Hi guys! Thank you for helping us in trying to track down these issues. We are actively working on the disconnects, and I wanted to take a minute to update you all on what we’ve been up to, what our plans are for the next steps, and what additional information we’d like to get from you.
First, let me tell you a bit about Error Code 9000 – unfortunately, it’s a pretty generic error. It means that for some reason, the server hasn’t heard from the client for over 30 seconds. That’s why a lot of you are seeing the latency meter go into the red just before the disconnect happens, because the connection isn’t getting information through. However, that means that there can be any number of reasons that the error can show up. It could be something on our end like a flaky router, something on your end like a bad wireless or antivirus, or something in between like an ISP throttling traffic. For all the people posting here, there are probably dozens of different causes, but we do think that there is one issue that is hitting most people, which shows up as repeated disconnects every few minutes with a latency spike just before the disconnect.
Over the last few weeks, we’ve been tweaking some of our network parameters to try to isolate the specific networking errors and also adding a lot of debugging information to our logs. Our goal is to correlate who gets hit by the problems, when they get hit, and what things they have in common. We’ve got another change we’re going to be trying soon (we have to make sure we don’t break things while we’re fixing other things) but we’d also like to get some additional information from you guys. We’ve got a new and much more specific list to fill out, and the last item is particularly important. We’d like to pick a few tech-savvy folks to get contacted by our networking and server engineers and walk through some debugging steps to try to nail down where the issue is happening. If you’re willing to work with us, please let us know on this thread and we’ll contact you to follow up. (CS will have any info that we’ll need).
Believe me, we want to get this resolved and we’re doing everything we can to try to make that happen!
Information we need:
1. Name of the server where you encounter disconnects
2. Day and time of a 1-2 hour block where you disconnected on average more than once every 15 minutes. (remember to tell us timezone!) We’re looking these up in the logs, so the more specific you can be the better!
3. Have you been receiving the disconnects continually? Are they during particular times of the day? Has it been consistent since launch? Do they tend to group up?
4. How reliably can you reproduce the disconnects? 100%? 75%?
5. Are you on a wired or wireless connection? If wireless, what brand and model of router are you using?
6. Do you share the network connection with others? If so, do they play SWTOR, and have they also experienced disconnects? Are their disconnects at the same time as yours?
7. What version of Windows are you running? Are you running 32 or 64 bit?
8. Are you running any antivirus or firewall programs or any other network filtering program?
9. Would you be willing to be contacted by a BioWare developer and work through some debugging steps hands on with us (most likely via phone)? If so, what timezone are you in?
As you guys have noticed (and probably read in the patch notes), one major part of our series of ability delay improvements was patched onto the live servers with the maintenance last night (patch 1.1.0b). We decided that the improvements seen with this fix were significant enough for us to roll this patch out as quickly as possible instead of waiting for the next scheduled patch.
Your feedback from the servers so far indicates that this change has had dramatic, positive impact on combat gameplay.
That said, we're not done improving combat responsiveness!
As mentioned in my blog a few days ago, there are some additional fixes currently on our public test server as part of patch 1.1.1, which will roll out as soon as we're satisfied with that patch.
We've heard your mixed feedback regarding the new cooldown animation that was part of patch 1.1, and we have improvements to the readability of that UI coming down the pipe.
We're looking into improving the accuracy of cast bars. Their behavior should already be significantly improved with today's patch, but we believe there is still room to improve.
We're also working on improvements to the responsiveness of individual ability animations, including faction specific timing differences and issues where shortening an ability activation time does not properly shorten it's animation.
Again, thank you for your constructive feedback on this issue, it has been vital to us in identifying and resolving this situation.
A lot of people have been asking for more information on our future plans. What are we going to provide for players in terms of features and content? While we’ve given some information on what features we’re working on, we haven’t given much detail about content. We’ve said that we’ll be providing new Flashpoints, Operations and Warzones. Now we’d like to give some more details on what they are.
Next month we're going to be releasing a new Flashpoint and an expanded Operation. The new Flashpoint involves a plague that could have significant repercussions across the galaxy. It takes place on a brand new world and involves some pretty epic battles. I can’t go into much detail, but be prepared for something different. The expanded Operation takes the existing Karagga’s palace scenario and more than triples it in size. It includes three new boss monsters and some pretty epic set pieces. You won’t believe the last boss, so we’ve provided an image as a tease.
We plan to continue releasing Flashpoints, Operations, Warzones and new game systems on a regular cadence. This patch coming early next year is only a taste of what is to come. Stay tuned for more announcements!
Implemented optimizations to improve performance on Republic and Imperial Fleets.
Classes and Combat
Significantly improved the delay when activating player abilities, particularly when in lower framerate situations. This allows for improved ability responsiveness in hectic combat situations.
Operations
General
Operations will no longer allow more than 16 Operations Group members to enter concurrently.
Karagga's Palace
Operations Groups will no longer be forced to reset the Operation if the group wipes when attempting to defeat G4-B3 Heavy Fabricator.
Fixed an exploit that would allow players to repeatedly loot the chest after defeating Jarg and Sorno.
Miscellaneous Bug Fixes
Fixed an issue that could cause graphical inconsistencies, which most often manifested as random screen "flickering."
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