I’m becoming convinced the good periods of stability followed by incessant crashing are related to the Forzathon. That changes something in the game, which perhaps conflicts with whatever has been cached. It immediately crashed on me today after getting the message of the Forzathon being active. I’m draining the cache right now (console off and unplugged) to see if that solves a problem we should not be having, coming from any reputable developer.
Update: Yeah, I still think it’s related to this, but there’s more to it than that. A cache flush did not solve it. I’m doing another right now. Every couple of cars I buy, the game crashes, after 2-3 days of near-perfect stability. The console was off since last night, before going into FH3, and it’s 70 degrees F in here, so once again I can verify it has nothing to do with overheating.
The process of buying for least money involves exiting the festival, getting the “Made to Order” perk, going into the festival and autoshow, buying a car, rinse and repeat. Twice it crashed when attempting to get the perk, and once when scrolling through the cars in the autoshow.
More to come . . .
Update 2: I managed to spend my cash down to below a million, and get all the expensive cars I wanted in the Forzathon. Crashes were frequent, but never caused data loss. After I was done with this, I could not even get out of the festival area without a crash. After a couple of game reboots with no improvement, I took the console offline. I’ve been playing for over an hour since without issue.
Without a doubt, the network I/O is at the center of this, and seems to get toxic when something changes from the usual (e.g., the Forzathon). That doesn’t mean this alone is causing it. It may well be a combination of factors. But regardless, the responsibility rests squarely with the developer. No external event will crash properly written code.
Number of profiles this issue affects severely: 2
Number of hard drives the game has been installed on, and run from: 3
Number of game uninstalls and reinstalls from the server: 2
Games which I have been playing recently while online, without any issues:
Forza Motorsport 6
Forza Horizon 2
ReCore
Doom (2016)
Wolfenstein: The Old Blood
Far Cry: Primal
. . .
Edit: Since Eduardo asked:
Detailed network statistics (as reported by the Xbox)
Download speed - 15.98 Mbps
Upload speed - 1.18 Mbps
Packet loss - 0%
MTU - 1480
Latency - 87 ms
Update (11/28/16): The Forzathon is no longer active today, and my game is stable online again. Played several hours without crashing today, including Goliath and other races, going to festivals, scrolling through all cars in the garage, changing cars, upgrading and tuning.
Clearly, without a doubt now, whatever the Forzathon is changing in how the game operates is to blame. I wonder if the code follows 2 different paths, with some duplicated or same-purpose objects/subroutines. Is it possible that these duplicated or same-purpose objects were updated (made more robust) on one code path, but neglected on the other? This can easily happen in a large project, where different people are responsible for different code branches.
The deficiency doesn’t manifest itself to everyone, or there would be utter chaos in these forums and on support requests. I guess in this instance, I’m IT–I’m Murphy’s Law’s emergence. Lucky me.
Anyway, just speculating. At least now I know exactly how to work around this. If a Forzathon goes active, and the game can’t go 3 minutes without a crash, play offline. Not ideal, but until someone wakes up at that end, it will have to do.