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MattScott

CEO
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Everything posted by MattScott

  1. Hi all, We have been actively working on this. Unfortunately the bug only appears in end user builds - not development versions. That means we have been unable to reproduce the problem in a way that gives us enough information on fixing it. However, it is one of our high priority issues to fix, and we will continue to hunt for the problem. Thanks, Matt
  2. Hi all, This thread has gone long enough without a response from LO, so here is where I stand on this. 1) We are working on getting more GMs in-game to help But this is not an effective solution. Just like drivers who slow down when a cop is around, they always speed back up as soon as he's gone. 2) LO is not ignoring this issue Every solution we have discussed or seen discussed on the forums takes development resources and will compete directly with releasing the Engine Upgrade. I'm not opposed to spending dev time to fix dethreating. But from what I can see, all the ideas thrown around would take a couple weeks of dev time and players would find new work arounds in a couple days, which doesn't seem like time well spent. 3) Dethreating is an issue but its the symptom of larger problems IMO, we need real change in the architecture of how players are matched. The only lasting solution that I can see is to launch 3.5, merge all the worlds, and finish implementing cross-district phasing, so that we can match players across all districts / regions. This will move all 8 players to the "best" district based on best ping and best tick time. In this scenario players will simply choose the district type based on where their friends are, so they can mess around till a match starts. No spamming a district with 79 players to get the last spot. No visible threat segmentation. Once a match is ready, they all get moved. That way we can have golds fighting golds alongside bronze fighting bronze in the same district. The new phasing also allows us to spin up more servers dynamically, so we can add more Waterfront or Financial servers based on demand. From there we can work on ways to improve the algorithm and incentive all players to reach Gold rather than dethreat to Bronze. Thanks, Matt
  3. Hi all, I want to make sure my comment isn't taken out of context. During a chat I was having on unofficial Discord channel with the players, the subject was brought up "Why don't you just kill RIOT?" (I'm paraphrasing) I gave the stats and analysis that we found as a response. For clarity, the actual stat I gave was based on analyzing the same period of time and matches played across Fight Club and RIOT. During that period, for every 100 unique accounts that played a match in FC, 150 unique accounts played a match in RIOT. There was no comparison on matches per account or total matches across each mode because the length of matches varies a lot. I tend to agree with Tigrix that none of these modes are in competition with each other. Players all have their own preference. I felt our research was worth mentioning, because the forums can be an echo chamber for a relatively small percentage of the community. If RIOT wasn't getting any traction, then Little Orbit would simply remove it. Thanks, Matt
  4. Hi everyone, Things continue moving the right direction. There are 613 total tickets (unsolved) which is our lowest amount to date. And there are 345 total tickets that have not been touched (contacted). Today we are answering tickets from June 24th, which means we are now at an 18 day response time. I went back three months to look at our average response time then vs. now. 90 days ago our average response time to new tickets was 19.3 days. Right now our average response time is actually 13.5 days with the *longest* wait time being 18 days. Lastly, if your ticket is older than June 24th, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks, Matt
  5. Hi all, All Firecracker titles on our list went out today. If you haven’t received it, go ahead and open a ticket with Support. We will start sending all the ARG Tier 2 individual codes tomorrow. Each code unlocks one Redhill weapon skin and the Conspiracy symbol set. These need to be hand delivered. We appreciate your patience. Thanks, Matt
  6. This is something we are looking at, but it requires Phasing in the Engine Upgrade. On a side note we did discover a fairly big bug that only occurs in low pop situations in RIOT that basically abandons players who are waiting for a match. The team is working on a fix now.
  7. Hi all, The Firecracker rewards from the 4th were awarded today. Thanks, Matt
  8. Here is an update on this week's patch which includes some RIOT changes based on community feedback.
  9. Yes. You'll be able to buy account bound versions. Understood. The current rewards are just for players that want them for free.
