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View Full Version : So i sent a ticket in, and got a surprising response...



xBladeM6x
Sep 3, 2008, 05:12 PM
Dear SEGA Support Team,

It has probably been mentioned to you before about the lag of the online mode of Phantasy Star Universe. But It's not so much the sever move that made the game lag online. I mean yeah, sometimes the game has it's ups and downs with the server move, but the REAL problem is the lag you can get from certain missions within the game online.

Mission Names:

Sacred Stream
Grove of Fanatics
Desert Goliath

To name a few..

It's not like a connection error. It has something to do with the way the game was programmed. What happens, is you go into a mission and if robots or something spawn, over time you can get lag that doesn't go away until your Xbox 360 is re-started. It's not just me experiencing this "Lag". It happens to everyone on the game.

Now i think that there isn't much you can do about faulty programming, considering that it's SEGA of Japan who made it, and it would be a hassle to get them to fix this, but it is needed in order to keep players interested. Now I'm personally not considering quitting but i know people who have, and are quitting because of the lag that these missions cause.

You're probably wondering, "Why would someone quit over a little lag in a mission?".. Well the reason is this, those missions have rare items that can be only found on these missions. With the lag they cause almost every time, it is discouraging to even bother doing those missions, thus making it much less enjoyable for everyone.

It has been rumored to have been the robots graphical textures that cause this, or an overflow of the Xbox360's cache through looping infinite information. Although i do not know for sure what the problem could be, I'm sure if SEGA of Japan was informed of this problem, they could fix this without any concern.

In conclusion, I am not trying to say that the game is bad only because of this reason, because i love this game to death, but for new joining people, and people who go to "hunt" for these rares, It can sometimes drive them away from it, and take away from the whole entire experience of the game. Also they are challenging missions, and people constantly are saying how they would want harder missions, but disregard the actually challenging missions because they are not worth having to turn off the Xbox 360 after a single run-through. Again taking away from the experience.

I don't know if there is much i can do to help, but if need be, i will try my best to help fix this problem. If you need to contact me:

E-Mail: -------
Gamertag: xBladeM6x
PSU Name: Blade

Thank you for your time. I hope to hear back from you soon.

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It sounds like i was trying to use a lot of proper language, but you need to when talking to company support teams. :-P
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This was the response i got back...

Hi ---------,

Well said, thanks for sending in the ticket! We have passed the info regarding the graphical slowdown on to the Japanese dev. team, and hope to get word back soon, at which point we can let the players know if a fix is on the way. If anything else comes up, please let us know!

- Aaron

PSU Support

DarkEliteRico
Sep 3, 2008, 05:15 PM
Holy shit someone actually replied, wonder what the heck they did with my trouble tickets

xBladeM6x
Sep 3, 2008, 05:22 PM
Holy shit someone actually replied, wonder what the heck they did with my trouble tickets
I know, I'm amazed he responded too!! :-o Let alone it was something... Helpfull... ITS THE END OF THE WORLD!!!! :-P

pikachief
Sep 3, 2008, 05:27 PM
i think its funny that Aaron and Jake the 2 people who answer the e-mails are chill and ruby :) and they always say "Hey send in a ticket for a response!"

but.... your reading it right here right now.... JUST TELL THEM! YOUR RIGHT THERE!!! YOU ALREADY READ OUR PLEASE T_T

ooohh but thats not how the system works... i guess oh well we got a response

JAFO22000
Sep 3, 2008, 05:44 PM
Why send in a trouble ticket when the response given to said ticket is "Yeah, we know, it's been forwarded, have a nice day.".

Are they insinuating that SoJ needs n number of tickets before any action is taken.

"Stupid, fat American O-raka, we need 12 HUNDRED ticket to be submitted before we see this srow down as a probrem....Go take picture with mulitple goad medar winner Michaer Pherps and quit bother us! We busy reading Manga porn magazine!"

LuigiMario
Sep 3, 2008, 07:19 PM
I once got a responce in 3-5 minutes.

xBladeM6x
Sep 3, 2008, 07:21 PM
I once got a responce in 3-5 minutes.
:o.....

LuigiMario
Sep 3, 2008, 07:27 PM
It might have been 1 min but really unsure.

Arika
Sep 3, 2008, 08:36 PM
It might have been 1 min but really unsure.

my error 065 was waiting a day to be responded, and after that we reply message to each other in that tickets post as if as are chating MSN <,<;
(~1 min per reply)

Ethateral
Sep 3, 2008, 09:38 PM
Well, at LEAST we got a response. Maybe the issue at hand will finally be addressed? Lets hope so.

DjDragoon
Sep 3, 2008, 09:47 PM
I think someone also posted a little more in detail about why there is slowdown in those missions. It'd be great if he/she could shed some light on the problem if the devs really don't know what to do, but they should really know how to fix it since they are big name game company. Honestly, I don't think Sonic Team can fix it because they would have if by now if they could.

