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how do we start making a back-end |
4s |
technology that allows game teams to to |
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create wider scoped features and so |
10s |
we're we're really a an enabler platform |
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on the cortex side |
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[Music] |
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[Applause] |
21s |
into fortune and turn them where we talk |
24s |
about All Things New World my name is |
26s |
Kyle Richter |
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we have Ryan dromgoole |
30s |
Anthony Nguyen and Quinn Carter and |
33s |
today we're here to talk about service |
35s |
improvements |
37s |
so getting into service improvements it |
40s |
can be a little bit of a challenging |
42s |
topic so why don't we start by kind of |
46s |
looking at what where new world came |
49s |
from and and how we've kind of |
52s |
although over time uh expanded and |
55s |
improved how we how we do things so a |
59s |
lot of the some of the newer players to |
61s |
new world may not know that new world |
63s |
didn't actually start as an MMO right it |
65s |
was it was a completely different game |
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and at the beginning of its lifetime I |
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mean how you build a game if you know |
72s |
that it's an MMO to start with is a |
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little bit different than than some of |
77s |
the approaches that we might have taken |
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here some examples Anthony that you can |
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think of that that caught we had to kind |
84s |
of improve and expand over time yeah so |
87s |
like like you've said originally new |
88s |
world |
89s |
new world has been development for many |
91s |
years and a lot of the reasons that |
93s |
originally it was a pure survival |
95s |
crafting game like you would spawn them |
97s |
with no pants enough to craft your pants |
98s |
and uh there were analogies made so you |
101s |
know like rust or Minecraft and that |
102s |
that style of gameplay and in that style |
106s |
of game you've got like you log into one |
108s |
server you've got your world State and |
109s |
it's all kind of serializes together |
111s |
into one like save file basically and |
114s |
your character is stuck on that world |
116s |
and you cannot transfer to another world |
118s |
for example and so it's very |
119s |
straightforward and that kind of model |
121s |
to just sort of save all your data as |
122s |
one Big Blob and leave it right there on |
124s |
your hard disk and just just let that |
126s |
work |
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um yeah no that's that's uh that kind of |
130s |
leads into like well how do we |
133s |
how to how does an MMO differ right how |
135s |
do we how do we pull things out or when |
138s |
how do we determine how to pull things |
140s |
out and and make it not so localized to |
143s |
a tool world or to a character yeah yeah |
146s |
so |
147s |
I guess a big difference is when you |
149s |
want a game with like a broader online |
151s |
presence like you want to be able to uh |
154s |
for example have a character that exists |
156s |
outside of a specific game server you |
158s |
know like that data has to be stored |
160s |
somewhere it can't just be on disk on |
161s |
that particular dedicated server that |
163s |
you were running earlier it has to be |
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like out there in the cloud or on a |
166s |
service on somebody else's computer out |
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there and that's kind of where online |
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services come into play is they provide |
171s |
that like external data store or |
174s |
external authentication with external |
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apis that you can call that are are |
178s |
shared by all copies of the game |
180s |
basically yeah and so as because we |
183s |
added |
184s |
um kind of service support further into |
186s |
the lifetime |
187s |
um you know we we start with the way |
190s |
that we've done it a lot has allowed us |
191s |
to kind of start with something see how |
193s |
players interact with it and then adjust |
196s |
and improve and extend Services over |
198s |
time the first example that comes to |
200s |
mind is like uh transfer service or the |
203s |
the ability to character transfer right |
205s |
from world to world and one of the |
