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Everything posted by MattScott
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Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi everyone, The team is still working through issues, but progress is being made. Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, We're in a weird position at this point. Technically, all the servers are working properly. All the databases are restored and up. However, the system overall is unbearably slow. It takes hours to boot and load all the data. Once it is up, the timeouts between servers make the system unstable and unplayable. We took everything down and restarted it all from scratch about an hour ago, and not everything is fully booted. I'll keep you posted. Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, Just posting another status. We are currently working through a database speed issue and an issue with the login server. The engineers on my end are troubleshooting. Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, One more brief update. We're waiting on a trouble ticket to get fulfilled with our new datacenter to fix a final hardware issue. Then we have two tasks that can be completed, and the servers can come back online. I can't predict how long the trouble ticket will take to get addressed. But I'll let everyone know once we're back online. Thanks, Matt -
I recommend this site: http://www.azurespeed.com/ You can see what your latency is to various parts of the country without going through our network. We did not move any of the district servers (Jericho, Citadel, or Nekrova). So your latency shouldn't be affected. However, if you find that the speed site reports no latency issues, then you can get on Jericho and run /latencytest and send it to me in a PM on the forums.
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Why did Paysafecard card payment got removed
MattScott replied to hempx's topic in General Discussion Archive
Hi there, This is just temporary. We had an issue with this payment type during the move. We have reached out to them to get it fixed, and we will turn it back on as soon as possible. Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, Just a quick update. The team has finally worked out most of the issues (I hope). I did see the first couple servers come online internally. Don't try and log in yet, it wont work. I'm estimating about 1 more hour. Thanks, Matt -
Hi all, With all the craziness this week and the server outages, the development team hasn't made enough progress on the changes to RIOT for a play test this week. We're going to aim for May 10th instead. I have updated the original post to reflect the new date: Thanks, Matt
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RIOT Open Test Postponed to 5/10 (UPDATED 5/1)
MattScott replied to MattScott's topic in General Discussion Archive
Hi all, With all the craziness this week and the server outages, the development team hasn't made enough progress on the changes to RIOT for a play test this week. We're going to aim for May 10th instead. I have updated the original post to reflect the new date: Thanks, Matt -
connecting bug, cant join any server
MattScott replied to Romique's topic in General Discussion Archive
Hi all, I have posted an update here. Thanks, Matt -
Hi everyone, All servers are back online across PC, XB1, PS4 across Jericho, Citadel, and Nekrova. I sincerely apologize to all the players for this outage. I have no interest in sugarcoating this or dodging blame. I own this failure. What appeared relatively straight forward, ended up being riddled with landmines. This network move went much too long, and our inability to properly communicate when the game would come back online was unacceptable. Needless to say, I am unhappy with how this all went, and I am sorry for our performance. I am happy to do a future post to walk through why we had to do this and what happened that led to the various issues. But I will do my best to make sure this doesn’t happen ever again, and to make sure we properly compensate the players for the downtime. Sorry, Matt
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connecting bug, cant join any server
MattScott replied to Romique's topic in General Discussion Archive
Hi all, Sorry for the lack of updates. The team is working as fast as they can. We had to send one engineer to bed after nearly 3 days of mostly being awake. At this point it's a waiting game. We feel we have the problem identified, which is a routing issue inside the new data center that affects all of the servers. We're currently going box to box to fix the issue, and then we'll spin up the game. Apologies, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, Sorry for the lack of updates. The team is working as fast as they can. We had to send one engineer to bed after nearly 3 days of mostly being awake. At this point it's a waiting game. We feel we have the problem identified, which is a routing issue inside the new data center that affects all of the servers. We're currently going box to box to fix the issue, and then we'll spin up the game. Apologies, Matt -
connecting bug, cant join any server
MattScott replied to Romique's topic in General Discussion Archive
Hi all, I am sorry for the unexpected outage. We moved some critical services from one physical location to another. Everything appeared fine yesterday. However after disconnecting the old location and turning everything off, several services hadn’t been transitioned properly causing the new servers to stop functioning properly. Unfortunately several of the engineers had already been up for 24 hours and were asleep when we noticed the issue. Everyone is back up and looking at it now. I’ll have a better update soon. Apologies, Matt -
connecting bug, cant join any server
MattScott replied to Romique's topic in General Discussion Archive
Hi all, We are not getting DDoSed, but we did move colocation facilities for part of the APB hosting. I checked our monitoring and I see some players on districts in every world. Can I get a little extra information to pass onto the devs? What world and platform are you on? We had some intermittent outages with the login server. Can you double check that it is still down? Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
