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Server Issues During ATXII Day 7

First post
Author
CCP Fozzie
C C P
C C P Alliance
#1 - 2014-09-06 18:36:23 UTC  |  Edited by: CCP Gargant
Hello everyone.
During today's Alliance Tournament XII matches some unusual issues occurred and we want to catch you all up on what happened and what our response has been.

After the Test vs Pasta match one pilot experienced a bug that prevented him from being moved out of the system and caused a delay while we worked to get him back home. We eventually remapped the solar system containing the tournament activities to a new node.
Unfortunately when the system was remapped, a duplicate copy of the Crimewatch process started running behind the scenes and caused unusual behavior in the next match.

For the match between Shadow Cartel and Afterlife, both teams experienced identical issues with modules and drones needing to be manually activated instead of auto-cycling, and with damage not appearing on ships until they hit structure.
Unfortunately the players involved did not notice the issues during the pre-match time when we could have corrected them before we started.

This circumstance falls under the following clause of the Alliance Tournament rules:
Quote:
"The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational."


In accordance with our pre-existing stated policy surrounding issues of this sort, the match is valid and the results will stand. We are very sorry for the negative experience that these teams encountered in this match.

The issue that caused these symptoms has now been resolved and we do not anticipate any similar problems for the rest of the Tournament.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Asakura Manji
Immortalis Inc.
Shadow Cartel
#2 - 2014-09-06 18:44:31 UTC
I'm actually curious. Was there literally any way at all we could have noticed these problems before the match started?
Zachariah Specter
Caldari Provisions
Caldari State
#3 - 2014-09-06 19:04:32 UTC
This is a shameful conclusion.
James Solo
Collapsed Out
Pandemic Legion
#4 - 2014-09-06 19:06:48 UTC
Disagree with this call, by CCP's own logic a bug that results in one side gaining an unfair advantage (drones only engaging once) and exploting it(wining the match by repeatedly applying drones) should be banned.
Peter VonThal
Raygun Technologies
#5 - 2014-09-06 19:15:08 UTC
I'm not involved with either team... but even twitch chat noticed immediately after the match began that something was very wrong. Why wasn't the match halted and the issues investigated?

How are the participants supposed to notice issues they would never expect after CCP just remapped the node?
Eldwinn
Deep Core Mining Inc.
Caldari State
#6 - 2014-09-06 19:27:15 UTC
Asakura Manji wrote:
I'm actually curious. Was there literally any way at all we could have noticed these problems before the match started?


You don't
CCP Veritas
C C P
C C P Alliance
#7 - 2014-09-06 19:35:30 UTC
Asakura Manji wrote:
I'm actually curious. Was there literally any way at all we could have noticed these problems before the match started?

I'm reasonably certain a weapons check at the pre-game beacon would have exposed it. This kind of thing is exactly why we wrote this into the rule:
Quote:
Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.


I want to reiterate Fozzie's sentiment that we're sorry about how the match went.

CCP Veritas - Technical Director - EVE Online

Asakura Manji
Immortalis Inc.
Shadow Cartel
#8 - 2014-09-06 19:37:56 UTC
We were explicitly told not to launch drones. Are you suggesting we should have shot at each other?
chris elliot
Hateful Intent
Hostile Intervention
#9 - 2014-09-06 19:38:32 UTC
How are you supposed to do a weapons check if you aren't allowed to put out drones or shoot something before the beginning of the match?
Jazz Caden
Convicts and Savages
#10 - 2014-09-06 19:50:51 UTC
CCP Veritas wrote:
Asakura Manji wrote:
I'm actually curious. Was there literally any way at all we could have noticed these problems before the match started?

I'm reasonably certain a weapons check at the pre-game beacon would have exposed it. This kind of thing is exactly why we wrote this into the rule:
Quote:
Teams are advised to spend the pre warp-in time to verify that their ships are completely operational.


I want to reiterate Fozzie's sentiment that we're sorry about how the match went.


