 20th November 2011 to 25th November 2014. RIP
It was good while it lasted.
a goldmine is being build, why is the building queue saying it's a wheat field ??
chat completely disapeared, no tabs, nothing
connection problem ?
Was that present after a refresh?
I'm more than likely working right now.
the second was after a refresh and was gone after another refresh, the first not and happens more.
I'm not sure there is enough LOL in the world for that.
Since when did a browser based game require more bandwidth than a 75mb broadband connection and a faster ping than 40-60? I have that and while I can play pretty much any game on steam in multiplayer with little to no lag (depending on hosting arrangements) yet I suffer enough lag to have bugs happen on a daily basis
Does not compute.
Guys, if things are reproducable, it's never ever a bandwidth issue.this is no matter of bandwidth or whatsover. This is simply the result of programming code which does not handle locking issues correctly.
See also http://forum.thesettlersonline.com/t...our-glass-quot
Yes i agree
just hope it will be fixed soon
This is your opinion, unless you have direct access to the code and are able to point out where the problem is, your only at best making a educated guess based your experience. My experience tells me there's a chance that a server side hardware fault but not necessarily with the servers which needs to be ruled out. As for the build goldmine but show wheat field construction can we rule out a bit getting flipped enroute between server and client ? If that is the case then the problem lies somewhere on the net between player and BB. In a game I used to play the UK players found that if the routing between them and the server (which was in the UK) went via a certain european town it would cause problems if they was signed up with one particular ISP. Player, game developer and ISP where not to blame in that case, it was just bad luck that when you logged in the connection was established by a particular route, the only solution was to keep relogging until traceroute showed you was not being routed via that particular town.
I don't think it's just my opinion, unless I'm not understanding my job for years now...
I share EternalPink's opinion when it comes to bandwidth or hardware; I'm neither ever experiencing performance problems, except when playing Settlers.
Seems impossible to me, since Settlers is typical a game that can't be consuming a lot. It's a static game, mainly requiring millions of database records to be created and updated. This is 90% of correct programming, 8% of applying the database principles which are most appropriate to your needs and only 2% hardware.
Therefore I can't believe that hardware faults are the biggest problem. Such would not result in problems that reproduce this easily. With all I know about performance tuning, I am 100% convinced that the major part of the lags is caused by database locking issues.
Database locking is very often experienced by all users, which can explain that the performance problems seem to have a random behavior often.
Of course, there might be some small hardware problems too, but my experience is that optimizing program code reduces hardware needs and often results in the conclusion that there's nothing wrong with the hardware at all.
But, of course; the development teams may feel free to show me their program code to prove differently![]()
Last edited by MrBranch; 12.06.13 at 19:35.