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Client OOS is too frequently problematic #58

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jwyly opened this issue Jun 21, 2015 · 0 comments
Open

Client OOS is too frequently problematic #58

jwyly opened this issue Jun 21, 2015 · 0 comments

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@jwyly
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jwyly commented Jun 21, 2015

Client-server OOS is very damaging to this strategy... often causing us to miss x00 levels for up to an hour at a time. We should aim to make this situation easier to recover from wherever possible.

Specifically, after big jumps we see a LOT of random wormhole spam that can't likely be attributed to the server queuing responses.
Anecdotally, by manually refreshing after a big warp I don't have this problem. Purely by comparing my WH count at the end of a boss and at the start of the next.

Also there seems be an inordinate amount of these happening right as we finish a x99 level. It seems usually a handful successfully go through (maybe the person who gets the killing blow on their client?) before the x00 level starts so we end up often going from x99 to x02 or x04. There also tends to be 10-1k wormholes used immediately after the jump... this seems too common to be purely coindicental considering how frequently it seems to happen.

Would suggest a few possible adjustments:

  1. Auto-refresh more frequently if we think we're on a x00 level, preventing OOS for long periods of time (maybe like 1 per minute or so?)
  2. Auto-refresh the first time we want to use a WH on a x00 level (this prevents the theoretical x99 case above)
  3. A wait or double check to ensure that we're actually on a x00 level before using a WH (the first time per x00 level, then periodically to help with OOS)
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