about 1 year ago - /u/Rare-Sonicbob - Direct link

Hey Everyone,

Following the launch of Season Ten on October 19th, I wanted to share a quick update on the current state of play and what we are doing to improve the player experience right now. You can reply directly in the forums here https://www.seaofthieves.com/community/forums/post/1850474, but sharing details below;

Server Performance
Following the October update we've seen the wave of reports from players who have been impacted in some way by poor server performance. We can also see from player data a significant spike in servers underperforming since the recent update, with servers of over 15 players being the most affected.

As the server is the focal point for most systems, an underperforming server has a significant impact to those connected. Players are experiencing a further regression to hit registration, extended ping spikes, rubberbanding while moving and a general desync across the experience. I appreciate that Season Ten was communicated (by me no less!) to include a suite of improvements to player combat, and it's incredibly disappointing for us that the initial experience has felt like these either haven't been delivered or have regressed. While we can't rule out any bugs that may have surfaced when live, we are not going to focus on investigating or balancing these individual areas until we have performance back under control and can assess the state of play with player combat in clearer, more stable conditions.

The team are investigating the server performance issues and working on resolutions to return us to an acceptable level. However, while these fixes may take time, we recognise the need to prioritise the player experience right now. With this in mind we are going to stabilise the experience for everyone by temporarily limiting the maximum player count on all servers to 14, along with a temporary limit of five ships per server. This change will take effect on servers at the same time this post is shared.

The team are working hard to implement improvements to server performance and we will return to the intended six ship limit as soon as we have performance back under control.

Guilds
Following a successful launch of the many complex systems behind Guilds, the experience for most players is being incredibly well received.
The team are however working to resolve issues that have been raised over the weekend, with fixes to issues with the 42 Ship Limit and Guild ships being locked after Hourglass play being the key focus for the team.

Firing from Cannons
While not an issue strictly introduced in Season Ten, Octobers update did not bring a resolution to this frequently experienced issue where players fired from cannons would collide with the ship and flop into water. While this continues to affect players, the team are prioritising a fix for this issue.

Fortune's Favour and Reaper's Riches Commendation Progress
Players having made progress in these Commendations prior to Season Ten's launch will have found their progress appeared to have been wiped alongside the introduction of the new grade. However, no player progress has actually been lost here - and the team are working to restore players' progress.

We appreciate all of the bug reports and feedback provided over the last few days and understand that it's disappointing that many of our players are experiencing issues right now. The team are working hard to hit these priority areas alongside others to improve the experience for everyone as we continue through Season Ten, thank you all for your patience!

Drew 'Sonicbob' Stevens

External link →
about 1 year ago - /u/Rare-Sonicbob - Direct link

Hey Everyone,

Following the launch of Season Ten on October 19th, I wanted to share a quick update on the current state of play and what we are doing to improve the player experience right now. You can reply directly in the forums here https://www.seaofthieves.com/community/forums/post/1850474, but sharing details below;

Server Performance
Following the October update we've seen the wave of reports from players who have been impacted in some way by poor server performance. We can also see from player data a significant spike in servers underperforming since the recent update, with servers of over 15 players being the most affected.

As the server is the focal point for most systems, an underperforming server has a significant impact to those connected. Players are experiencing a further regression to hit registration, extended ping spikes, rubberbanding while moving and a general desync across the experience. I appreciate that Season Ten was communicated (by me no less!) to include a suite of improvements to player combat, and it's incredibly disappointing for us that the initial experience has felt like these either haven't been delivered or have regressed. While we can't rule out any bugs that may have surfaced when live, we are not going to focus on investigating or balancing these individual areas until we have performance back under control and can assess the state of play with player combat in clearer, more stable conditions.

The team are investigating the server performance issues and working on resolutions to return us to an acceptable level. However, while these fixes may take time, we recognise the need to prioritise the player experience right now. With this in mind we are going to stabilise the experience for everyone by temporarily limiting the maximum player count on all servers to 14, along with a temporary limit of five ships per server. This change will take effect on servers at the same time this post is shared.

