Fleet carrier jump timer.

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They in fact did, the post I linked is from U11 where exactly the same thing happened. And it has happened after pretty much every update you listed. And sometimes during popular CGs to a lesser extent.

I get that servers can have certain problems after certain updates, I just don't believe that the main reason why it's happening is the mass formation psychosis of people obsessed with jumping their carriers around after some updates, but not others.

And it definitely did not happen after every single update, at least not to this extent. It was literally the first time I could see a 1:30:00 estimated carrier departure time figure out of the thousands of carrier jumps I requested so far. :)
 
I get that servers can have certain problems after certain updates, I just don't believe that the main reason why it's happening is the mass formation psychosis of people obsessed with jumping their carriers around after some updates, but not others.

And it definitely did not happen after every single update, at least not to this extent. It was literally the first time I could see a 1:30:00 estimated carrier departure time figure out of the thousands of carrier jumps I requested so far. :)
You just don't jump enough. If you would jump 5 times per evening then you could catch it. Or jump to fresh mentioned in galnet system right after restart.
 
You just don't jump enough. If you would jump 5 times per evening then you could catch it. Or jump to fresh mentioned in galnet system right after restart.

Define "enough".

I tend to jump at least once per play session. Sometimes more. You mean that this jump frequency was not high enough to see a 2 hour jump timer figure after, for example, U15, but somehow it was perfectly enough after U16?

And it's not just me. Many people had the same problem while they were trying to arrive at wingfight events in time yesterday and the day before that, unlike similar events after other updates.
 
What do you want to hear? Jump timers go up after updates, and it lasts up to 48 hours. What else is there to say? Frontier caved to the moaners and reduced the jump timers as far as they said they could and warned us that there is the possibility of issues and instabilities at certain times. That's a fact, no whataboutisms will change that.
 
Define "enough".

I tend to jump at least once per play session. Sometimes more. You mean that this jump frequency was not high enough to see a 2 hour jump timer figure after, for example, U15, but somehow it was perfectly enough after U16?

And it's not just me. Many people had the same problem while they were trying to arrive at wingfight events in time yesterday and the day before that, unlike similar events after other updates.
Of course it's not just you, it even affects people on the other side of the galaxy out in the black. All Fleet Carriers are on a single dedicated transaction server, you aren't jumping a ship, you're moving a space stations worth of assets. There is always a queue, not just during updates.

But the sequence of events you're describing, is not being able to jump while:
A)An update has just dropped
B)Theres a <redacted> to go see
C)And apparently there was some community wingfight happening at the same time, adding even more stress to the single carrier transaction server
 
Well my guess is with the so called "invasion" clearly being handleable by a handful of dedicated xeno dermotologists, other people don't feel the need to hang about and want to go elsewhere.
 
I am wondering if the timer is not reducing after the load goes down due to a borked update, I've sat and watched it today go up and up constantly from 15 minutes after the maintenance to now almost 1 and a half hours.

We will see if after the next tick tomorrow if the timer starts to go down again or it gets stuck at 2 hours or even 'unable to jump, no time slots left' permanently until the servers reboot again.
 
ive had an hour long jump timer once right after the update dropped. which i very smartly cancelled and couldnt schedule new one. waited for next day and every jump since was normal.
arent you perhaps trying too often or something like that?
 
I tried yesterday and had an hour, cancelled it. Today, I tried 4 hours ago and had another hour timer, cancelled it. Just tried again and get this:
1691089559158.png


Something is busted.
 
Tried a few times tonight 11pm UK time and every jump is either failed, or going to take over an hour.

View attachment 363176
11pm UK is the beginning of peak US playtime, you are hitting the queue.
I made 3 Carrier jumps last night, the first was 25 minutes(11pm CST), the second was 15 minutes(1am CST), and the third was an hour and 5 minutes(4am CST).
 
It should be instant and then you wait on a timer after your jump completed. FDEV working backwards compared to most space titles..........
And how is that going to work if everybody schedules a jump at the same time?
It's like saying anybody should be able to push their way to the front of the queue as long as they go and stand at the back of the line after they've been served - completely misses the point of having a queue at all (the hard limit on the number of people that can be processed simultaneously).
 
A)An update has just dropped
Which usually means new bugs.
B)Theres a <redacted> to go see
<Redacted> things were introduced with other updates as well, like the one that brought Glaives, without similar carrier jump problems.
C)And apparently there was some community wingfight happening at the same time, adding even more stress to the single carrier transaction server
That was like a dozen people jumping their carriers to some non-<redacted>-related place in the time span of serveral hours. Surely a huge stress. :)
 
Which usually means new bugs.

<Redacted> things were introduced with other updates as well, like the one that brought Glaives, without similar carrier jump problems.

That was like a dozen people jumping their carriers to some non-<redacted>-related place in the time span of serveral hours. Surely a huge stress. :)
Those dozen people weren't the only people jumping at that time.
Before U15, everyone knew the content would be in the Maelstroms, so pretty much everyone was already in position with their carrier before the update even dropped. And I was getting 30-45 minute jump timers during the Titan Tissue Sampling CG literally every night.
Regardless, it is not a bug, and no amount of you refusing to accept reality will change that.

Oh, and luckily for me, I play off peak times. And I still got 23 minutes.
carrierjump.jpg
 

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And how is that going to work if everybody schedules a jump at the same time?
It's like saying anybody should be able to push their way to the front of the queue as long as they go and stand at the back of the line after they've been served - completely misses the point of having a queue at all (the hard limit on the number of people that can be processed simultaneously).
Imagine for a moment where development efficiency and productivity was bought and paid for and we get a real live service title. Not peer to peer networking. Imagine that and not keep your mind in the realm of what is current. There's technologies out there where companie(s) are pushing 10k players in a single instance fighting each other. It is possible to "jump" within minutes. The cobra engine is so old at this point and hasn't been through hardly any revisions since inception. Its certainly limiting the FDev team that is working "maintenance mode" right now on elite. Its all they can do on the budget their provided =/
 
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