Get your pitchforks out, or get what you deserve

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Voted. But, don't we know why this is?.. the merging of the Odyssey & Horizon BGS data.
Apparently correct. But that doesn't mean they can't / shouldn't try and find a better / quicker / more efficient way of doing the sync.
 
Yes, please. Smash that vote button. It's not healthy having to keep an eye on what's taking so long that it's seeming to be two ticks.
 
it's seeming to be two ticks.
to some extends it is. differently to previous situation, actions after the "state"-tick (conflict count, states ending etc) are accounted in the (two?) influence ticks afterwards.

previously as @Dommarraa pointed out elsewhere, remembering dave stotts old aws presentation, actions while tick is calculated had been moved to a bucket.

exampel:
  • an election ends at state tick. no influence or asset changes in system, but the election is called to have ended in station news.
  • you redeem bounties.
  • the later influence tick(s) calculates the bounty redeem in with all other movements in system.

in previous versions that would not have been the case, bounty redeems would have counted for the next tick.
 
The tick takes so long now because it has to mash two servers of BGS into one. We will probably not see it fixed until the console launch when we're back to one server.
while i share your timeline assessment, i fail to see why that is.

there has always been a slight delay between state tick and influence update, but not several hours as it is now. sure, odyssey has added thousands of places/ways to affect that, but for sure there isn't that much more of activity.

even if the problem is to collect and calculate the effects between two servers, i fail to see why that should take hours.

to me it looks as if the bgs collecting algorythm currently visits all systems three or four times, and calculates with the calculated result of the previous visit. the increased time would than be mostly down to the kick-off times of its visits, not because the calculation itself gets longer or is more complicated.

the whole cycle was less than an hour before odyssey update, and should now take up to 8 hours, because ... 2 servers?

anyway, even if that is the only solution right now until console or so, i think i would like fdev to simply state what to expect, and how the process is supposed to work, so we can at least work around it.

something like:
  • first tick happens, state updates visible via station news. every action from here can still count into new influences
  • 2 hours later: influence update by one of the client specific servers. assets change hands, new active states go live for all clients, but influence calculation is still partial, and no states go pending.
  • 6 hours later: second influence calculation, now merging activities from both clients, influence depending states go pending.

while that would be a serious step back from the situation pre odyssey, it would allow me to at least manage expectations (and spot inconsistencies).

as it is now, it feels to me as trying to make sense of something, which might work somehow or simply is a bug. and that is surely not necessary.
 
I can confirm similar sightings. We've seen systems "double tick" in terms of influence a bunch of times since Odyssey release.
Our observations are, around the "tick time" only conflicts update. Then the influence values change up to 2 times within the next 6 hours, and the non-conflict states will update on one of those influence updates (we've seen it happen on both, but always only 1 state change per day, as it should be).

BGS has become quite frustrating to work with due to that, it's like fumbling in a black box for 25% of the day with no idea what effects it might have.
Then come on over and VOTE. Add your observations to the ticket too.
I had observed Conflict Ticks getting done first, but didnt have a lot of evidence to base a complaint on, but you have seen it too, so that counts as a Confirmed to me.
 
Then come on over and VOTE. Add your observations to the ticket too.
I had observed Conflict Ticks getting done first, but didnt have a lot of evidence to base a complaint on, but you have seen it too, so that counts as a Confirmed to me.
Thanks for poking, done. We didn't record everything in a whole lot of detail, but I attached some examples where we had some precise times to report. Hopefully that'll help the devs.
 
So this is fixed now in the latest patch notes?
Couldnt see any difference.
Station News STILL had Conflict updates as soon as the Tick Started
Actions AFTER the Station News Update but BEFORE the Inf Tick are still processed with the new Statuses.

This means on the final day of a Conflict, as soon as the result is visible in Station News, you can hammer in Missions, and by the time the Inf is applied (which should be a simple +4/-4) you can sway it to put the losing faction with the Higher Inf, or put a HUGE gap between the factions. If one side has the ability to play in that 1-3 hour gap, they have a MASSIVE unfair advantage of an extra Tick. We got a 13% swing in a Conflict that ended last tick, and we were not even trying.

FDs initial fix of "move the tick till everyone is in bed" seems to be as good as we get.

Rather shocked at Dav's response which seemed to imply :
a) He has not been informed of all the problems
b) Is not seeing the same "NUMBERS" as players
c) Believes (or is resigned to) Working as Expected
 
The lagging tick ticket has been Acknowleged on the Issue Tracker, but it is bottom of Page 2.
If you ever want the Tick to return, I suggest you get voting, get your team voting, get your cat voting

Arthur even read out my question regarding this in todays livestream (I nearly fell off my chair), but didnt seem to know it was an issue.

Is it a specific bgs issue though? Absolutely everything else seems to lag too: codex stats, rank increase, engineers unlocks...
 
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