  10. Hi everyone, Jericho Outage Just a quick note to let you know that we are currently experienced a network outage with our provider that is affecting Jericho. It is not a DDoS, and we are still investigating with them. New RIOT Changes We aren't putting a lot of focus on RIOT, but we did solicit feedback from the community, and I wanted to follow through on that with a significant number of changes to the mode based on that feedback. To be clear, if RIOT isn't your thing, I totally understand. New RIOT Weapon Skin Reward As part of the patch, we added more tiers and new skin. I recognize this isn't super compelling. I do feel like the Joker Ticket rewards are fairly valuable given the growing selection of permanent weapons in the Joker Store. Just to be upfront, there are going to be three Japanese skins in total for RIOT. Yakuza. Dragon. Koi. They were all finished some time ago, and we decided to save them so we could give RIOT players something while we finished off the Engine Upgrade. These are just meant to be fun rewards for those players that want them. You don't need to chase them if you don't want to. All three skins will be going onto ARMAS in a pack or possibly the Joker Store at a later date. Bad Math on tiers 6-10 of RIOT Here is a quick note from LORider, one of our designers on a mistake with the new Tiers. "Some of you have mentioned in great detail the issues regarding RIOT’s progression. Admittedly I did not take into account the time requirement for queues when finalizing the progression for the new tiers and as such the requirement to progress requires more time then intended. We are working on some back end changes that will more closely simulate a single queue system which will reduce the time required but until then I want to course correct on the pain of the wait times. In the next patch I will be lowering the contact threshold for levels 6-10 from a requirement of +17500 contact experience to +12500 contact experience instead. Any experience gained will be kept and reflected properly when we make this change. I am happy to receive feedback and hope to respond swiftly when able." And some higher resolution art elements created by the artist responsible for the these three skins. Thanks, Matt EDITED: I can't spell Koi. And added elements of the skins.
  11. Hi there, Back in January 2018, G1 did a massive password reset across all players. Unfortunately this required many players to go through Support to get access again. Once we took over, my brand new Support team was flooded with these requests and our response times became very long. However, the team has been working hard and we have brought down our initial response time significantly. We are currently at 3 weeks right now, but I expect that to continue dropping. Thanks, Matt
  12. It was a completely different company’s game.
  13. Hi all, Just a quick note to say thank you to everyone who sent me latencyreports over the holiday. We are using that data to do more tuning on the solution. Thanks, Matt
  14. Hi all, Jericho has not been as stable as I had hoped over the holiday. A couple large scale DDoS attacks did get through but we will be tuning systems to prevent future attacks. Beyond that one of the games adjacent to us at our provider got hit hard, and it took us down several times. We’ll continue to work on it. Thanks, Matt
  15. Hi all, For anyone that is experiencing lag, please run /latencyreport in-game and then send the log to me over Private Message. I can confirm that the DDoS protection has been working since it was installed. It sounds like these issues may be legitimate server issues. I am hopeful that we can start back up working on server stability / speed, now that we can eliminate DDoS as a source of slowness. Thanks, Matt
  16. Hi all, As of 8am we went live with the new Anti DDoS solution. The team has been monitoring all afternoon, and it’s looking good so far. Seeing some nice low latency just in time for the holiday weekend. For those US-based Jericho players who have been frustrated, I encourage you to give it a shot. This solution uses a combination of systems, many of which had to be installed at the edge network in front of our gateway and servers. It was originally scheduled to go live in April, but our provider kept delaying due to conflicts with some of the other tenants using the same network. Hopefully this is a good step in the right direction. Thanks, Matt
  17. Hi everyone, Due to the holiday, I'm going to go ahead and post stats early this week. There are 751 total tickets (unsolved) which is our lowest amount to date. And there are 440 total tickets that have not been touched (contacted). Today we are answering tickets from June 11th, which means we are now at a 3 week response time. If your ticket is older than June 11th, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks, Matt
  18. Hi all, I think SPCT are all done showing off progress for the moment, but @rooq took the time to edit down a flythrough for everyone who is interested. You can see it here on the Little Orbit YouTube channel: I'm looking forward to using this thread as a "starting point" so that we can show more progress with lighting and post processing soon. Thanks, Matt
  19. This month I spent some time to walk through Mission #2 and the process for building it. Mission #2 - The War Summit Cutscene #1 - The Secret Chamber We step into the secret chamber to find that all four delegates from the most powerful areas in Lasfaria have arrived and the meeting is already in progress. The Queen of Alionne looks frustrated. Things aren't going well. An argument has broken out between the delegate of Jelamond, a small country to the north and home to the School of Divine, and Lethanor, a territory currently under Alionne control on the border of Saxtel and home to the School of Mana. Sirena attempts to interrupt with her important scientific findings, but they ignore her. Brienze, the Horned former Emperor and delegate from Saxtel, slams his fist on the table to gain everyone’s attention. “The soil has claimed enough of our tribes.” Suddenly, a loud metallic bang spooks everyone. Their secret location has been compromised. The player rushes outside alongside Sirena and Brienze and are surprised by attacking bots and sinister Saxtel units that have invaded the city. Brienze quickly denies any connection with the attacking Saxtel units and jumps into the fray to protect the delegates. Do you trust him? End of Mission #2. Thanks, Matt
