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"?
Yes I can have the same issue.
I have also noticed that sometimes shake and wiggle cant remember what stop is either
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
Yes, "stopping" message is sometimes annoying ;]
Shake and mutate need a handbrake when we press "stop" button.
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.
I have noticed this during and post CASPX on all mutate puzzles using a manual mutate. Devprev selection, Win7.
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.)
bump - any scripts are taking waaaaay to long to mutate as well