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Thread: Broken revision

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  1. #1

    Default Broken revision

    Of course you guys are aware that ss83 is broken to the point where it is unplayable. Roughly half of all armies, buildings, troop queues, etc. complete then hang. They just sit there for hours on end with a full progress bar, taking up rally space, locking up troops and heroes, preventing us from building, etc.

    Obviously, the server is failing to register events for these functions, or failing to dispatch them correctly.

    S.O.P. for a server malfunction of this magnitude is to pull the bad new code and restore the previous working revision while the engineers find, fix, and TEST the revised code before updating the server.

    Is this not a professional team we have here? Or is it just fun to look like a bunch of ameture idiots that don't have sense enough to restore the backup when the upgrade fails? It has been several weeks now.


    Does anyone here even care?

    Seriously, I have to assume you are unaware of the problem, so try this: Create an account and log on to ss83 and try to play the game. It might not be quiet as obvious in a startup account, so just get a rally and a barx going and try to play the game. You will soon discover it is an EXTREMELY unpleasant experience.

    Come on Evony, it is a simple thing to restore a functional revision.... At least do SOMETHING for a change.

    says:
    Don't teach pigs to sing, it wastes your time and irritates the pig...

  2. #2

    Default

    I have time to teach pigs to sing, watch:

    Obviously no one gives a f*#k. I doubt anyone even saw the post.

    HEY PINHEADS! YOUR GAME IS BROKEN!

    Funny thing, a friend complained to cust. service about it. Know what they said? "We are aware of the problem. And If you would stop complaining about it we could be working on it rather than responding to complaints."

    Hate to say it, but as long as you make your devs deal with customers or the cust. service idiots fix the servers, you will ALWAYS have problems.

    So now, people cannot port sometimes when they are being attacked, so they lose armies, cities, resources that they have spent years building up because the army that finished its mission an hour ago is stuck on the porch with a full blue progress bar and a timer that says 0:00, sometimes for hours.

    The problem is most people call it lag, but it is not. Lag affects everyone the same. this is a matter of you being lucky (when your victim can't port since his troops never come home) or unlucky, if you happen to be the victim.

    Please, listen carefully and try to understand: The game is not playable in this state. I know you don't want to have to pay an engineer to fix it, but it is beyond the ability of customer service. UNLESS: you just let them revert to the working revision from before the merge.

    And the simple fact that we both know the game was updated when the servers merged is enough to indicate that it was the cause of the problem.

    Since you cannot fix the game, restore it. They have monkeys smart enough to do that. If nothing else, get Dave to do it. He is smarter than a monkey if no one else here is.
    Last edited by schwackmaster; 12-01-2015 at 05:22 AM. Reason: typos
    says:
    Don't teach pigs to sing, it wastes your time and irritates the pig...

  3. #3
    Join Date
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    Default

    I sent in several of those complaints as bugs. Have heard not one word from them. Before the server merge, things were going fairly smooth. I think what it was is that the big accounts were not spending as much $$$ as the servers were probably down in players. So rather than leaving the ones who would want to merge by making a SS server and letting those wanting to move do so on their own. They forced every one on the merging servers and once again have caused havoc with the players, their armies, cities, and resources.

  4. #4
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    Default

    I mean, your first mistake was posting here assuming anyone who actually works for Evony has actively read this forum since 2013.

    Your second was assuming anyone cared about this game.

    The last mistake is assuming the only reason the game is broken is due to a new code introduction when it's more likely that the 24/7 botting and 40+ accounts per player is causing massive lag spikes at peak.

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  5. #5

    Default

    Every once in a while I like to visit the Frankly, I'm amazed anyone still plays this game, given the utter disdain Evony shows towards its customers.

  6. #6

    Default

    It is rather laughable actually. They broke the game and lack the expertise to fix it. I would explain why it is obviously a server problem and has nothing whatsoever to do with the amount of network traffic, but that would be like teaching pigs to sing, and while I sometimes like to irritate the pigs, I have no call to waste my time.

    We'll just point out the obvious: lag affects all accounts equally, and does not cause the game to malfunction. It may slow it down a bit, but the server still handles all traffic correctly when it gets around to it.

    This problem is nothing like that. The server processes the instruction correctly but then fails to either dispatch the event or respond to it when the time comes. This is Flash, it is event driven. A player sends a request to the server to initiate an action. The server processes the action and determines an end time, which it returns to the player. So far so good. The server then needs to add the event to the event queue to maintain temporal continuity in the game. Timing is a critical aspect of the game. It does this by registering an event to occur at a specific time and assigning an event listener to respond when the time comes and the event fires.

    The server responds correctly when the command is sent, then either fails to create the future event, fails to assign a listener to handle it or fails to handle it when it fires. The Flash engine is not broken, so we can assume that if the event is created it will fire correctly.

    The most common cause for something like this is usually a typo in the event listener. The server no doubt sets a listener, but the listener does not hear the event, or if it does, it fails to handle it correctly. It is a fairly simple task to trace the event through its course and see where it deviates. If it were client-side, I would do it myself.

    S.O.P. would be to pull the broken update and restore the known working revision while the engineers worked out the bug. That assumes an intelligent and somewhat concerned management team, which apparently counts this one out in both regards.

    If you really care that little, why not just shut the game down? At least then no one will know you killed the golden goose. They will chalk it up to a good business decision rather than laugh at the stupidity of the truth.
    says:
    Don't teach pigs to sing, it wastes your time and irritates the pig...

  7. #7
    Join Date
    May 2013
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    Default

    Quote Originally Posted by schwackmaster View Post
    It is rather laughable actually. They broke the game and lack the expertise to fix it. I would explain why it is obviously a server problem and has nothing whatsoever to do with the amount of network traffic, but that would be like teaching pigs to sing, and while I sometimes like to irritate the pigs, I have no call to waste my time.

    We'll just point out the obvious: lag affects all accounts equally, and does not cause the game to malfunction. It may slow it down a bit, but the server still handles all traffic correctly when it gets around to it.

    This problem is nothing like that. The server processes the instruction correctly but then fails to either dispatch the event or respond to it when the time comes. This is Flash, it is event driven. A player sends a request to the server to initiate an action. The server processes the action and determines an end time, which it returns to the player. So far so good. The server then needs to add the event to the event queue to maintain temporal continuity in the game. Timing is a critical aspect of the game. It does this by registering an event to occur at a specific time and assigning an event listener to respond when the time comes and the event fires.

    The server responds correctly when the command is sent, then either fails to create the future event, fails to assign a listener to handle it or fails to handle it when it fires. The Flash engine is not broken, so we can assume that if the event is created it will fire correctly.

    The most common cause for something like this is usually a typo in the event listener. The server no doubt sets a listener, but the listener does not hear the event, or if it does, it fails to handle it correctly. It is a fairly simple task to trace the event through its course and see where it deviates. If it were client-side, I would do it myself.

    S.O.P. would be to pull the broken update and restore the known working revision while the engineers worked out the bug. That assumes an intelligent and somewhat concerned management team, which apparently counts this one out in both regards.

    If you really care that little, why not just shut the game down? At least then no one will know you killed the golden goose. They will chalk it up to a good business decision rather than laugh at the stupidity of the truth.
    Why fix anything?
    EVERY player uses a bot. Every player uses a glitch at least one time per account per server.
    Every player uses more than one account per server.
    They still recieve a good chunk of money per server.
    Sellers still selling
    Glitchers still glitchin
    Cheaters still cheatin.
    The games been broken for a long time now. If it took you this long to figure it out, then you need to just quit evony completely because complaining does nothing better then waste everyone's time, which evony already wastes as it is.

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