207s |
improvements that we did um post launch |
209s |
was making it cross crossword so that |
212s |
you could across the region so that you |
214s |
could transfer a character to play with |
216s |
friends and stuff |
218s |
um what are what are some of the the |
221s |
challenges that you saw creating that |
223s |
um yeah so I guess first off having your |
226s |
character data outside of a World server |
230s |
is critical there because then uh you |
232s |
know if the World server isn't running |
233s |
you want to still be able to access your |
235s |
character data transfer it places |
237s |
um so in terms of |
240s |
transferring from one world to another |
241s |
within a region it's just a matter of |
242s |
like re-indexing the data so it's coming |
244s |
from this world instead and there's some |
246s |
minor fix up associated with that but |
247s |
it's not that big of a deal then going |
250s |
across region is a bit more difficult |
253s |
because |
254s |
to keep latency down we like to keep |
256s |
your data siled inside of one region at |
258s |
a time so that you know like you're |
260s |
fetching your character data you aren't |
261s |
going across the globe to get it but |
264s |
those silos mean that to go uh to copy |
267s |
your character data from here to here |
268s |
means we have to actually like |
270s |
have this negotiated transaction where |
272s |
we uh sort of like start transferring |
274s |
your data and then uh only when we know |
277s |
that it's there do we delete it and |
278s |
activate it on the other side it's kind |
280s |
of like a almost like a journaled copy |
282s |
if people know about like hard disks and |
283s |
journaling it's kind of like like that |
285s |
just make sure you don't lose anything |
287s |
along the way |
288s |
yeah no that's awesome so |
290s |
um knowing that that we we kind of made |
292s |
this transition from from a limited |
295s |
multiplayer game to a massively |
296s |
multiplayer game and and have expanded |
298s |
over time at some point you start |
300s |
looking at well how do we how do we |
303s |
start making uh backend technology that |
307s |
allows game teams to to create wider |
310s |
scoped uh features um and so we're we're |
314s |
really a an enabler platform on the |
317s |
cortex side which has its own challenges |
320s |
right so moving into what we've been |
322s |
working on recently we've spent a fair |
325s |
amount of time because this back-end |
327s |
Tech has is very challenging to test and |
329s |
we want to make sure that it's right and |
331s |
it has potentially wide-ranging uh |
333s |
impact |
334s |
um we've we've been working on and as of |
337s |
this video release have have at least |
339s |
launched crossworld opr which allows |
343s |
players to to cue an instance and play |
346s |
um across across rules making you know |
349s |
the the pull of players that can play |
351s |
together much higher |
353s |
um that that like I said it creates some |
355s |
challenges so Ryan what uh what kind of |
357s |
challenges in testing a feature of that |
360s |
scale and and complexity what are some |
362s |
of the things that we run into when we |
364s |
want to make sure that we're giving |
366s |
something to the players that's really |
367s |
good quality |
368s |
um yeah I'll post rush in crossworld was |
371s |
that was a pretty big undertaking |
373s |
um I think one of the biggest |
374s |
complications for it for us is The |
376s |
Outpost Rush is a is a big game mode |
378s |
normally 20 on 20. and our QA team is |
382s |
not always that big to handle a full |
384s |
match so you have to adjust a lot of |
386s |
configs you have to test it at different |
387s |
levels we have to put it through the |
390s |
pace as best we can with the tools that |
392s |
we have and the team that we have and |
395s |
then cover as much as we can and then |
397s |
try to do something like a team play |
399s |
test where we do bring in a lot of |
401s |
people |
402s |
um 40 times 100 so I think we got maybe |
405s |
200 at one point |
407s |
um and and then see it all together and |
409s |
make sure that we covered all our bases |
410s |
and that people aren't falling through |
412s |
the cracks somewhere |
414s |
um and yeah you'd think it would be |
415s |
simple you think it would be kind of |
417s |
easy to just queue up and join the |
418s |
upmost rush but |
419s |
um crossworld had a lot of complications |
422s |
um it was an effort of five different |
425s |
teams that we work with |
427s |
player experience social ux UI obviously |
430s |
the services team and our server team |
432s |
from the back end all coming together |
434s |
that's a lot of devs working together |
