Here are some brief updates on some ongoing concerns of a more technical nature.
Master server issues
The master server experience will not be terrible going forward. Much of our concern before release was that our dedicated game server component could handle any capacity we wanted to throw at it. This is the executable that actually serves gameplay that we run thousands of instances of globally. Instead, the server component turned out to be very efficient and scale very well, plus the fact that we accidentally over-provisioned servers helped even more with that. With the master server on the other hand we have been struggling from the start, the main problem being one of those silly programming things that are hard to see. Between weekend two and three we did a massive refactoring to simplify things and see things clearly. This caused some crashes initially because sometimes getting rid of leaks exposes issues that were previously hidden. We do ha...
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