Will "Transmssion not sent..." ever get fixed for friends list?

Sometimes it works if the friend starts the convo - then you can message him back.
Sometimes one of the parties needs to disconnect and reconnect again, and then jump to another system.
Sometimes it helps to disable UPnP in Appconfig, run the game once, re-enable it and try again.
Sometimes nothing helps.

15+ ppl in the group - and most people experience the issue daily.
Not directly a firewall issue, since many people can resolve the issue restarting the game / tweaking appconfig and doing the daily ritual of checking friends-list, groups etc. Some doesn't run a firewall at their PC - just a router with UPnP enabled.
Voodoo?
 
Sometimes it helps to disable UPnP in Appconfig, run the game once, re-enable it and try again.
That does nothing if your router defaults UpnP as disabled, like mine does.

And no, its been bugged for such a long time, over a month, I dont think it will get fixed anytime soon either. Had high hopes for 1.05, but nope.
 
They are working on it. I've got a ticket about it and they replied that the devs are looking into it. Since this is crucial for the coming multiplayer features, it is probably very high on their priority list. :)
 
I think it will be fixed in v1.1. The best thing we have found is to try texting eachother if the voice com's don't open. Occasionally that will sort it out. But the only surefire way, is for one of you to quit the game and reconnect.

Its annoying, but I really think v1.1 will get it squashed.
 
I think it will be fixed in v1.1. The best thing we have found is to try texting eachother if the voice com's don't open. Occasionally that will sort it out. But the only surefire way, is for one of you to quit the game and reconnect.

Its annoying, but I really think v1.1 will get it squashed.

Yeah it's probably going to have to be a 1.X level fix and not one of the minor 1.0X fixes. A problem with the P2P model they have is that it depends on the hardware of individual users to be part of the infrastructure as opposed to on a server they control. Having it depend on upnp is also a problem because a lot of people (myself included) have hardware that doesn't support upnp, so you have to set up port forwarding and firewall exceptions as well as editing a text file to do, and how many average players are aware of this or are willing to do it? So you only have a percentage of the client machines out there that are even capable of text/voice comms to begin with. Do comms go directly from computer to computer, or could they be routed through the machine that is "hosting" the instance? If that's the case, then two people who have properly configured clients might find their comms work one moment but not the next as they switch.

That's all just conjecture on my part to explain the tremendously inconsistent behavior we're all seeing. But I bet they're having to come up with a whole new chat system that will work independent of client setup to work with Wings, meaning a major release instead of a patch.
 
Strange thing really, because it had been fine until one of the last Gamma's. Suddenly they broke it for all of us.
Early gamma was working top notch.
 
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