436s |
that's a lot of QA Specialists working |
438s |
together and we had to cover all the |
441s |
bases which was a lot of work and make |
443s |
sure that we weren't |
445s |
um you know missing anything in the |
447s |
transition from world to world in the |
449s |
interactions of things like social where |
451s |
you can't |
452s |
um you can't make friends with someone |
454s |
from another world that doesn't work in |
455s |
our current system so we had to limit a |
457s |
lot of things that normally you can do |
458s |
when you're in crossword I'm sorry when |
460s |
you're not crossworld and so that that |
463s |
proved for a lot of different testing |
464s |
that needed to be done |
467s |
and then just even just the setup the |
470s |
setup of all the worlds that we use |
471s |
internally in testing and then the |
474s |
interactions between our test |
476s |
environments which we have many of |
477s |
making sure that they stay kind of |
479s |
separate but work together and |
482s |
configuring that across all of our |
485s |
environments was it was a bit a bit of a |
488s |
nightmare at first there was a lot there |
490s |
to keep track of and we had a lot of |
492s |
people who weren't testing crossworld |
494s |
who were like hey what's going on this |
495s |
isn't working you're like oh yeah sorry |
497s |
so there was a lot of crosswires at the |
500s |
start |
501s |
um but we I think we got past that we |
503s |
got people moving pretty smoothly |
504s |
together and testing |
506s |
and uh after like like I said many play |
510s |
tests we we proved out um that the |
512s |
feature really |
513s |
um it was solid it was fun |
516s |
um it brought a lot of our players |
517s |
together and |
519s |
um you know it's it's been a pretty good |
521s |
success I think a lot of players are |
522s |
having a good time with it |
525s |
um |
525s |
am I am I forgetting I think Quinn you |
527s |
work with me yeah what other challenges |
530s |
might we have with uh I guess in this |
532s |
case um mostly other challenges we've |
534s |
come up with like again the setup of the |
536s |
actual environments we need to test with |
537s |
so the infrastructure we have to make |
539s |
sure we have all the worlds all set up |
541s |
in a certain way have the configuration |
543s |
set to allow that communication to occur |
546s |
then work with the services team to make |
548s |
certain that those Services can |
549s |
communicate to the said worlds that our |
552s |
endpoints are set up that all players |
554s |
can then actually ping and hit the |
556s |
necessary uh infrastructure that we need |
559s |
and that way that all that can happen |
561s |
with our set play test because otherwise |
563s |
like you said if we have our play tests |
565s |
and stock correctly they'll think |
567s |
they'll be testing one thing but they're |
568s |
not seeing anything we need in the sea |
570s |
there's lots of different teams and they |
572s |
all want to test their little piece in |
573s |
isolation yes but it's also you need |
576s |
multiple worlds to test it so like |
578s |
during development there's times when we |
579s |
might have had more internal Dev servers |
582s |
to test on than there were actually live |
583s |
servers right so it's understanding all |
586s |
that the configuration is like a lot of |
588s |
very tedious hand tuning and easy to fat |
591s |
finger things yeah and I think the the |
593s |
number of teams things is is is really |
595s |
challenging right it's it's CR it's as |
598s |
you said Anthony you kind of want to |
600s |
each team wants to test their individual |
602s |
pieces but with a such a large feature |
604s |
across so many teams right you got to |
606s |
test the whole thing well there's tons |
607s |
of dependencies between the teams so you |
609s |
know social can't test interactions if |
612s |
the you know the services aren't there |
614s |
to pipe the people into the world to see |
615s |
what like so everybody's kind of waiting |
617s |
on each other trying to move together |
618s |
lockstep but it's hard because uh one |
621s |
thing gets out of place and then nobody |
623s |
can test any further uh we're blocked |
624s |
for a little bit until we fix those bugs |
627s |
or |
627s |
um you know get to the bottom of |
628s |
problems so yeah that that was a little |
631s |
frustrating |
632s |
um just because you know if things |
633s |
weren't smooth sailing there's a lot of |
634s |
people uh looking for answers uh chasing |
637s |
down problems |
638s |
um and you know coming down to the wire |
640s |
working really hard on that a lot of |
642s |
good effort from everybody involved so I |
644s |
mean yeah so much of that is just to |
646s |
