over 2 years
ago -
Hunt: Showdown
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0s | yeah so um we know that there have been |
---|---|
4s | uh quite a lot of persistent bugs over |
6s | the last while um we've been listening |
7s | to your guys feedback and we |
10s | really kind of took it upon ourselves |
12s | with update 1.9 to make sure that we did |
14s | as much as we could um and went above |
16s | and beyond in terms of the amount of bug |
18s | fixes we understand that we needed a |
21s | little bit of a take a step back and |
22s | have a bit of a health check on the game |
24s | kind of make sure that we were in a |
25s | really really good place um so one of |
28s | the first avenues that we took with this |
29s | was the bug fixes and in this update and |
32s | through the patch notes you will see |
33s | that we have an extensive list of bug |
36s | fixes it's actually probably one of our |
38s | longest links list of buffexes in quite |
40s | a while so we're hoping that this should |
44s | be a good step in the right direction |
46s | towards improving um a lot of different |
48s | aspects of the game so that's the first |
50s | thing anyway um |
52s | next though we want to kind of talk on |
54s | one that has existed in the last couple |
56s | of weeks um the macbook as i'm sure |
58s | everybody is familiar with now |
61s | so |
62s | we we've communicated on this we gave as |
64s | many as much detail as we could |
66s | throughout the course of the last week |
68s | on this topic um and we tried to explain |
70s | that |
71s | you know we looked through a lot of |
73s | different avenues when it came to trying |
74s | to resolve this um bug as quickly as |
76s | possible unfortunately it wasn't an easy |
78s | one um we had a number of different |
80s | options we looked at the possibility of |
83s | like partially removing it or fully |
85s | removing it um we looked at uh trying to |
88s | you know uh trying to see if we could |
90s | actually fix the bug itself that was |
92s | created with the last update |
94s | um but uh ultimately it turned out that |
97s | our best course of action was to roll |
99s | back the bug fix that actually caused |
102s | the reason for this is that if we had |
104s | gone down the route of a partial um |
106s | removal which um it would have it would |
108s | have involved a small bit of downtime |
110s | but it actually wouldn't have fully |
112s | removed it from the game it would have |
114s | been possible to access the weapon |
115s | through things like quick play through |
118s | the recruiter hunters through |
120s | legendaries and through the spawns in |
122s | game so we've that while it could |
125s | potentially stop at least one aspect of |
127s | it |
127s | it wasn't going to solve the bigger |
130s | problem it wasn't going to cause uh much |
132s | of a difference because of the other |
134s | avenues that were available |
136s | the full removal involved did a lot of |
140s | removal of the gun from everywhere in |
142s | the kit so it would have been a very |
144s | meticulous time consuming to get it from |
147s | like every aspect and we also weren't |
149s | really 100 certain on the |
151s | impacts that could have on a number of |
153s | different systems it's not something |
155s | that we've had to do before so we were a |
157s | bit unsure if that would be the best |
160s | force of action |
161s | so ultimately after going through all of |
163s | this for a couple of days we did decide |
165s | to revert the bug fix that caused it and |
167s | it was related to the fix for single |
169s | shot uh rifles that you couldn't reload |
172s | them after you tried to switch uh ammo |
175s | while vaulting or quickly switching the |
177s | weapons um but |
180s | some news the main news on all of this |
182s | is that with update 1.9 the bugs that |
185s | ended up coming from this and causing |
187s | this problem they're all going to be |
189s | resolved so um our qa guys were talking |
192s | to us today about it and advised that |
194s | the one the single shot |
196s | reload issue is going to be resolved um |
198s | and it's not going to cause the lamp bug |
200s | to come back again um and there are some |
202s | other aspects some of the little bugs |
204s | that we're tied into as well that should |
205s | still be fixed with update 1.9 |
208s | so that's a little update well when i |
210s | say little but that's a little update we |
211s | wanted to give on that um we do |
213s | appreciate your patience with us during |
214s | that we know it was incredibly |
216s | frustrating um and you know any |
219s | situation like this we're always going |
220s | to learn from it to see exactly how we |
222s | can do better the next time |
223s | exactly and uh just because you |
225s | mentioned that we have another bug fix |
227s | or a lot of other bug fixes in this |
228s | update we wanted to highlight one very |
231s | very important one which will uh be a |
235s | small change to movement and rick will |
236s | explain us how will that exactly work |
238s | and trust me this will have a huge |
240s | impact |
242s | so we we call this player movement |
244s | changes but essentially what this |
245s | relates to are the decent issues that |
248s | many of you have reported and talked |
250s | about over |
252s | the last while |
253s | so essentially we've made two |
256s | improvements that we're hoping are going |
258s | to make a big difference to desync one |
261s | is a local improvement and the other is |
263s | a remote improvement now to extend these |
265s | local improvement refers to the |
267s | improvements relating to your hunter on |
268s | the client so what we've done is we've |
271s | improved the error correction in the |
272s | game which should allow for faster and |
274s | fairer feedback in those instances where |
277s | desync is going to regularly occur the |
280s | overall aim is going to be to reduce the |
281s | instances of abrupt and unexpected |
283s | teleports |
284s | but it's important to note that bad |
286s | connectivity latency other network |
289s | interrupts they may still cause things |
291s | like this so it's important to keep in |
292s | mind it is not going to remove every |
295s | aspect of it if there is a network issue |
297s | somewhere it could |
298s | still happen but the overall aim with |
301s | this is that from your perspective it |
303s | will feel much faster much fairer with |
304s | your actions and it will take into |
306s | account what you're doing a bit more uh |
308s | a bit more frequently |
310s | with the remote uh improvements then |
312s | these are referred to every other hunter |
314s | in the match um so these the |
316s | improvements then will be aimed at kind |
318s | of ensuring the server's entity position |
320s | is more accurate so the server registers |
322s | exactly where the other hunters are in a |
323s | more accurate fashion |
325s | so with this it should adjust for uh |
328s | discrepancies and just overall improve |
330s | the interactions that you have with |
332s | enemy hunters and it specifically this |
334s | will be effective in instances where |
336s | hunters can't be revived or looted and |
338s | these instances were happening because |
340s | of the the body registering in a |
342s | different position on the client when |
344s | compared to the server so we should see |
345s | that a lot of difference in that things |
347s | will be a bit more inline and you should |
349s | encounter these issues a hell of a lot |
351s | less |
352s | so we know this has been a big topic |
353s | within the community and especially for |
355s | the last couple of months we have been |
356s | listening to you on it so we did |
357s | actually we did try to do something for |
359s | this |
360s | your feedback is going to be vital on |
362s | this though um so please make sure that |
365s | you uh get on that one it's once it's on |
367s | test server get on test server and try |
369s | it out and make sure that we get in uh |
371s | decent feedback to make sure that you |
373s | know this works the way it's supposed to |
375s | so um you know our tests have shown that |
377s | there's improvements but |
379s | really what it comes down to is you guys |
380s | stressing the hell out of it to make |
382s | sure that |
384s | we've done the best we can and if need |
386s | be do more if possible |