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MattScott

CEO
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Everything posted by MattScott

  1. Hi all, My apologies. There was a significant miscommunication inside my team today. Running the event on a Sunday when some of us weren't available created the problem. Selali misunderstood and accidentally directed players to OTW. That was not our intention. However, for those that did join OTW and help, we were able to find a couple last minute bugs. Thank you! I'm going to call mulligan, and we're going to try this again the way we had planned - except for one change. This time, I'm going to get on and play too. So please join me and some other devs on LIVE Jericho in Prototype A at 4pm PT on Monday the 17th. I recognize 4pm on a weekday isn't as ideal as doing this on the weekend. For anyone who can't participate due to the timing, I'm sorry. We're still trying to complete the final test and collect player feedback before the 19th. Since our Admin Tracker has been finicky, I would appreciate the help in getting the word out to other North American players. Thanks, Matt
  2. Hi all, There was a miscommunication on running this event. Sorry. New event post here: Locking this thread. Thanks, Matt
  3. This really depends on how Unification is going. I don't want to hype new content. We have one piece of new content in the pipeline. But the main purpose is to facilitate Unreal 3.5. It's best if I leave that question for Beastie. He gave me those stats for the blog. does this mean texture / prop rework, or even some more map "rework" (more like adding stuff to make it look more alive)? There is a little of both. Mostly optimizations. But we also need to remove some of what got added to the console version maps to make them play better.
  4. Hi everyone, I've just put up a new blog with details on the upcoming 9/19 patch for PC. You can read it here: https://apbreloaded.gamersfirst.com/2018/09/mid-september-update.html I also spend some time to walk through the next steps for console and PC Unreal 3.5. Thanks, Matt
  5. We are committed to getting feedback. If there is a significant issue brought up, then we will hold pushing it out. I’ll leave that to Beastie. However, we have an aggressive development schedule to hit by the end of the year. So if the issues are subjective and not major, then I do want to push the Weapon Balance this week. Also many experienced players have reached out directly to complain about the current weapon balance in Live districts, so I’m keen to get the meta focused back on strategy and not spraying bullets.
  6. Hey everyone, The devs and testing will be on Prototype A. Those are the values we are looking to move forward with. Remember though it was morning for him since I think he is still in England... so not sure if tomorrow US time or tomorrow EU time. I’m back in the US now but still traveling. Blog should still make it up later today. Thanks, Matt
  7. Hi all, Voicechat is back online for all platforms. Kudos to Vivox for taking care of the issue, building us brand new servers, and upgrading our system to their latest codebase. Thanks, Matt
  8. Hi there, I discussed stack splitting in the live stream today. We are working on bringing it back - there is no intention to permenantly disable it. But the issue for removing it is all throughout the code, so it is taking some time to fix. Thanks, Matt
  9. Hi there, I actually have no idea what build this video was taken from. I can say that it isn't from any recent build of ours. Having said that, I think we should keep the expectations for the Unreal 3.5 upgrade realistic. We aren't remodeling the districts. The goal is to sync the codebase and improve performance on modern hardware. Thanks, Matt
  10. Hi everyone, I actually missed this update last week due to travel at PAX, but I think I'm going to stop posting updates. They aren't really that helpful. This week however, we did upgrade our support portal and added some extra questions when you submit a ticket to help us route the ticket better and respond sooner. Hopefully that will help us finally catch up and get to a reasonable wait time. Thanks, Matt
  11. Hi guys, Sorry for the downtime on the Support site. We did some analysis and upgraded our system so that we can collect better information right up front when you submit a support ticket. This should help speed up our response time going forward. Thanks, Matt
  12. Hi all, We've looked at account merging. It's tricky for a number of reasons. Not impossible, but not in our immediate roadmap. Thanks, Matt
  13. I tend to agree. The idea of world servers is outdated. We've already started working on an architecture change that would merge all the worlds into a single clustered system allowing access to characters across all districts. Then we could untether the location of the district servers to spread them out and make them closer to a lot more people. This will take some time, but we are already moving forward.
