Mutate Sidechains feature takes too long to stop.

Started by BootsMcGraw

BootsMcGraw Lv 1

I have a relatively powerful computer, yet when I attempt to stop the Mutate Sidechains function, it doesn't stop for at least forty-five seconds. I have one that is still running, over three minutes after I hit the stop button. I'm going to have to — once again — close the game and re-start it. Not efficient or fun.

Can someone please program the game to understand that "stop" means "stop now", and not "stop one of these days, when you feel like it, if you feel like it"?

tealight Lv 1

Yes I can have the same issue.
I have also noticed that sometimes shake and wiggle cant remember what stop is either

CFC Lv 1

As far as I know, mutate will only stop at the end of a full cycle, (and shake too). You shouldnt need to close the client - it will stop, so long as you believe in The Force.

CFC

Rav3n_pl Lv 1

Yes, "stopping" message is sometimes annoying ;]
Shake and mutate need a handbrake when we press "stop" button.

BootsMcGraw Lv 1

I don't seem to notice this problem as being as severe as it was six months ago, so I am considering the problem resolved. I'll re-open a ticket if I see it, again.

spmm Lv 1

I have noticed this during and post CASPX on all mutate puzzles using a manual mutate. Devprev selection, Win7.

infjamc Lv 1

Hmmm, maybe this game could use an "emergency restart button" (which would close the game and open another instance) as a stop-gap measure? (It's good for getting out of other types of hangs anyway.)