5 months ago - Mayra - Direct link

Greetings everyone,

We understand the frustration around this issue and we are working on solving it as fast as we can. We are working closely with G-Portal to pinpoint exactly what’s happening with those PvE-C servers as it seems to be only related to the Playstation platform.

We will update you as soon as we have news on the matter.

5 months ago - Hugo - Direct link

For those experiencing this issue, please reply to the following thread with the requested details:

Any additional information we’re able to gather based on your input will be extremely useful.

5 months ago - AndyB - Direct link

Popping in to apologize for seeming like we didn’t care or brushed it off. Certainly not our intent, but if that’s how it seemed then we’re sorry!

Please do note that just because it’s not mentioned on a stream doesn’t mean the team isn’t aware of it or not already working their collective behinds off on a solution. We’re looking into the ‘loading screen’ issue and the co-op issue now.

Edit: Believe us, we know these issues suck. As soon as we know more, we’ll let you know.

Edit 2:

I do believe we’ve switched decay off on PS4 PvE-C servers as of a few hours ago today. If it isn’t showing up then it should apply upon the server’s regular restart cycle. If it’s still an issue then please let us know, if at all possible (provided you or someone can actually get in)

5 months ago - AndyB - Direct link

This is probably a discussion for a different topic or direct message, but I do get what you’re saying. This is all I’ll say about it in this thread since it’s off-topic.

Generally speaking, we as developers have to be mindful of where and when we post as that may end up causing distractions in topics (for example, people seeing a dev reply in one thread but not another, and then coming to that thread to derail it and ask for attention for another issue).

If we’re posting everywhere all the time, that potentially dilutes the impact or information folks want to see. As another example, if we’re posting a bunch here and socializing (which we do like to do), but then some folks who are solely looking for answers for an issue have to go through even more potentially irrelevant posts from us, and that could get frustrating. I hope that makes sense. That’s my perspective, anyway.

Basically, we (currently) like to keep a more deliberate presence on the forums for important messaging, acknowledgements, and announcements. If you find us on Discord (such as the unofficial Conan Exiles discord, or the modding discord, chances are you’ll find more social chatter from community staff and developers alike.

Always open to feedback though. Thanks for that, and thanks for accepting my apology. :slight_smile:

5 months ago - Mayra - Direct link

Greetings,

We still don’t have an ETA on the decay timer. We will continue to investigate and update this thread once we have news.

Apologies for the wait and thanks for your patience.

5 months ago - AndyB - Direct link

The server command was sent yesterday, but it appears an issue is causing the setting to not actually stick, which is incredibly frustrating. We’re looking into the matter.

5 months ago - Mayra - Direct link

Greetings everyone,

It has now been confirmed that the decay timers are deactivated on all Playstation PvE-C servers. As we continue to work on the connectivity issue. We’ll update you all again once we have some news on that front as well.

Thank you all for your patience and support.

5 months ago - AndyB - Direct link

Hey there, this issue is still being investigated, but we cannot offer any estimate or guarantee on a timeline for a solution at this moment. It pains us to say that but we’d rather set the expectation than leave you hanging. I’m sorry.

5 months ago - AndyB - Direct link

Indeed, we’ll continue working within our capabilities alongside G-Portal and as soon as we have updates, we’ll let you know. Thank you for your patience.

5 months ago - AndyB - Direct link

While it’d be nice to be able to excuse the issue on a malicious attack, I do believe this one’s actually on us. :sweat_smile:

5 months ago - AndyB - Direct link

Ongoing, but no breakthroughs at this time.

5 months ago - Mayra - Direct link

Hello everyone,

Unfortunately, we still don’t have an ETA. Our team is working on it every day trying to figure out what happened in those particular servers. As we didn’t have the same issue on Xbox or PC PvE-C servers.
We’ll keep you posted.

Thanks for your patience and understanding.

5 months ago - Mayra - Direct link

Hello everyone,

Our team was able to reproduce the issue on our end and it’s now working on solving it. We’ll share more news once we have it. :slight_smile:

Thanks for your patience.

5 months ago - AndyB - Direct link

We’ve managed to reproduce the issue on an internal test server and have a possible lead on the underlying cause of the issue. We do not have an ETA on a full-fledged solution yet, but the investigation continues and appears to be bearing fruit, which is good. Thanks for your patience!

5 months ago - AndyB - Direct link

Yep, decay timers are still off for now. We’re looking into some of the affected servers (interestingly, not all servers appear to be affected). My layman’s understanding of the issue is that it stems from invalid network traffic (I’m a community manager, not an engineer), but hopefully we can get a proper fix ASAP.

5 months ago - AndyB - Direct link

Hi friends! We understand seeing the co-op fix go out today raised some hope for folks in a solution for this issue. The investigation continues.

