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Failed To Join Is Not A Helpful Error Message


seren77
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I spent a fair few years programming sockets back in the day, and every time I see this 'failed to join' message I really get frustrated not knowing what's going on.

 

why is there no error code or specific error state, how can I try and fix the problem, if I don't know if it's a timeout, some sort failure in the protocol, refused connection etc.

 

I can only learn from the vague clues I get. One clue is that having everyone log in out of the game before starting a mission greatly reduces the chances of failure to join. Which means something is happening in the log out/in that DE needs to make happen between every join/invite. I will assume warframe just isn't closing inactive sockets, until you log out/in

 

The server allows ghosts to stay in the system, if warframe crashes or hard closes, the game will tell your friends your still playing even if your pc is off, the server is not checking for inactive connections, or at least not in any sort of effective time frame.

 

Even PSN gives error codes, I've looked in the ee.log and even the information in there regarding socket states is vague.

 

So from outside view of someone who has not coded in a long time, DE needs to prevent the sockets getting jammed and not being closed correctly. Needs to close inactive sockets before each an every attempt to host/join.

 

Please give us error codes so we can help troubleshoot, sooner I can reliably play with my friends the better.

 

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I know what you mean. Working in gamedesign myself and its as helpful as if a car would have a light that says "Your car stopped working" - well no sh*t it did. I thought i went so fast, it went once around the earth between the frames my brain processed and it only looks like im standing still.

 

I know they call the current state "open beta" the same way World of Tanks for in the open beta until they decided to bring World of Warplanes out, but cmon. Kids do this when playing space ninjas in the backyard, yelling "I have trinity's blessing, you cant hurt me" - just because you tagged open beta on your game for a full year now doesnt mean you can have such gamebreaking bugs (yes, it is gamebreaking, when you play for half an hour in a rock-hard interception just to end up disconnecting) AND having no way to report them properly.

 

It also show how eager you are to actually fix them. If we cant report more than "Well, sometimes we get a dc and sometimes we cant reconnect", you cant possibly know where the error in the code is and you cant fix it without knowing. It could be, that there is a background protocol running, which sends you the error code, but then why isnt it already fixed?

 

Would you mind not pushing in more content but get the game to work flawless first???

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