Latest Developer Posts
Hugh Cameraman San Francisco, CA
Okay thanks for sending us all the crash reports. We have so far isolated two main crash reasons. One has to do with multi threaded physics and the other with DX11 and certain graphic cards. So in case you experience random crashes you should be able to avoid those in 90% of all cases by switching to DX9 in your graphics options and disabling Multi-threaded physics in the general options. We will try to resolve the issues in one of the upcoming patches so you can use those features again.
I'm personally really glad to hear folks are enjoying the new Boneshield. It felt like a great improvement while I was designing and implementing it, but as with anything...you never really know until it goes live. I feel it adds more options and utility for Oni, while making the ability better jive with Aliens overall (i.e. movement-based instead of insta-position-lock).
Hmm? Eh? ...Oh, hello there! Originally, Match Seeding was slated and being tested to roll out with B315. However, we cut it in order to publish 315 faster, as there were a number of lingering issue with it. It just wasn't ready yet. B316 was never intended to be a big feature patch, as we wanted to get it out (and address long running problem of Boneshield) before the Summer Sale hit. Yes, Match Seeding is still very much in the works. I'm basically doing almost all of the work on it. The core features works fairly well. It was pretty cool to see 8+ playtesters get put onto the same server within about ~50 seconds from start to finish (time of button press to people connecting to the server). The main goal is to roll out Match Seeding (note, I'm not using the phrase Match Making; there is a distinct difference in functionality) in phases. This is not a concrete plan, instead should be viewed as milestones, which could change as more functionality gets added and tested. For example, Phase 1 was originally slated to just be an "enhanced" version of Quick Play (e.g. Groups of players, instead of a single client). However, taking into account our time estimates for B317, I'm probably going to roll in Phase 2 in addition to Phase 1 features. It has the capability to search and filter results on just about any number of parameters (e.g. Skill, Geographic regions, etc.). However, a lot of this will likely not be directly accessible on its initial release. Depending on its adoption/usage from our playerbase, we may or may not add more and more granularity to it (think fully automatic searches vs server-browser like searches). The reason being, is when taking into account the limited number of players looking for a game at the same time, their skill-ranges within that small subset, and then the available server-slots at the time of searching...the viable number of match-ups (player -> groups -> server-slots) gets smaller. It's distinctly possible, under manual control, to filter out perfectly viable games if the constraints are too narrow. The underlying algorithm used when running a search takes both available player-groups, server slots, and takes Rookies status into account. It can also take many other factors into account (Server quality score, individual player skill, as well as the Group's mean skill, and a server's average ping for all members in the group). This will of course take time to tune, and we'll most likely have several public playtests to get "live" data for tuning it further and just stress testing it. I don't know if this will make it into B317 or not, but my intention is to have both a automatic / public interface to it, as well as a manual invitation-only method (i.e. invite your friends to a group and then search for a server that fits your group). Unfortunately, this will not automatically allow a group of to always be on the same team, at least not yet. There are some especially annoying/complicated caveats that need to be examined before we can look at adding such a feature. But we certainly _are_ looking into things like this. The primary concern (for now), is to quickly and easily) get geographically and roughly similar skilled players into a group and all onto the same server, within 60 seconds. Keep in mind, the timing and efficiency of this process entirely depends on how many people use the feature at roughly the same time. If you want more nitty-gritty details of what's going on with it, take a look at this card: https://trello.com/c/Pjj02lkw I hope this answers any questions you folks have, cheers!
TinCan wrote: » When 316 rolled out I eagerly started up the game in hopes of finding a match seeding feature. Can anyone elaborate on the progress of this idea? Is it still moving forward? Stuck searching for a server that is not full and has players I see 15 to 20 players in the browser that apparently are also looking and I think, heck, that's a full server right there just waiting to happen. I wonder if rookies will be treated differently? Will we see something on the next patch? What are the drawbacks? What is the delay? @McGlaspie
Wob wrote: » On paper great balance changes. What a disaster allowing rookies to play on non-rookie servers though. I hope server ops quickly apply restrictions on veteran servers with high skills to keep skill segregation and thus not harm player retention. We still want rookies to play on rookie only servers. This change was made so experienced players can play with their rookie friends. EDIT: And yes, like Moultano says: we don't want rookies put onto an empty server.