Im still trying even to get into the game since the update its just telling me state=WaitingForConnection failCount=x
Servers are currently offline again, down time was anticipated to be 30 minutes, so try again in half an hourIm still trying even to get into the game since the update its just telling me state=WaitingForConnection failCount=x
Ah ok, I thought I read somewhere that it came without any Tritium. So why are all these people leaving their FCs in the source system blocking others from buying? I mean, I guess it doesn't matter with all of the bugs/glitches, but still.
There seems to be a double (rather than triple) LTD Hotspot at Borann now. Is that worth using? Have never done LTD mining so this will be my first foray. Or is the hunt on for a new Triple Hotspot?
Ok, before replying to the rest, let me just say that I've re-read the post I was replying to, and I'd taken it as them saying that the rollback should happen. It's the decision making on that that I was commenting on, not the concept or principle of having rollback plans.good, since gp seems to have some experience in deploys, unlike you. let's see: first of all, consider that any such update has the following requirements in descending order of priority:
also, some systems do hot deploys which reduce downtime to zero. this is cool but requires a very sophisticated process and is sometimes not possible, and anyway the integrity of the system and its continuing operation is far more important than a short downtime. this is why in most cases a downtime is due, and in any case there must be a contingency plan in place to restore the system to the previous working state if the update cannot go through as planned for whatever reason.
- not to corrupt existing data
- not to disrupt crucial services
- reduce the downtime to a minimun
now let's analyze what you consider flaws in his assertion:
this one has no relation whatsoever with the issue.
correct. this is simply the cost of a failed update. how is it a flaw in his assertion? note that a short downtime is always less important than loss of integrity. so if an update fails you have to reverse it, delay it and wait. that's what backups are for.
that's the provider violating requirements #1 and #2 for the sake of 3#. technically, that's not a failed update, that's a completely arxed up one which failed to preserve integrity on all levels. may be fixable (maybe not) but likely at a huge cost of effort, time and user disruption.
these are just speculation and subjective opinions that are completely beside the point gp is making. he did clearly allude to a point where the update is deemed not successful. that's a complex decision neither he nor you get to make, and neither will i. although we're all entitled to our opinions! you might disagree but that still doesn't make your disagreement a flaw in gp's assertion. i've had a quick glance over the failures and it's pretty impressive for my standards (even for frontier standards) and could merit a rollback but, again, that's just my opinion. however, you saying "hey, it will just go away with a few patches and waiting for server warm up" doesn't really float ... in a professional sense.
well, this comes down to work ethics. it's admittedly a bad situation, very bad, a typical arxe up. granted, it's not the same to stall a business, a hospital, a national election or a game. the response will vary with the perceived importance, possible consequences and the resources available. but note that this is already beyond the point of admissible failure, where every due process has failed. yes, it is not uncommon for tech professionals to be sleep deprived on these occasions. comes with the job and, if these occasions are anything but very rare exceptions, it's time to look for another job.
look, it's not really rocket science. you simply:
1. test the new version in parallel in an environment as similar as possible to production.
2. you back up, and close shop
3. you swap versions and test live internally
4. if all goes well you have succeeded, you open the gates for users and keep the back up handy just in case
5. if not, and if you can't fix it immediately, you restore to previous state and reschedule
it's just that frontier either doesn't know and observe this basic professional behavior that would be expected from any serious software developer, or doesn't give a damn about ... you, the customer. you filthy gamer you! if you're fine with that, that's perfect (i guess), but trying to lecture people who do have a background in these procedures with your ignorance is just ... embarrassing.
Or there are differences between the QA environment and the live environment which mean that some issues don’t occur when testing. (Which IMHO is the most likely scenario, certainly more likely then them never even firing things up on some of the supported platforms.)
Big question in that case is are those differences addressable in practicality.
Also if not, then what can be done? (Will come back to this.)
Another factor involved may be the co-location if all testers.
In terms of solutions, if it was all just client side stuff, wouldn’t be too bad, but the server changes complicate things.
My suggestion would be to follow a process along these lines:
Prelim:
1. Identify general external test needs, inc platforms, key OS’s, hardware types, internet bandwidth, geographical region, etc.
2. Identify/confirm/engage external testers (potentially players)
3. Agree Test Plan, responsibilities and schedule.
Main:
1. Complete final internal testing (inc go/no-go decision, and packaging.
2. Commence server upgrade.
3. Release client package to External Testers.
4. Notify External Testers when server upgrade complete, and commence external testing.
5. External testers complete external testing and submit results.
6. Internal review of results and go/no-go decisions.
Testing passes & go decision:
1. Final prep for huge load on servers.
2. Prep comms on any known issues that have been accepted internally.
2. Comms to players that the client upgrade is ready to download inc notification of any known issues.
3. Release client package to all customers.
Immediately post release:
1. Monitor server load, deal with server side issues etc.
2. Troubleshoot any new player issues.
Fully post-release:
1. Review, inc. was the right decision made with regard to any accepted issues, were there issues that weren’t picked up by the external testers but which occurred in the full release and if so what the causes were and future mitigation, etc.