  20. This month we spent some time to walk through Mission #1 and the process for building it. Mission #1 - The Bridges of Branholme Lasfaria is a turbulent world easily manipulated by sound magic. The Opus, or the First Song, was created thousands of years ago to help keep the world stable and more hospitable to the mortal races. This scene establishes Branholme, the capital city of the Alionne Kingdom, as the central location of this chapter where 77 years of war with the Saxtel Empire has taken its toll. The Alionne army is failing, and the country is suffering from unexplained earthquakes and tremors. Times are desperate. Cutscene #1 - The Branholme Opus Room After the intro cinematic and character customization, the game starts with a brief cutscene in the Opus Room in the School of Technology. This room lies at the heart of the school and is a large cylindrical space of immense power with a hovering ball of light and energy at its center and a series of large rings in place spinning around it. Maestro Greymore, the Head Master at the school, has hired the player's characters to travel to the edge of the city and escort Sirena, a reclusive Lore Master, back to the Opus Room safely. She has recently discovered critical information and needs to convince a gathering delegation to end the war. The player leads a small mercenary band called The Unsung. This group does not have loyalty to any of the warring factions and are relatively unknown, making them a perfect choice to help the Maestro; they can be trusted not to betray for political reasons, and they can operate covertly. Cutscene #2 - The outskirts of town The player finds Sirena just outside the city's walls at the Branholme Observatory. She wears the robes of a Lore Master (one of our Prestige Jobs) and wields a staff. Sirena thanks the player for their help escorting her, worried that it’s not safe travelling these days. The war has created lots of conflict and you never know someone’s allegiance or intentions. Suddenly Branholme guard bots approach Sirena and the player from the direction of the first bridge. The bridge is disabled behind them. These bots have a strange green magical aura circling around them, and they claim Sirena is trespassing and must be stopped. She explains that the city is normally guarded by these mechanical constructs, but something has turned them hostile, and the mission starts. Earlier this year, I walked through the process of our Vertical Slice. We started with the overall narrative, and identified 50 missions. Our level designers created sketches for each mission, and then started building out white boxes so we can play and test them. Once a white box is complete, we create a Concept Guide. Here is the Concept Guide for Mission #1. From there, we work with the concept team to flesh out a series of 2D paintings that match the layout of the white boxes. These concepts are used by the 3D team to build the final level. Post Mission Cutscene #1 Sirena and the player arrive safely at the School of Technology. It's been years since her return, and she circles the Opus Room in wonder, talking out loud. “You’ve heard about how we sing into the Opus stories about our world and our lives to preserve it. At this school, we use Technology but each other school is unique with their own form of magic - Mana, Divine, and Nature." She motions to the Cantors, old singers stationed around the room casting spells directly into the ball of light. "When they sing about our accomplishments, our mastery of magic, and our progress as a society, it strengthens the bonds of the Opus which helps hold Lasfaria together. The world literally depends on this act, keeping the energies of the Opus in harmony." Gravely, she turns to Greymore, “But something is wrong. I have long been researching the decline of the Opus. The tremors that break our land. Chaos is growing, and soon every nation will suffer as we have. For years we have only sung songs of death and destruction. It's time to end the conflict." Greymore presses Sirena to convince the gathering delegates from each nation of her findings. She agrees to go to the meeting but asks for the player to stand guard in case it erupts in violence. But first, the player needs to prepare. Introduction to the Hub At this point the player gets a brief introduction to the Player Hub where the player's units can rest, equip themselves, and work with other craftsmen to improve. End of Mission #1. Thanks, Matt
  21. Hi there, This was an a fix to Fallen Earth. You mentioned RIOT, which was a new mode for APB. I’m a little confused. Thanks, Matt
  22. The game is back online. We fixed a significant problem. Curious to see if it helps performance.
  23. Hi all, We need to correct an issue in the database. Taking the game down real quick to reboot servers. Thanks, Matt
  24. Bad math on my part. I used the number of packages converted instead of the number of packages remaining in the second portion. I have updated the proper numbers in the thread. ---- To give specifics, there are 1498 packages used in the game: 919 regular packages 537 map packages including dynamic layers to action districts for events and missions So far we have converted about ~84% of them, with the following packages remaining to be completed: 212 regular packages 24 map packages
  25. Hi all, I should have made it clear that we are not done with the lighting or post processing. We did an initial pass on time of day and some basic lighting values just to course correct what was done for console. But the art team is now waiting for the content packages to get migrated and then we plan on doing a fairly big pass to adjust the look and feel. There are several excellent threads on the forums already that show off the older RTW look. I wont guarantee that we are going to end up exactly matching what was done before, but there is consensus on the team that we want to steer in that direction. Thanks, Matt
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