  14. Hi all, Everyone with migrated characters should now be able to access them. They should also have name change tokens for those characters that had naming conflicts. Thanks, Matt
  15. Hi everyone, I'm excited to announce that we will be migrating all of the Han characters during our patch window tonight. Once the servers come back online, players will be able to login and play with their old Han characters on the Jericho world server. Everything should work seamlessly, but if any players experience an issue, please open a ticket with support at http://support.gamersfirst.com Thanks, Matt
  16. Hi all, The Admin Tracker isn't reliably working correctly. It's a stock part of IPBoard that we setup to follow certain user levels. We are aware of the issue, but we haven't had a chance to fix it yet. Thanks, Matt
  17. Hi all, I have updated the main post. I recieved word that Vivox feels they can recreate our servers and have them back online for all platforms (possibly) by the weekend without any changes from us. Thanks, Matt
  18. Hi everyone, Here is a quick update about the ongoing outage with our Voice chat system. On or around August 24th while my team was at Gamescom, Vivox experienced some network issues and shutoff the APB voice servers. I took us a bit to diagnose the problem, but I reached out and spoke with their President and engineers to see what happened. At the time we were told they could have our production servers back up in 24-48 hours. However now they are indicating that a solution on their end *may* not be as simple as they thought. I am still waiting for next steps or an ETA. Hopefully they can resolve it soon. Otherwise we may be asked to take a break from Unreal 3.5 to integrate the PC version with their new service. Unfortunately that leaves all our console players without voice service till we can get a patch approved by Microsoft and Sony. I apologize for this disruption with the game. I know it is an important feature for team missions and our Social district. We are working as quickly as we can to resolve this. Thanks, Matt Update: We got a follow up from Vivox saying that they now feel they can recreate our servers in a new datacenter (possibly) by the end of the week without any changes from us. Update 9/12: Voicechat is back online. Vivox took care of the issue with brand new servers on their new platform.
  19. Sorry about the 7 day hold. That hapoens for new accounts, but was triggered for everyone on OTW. We are looking to fix that asap so people can test.
  20. Hi everyone, First, I want to thank everyone who came out and played in the Citadel Prototype districts. I have previously apologized for the mess we made of balancing weapons. This mini-event allowed us to collect invaluable information. I want everyone to know that we are listening and not ignoring the feedback we receive. For the most part I feel like once we make the next round of changes we will be close to what we're looking for. Next, I am excited to announce that the new Trading System is now on OTW. We invite players to come check it out and give feedback, but please note there is a Rank/Rating 15 limit to access Trading. This is a requirement for production, so not everyone who logs into OTW will immediately be able to test the feature. We understand that may be frustrating for some players, but there wasn't a simple solution for removing it. My hope is that we'll be able to launch this feature to everyone soon. Also the next patch will have a number of very important fixes. We were finally able to reproduce and fix the hitreg issue that has been plaguing the game. Lastly, I know everyone has been very patient while we get organized. With many of the latency issues, hitreg, and Trading out of the way, I feel like we can now exclusively focus on the Unreal 3.5 upgrade and on the new mode. It's critical that we launch 3.5 so we can address matchmaking after that. Have a great Labor Day weekend. Thanks, Matt edited for clarity
  21. Hi all, We are having an issue with one of our circuits that has been intermittently resetting and bumping a small amount of players. It has been happening for the last week. Our network team has been working with the vendor to resolve it. Thanks, Matt
  22. All of the Citadel players had to deal with significant latency when they did testing on OTW, so we wanted to do something special for them. We are going to do a similar ‘Play with the Devs’ event on Jericho too.
  23. Hi all, For obvious reasons, I'm going to lock this thread and warn the OP not to do this sort of thing in the future. Thanks, Matt
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