Widespread desynchronization: SLY actions, fleet HP/Shield/AP UI, bases ownership, ghost fleets, and state after connection loss
Translated from Spanish: The player reports multiple synchronization issues across the game. (1) Mining and other operations performed via SLY do not reflect in the UI (not critical but annoying). (2) Fleet HP/Shield/AP indicator in the bottom-right does not update and gets stuck. (3) If the PC suspends due to inactivity, internet drops, or any temporary connection block occurs, the client becomes fully desynced鈥攏ew fleets may not load, and the player heard of cases where an enemy fleet killed them without appearing on their screen. (4) After conquering bases, the base still appears as enemy until pressing F5 (page refresh). (5) In Fleet Commander, enemy fleets can remain as 'ghosts' after being destroyed/not properly removed; requires leaving and re-entering Fleet Commander and sometimes changing location to force the correct state, which ruins PvP. (6) Fleet arrival times/state differ between two computers viewing the same situation (e.g., i9 13th gen vs i5 3rd gen) with up to 10+ seconds difference; the player is surprised by the magnitude in a web game. Overall, symptoms strongly suggest client/server state desynchronization and missed realtime updates after reconnect or during event-driven updates.
Category
HOLOSIM
Season
Chapter 2
- Log into Holosim and perform actions through SLY (e.g., mining or other SLY operations).
- Observe that UI values/results do not update until a manual refresh (F5) or view change.
- Engage in combat or monitor fleets and watch the bottom-right HP/Shield/AP indicator while state changes occur.
- Suspend the PC / let it sleep, or temporarily lose internet connectivity, then resume the session without manually refreshing.
- Open Fleet Commander, destroy an enemy fleet, and observe whether it disappears properly; if not, exit/re-enter Fleet Commander (and/or change location) to force an update.
- Capture/conquer a base and check whether its ownership/state updates immediately without pressing F5.
- Compare the same scenario on two different PCs/accounts viewing the same location and note differences in fleet arrival visibility/state timing.
All game actions (including SLY operations) should update the UI in near real-time. Fleet HP/Shield/AP indicators should always reflect the latest server state. After temporary connection loss or sleep/resume, the client should resubscribe/reconnect and resync state automatically. Bases should update ownership immediately after conquest without requiring F5. Destroyed fleets should be removed from Fleet Commander without ghost entries. Fleet arrivals/visibility should be consistent across clients within normal network latency, not large hardware-dependent delays.
Title: Fallo en la sincronizaci贸n afecta a muchos 谩mbitos intentare resumirlo de la mejor forma posible 馃榿 Description: -Las mineras no sincronizan al usar sly no es que sea importante pero si molesto el que no se vea reflejado en la interfaz "tambi茅n aplica a cualquier operaci贸n hecha por SLY" - HP/Shield/AP el indicador inferior derecho de las flotas no actualiza se queda bloqueado "no actualiza el estado" - Cuando se suspende el pc por inactividad o pierde internet o cualquier cosa que bloque la conexion temporalmente se desincroniza completamente hasta el extremo que de las flotas nuevas ni las carga ya e escuchado el caso de alg煤n jugador quejarse de que lo a matado una flota que no se reflejaba en su pantalla - No actualiza el estado de las bases al conquistar siguen vi茅ndose enemigas a no ser que pulses F5 "seguramente ya esta reportado" - Flotas fantasma en el fleet commander cuando eliminas a un enemigo muchas veces se queda ahi o directamente no es eliminado y toca salir y entrar del fleet commander para verificar e incluso cambiar de ubicaci贸n para que actualice bien la informaci贸n "cosa que arruina por completo el pvp" - desincronizaci贸n a la llegada de flotas a una ubicaci贸n ejemplo viendo el mismo panorama con 2 ordenadores diferentes y ver que en uno llega antes que el otro ciertamente en este caso es por el procesamiento pero claro es una ventaja de mas de 10 segundos en algunos casos "comparando un I9 潞13gen con un I5 de 3潞 gen" siendo un juego web me asombra que sea tanta la diferencia 馃く Game Version: Season 1 | Chapter 2v1.2.26
Developer access only
Classification
Backend Sync
Version
v1.2.26
Frequency
Sometimes
Source
AI Analysis
Original Language
Espa帽ol
Player Name
Q Draco
Impact Score
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