5 months ago - AndyB - Direct link

We understand this has been an ongoing issue for longer than the most recent reports (or this thread). I can only assure you that it’s being looked at as of this writing.

5 months ago - Ignasis - Direct link

Hey @Rollotomozi

Avatars and Decay have been disabled on PS4 until we address the loading issue and an exploit involving avatars.
We’ve merged your thread into this one.

4 months ago - Ignasis - Direct link

Hey all,

Just a quick update on this issue: our team is done with the investigation and a task for its fix has been created and assigned to our coders to get it fixed. It’s currently labelled as category A (Critical).

4 months ago - Ignasis - Direct link

Hey there,

Another quick update on this issue. The fix for it is currently undergoing and it’s scheduled to come with the first patch or hotfix after the release of Siptah.

4 months ago - Ignasis - Direct link

Some fixes are easy to code and implement, while others are more complex and they alter deep parts of the code making them risky to develop and implement. This is one of the latter. Apologies for the time it might take to get fully developed.

Consoles have gotten hotfixes in the past. However, we are streamlining the nomenclature of our patches at the moment and we may lean towards Updates/Hotfixes, while using patch as a general term. Regardless of that technicality, what I meant is that this fix is currently scheduled to come with the first patch (which may be labelled as a hotfix) after the release of Siptah. Internally, that is version 2.4.5.

Decay will only be re-enabled once the fix is out and confirmed working.

4 months ago - Ignasis - Direct link

Unfortunately I don’t have access to that information. What we know from this end that it’s labelled as risky, which often means that it tackles parts of the code that can cascade into multiple additional issues if not addressed and tested properly.

3 months ago - AndyB - Direct link

Hi there, no new updates on the matter at this time. Currently debugging databases from affected official servers to try and reproduce the exact issue in a controlled environment.

3 months ago - AndyB - Direct link

The past attempts did not result in useful information to find a solution and we had to go back to the drawing board several times in order to actually figure out what’s going on. This time we’re pulling live DBs from affected servers to try and trace the issue.

3 months ago - AndyB - Direct link

Right now the people in charge of the task are working with G-Portal to get debugging done directly from affected servers (3041 and 3522 are cited) and then take those DBs to try and reproduce the issue on internal test servers and go from there.

The last update we got from developers looking into the matter was earlier today and they’re hopeful looking at 3522’s DB in particular will turn up more info. Fingers crossed, but we won’t hear more tonight - and this isn’t a guarantee this’ll be what leads us to a solution. We can hope!

A few leads indeed ended up in dead ends, so some of the past info we posted in this thread is indeed null and void, sadly.

3 months ago - Ignasis - Direct link

To clarify what @AndyB posted above, we have identified the issue. However, it is at the stage of finding a reliable repro case where we’re finding the dead ends and currently investigating.

Having a reliable reproduction step of an issue is the most critical step towards fixing a bug. We have again a few leads we’re now investigating, and we hope to have better news to share soon.

3 months ago - Mayra - Direct link

Greetings,

Our team discovered one consistent repro case using the live server information. They are working on it to see if they can solve that specific trigger.

We’ll keep updating the thread once we hear further news.

3 months ago - AndyB - Direct link

It is unlikely 2.4.6 will contain a solution for this issue.

3 months ago - AndyB - Direct link

Delving into functions and debugging attempts are still happening, and we’ve found some interesting bits. However, still no concrete solution.

As of yesterday our current lead points us towards some clash during packet send & receive (currently looking around GameState) - but I am not a network engineer so my understanding based on the reports I’ve seen in our Slack channel is perhaps limited. Will continue to try and keep yall updated.

2 months ago - Mayra - Direct link

Greetings,

At the moment we are waiting to hear back from the team about the tests they are conducting. We are aware though that the testing process is long and extensive to cover multiple scenarios.

We will let you know once we get more precise information to share.

27 days ago - Mayra - Direct link

Greetings,

Thank you all for your patience and support over these past months. The matter is being extensively investigated and tested by our team. However, we still don’t have an ETA on it.

Thank you all for sticking with us.

18 days ago - Mayra - Direct link

Decays are still deactivated on the PvE-C servers as stated here:

7 days ago - Ignasi - Direct link

Hey there,

Quick update:
A fix for the neverending loading screen on PVE-C servers has been completed internally and verified, and is currently being targeted for release with Update 2.6. This fix cuts down dramatically on the system that was causing game clients to time out while attempting to join PvE-C servers. While it is difficult to confirm it will fix every single case of this issue, as there are a plenitude of circumstances that could affect this, it does seem to have a possitive impact on most configurations.
There is no ETA yet for the release of 2.6, but once it hits Testlive PC, expect it to be on consoles and PC live in 3 to 4 weeks after that.

5 days ago - Ignasi - Direct link

If we confirm the issue has been resolved for the majority of players affected by it, yes, we will revert decay rates back to normal.