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Player online presence is missing, "last online" info is wrong

This has been the case since client 9.0, I believe. We can no longer see who is online--the player inspection window always tells us the player is offline. Similarly, we can only tell when the user logged in last time. Both of these issues probably stem from the fact that the game client no longer pings the /presence endpoint like it used to do every minute (cost savings?).

Comments

  • And what exactly is the issue, gameplay wise?
  • And what exactly is the issue, gameplay wise?

    The issue as I see it is: the in game chat is so broken and horrible that you can only get messages to people if they are online, and there is no way to know if they got it unless that respond immediately and you are online to see it.
  • DAEDAE ✭✭✭✭
    Thank you.
    another variant to the messaging issue game play wise is that there is a predictability to when members log in. So that you can find your friends or implement strategies, the “last online” timer is also inaccurate. My own timer often says i haven't logged in for 22 hours or “yesterday” when i am literally logged in and have been actively playing for 30 minutes.
    If your online timer is not active when you are active, even fleet messages do not display in the fleet chat. Or vise versa, someone posts a message and you cant see it. All while actively playing.
    Coordinating BBB is a mess. Trying to get messages to fleet members friendly or strategy is a mess.
    I have sent multiple tickets about this issue that started the moment BBB were introduced. CS has repeatedly told me it is a time sync error.
    Which is the same type of error supposedly blamed for appearing out if fleet when you are in one.
    Appearing in recruit board as solo player when you are in a fleet.
    Logging into what appears as an empty starbase that should be full of members.

    It is a big deal. They give us fleets, starbases, and BBB and encourage us to work as a group but none of it works as intended due to these related issues.

    Another thought to point out, TP/WRG has sent compensation to players based on who logged in during a particular timeframe of malfunctions. At least once since V10. If your online activity is incorrect how can we be sure these types of compensation packs are being fairly/accurately extended.
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