If your sorry about how it went why not fix it and DO SOMETHING ABOUT IT, ur the Devs guys c'mon...
James Solo
Collapsed Out
Pandemic Legion
#11 - 2014-09-06 19:51:26 UTC  |  Edited by: James Solo
Clearly you should have run your "systems check" module. You guys didn't have one fitted?

Seriously though, wouldn't that be on the check list for CCP to check to make sure a reboot happened ok?
CCP Veritas
C C P
C C P Alliance
#12 - 2014-09-06 19:58:24 UTC
I'm talking to the referee to clarify what should and shouldn't be done at the pre-warp beacons but in general shooting eachother a little bit is a good idea.

CCP Veritas - Technical Director - EVE Online

Marcius Decimus
Perkone
Caldari State
#13 - 2014-09-06 19:58:39 UTC
Hmm, it sounds to me like the honest answer from CCP should be:

Our system messed up, you had no reasonable way to detect there still was a problem after we told you it had been fixed. A problem still occurred, but we pushed forward with the tournament schedule so fast that to go back now would be a pain, so suck it up.

Pitiful. Very, very poor decision here and it casts a shadow on the tournament.
Corriel
Beyond Divinity Inc
Shadow Cartel
#14 - 2014-09-06 19:59:11 UTC
clearly the ship modules were online...the servers were not verified to be "completely operational"

How do players verify that the servers are operational?
Corriel
Beyond Divinity Inc
Shadow Cartel
#15 - 2014-09-06 20:06:10 UTC
CCP Veritas wrote:
I'm talking to the referee to clarify what should and shouldn't be done at the pre-warp beacons but in general shooting eachother a little bit is a good idea.


my understanding is that no damage showed until each ship reached structure...that would require more than shooting each other "a little bit". Even the commentators were confused at how ships showed no damage before going deep into structure.
BadAssMcKill
Aliastra
#16 - 2014-09-06 20:07:48 UTC
Are you for real
Jazz Caden
Convicts and Savages
#17 - 2014-09-06 20:08:59 UTC
It is very strange to feel disappointed with a games Devs rather than mad at them.

For what is supposed to be the top notch tourney that everyone looks forward to each year, the quality certainly is not there in my humble opinion...
But, enough posting about it, gotta go kill the incursion that spawned in our home system last night lol.
Capqu
Half Empty
#18 - 2014-09-06 20:12:29 UTC
pretty disappointing but props to shadow cartel for taking it well
Schneevva
Beyond Divinity Inc
Shadow Cartel
#19 - 2014-09-06 20:18:24 UTC
That's kind of harsh considering how close that match was. For that reason alone, I think you should reconsider.
Jassmin Joy
Pulling The Plug
PURPLE HELMETED WARRIORS
#20 - 2014-09-06 20:25:11 UTC
CCP Fozzie wrote:
Hello everyone.
During today's Alliance Tournament XII matches some unusual issues occurred and we want to catch you all up on what happened and what our response has been.

After the Test vs Pasta match one pilot experienced a bug that prevented him from being moved out of the system and caused a delay while we worked to get him back home. We eventually remapped the solar system containing the tournament activities to a new node.
Unfortunately when the system was remapped, a duplicate copy of the Crimewatch process started running behind the scenes and caused unusual behavior in the next match.

For the match between Shadow Cartel and Afterlife, both teams experienced identical issues with modules and drones needing to be manually activated instead of auto-cycling, and with damage not appearing on ships until they hit structure.
Unfortunately the players involved did not notice the issues during the pre-match time when we could have corrected them before we started.

This circumstance falls under the following clause of the Alliance Tournament rules:
Quote:
"The match simulation is taken as is. Teams are advised to spend the pre warp-in time to verify that their ships are completely operational."


In accordance with our pre-existing stated policy surrounding issues of this sort, the match is valid and the results will stand. We are very sorry for the negative experience that these teams encountered in this match.

The issue that caused these symptoms has now been resolved and we do not anticipate any similar problems for the rest of the Tournament.

Can you Please Point out how a team is meant to verify their ships are working when all the issues were server side and not with the ships? like you stated, Things needed to be manually cycled, given that it's against the rules to activate modules before the match starts i'm not sure how they were supposed to do that...
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