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Stress Test 37 Feedback
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Description

Whatever you did with the update before stress test #37 seems like mostly a failure. Last night it was just the SWE 2:3 server BE kicking everyone and his mother, but I had a great time on the others, had no problems at all.

Tonight's stress test has been almost unplayable. Heavy lag, rubberbanding, kicks both random and BE. I got stuck on doors a lot, which was probably caused by the lag, still something I think you should look at.

I tried all three SWE stress test servers, they all had issues but it seems 2:2 was the worst one.

Also the loot economy behaved weird, in four-five hours I could not find a burlap sack anywhere, and despite checking every apple tree I came across I didn't find a single fruit. Nor did I last night, for that matter.

According to some players on Twitter, the US servers were doing better. They were all full though, I never braved the queue to check.

Good luck folks, hope you can get these performance issues fixed soon!

Details

Severity
Major
Resolution
Open
Reproducibility
Have Not Tried
Operating System
Windows 10 x64
Category
Performance
Steps To Reproduce

Basic feedback, no specific issue.

Event Timeline

Beavis created this task.Aug 16 2018, 1:38 AM
Geez changed the task status from New to Reviewed.Aug 16 2018, 11:51 AM
Geez added a subscriber: Geez.

Hello Beavis and thank you for the feedback.
We are aware of the performance issues and we are working intensively on getting them improved and resolved as soon as possible.
Regards,
Geez

Hello and thank you for your comment. Good luck with the bughunting, didn't mean to sound salty in the report!

Adding below a few comments from last night (21/8) on stress test #40, hope it can be of some help:

Played around two hours on SWE 2:2 and confirm that the water sipping was fixed. As was cleaning your hands with bottles (or soda in my case).

There were definitely less BE kicks than in previous stress tests, and less rubberbanding except by doors where it was worse again after improving in #39.

Infected were severely laggy, sluggish to react and animations were in slow motion or jittery, including when falling down after killed. They worked normally after a server restart so I assume it is because of the server performance issues, but I don't understand why server performance should have anything to do with infected animations? Or is it just the desync between where the struggling server wants the unit to be and the animation the client tries to display? (Meaning the server is lagging so it takes e.g. five seconds for it to calculate something that should take three seconds, making the corresponding animation go all weird). I don't know enough about stuff like this, you don't need to answer, I'm just venting questions into thin air out of curiosity...

Another bug with infected is that their screams often keep playing for seconds after they've been killed, I keep thinking there are more coming that I can't see. Their screaming and growling should be cut short when they die, but maybe this is also just due to lag?

I've also noticed that the IZH18 seems to be noiseless to infected, I can pick them off one at a time with it while firing any other gun has them coming for me from all directions.

Again, I'm sorry to post a list like this but I just don't have time to create separate tasks, sorry.