Patch 1.01, game bugged to hell and back

Well the game worked fine before this patch, now constant crashes, connection problems and a new Sedna pounce bug.

The game loves to crash in lobby now, (sent the crash dump to stardock already), but it also loves to crash when minimized now too, it never crashed before, which is strange. As Cari said in the chat, i did verfiy install/files and all was OK, so it cant be that.

And Sedna has a new Pounce bug, when a Demi is running away, and you use a Pounce, she runs to him, does the "duck animation, like the heal one" and stops walking and does no dmg what so ever.
Anyone else noticed this ? Its easy to recreate, do if few times and it will fail at least once every 4 or 5 times.

Are any of these bugs know to SD yet ?

 

take care

1,238 views 26 replies
Reply #1 Top

UB, when chasing a demigod, will pause and do nothing if you tell him to cast a spell (such as grasp).

Reply #2 Top

Well I did a few game on 1.01 and it doesnt crashed (or did  do it yet) for me.

As for the pounce, I think its not new. I saw the beast doing similar when trying to split on them (he was running to the ennemy and when he got in range he just sit there).

 

Reply #3 Top

We haven't seen any crashes in our testing.  Could you send us your .dmp files? They will be in your demigod directory that's in the my games area of my documents.

Reply #4 Top

I don't play Sedna, and my game tonight was almost flawless, but I noticed my demigod's pathing screw up about 5 times in this game where he'd get stuck on either nothing, or perhaps other NPCs and not move/attack (only had one pathing problem ever before).  I'd have to give a new move order to get him out of it.

Reply #5 Top

I have also experienced lobby crashes yesterday.  The quality of the programmers coding is such that you would have thought they were on crack when making the fixes.  Yet, having worked in the games industry, I don't even blame them.  The games industry is about slave driving to the max; game programmers are the most overworked, underpayed software programmers that you will find.  And I say this in retrospect, having worked in the telco, cartographic, financial, gaming and simulations industry.   

Game programmers' work hours, especially in the lead up to a release are typically 7 day weeks, late nights, sometimes sleeping in the office; all this of course with no overtime pay.  Its downright unhealthy and plain abuse.  Now imagine all that slavedriving COMBINED with the pressure of having to fix crucial bugs POST release.  You are already burned by the time the game is released and now this - critical bugs that MUST be fixed post release because after all this work the devs realize people might drop their game if it continues to bug out on them.

Solution?  The developers clearly need a vacation of 2 weeks to disconnect their minds from this game and to come back and face the problems with fresh minds.  Too bad if the community has to suffer during that time - no point making fixes if you are gonna screw things up further.  To the managers of this project; stop the slavedriving.  Give the devs a vacation and announce it so I can play some other game in the meanwhile; I will definitely come back to this one coz this one has got plenty of potential.  As it stands though, its just not stable enough.

Reply #7 Top

its not just sedna, its all demigods, you cast spell/ability on someone from a distance and your guy will stop about half way through, then proceed to have a seizure until you manually click on the ground and move him.  great when you spit someone, then que up foul grasp, only to see your guy stop mid way through, at least previous bug your guy did nothing from the start so u could just start clicking early to break it, but this one is just like haha %^&& you lose

Reply #8 Top

I don't know if it is the specific Sedna bug you describe, but I did find/fix a bug in the new patch where if your pounce target changes directions, Sedna will travel to where they changed dirs and then rotate to face the target and just stand there.  When she rotates it sorta looks like she is hunching down for a sec so maybe it is the same bug you describe.

Edit: I should say, it is not just Sedna's pounce.  But *any* targetted ability that you try to use from too far away.  IF your target is moving away from you and changing course then you'll be f*ked and will stop moving at some point.

Reply #9 Top

Well the game worked fine before this patch, now constant crashes, connection problems and a new Sedna pounce bug.

The game loves to crash in lobby now, (sent the crash dump to stardock already), but it also loves to crash when minimized now too, it never crashed before, which is strange. As Cari said in the chat, i did verfiy install/files and all was OK, so it cant be that.

