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Regarding the -25 error & more frequent disconnections


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UPDATE (18/08): Testing took considerably longer than we anticipated, so now that we've finally finished with that we'll scheduled the maintenance later today after some rest, just in case anything else happens to pop up after we do restart it.

UPDATE (17/08): This should be fully resolved when we next restart. We'll be restarting for that later today (just need to finish up with testing), but yay!

 

Hey guys,

Both the -25 error & disconnections are a symptom of the same problem, which was caused by us upgrading to the latest USKO client. It's nothing related to you guys; reinstalling the client, or whatnot, is purely unnecessary and there's nothing you can do about it. It just means there's too much going on where you are, unfortunately.
We'd been preparing for that patch for a little over 2 weeks, so we'd hoped we'd worked out all the kinks, but having had to make some pretty big changes to the server to support the new client (scary!), its stability was always going to be a concern.
 

The other couple of main issues that slipped by during testing we were able to resolve shortly after the initial maintenance, however these remaining issues are a symptom of a larger problem; essentially, it boils down to we're trying to send/receive too much stuff and the client can't keep up. USKO tends to not experience this because a few of these are for user experience reasons: such as movement being handled a lot smoother than it is anywhere else. This was perfectly fine until now, and things like this we don't really want to get rid of at this point. Additionally, USKO tends to not allow as many people in an area -- which we also didn't really have an issue with before, because we were able to handle it a lot more efficiently than them. This, however, isn't working out so great anymore.

 

So right now what we're trying to do is find ways of further improving how the server communicates to the client to try and cut back on as much as we possibly can, although it's a little rough when their client is rather touchy when it comes to how it wants to deal with things. :)

 

Regardless, I just wanted to post this to let you guys know that the issue is:
1. Something we're actively working on & will be resolved very soon, and

2. Nothing you guys can really do anything about; I've seen people suggest reinstalling the client, but while it may appear to (since you'll be out of the game long enough for the activity level in wherever you were to change) that won't fix it. It's entirely a problem on our end (well, and with how the new client likes doing things, but I digress...).

 

Thanks again for your patience throughout this issue. I realise it only tends to happen at certain times (when activity peaks) so not everyone will have even seen it, but I really do appreciate your patience and continued support.

 

As a sidenote, we've also been working on fixing up Oreads (not entirely sure how it got to that state, but better late than never!) so in the next patch:
1. you'll finally be able to use burning logs without killing yourself (seriously. XD),

2. the logs won't act fairly dumb in terms of where they end up rolling to (because rolling up and over a wall makes complete sense!).

3. you'll be able to use the Guard Towers without fear of them bugging.

4. you'll be able to board & use Moving Towers; this obviously extends to during CSW as well.

 

The next thing I planned on fixing was removing the need for the requirement you take off your buffs before using siege weapons, but I had to switch focus to this more serious issue when it popped up. :)

 

Anyhow, hopefully this thread helped give some insight into why this was still an issue -- again, we are working on it, unfortunately it's an issue of such large scale that it isn't just a quick fix, and will require extensive testing to be sure nothing else breaks as a result. But it'll be sorted soon.

 

Again, thanks a lot for your continued patience & support. We really appreciate it.

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Testing took considerably longer than we anticipated, so now that we've finally finished with that we'll scheduled the maintenance later today after some rest, just in case anything else happens to pop up after we do restart it.

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