kind of get to that Baseline where it's |
648s |
sort of like the Happy path of just |
649s |
getting into cross World works at all |
651s |
and you mentioned the like the the 200 |
654s |
player like team play tests right like |
656s |
that those that kind of like human chaos |
657s |
that we get of as we find a lot of the |
659s |
bugs also yeah sometimes trying when |
662s |
we're trying to be structured and people |
664s |
are doing random things anyway yeah yeah |
666s |
I'm on the horn basically the whole play |
668s |
test give me very specific instructions |
671s |
and then people are off in the in the |
673s |
weeds doing random stuff |
676s |
um and I want to be mad at them but they |
677s |
do find some bugs I do find some |
680s |
interesting edge cases there that uh we |
682s |
might not find |
683s |
um the hard part is getting the full |
684s |
story of them it's like what did you do |
686s |
you got to sit them down you got to |
687s |
question them like tell me the story |
688s |
they don't want to admit that they |
690s |
didn't follow the script and you're like |
691s |
well I kind of went off grip and did |
693s |
this I'm like it's okay I forgive you |
695s |
you found a bug it's okay |
698s |
um this happened I don't know why yeah a |
700s |
lot of that so yeah it is What's the |
703s |
phrase hurting cats yeah it can feel |
706s |
like that sometimes we are the cats |
710s |
oh that a new Improvement we do have |
712s |
coming though |
714s |
it's not Services related but from from |
716s |
our scripting our font scripting side we |
718s |
will have a new interface to help |
720s |
automate parts of our scale to or our |
722s |
play tests the same way we do with scale |
724s |
tests which hopefully get those cats |
727s |
into |
729s |
no and that's that's a good call out |
731s |
Ryan because we we're constantly trying |
733s |
to make improvements in different ways |
734s |
right like I know on Services team and |
736s |
in server we're trying to build more |
738s |
tools that allow us to interact more |
740s |
quickly with with player data and allow |
744s |
customer support to be more effective we |
746s |
also like we talk about enabling |
749s |
technology and crossworld the underlying |
751s |
systems that that made that really |
753s |
possible are the types of things that |
756s |
broaden the scope of what game the game |
758s |
can do itself right so as an example |
760s |
introducing crossworld allowed us to now |
763s |
explore other game modes that that make |
766s |
sense to be cross-world an example that |
768s |
is on the public roadmap is Arenas right |
771s |
um or or pug Finder right and in what |
774s |
we're doing with the Expeditions |
777s |
um so out of all of those things which |
780s |
which ones are you guys most excited |
782s |
about exploring exploring or testing oh |
785s |
man |
786s |
it's going to be an uphill battle I'm |
788s |
sure um I think 3v3 Arena will be like |
790s |
that's more my style of gameplay that's |
793s |
more accessible and fun for me I think |
795s |
that'll be great to get that uh short |
797s |
cue times jumping into lots of matches I |
799s |
think it's gonna be great |
801s |
um obviously the the Pug finder |
803s |
it's going to be super important for |
805s |
people who love our Expeditions and that |
807s |
content being able to find groups with |
810s |
roles and getting match made into that |
812s |
quickly across World lots of people lots |
816s |
of quick matches I mean that's that's |
818s |
what we want for everybody is to be able |
820s |
to you know play as much as possible as |
821s |
quick as possible so unifying the world |
824s |
across a region with with the crossworld |
826s |
technology is is really important and so |
829s |
you know hopefully we keep doing that |
830s |
with with different game modes yeah and |
832s |
I think that this was a really good |
834s |
example of how we kind of experiment and |
836s |
and see what players are doing and see |
838s |
what the reaction to uh to some of this |
840s |
enabling Tech is like with crossworld we |
843s |
started with a pretty simple matchmaking |
845s |
service for opr you know a very |
847s |
fill-based thing and now we're we're |
849s |
we've seen that you know I think I saw |
851s |
some numbers that showed like increases |
854s |
to people playing in opr right um and |
857s |
that's that's a it's a really good |
858s |
indicator that what we build we can |
860s |
expand on and make things better we're |
863s |
we're currently working on that right |
864s |
now expanding out the matchmaking |
866s |
service and making more complex I could |
869s |
talk a little bit about that but Anthony |
870s |
uh you want to talk about what we're |