And Sedna has a new Pounce bug, when a Demi is running away, and you use a Pounce, she runs to him, does the "duck animation, like the heal one" and stops walking and does no dmg what so ever.
Anyone else noticed this ? Its easy to recreate, do if few times and it will fail at least once every 4 or 5 times.

Are any of these bugs know to SD yet ?

 

take care

You right about sedna's bug.

This new bug is not such a big problem but i've missed 1 or 2 kills yesterday because of that.

Reply #10 Top

Well the game worked fine before this patch, now constant crashes, connection problems and a new Sedna pounce bug.

 

Thats strange, i had a few crashes before this patch, the occasional alt-tab crash etc. Not unbearable though. After the patch, i havent gotten a single crash yet. Might just be i didnt play enough after the patch release yet, and i´ve been lucky this far of course. Or, it could be YOU didn´t play enough before this patch to notice? Either way, those kind of bugs are the least of our worries.

Reply #11 Top

There's still bugs, but it seems better IMO.  I don't know I can attest to the AI being much better yet though.  All I care about is my bite goes off more often; that's worth a week without a patch in my book. :')

Reply #13 Top

I have not had the lobby crashes that the OP is talking about and I played several games last night.  The Demigod bug is something that I noticed even pre-patch.  If your DG is slightly faster than the other DG, then your DG will get just within range and then abort it's attack - plus you fall behind.  I now always move to a position ahead of the DG and manually attack when they get within range - annoying.

Reply #14 Top

Quoting bman654, reply 8
I don't know if it is the specific Sedna bug you describe, but I did find/fix a bug in the new patch where if your pounce target changes directions, Sedna will travel to where they changed dirs and then rotate to face the target and just stand there.  When she rotates it sorta looks like she is hunching down for a sec so maybe it is the same bug you describe.

Edit: I should say, it is not just Sedna's pounce.  But *any* targetted ability that you try to use from too far away.  IF your target is moving away from you and changing course then you'll be f*ked and will stop moving at some point.

Can GPG please hire Bman already so we can get all our abilities working properly when patchs come out?  :grin:

Reply #15 Top

I would have to agree that the game overall is more "glitchy" for me with this patch.  I really haven't had any major issues with the game itself (not connectivity) since release other then then Sedna bug.  But now I actually see pathfinding issues.  Click a tower to attack that just around the corner and your DG will get stuck and not get to it yet get hammered with tower lightning cause he's close enough.  Ouch.  Also some weird camera issues at times.

Reply #16 Top

na i was playen eb used bite it looked like it went off. but it did not and stopped going after the guy.

sedna same with pounce

those are the 2 main classes i use and it happened to me 3 times in 1 game.

Reply #17 Top

Quoting Zakariel, reply 5


Solution?  The developers clearly need a vacation of 2 weeks to disconnect their minds from this game and to come back and face the problems with fresh minds.  Too bad if the community has to suffer during that time - no point making fixes if you are gonna screw things up further.  To the managers of this project; stop the slavedriving.  Give the devs a vacation and announce it so I can play some other game in the meanwhile; I will definitely come back to this one coz this one has got plenty of potential.  As it stands though, its just not stable enough.

 

Wow... only in America do we find the solution to a problem = 2 weeks vacation.

 

I took a 2 week vacation from the game, and I haven't played it in about a month now... I'm distracted with other games that I've been playing for years that don't have critical problems (like Guild Wars), and think about Demigod once in a while, but haven't gotten the balls up to load it yet... if I hadn't registered my key and installed this game before checking what everyone was talking about it wouldn't be sitting on my shelf and I could have saved $80.

Reply #18 Top

Was playing Beast last night and seemed to have an abnormal amount of pathing problems (likes to get stuck or spin in place). Didn't notice problems with abilities specifically, but seemed to have special trouble chasing down enemies, especially around corners or buildings.

