There are few things as annoying as a stuck front door. Maybe it works, but you have to kick JUST there to get it open, maybe it has one of those half busted locks that only works after you’ve tried it three times.
With that in mind, let’s talk about the ongoing issue we have with login problems. There are quite a few users who find themselves unable to log in to the game, or having to retry a lot in order to get in. This is unfortunate, since the inability to slaughter virtual foes with abandon will inevitably lead to violence in the real world.
That’s why we do this, of course. For the public health benefits.
Wait, you thought we just liked to watch all that senseless slaughter?
Whaddaya think we are, monsters?
But seriously, it’s hugely annoying both to the players and to us, and we want it to go away. What’s the point in making a great game if people bloody well can’t get in and play it? So, as mentioned in the forums, we’ve been taking some steps to get a better grip on the problem, which basically meant that we’ve started uploading the entire clientlog every time a flash client fails to log in.
The numbers are in, and these are the major issues:
- Client gets ‘already logged on’ message:
This is due to an internal server issue that I’m working on a fix for. Basically, the problem is that sometimes, especially with fast login/logout cycles, the record we store for a player session doesn’t get deleted properly. Thus, when that player attempts to log in again, the system thinks he’s already logged on and fails.
- Client fails to start HnGSync.exe:
This is is exactly what it sounds like. When you log into Heroes and Generals, we start a process called HnGSync that downloads all the files needed for the action game. If that process won’t start, we can’t log you in properly, and the flash client hangs. The problem here is twofold; We need to find out what scenarios cause this to happen, and we need to be better at telling you, the user what the problem is. My guess is that a lot of this is caused by Windows UAC blocking HnGSync from starting.
Those scenarios make up 95% of the failure logs we’re seeing; there are a few other more exotic scenarios, but we’ll start by attempting to adress the big guys. The last 5% need to go away as well, of course, but first things first.