We will do our best to make things up to the players. But at this point our priority is to just get the game back online so the engineers can get some rest. -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, As you know, Fallen Earth is quite dated and it requires operating systems that don't exist any more. We did our best to backup everything properly and organize the smoothest transition possible, but the downtime was required for hand carrying servers between locations. The techs hit a number of unforeseen issues, which have caused the extended downtime. And unfortunately these kinds of problems tend to be difficult to estimate fix time. I believe we are most of the way there now. The databases are back online. The servers are re-installed. We are going to bring everything up manually to get it back online, and then we’ll dial in the rest of the automation tomorrow. I’ll post an update here as soon as possible. Thanks, Matt -
Extended Server Maintenance (Monday 4/29/2019)
MattScott replied to Lixil's topic in General Discussion Archive
Hi all, To give context for the extended downtime, we had to move critical backend servers from one network facility to another. This is part of our expansion and future plans, but players shouldn't see any decrease or increase in performance. Thanks, Matt -
Hi all, The plan is to patch the ARG Redhill weapon skin reward into the game when we open live servers for the RIOT Preseason. In the meantime, one of our producers found this Redhill weapons training manual lying around, so I figured I would share it. Thanks, Matt
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Hi all, Back on my regular Friday schedule of updating Customer Support status. As of today, there are 1,137 total tickets open (unsolved) which is up significantly from last time. Not sure why we saw a spike in tickets this week, but I'll have the team look into it. Despite the influx of new tickets, there are only 695 total tickets that have not been touched (contacted). That is down from Monday by a considerable amount. We have a couple of straggler KTTC tickets, but the majority of regular tickets are now from March 21st. We are so close to being at the 30 day mark for tickets. If your ticket is older than that, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks, Matt
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RIOT Open Test Postponed to 5/10 (UPDATED 5/1)
MattScott replied to MattScott's topic in General Discussion Archive
Apologies. Our time conversion was way off. I have corrected the post. We want Friday evening tests for both regions so as many players can join as possible. Test #1 7pm - 11pm London time for EU. Test #2 7pm - 11pm California time for NA. -
RIOT Open Test Postponed to 5/10 (UPDATED 5/1)
MattScott replied to MattScott's topic in General Discussion Archive
Yes. Each individual weapon or category can be priced separately. We did that so that if we see an over abundance of one weapon being OP in the mode, we can balance it by making it cost more. Same with individual weapon mods. If we go down that road, we just need a better way to let players see what the RIOT unlock cost will be ahead of time. -
RIOT Open Test Postponed to 5/10 (UPDATED 5/1)
MattScott replied to MattScott's topic in General Discussion Archive
This is an area of the design that is fully built out, but is not being used at the moment. Currently (I believe) all the loadouts cost the same to unlock. However through testing, we can raise or lower those costs to balance the mode. We can also individually price different loadouts to change the meta of RIOT each season. -
RIOT Open Test Postponed to 5/10 (UPDATED 5/1)
MattScott replied to MattScott's topic in General Discussion Archive
The initial design change is to give one respawn for free with the second respawn for $1000. Then the cost doubles each time after that. The original design had players pickup respawns or even having to buy them from specific locations. During testing, when we combined those mechanics with everything else, the players were super confused. For now we're leaning into the cash part of the game to see if we can create good "tension" in how players choose what to do with their cash: - Extra lives that get more and more expensive - Purchase their primary and secondary loadouts - Or bribe the driver at the end game -
Hi all, It's been a very busy at Little Orbit following the Stress Test. The team spent the majority of that time sorting through all the feedback from players, evaluating various options, and then creating a development plan to make changes. After I reviewed everything today, I have decided to postpone tomorrow's RIOT Open Test for EU and NA. Apologies for the late notice, but it doesn't make sense to put up the same build, since so many changes are coming. EDIT: Due to the extended outage and issues this week, our devs haven't made enough progress for the test. We are going to run the Open Test in both EU and NA at the same planned times on Friday, May 10th. OTW EU will be first from 1800 - 2200 UTC time OTW NA will be second from 1900 - 2300 PDT time (apologies we got the time conversion wrong in the initial post graphic) For May 10th, we are going to have 6 RIOT instances online for each test. The goal is to be able to start matches every 2-5 minutes if there are enough players. After reviewing the feedback, here is the list of changes we are going to incorporate for the new test: Make it easier to leave the match after dying and immediately join a new match Improve the end of match screen Remove AFK timer while spectating Display the name of the player your spectating Test a different starting weapon Make weapon pickups more accessible across the map Scale Access codes with the number of players Add objective text at the beginning of Riot for finding an Access code The largest area we are re-working is Respawns: Respawns will have a starting cost that increases every time you die Respawning will now be automated if you have enough cash Rework the location of respawning to be less punishing Remove Medikits Thanks, Matt
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