Reply #19 Top

One of the problems is a desire to reinvent the wheel. Why would a game like this require a P2P (host-to-host) multiplayer? When all you have to do is click on a demigod to attack it and the rest is resolved via AI routines, why can't that be resolved by the host of the game on a host-to-client setup. If it works well enough to play a FPS, why wouldn't it work for a strategy game, especially when clicking does not determine where the strike occured?

It baffles me that any one person would attempt to claim that the fundamentals of online gaming are broken! A client-to-host multiplayer experience could have been written in no time, has far less latency issues, and has lower bandwidth requirements. It also runs far less risk of having problems due to desynchronous users. Without some robust resync routines (requiring yet more bandwidth and causing more latency issues) it seems there'd be more crashing, dropping, and weird bugs.

Reply #20 Top

Edit: I should say, it is not just Sedna's pounce. But *any* targetted ability that you try to use from too far away. IF your target is moving away from you and changing course then you'll be f*ked and will stop moving at some point.

Yup- Happens to me from time to time when I play as TB.

Wow... only in America do we find the solution to a problem = 2 weeks vacation.

I know that's kind of a popular saying 'only in america.' In this case, it doesn't really make any sense. Americans on average enjoy less vacation than people living in most developed countries. Maybe if you were saying 'only in France.' Nearly a month off every year. Guaranteed. Not to mention shorter working days in most industries.

 

Note: I'm no proponent of socialism. Not at all, in fact. I dont think the government should tell my employer how much vacation to give me. I digress. The point is, Americans take very little vacation in the grand scheme of things.

 

"Those lazy Americans!"

Yeah. Okay.

Reply #21 Top

I had the crash to desktop from the lobby thing happen too.  I did not think too much of it; thought it was just a weird glitch, now I see others got it too.  Guess I'll send in my dump file to help.

Reply #22 Top

whitefire, frogboy gave an explanation about why it has to be p2p in one of the dev videos. He talked about counter strike and some other examples, but it basically boils down to the fact that in demigod, if you attack someone on your screen, then they darn well better take damage on their screen--rather than see your character running around a few extra feet away. 

I see what you're saying though. The p2p stuff does bring up a bunch of annoying issues, but I'm guessing that stardock debated whether to do client/host or p2p before choosing p2p.

Reply #23 Top

I had the same problems with UB and stun not firing off. If I'm chasing a demi and he runs through creeps, my UB will sometimes stop and swipe at a creep, do a 360 and then continue to chase ( I think it continues to chase but not sure since I'm clicking like mad on the demi)

Reply #24 Top

I watched the developer's video and no where did I find an explanation of why it has to be P2P, but more a matter of why the attempt was P2P.

The problem is the P2P model's complexity vs the standard server-to-client model. Between 6 computers on a client-to-server model you have 5 connections. One computer acts as the server. On the P2P model on the same set of computers we have a mind-boggling 15 connections. Now, we've all probably played other online games, and know how unreliable a single connection can be, much less 15 connections over only 6 computers!

Not only is it a drag on bandwidth, but each of those connections has a different ping. It's a simple fact that when gaming online, when you hit someone, you don't hit them when you think you do. With today's cables and distances from one seaboard to another, it will typically be over a 10th of a second before you hit someone if you have a great connection, a poor or slow connection and it's only worse, not better. Instead of fighting against such numbers, typical developers create subroutines that deal with "lag" so the game can keep progressing without the people playing it noticing.

If lag isn't dealt with in robust subroutines then you can expect to find a lot of bugs playing online, caused by an asynchronous gaming experience because of the number of connections and not having a definite server to resolve any timing conflicts. So, you would think it could either be resolved by the one doing the attack, or the one receiving the attack. I would assume by the problems described that the resolution of any attack is being made by the receiving computer. The problems seen have to do with an attack being placed, and then the receiving demigod changes position before the attack lands, therefore the attack can not proceed and the attacking demigod becomes confused (either standing there, attacking air, or walking around in circles).

P2P works fine in file sharing, where the actual speed and reliability of the connection doesn't matter, and if the connection fails a new one can be established.