Maybe 10 minutes or more or smooth gameplay then BAM out of nowhere Join ""empty"" server, it seems, at least for me you have to join a server with barely any players to have a smooth game, like 2 players, any more it becomes unstable, in fact I simply CANNOT join any server that's say 30/50, impossible.īasically if you want a game Scroll down, join a VERY low pop server, hope you get instantly connected, if you're stuck on connecting you have to restart, then get frozen 10 minutes laterĪDD to this, constant freezes for when you do join a server. Join servers, get to the faction select then click on one of them nothing, frozenĦ. Join servers, in instantly get SUPPLIES then nothing, sometimes half a black screenĥ. Join server, loading screen after a few seconds.Ĥ. Join a server, permanent loading screen.ģ. Join a low pop one, you hear a cannon sound maybe for 5 seconds then NOTHING. Right here's my take after hours of trying to enjoy this game but between unable to join servers, unable to play for more than 10 minutes without freezes etc. You may also try joining servers through the Steam server list (view > servers)Īs usual, if you are not enjoying your time with Blackwake due to these issues do not hesitate to refund and check back on the game in the future! Sadly, logs produce no information on what is happening to this subset of people. They have noted that the transport layer of their network system has been greatly improved and tested in newer versions, but upgrading to a major version post-release is a very risky thing to do and we do not know if we will ever do it. Unity's staff even attempted to merge new features into our older build version just for us, but things actually became worse. Before release we only had one known incidence of this and had no reason to believe it would occur to multiple people after release. It is not unlikely that we are one of the biggest games using their implementation on 5.4, which (as with all software) seems to have exposed unique edge case bugs for some users. We have communicated with Unity's network developers on the matter to no avail, and investigating further continued to eat steeply into development time. As mentioned in updates a couple months go, the error lies in code we cannot access that is under Unity's hood. WakeNet is built on top of the Unity transport library. Originally posted by Mastfire Studios:Sadly this issue has been deemed unfix-able.
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