Ethateral
Sep 3, 2008, 09:57 PM
Supposedly, it's a graphical texture error with the robots that causes the alleged "Robot slowdown" when AotI was released. If I remember correctly, that can be an easy fix on SoJs part.

Although, you don't have to restart your Xblock (If you're on it), to omit the slowness. Just go to teh Dashboard. Saves a little time. =/

Dark Emerald EXE
Sep 3, 2008, 11:33 PM
Supposedly, it's a graphical texture error with the robots that causes the alleged "Robot slowdown" when AotI was released. If I remember correctly, that can be an easy fix on SoJs part.

Although, you don't have to restart your Xblock (If you're on it), to omit the slowness. Just go to teh Dashboard. Saves a little time. =/lol tried that one time and when i came back on the game at the 1st floor of GC it took me about 30 seconds to get the universe cube :-o

Ethateral
Sep 3, 2008, 11:45 PM
I did it once and it was alright for me. It might vary among everyone. =/

Turb0
Sep 4, 2008, 12:01 AM
I think someone also posted a little more in detail about why there is slowdown in those missions. It'd be great if he/she could shed some light on the problem if the devs really don't know what to do, but they should really know how to fix it since they are big name game company. Honestly, I don't think Sonic Team can fix it because they would have if by now if they could.

If they need more info, they should talk to chill. He should know what's up. (http://boards2.sega.com/psu_board/viewtopic.php?t=75354&highlight=slowdown) Then again, if this is seriously the first time they let the JP team know about it, that's pretty sad.

DarkEliteRico
Sep 4, 2008, 08:41 AM
If they need more info, they should talk to chill. He should know what's up. (http://boards2.sega.com/psu_board/viewtopic.php?t=75354&highlight=slowdown) Then again, if this is seriously the first time they let the JP team know about it, that's pretty sad.

I believe it is sadly, I've put in roughly six seperate trouble tickets in the past year and a half dealing with the robot slowdown. Seems they just filed them up until recently, and you better believe I'm going to be putting in more tickets to hopefully expedite the "repair"

Everything else on my "wish list" is droprate modification, but that'll never happen lol

thematesV2
Sep 4, 2008, 09:22 AM
as it's been discussed before in complaint threads about lag and slowdown..... I can't imagine that the DEVs need help from gamers a year after the game is in the public's hands..... now, if the game just came out, and this was a problem, perhaps..... if segaOA is sending the complaints in to segaOJ, then they are probably just pileing up there, with no hope. Here's an idea..... once GBR is done, everyone forget about sacred stream and flowery pursuit just like every other mission on PSU....

85% or more of the missions have no-one playing them.... anyhow, OP, it's probably just company rhetoric, sadly enough, his/her day (the support team member) was probably happy to see a complaint that wasn't a "HEY, SEGAC, FIX MY GAME!" message, that he/she really thought wow, perhaps I should try and help, and for a while, he was inspired to do good and make change. but the moment he sent out the e-mail to SEGAOJ the great bearacracy ate his good intentions and inspiration, along with the salmon of doubt...

Kryslin
Sep 5, 2008, 12:30 AM
I mentioned 2 probable (and very general) causes in a previous lag thread; The x-block 360 runs on the compact .net framework. There is an operation in any .net program called boxing/unboxing. It is usually the result of a late type binding (declaring a variable of type object, then assigning it a known type at run time). This results in needless memory allocation/release/garbage collection cycles in the .net framework virtual machine. 1 or 2 operations of this type won't affect performance too badly. However, several boxing/unboxing operations involving megabytes of data per frame will kill performance.

Needless to say, such operations are to be avoided in frame rate critical applications. The difference is usually quite apparent; one managed DX9 demo compared to it's unmanaged counterpart suffered a 60% reduction in framerate because of this...

Likewise, there is the good, old fashioned, memory leak. A block of memory is allocated, used for whatever it is supposed to be used for ... and forgotten to be de-allocated. Or only partially de-allocated. Thus, performance begins to suffer as the malloc function has to search for free blocks, chaining them together for it's needs... With an outright memory leak, the machine will grind to a halt without virtual memory.

Both of these are mentioned in the several reference books on DirectX and managed DirectX that I have on hand.

These are very general causes for a problem, not specifics. I would have to take a real close look at what's going on internally within the program to see what was causing what, and I don't have any xbox360 debugging tools available...

The lag that hit me on 'Flowery Pursuit' was due to a lot of things being visible at one time- a infinite depth of field shot down the entire 1st block of the mission, with enemies present. In essence, poor level design, with poor control of visibility lines. Anyone who has made maps for quake/half-life/unreal et alia know how important this is, and how one long, open area can kill framerate.

I've only been hit by the robot lag once (Grove of Fanatics) and is was bad enough to kill my game.

I've ranted long enough...

Steve