872s |
kind of doing there to to expand the |
874s |
capabilities |
875s |
um with matchmaking yeah sure so I mean |
878s |
once now that we've got a pretty decent |
880s |
sized population playing opr and filling |
882s |
out matches it means there's some |
884s |
opportunity to try and uh |
886s |
try and isolate players into more more |
888s |
fair groups basically like you know |
890s |
people always talk about matchmaking |
891s |
rules and elos and mmrs and that kind of |
893s |
thing so that's all kind of on the table |
895s |
to be explored at this point absolutely |
897s |
but it's just critical that we have the |
899s |
actual population to make that possible |
901s |
otherwise it doesn't really certainly |
902s |
help that's that's definitely true |
905s |
um some some other things that we we |
907s |
have that we're working on that are on |
909s |
the road map is like transmog and I I'm |
911s |
personally very excited about I know the |
913s |
the team is getting mad at me recently |
915s |
because I've been saving up |
916s |
appearances for quite a while as I knew |
919s |
it was coming Ken told me I told him I |
921s |
think I have like 2 000 stored |
924s |
um the other day was like thanks Kyle |
927s |
um but uh that's another example of of |
929s |
things that were you know we've listened |
931s |
to players and we know that something |
933s |
that's really wanted |
935s |
um and but enabler technology is really |
937s |
kind of required there to do it in the |
939s |
appropriate way |
941s |
um and so we've spent a fairly large |
943s |
amount of time now building out this |
945s |
like new |
947s |
um inventory system that will back that |
949s |
yeah so like definitely a a long-running |
952s |
piece of tech debt on new world like |
953s |
Tech debt meaning something that we |
955s |
wished we had implemented better but |
957s |
never actually got to because it was |
958s |
working well enough uh but but an old |
960s |
piece of tech debt is from that Old |
962s |
survival crafting New World days where |
965s |
uh a lot of the players inventory is |
967s |
actually stored in a very I should say |
970s |
like World oriented way it's sort of |
972s |
like the serialized data like a save |
974s |
file basically uh but the issue with |
976s |
that is it makes that data very opaque |
978s |
and so it's hard to express it in a more |
980s |
flexible uh we might say service |
982s |
oriented kind of way and so as part of |
985s |
transmog we've done some work to build |
988s |
this inventory service and start you |
990s |
know thinking about your your bag in New |
993s |
World in and your storage and other |
995s |
other kinds of inventory items in terms |
996s |
of like a service and how they can help |
998s |
us service surface new information in |
1001s |
new ways about about your your data |
1003s |
absolutely and that's something that I |
1005s |
know that our team has been working |
1006s |
really really really hard on |
1008s |
um for for a while |
1010s |
um how or I'm curious how Quinn and Ryan |
1013s |
are are going through the uh the the |
1017s |
testing process of of some of these like |
1019s |
that's a very complicated feature right |
1022s |
um and now how has that been going |
1023s |
transmog has been a little bit uh |
1025s |
complicated |
1026s |
um a couple hurdles there uh even just |
1029s |
configuring the world again um to |
1031s |
interact with the services properly has |
1033s |
been a bit of a struggle that we're all |
1035s |
fighting |
1036s |
um but it's it's coming along pretty |
1037s |
well uh We've we've gotten through quite |
1039s |
a few test passes and |
1041s |
um it works it's you know there's |
1043s |
definitely some bugs that we need to fix |
1045s |
before we ship |
1046s |
um but uh there it's been um honestly |
1049s |
it's not as hard as cross-world though |
1051s |
for testing so you know it's a little |
1054s |
bit smaller um but I mean it's a it's a |
1057s |
good thing to have like obviously |
1058s |
expanding things like the inventory |
1060s |
service |
1061s |
I think that's going to tie into |
1063s |
probably another thing like our player |
1065s |
data tools right that will help us |
1066s |
service players better when they have |
1068s |
problems with their character with their |
1070s |
inventory maybe losing an item or |
1072s |
something like hopefully that can help |
1073s |
us track down those instances of |
1076s |
problems and help restore from a |
1078s |
customer service side or even for QA |
1081s |
it'll help us investigate problems that |
1083s |
we can't always reproduce ourselves |
1085s |
players get into all sorts of trouble |
1088s |
um and you know we can only come up with |
1090s |
