Posted on September 18th, 2008 at 2:06 PM by Talk Playstation



Just a quick heads about the new Socom Confrontation update. It is now available to download. Lets hope it fixes what needs fixing.

Below are the update notes.

* Abnormally long network synchronization issues when some users in a game have a poor network connection. This issue causes 4-7 minute (or longer) load times when late joining a game.
* Fixed an issue where respawn game late joiners were sometimes stuck in spectator mode and could not respawn into the game.
* Removed the latency detection network test which was causing some users with poor network connections to receive the network latency icon (red X).
* Fixed an issue where clients with different client versions (patches) could play together in a default medley game.
* Fixed an issue where if the session master leaves the game, late joiners could not “green up” and late join into the game.
* Fixed corrupt characters in the European and Japanese EULAs and Server News.
* Fixed many join game issues and made joining a game quicker. We are still optimizing this.
* Fixed an issue where if you add and then remove someone from your block list they were still unable to send you a message.
* Improved accuracy while moving (based on user feedback). Partial implementation. More improvements to come.
* Reduced the encumbrance penalty (based on user feedback).
* Changed the default round time for Medley games from 8 minutes to 6 minutes (based on user feedback).

Remaining bugs are:-

* Some late joiners have really bad framerate (5fps) and crash if they exit the game from the start menu. This happens at approximately 1/50 frequency.
* Some late joiners will get stuck on the round complete screen. This is timing dependent.
* Some users will crash in-game. This happens at approximately 1/100 frequency (games).
* Some late joiners get stuck on the loading screen, loading into a game. This happens at approximately 1/100 frequency.
* Green or corrupted particles appear for RPG, C4 and AT4 explosions. This happens at approximately 1/4 frequency (users).
* Further tuning and tweaking based on user feedback.

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