2. General lessons learnt and update of strategy for future releases.
In terms of negative impact, I reckon it would cause a fair bit of delay on launch day on the first attempt, dropping to adding around an hour to downtime on launch day after a few goes and refinement of the process.
Having said all that, I don’t know that FD don’t already do something similar.
I obviously haven’t covered risk management and approach in the event of critical issues and/or a no-go decision, but that’s enough for now.
Also apologies to anyone reading for who the level of detail is too high or too low - it’s an unknown/mixed audience, so I’ve gone for a middle-ish level.
It absolutely does have a relation to the matter of whether to rollback or not. Tolerance of downtime vs tolerance of issues is a key factor in the decision.this one has no relation whatsoever with the issue.
Sure, if the update has failed, roll it back. But what's the criteria for declaring it failed? Game being universally inaccessible would be one, but the game itself is generally accessible, and the level of issues in actually connecting and logging in seem to be a lot lower (based purely on forum posts) than on a normal patch day. So as it has not absolutely failed, it's not an 'absolutely must rollback' scenario, it's a weighing up of different options. Hence the point above about tolerance of downtime.correct. this is simply the cost of a failed update. how is it a flaw in his assertion? note that a short downtime is always less important than loss of integrity. so if an update fails you have to reverse it, delay it and wait. that's what backups are for.
Well strictly speaking those criteria:that's the provider violating requirements #1 and #2 for the sake of 3#. technically, that's not a failed update, that's a completely arxed up one which failed to preserve integrity on all levels. may be fixable (maybe not) but likely at a huge cost of effort, time and user disruption.
While solid guiding principles, are not absolutes written in stone, and can be changed at discretion according to specific contextual priorities. I'm sure from what you've said that you already know that so I'm just making the point, as it's heavily related to the decision making as to whether to rollback or not. Anyway, by my evaluation:
- not to corrupt existing data
- not to disrupt crucial services
- reduce the downtime to a minimun
Well, as per first line of the reply, I may have misunderstood the post as being an argument that the rollback decision should be made, as opposed to a post saying that rollbacks plan should be standard.these are just speculation and subjective opinions that are completely beside the point gp is making. he did clearly allude to a point where the update is deemed not successful. that's a complex decision neither he nor you get to make, and neither will i. although we're all entitled to our opinions! you might disagree but that still doesn't make your disagreement a flaw in gp's assertion. i've had a quick glance over the failures and it's pretty impressive for my standards (even for frontier standards) and could merit a rollback but, again, that's just my opinion. however, you saying "hey, it will just go away with a few patches and waiting for server warm up" doesn't really float ... in a professional sense.
It's not really that bad a situation is it though. It's a game. That doesn't mean it couldn't all be done a lot better, but is it really that bad? Even if it is, it's still a matter of optimum path to resolution, and there's good reasons to say that 'no sleep for devs until everything is fixed' is not that optimum path.well, this comes down to work ethics. it's admittedly a bad situation, very bad, a typical arxe up. granted, it's not the same to stall a business, a hospital, a national election or a game. the response will vary with the perceived importance, possible consequences and the resources available. but note that this is already beyond the point of admissible failure, where every due process has failed. yes, it is not uncommon for tech professionals to be sleep deprived on these occasions. comes with the job and, if these occasions are anything but very rare exceptions, it's time to look for another job.
Or there is some systemic issue that means that things still go wrong despite doing all that. Some factors:1. test the new version in parallel in an environment as similar as possible to production.
2. you back up, and close shop
3. you swap versions and test live internally
4. if all goes well you have succeeded, you open the gates for users and keep the back up handy just in case
5. if not, and if you can't fix it immediately, you restore to previous state and reschedule
it's just that frontier either doesn't know and observe this basic professional behavior that would be expected from any serious software developer, or doesn't give a damn about ... you, the customer. you filthy gamer you! if you're fine with that, that's perfect (i guess),
Not sure if this has been reported yet.
Seems as though your selected target changes when you jump into supercruise or if you get interdicted (drop out of supercruise). For example, you come out of a station and select another location in the system. Jumping to supercruise it selects a different location and you have to change it back.
It does always seem to be another carrier that's selectedYeah I've had this a few times this afternoon. I put it down to the vast amount of fleet carriers in the same system, (Cupinook).
Hi everyone! Just to let you know, the maintenance finished a little sooner than expected and the game should be back online.
I found out why my game was waitingforconnection since yesterday.. the explanation.. I went into my network setings and for some reason my network adapter was set to hamachi and not to ethernet.. Like tha f*ck how could that happend..now its working just fine..Im still trying even to get into the game since the update its just telling me state=WaitingForConnection failCount=x