so many different kind of test plans and |
1092s |
test cases there's always some funny |
1094s |
scenario they get into so being able to |
1096s |
actually look and access that data more |
1098s |
readily loading it up maybe into a test |
1101s |
world and you know exploring what |
1103s |
happens or you know how they got in that |
1105s |
state that'll help us you know write a |
1107s |
bug get it looked at and fixed sooner |
1109s |
and then you know get those bugs fixed |
1111s |
for the players so that's mostly |
1114s |
um you know that's kind of what we want |
1115s |
to do with these kinds of extensions of |
1118s |
uh you know the services of transmog |
1120s |
player data stuff um foreign makes us |
1123s |
more flexible once our features do more |
1125s |
interesting things uh across like |
1128s |
account wide right because the biggest |
1130s |
problem is that all our worlds are kind |
1131s |
of siled with that data as Anthony |
1132s |
mentions |
1134s |
um you know if you make a new character |
1135s |
even on the same world or within um you |
1138s |
know the region you know you wouldn't be |
1139s |
able to share transmog |
1142s |
um efforts there the uh what is the |
1144s |
unlocks that you get uh per item so like |
1147s |
to share that information |
1149s |
um that way you don't lose your progress |
1150s |
you don't lose your effort that you've |
1151s |
put into the game just because you |
1153s |
decided to you know maybe play with a |
1155s |
different uh friend on a different world |
1158s |
or a different region maybe you've moved |
1161s |
to another country |
1162s |
um you know at least we can try to get |
1164s |
you that data and that progress and um |
1167s |
you know keep you looking cool in the |
1168s |
game yeah absolutely there are also some |
1171s |
aspects of the the tools that were the |
1173s |
systems that we built that maybe aren't |
1175s |
So Glamorous right like I know we spent |
1177s |
recently some time uh kind of re-um |
1181s |
re-implementing an Instagram creating a |
1183s |
whole new auth system right yeah |
1186s |
um that that we spent a lot of time on |
1188s |
or like |
1190s |
um surfacing building some some |
1192s |
architecture that allows us to surface |
1194s |
things like presence information right |
1196s |
like some of the uh the iot and the |
1198s |
message transfer stuff that that we did |
1200s |
on the server side right to enable some |
1203s |
of these future efforts yeah yeah |
1205s |
there's definitely a lot going on behind |
1206s |
the scenes |
1207s |
um |
1208s |
I mean like like changing off you know |
1210s |
it's it's hopefully something players |
1212s |
don't even notice at all |
1215s |
um but it's by changing to this new |
1217s |
platform it means that we can uh better |
1219s |
support sort of like |
1221s |
authentication and platform-based |
1223s |
features in the future yeah absolutely |
1225s |
um the plat the platform-based thing is |
1227s |
is interesting |
1229s |
um now diving in a little bit on some of |
1232s |
the the lower level pieces like some of |
1235s |
the um some of the challenges with |
1238s |
crossworld right is is how do you share |
1240s |
messaging |
1241s |
um and State uh between players |
1244s |
um across so like as an example if a |
1247s |
player goes into a cross-world instance |
1249s |
right and how they appear right now with |
1252s |
the current iteration of crossworld we |
1254s |
don't uh we don't support seeing what |
1256s |
state they're in whether they're in |
1258s |
different instances or anything like |
1259s |
that in a cross-world instance but it |
1261s |
does potentially allow us to do some of |
1263s |
that in the future right yeah yeah like |
1264s |
we've built these low-level messaging |
1266s |
channels that allow us to communicate |
1268s |
from world to World much more readily uh |
1270s |
and we are really utilizing it to the |
1272s |
fullest but uh we plan to eventually |
1274s |
right |
1276s |
um Quinn do you have any any thoughts on |
1278s |
on what uh what we've been working on |
1280s |
that hasn't been mentioned uh given like |
1283s |
what we've already talked about with |
1284s |
like the services like bringing up all |
1286s |
the tools and things of that sort |
1287s |
especially for a QA that was like |
1289s |
actually one other hurdle that we had to |
1291s |
work with like we have the first |
1293s |
aeration of the the feature that we're |
1295s |
applying to develop golden path let's |
1297s |
try to set it up test it and figure out |
1299s |
how it works and then from the QA side |
1301s |
be like okay how can we make sure this |
1303s |
is actually working and I don't know |
1305s |
because we don't have the tools |
1307s |
