Posts by a_sites

crushtheblacks

This will be the sixth time we have fixed it, and we have become exceedingly efficient at it.

Like they say, sixth times the charm, right?

But seriously though, hopefully we're not fixing it a seventh in a few months.

3punkt1415

Who were Planetside devs before

This.

Leviathuna

Test server is lagging so hard for mexD Maybe thats the reason bastions teleport small distances and rotations for me

Yeah, the PTS hardware, which is nowhere near as powerful as Live is getting taxed HARD right now. 1500 players on right now and its not setup to run efficiently with that high of pop.

Yes. And if you end up having fun, please tell your friends :)

UPDATE @ 11:08PM (Pacific) - First, thank you all for showing up! At the risk of sounding like I'm making excuses, our PTS server hardware is NOT as beefy as Live servers. We have almost 1000 players on PTS at the moment and we haven't seen the pop that high in a long time. We might see network perf that you won't see on Live.

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Just a reminder that we are scheduled to kick-off the EU playtest on the public test server at 11am (Pacific) / 7pm (GMT) - approximately 1.5 hours from now

Then again for North America at 4pm (Pacific) / 7pm (Eastern) to make up for the cancelled playtest yesterday due to our CDN provider issues preventing download.

In addition to the list of changes outlined below, our primary focus today is client/server stability; specifically a client crash that appears to be happening while players are in Sanctuary. Of course, if you run into any new, critical issues not listed in here, please reply to ...

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TheOneWithSkillz

When I get to server selection to make a new character, it says the test server is down. So, then I need to wait until its up to make a character? Is that how it works?

Just updated my original post. Still not unlocked yet. Hang tight.

Re: the critical chain bug - it's now fixed and verified on an internal build and should either go out for the EU PTS playtest build tomorrow morning or with the Escalation release to Live at the latest.

Looks like this was working properly for approximately 1 week in December of last year, but has been broken since. We will correct this going forward, but it might not happen until the Escalation update goes out. Sorry for the confusion.

UPDATE @ 5:30PM (Pacific) - We've contacted our CDN provider, who appears to be having issues across their entire service, and they can't provide an ETA on when it will be fully resolved.

In the meantime, we will unlock PTS as soon as the CDN issues are resolved, so players can check out the latest changes included in the patch. But we will be rescheduling the North American PTS playtest to 4PM tomorrow (Wednesday), so everyone that showed up tonight, and can't wait, will be able to join again tomorrow.

The EU PTS playtest is still on-track to happen at 11am (Pacific) / 7pm (GMT) tomorrow as planned.

We're sorry for the delay.

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UPDATE @ 4:45PM (Pacific) - There appears to a CDN issue that is preventing everyone (internal and external) from downloading the patch. TechOps is investigating. We will kick off the playtest as soon as its resolved.

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UPDATE...

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We’ve been going through the PTS feedback over the weekend and overall, things are looking fairly solid. However, in addition to a handful of general tuning/polish improvements we would like to get in before it goes live, there is a physics-related client-crash that seems to be fairly prevalent. We’ve seen this crash happen on live, but it appears to be happening at a higher frequency on PTS.

The team is preparing another PTS build that should be ready to publish later tonight or early tomorrow (Tuesday) morning. It should contain a handful of bug fixes and polish, along with a potential fix for the client crash I mentioned. We will also be sending out an invite for a North American playtest tomorrow (Tuesday) and depending on the results an EU region playtest Wednesday morning to ensure the build is looking solid at scale. To further encourage participation in these tests, and by popular request, players that join during the times outlined in the upcoming invites will receive the A...

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Daybreak TechOps team reported that there was a switch failure in the EU data center which caused population drops in all Daybreak games (PS2, H1, EQ, DCUO, etc). It should have been corrected shortly after.

Hello everyone,

The team is publishing a new build to PTS and expect to unlock at around 3pm (Pacific) today - a little less an hour from now.

If you have time, please patch up and report any critical issues that you may encounter. We will be monitoring feedback over the weekend and publishing any necessary fixes to PTS Monday or early Tuesday. If the build is looking solid by early next week, we plan to conduct two larger-scale public playtests (one geared toward EU primetime and one for NA primetime) by mid-week to confirm whether or not its ready to go Live.

Below are the changes:

Bastion:

  • Deployables (such as Turrets) can no longer be placed on Bastion weakpoints
  • Flak Cannon rounds now damage Bastions
  • Increased amount of damage Orbital Strike does to Bastions
  • Fixed a rare client crash that could occur when a Bastion that a player is controlling is turning

Sanctuary:

  • Optimized spotlights in Sanctuary for performance
  • Adjusted how sections of Sanctuary were built for perf...
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Bawss5

Man if ps2 even survives for only one year more it will have provided me with more enjoyment than just about any other game I've ever played

Hold our beer.

WhatPassword

Wow... that's impressive!

Would there be any chance to have a RPG-wide reddit AMA? I'm sure we'd all love to have a chance to meet the people on the team!

Probably at some point. Everyone here is a bit busy at the moment wrapping up the Escalation update.

We are also planning monthly dev streams to discuss the latest and greatest about whats has recently gone into the game, what we're working on for the next update and occasionally some longer-term feature/content roadmap discussions.

FYI - we started discussing possible changes to add more boom to the Bastion's demise this morning. Nothing concrete, but the team has some ideas.

MalevolentNebulae

Any spoilers or hints for the update after escalation?

We've got some colossal ideas, but nothing specific to share publicly right now.

For anyone interested, our internal server population monitoring tool (which is the most accurate) showed us peak at 6,816 concurrent this past Sunday. It has been continuing to climb steadily each weekend since we announced the update during the dev stream earlier this month. We want to see this trend continue by giving players a reason to want to come back and/or keep playing :)

Hello everyone,

I wanted to provide a quick update on the current state of the Escalation launch.

The team has been working since last night to prepare a new build for PTS. At this point, we are targeting a publish to PTS tomorrow (Friday) afternoon. This should include several fixes of issues identified prior to and during the 2/26 playtest. The changes you can expect to see in the next build will range from major to minor bug fixes and general polish.

Below is the primary list of (but not limited to) issues/improvements that we’re tracking right now and their current completion status internally (figured you might find that useful):

Bastion:

  • Bastion collision can get slightly shifted/offset when the Bastion gets moved. This can cause certain weak points to appear to not take damage; since the collision is blocking projectiles from reaching them.
  • Rarely, placing Bastion movement and bombardment waypoints can cause a client crash
  • [Fix confirmed on internal build] Flak cannon ro...
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Great minds think alike :)

We plan to update all of the various entry points into the game with this and future branded updates - Steam, Launcher, loading screens, etc.

UPDATE - 6:20PM (Pacific) - Based on the outstanding issues, we are still day to day on finalizing the launch date. We have a list of issues that we are going to prep fixes/changes for another PTS build mid-day tomorrow. Depending on the changes, we may or may not schedule an organized playtest for Thursday. More details to come in the morning once we have a handle on the list of fixes.

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UPDATE - 5:19PM (Pacific) - We just wrapped up the PTS playtest and will keep it unlocked for a bit to allow players to continue exploring the new build and posting any feedback to this thread. We are going to meeting shortly to review the feedback and remaining issues. Details about the timing of the next build/playtest will be posted in a bit. Thank you all again for helping today.

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UPDATE - 3:55PM (Pacific) - Public Test server is unlocking now and should be acces...

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