available at the time because we didn't |
1308s |
have the foresight at some cases to |
1311s |
understand like how it's actually going |
1313s |
to pan out specify crossworld since I |
1316s |
first number of cases like we didn't |
1317s |
have some of the visibility like with |
1319s |
the auth like we didn't have the ability |
1321s |
to see like what player states were in |
1322s |
certain cases or like how the groups |
1324s |
were being set up how they're actually |
1326s |
communicating how they were being |
1327s |
transferred from one place to the other |
1329s |
all that so once we actually got that in |
1332s |
mind and then finally got some updates |
1333s |
to like allow us to have that visibility |
1335s |
we were able to finally get a little |
1336s |
more traction with that and then |
1338s |
hopefully going forward with the new |
1339s |
things like transmog and what not |
1341s |
especially when we start doing more |
1343s |
cross-world related actions we have a |
1345s |
little bit much more confidence with |
1347s |
actually vetting those changes yeah we |
1349s |
will also know like we you know if we |
1351s |
struggled at times of the Cross World |
1353s |
our first attempt you know we learned a |
1354s |
lot from it you know even though you |
1356s |
know we didn't know how big or hard it |
1358s |
would be when we started um and it was |
1360s |
pretty hard so we learned a lot of |
1362s |
lessons we know what we need now we have |
1364s |
a better idea of the tools we need the |
1366s |
insights we need you know what kind of |
1368s |
uh debug options the QA would need to |
1370s |
understand the situation better and |
1372s |
those things we can request going into |
1373s |
the next um you know development of the |
1375s |
features to make sure we have that extra |
1377s |
support that'll smooth things out for |
1379s |
our testing and for our investigations |
1380s |
and you know bugs and regression it'll |
1383s |
go a lot smoother if we have that added |
1385s |
tools so I'm holding you to it Kyle give |
1387s |
me those tools |
1389s |
yeah things up for us we and and that's |
1392s |
been a major push you know I know |
1394s |
particularly this period is we've we've |
1397s |
gotten made sure to get that time |
1398s |
allocated for for building some of the |
1400s |
tooling that we know slows us down or |
1402s |
doesn't make us or makes us not quite as |
1404s |
efficient yeah we do have that big |
1405s |
effort for all the added tools we've |
1407s |
requested right absolutely yeah looking |
1408s |
forward to that that's another thing |
1410s |
like sometimes Services ends up being |
1411s |
the long pole |
1413s |
um as you know we're building a lot of |
1415s |
times enabler technology that's a little |
1417s |
more generic |
1418s |
um and even with tools right we want to |
1420s |
build the platform that allows us to |
1422s |
iterate quickly and add new tools um as |
1425s |
they as they come up which we just at |
1427s |
this particular to point don't don't |
1429s |
have a whole lot of right |
1431s |
um so yeah it's it's it's a work in |
1433s |
progress but uh but we're looking at how |
1437s |
we can build these things and expand and |
1439s |
make sure that we get better over time |
1441s |
even you know uh especially right now |
1444s |
with new world but you know as we expand |
1447s |
new world and try to build a larger more |
1449s |
complicated more Innovative types of |
1452s |
features well I think that brings us |
1454s |
kind of close to the end here so before |
1456s |
I get to the next part let's make sure |
1459s |
that we like And subscribe that helps |
1461s |
get more visibility and players in a new |
1463s |
world so we appreciate that and then of |
1466s |
course we have our community question so |
1470s |
the question that I think we want to ask |
1471s |
and kind of relates to what we were |
1473s |
talking about is we're expanding |
1475s |
crossworld to to areas that we thought |
1479s |
were were a good idea but we'd like to |
1481s |
know what aspects the player base is |
1484s |
interested or things could be really |
1486s |
cool to have in a cross-world or |
1490s |
cross-character context so I think that |
1494s |
pretty much covers covers it for us |
1496s |
appreciates everybody tuning in and you |
1498s |
guys joining me here see you in a |
1500s |
tournament |
1503s |
our approach with the 2.5 really helps |
1507s |
us capitalize I think on capturing those |
1510s |
unique epic moments in a very fluid |
1512s |
gestural and also efficient manner also |
1516s |
we're able to basically make a lot of |
1519s |
them at scale which is really cool |
1521s |
foreign |
1522s |
[Applause] |
1526s |
foreign |
1528s |
[Music] |
1532s |
foreign |