The team are working hard to implement improvements to server performance and we will return to the intended six ship limit as soon as we have performance back under control.

Guilds
Following a successful launch of the many complex systems behind Guilds, the experience for most players is being incredibly well received.
The team are however working to resolve issues that have been raised over the weekend, with fixes to issues with the 42 Ship Limit and Guild ships being locked after Hourglass play being the key focus for the team.

Firing from Cannons
While not an issue strictly introduced in Season Ten, Octobers update did not bring a resolution to this frequently experienced issue where players fired from cannons would collide with the ship and flop into water. While this continues to affect players, the team are prioritising a fix for this issue.

Fortune's Favour and Reaper's Riches Commendation Progress
Players having made progress in these Commendations prior to Season Ten's launch will have found their progress appeared to have been wiped alongside the introduction of the new grade. However, no player progress has actually been lost here - and the team are working to restore players' progress.

We appreciate all of the bug reports and feedback provided over the last few days and understand that it's disappointing that many of our players are experiencing issues right now. The team are working hard to hit these priority areas alongside others to improve the experience for everyone as we continue through Season Ten, thank you all for your patience!

Drew 'Sonicbob' Stevens

External link →
about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by MasterAenox

Hey sonicbob, enjoying the season so far, but i have some concerns about two topics that i've faced first hand.

Any comments regarding crews absolutely glitching their way through hourglass levels and subsequently guilds by constantly matching against one single enemy ship?

Any comments on cheaters being able to fully close servers at will?

Other than that, i'm having a blast in season 10, my guild and I are having tons of fun using the new clothes and ranking our way up in our guild.

Hey u/MasterAenox - Team are aware and investigating!

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by -ImJustSaiyan-

Any word on achievements being fixed? I feel like they've all just stopped tracking, and the one for completing the True Legend commendation still hasn't popped for me despite completing it a week or two ago.

Team are working to bring achievements back into a state where are consistently delivered when unlocked. Prohress hasn't been lost however so sit tight while the team work through the backlog.

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by TheKayoPop

I do appreciate the post, especially clarifying that it only 30 more chests this season not 60.

However, this is the exact kind of post I would also expect to see something regarding the painfully slow guild progression. That fact its not mentioned makes me think you guys think its in a good place. Its not.

Please rethink guild progression speed outside of guild emissary flag. The grind to 15 to unlock the flag is way disproportional to other emissary flags, even considering it an endgame version of such.

This post gives an update on the highest impact issues right now affecting the core experience, however don't assume that this is an exhaustive list of the only thing the team are assessing - it's not!

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by LoonieToque

There's a lot of armchair developers in the comments, jeez.

I appreciate the transparency and action. I'm not happy about the player/ship limits, but if it results in better gameplay then it's something. Hopefully it gives y'all the data and confidence you need for next steps!

We are not in any way 'happy' with a reduction in player/ship counts either - they affect the core player encounter rates we designed the experience around. However we feel that right now if we can improve the broader performance of the game for all players on the server that's what we should be optimising for until we can fix the underlying issues.

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by warwicklord79

Maybe nerf the aim assist a bit? I most multiplayer games it’s just a push in the right direction, but in this it’s pretty much aimbot for the pistol or blunder

Team are aware and are assessing, however expect no changes until we can reestablish a base performance for us to assess the health of player combat following Season Ten's changes.

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by Powerful_Artist

Skull of Destiny still isnt working. Dropped two more quests over the day yesterday, 200 doubloons just gone. Moving CoF to the FotD but not fixing the skull of destiny seems like a huge misstep.

The canon bug needed to be fixed yesterday. Not a new bug, should be able to address it.

Choppy servers and bad hit reg is just something Ive learned to accept in this game, even though its also frustrating. Not to mention the rowboats clipping into stuff they shouldnt, did they mention that anywhere? I didnt see it mentioned.

Don't expect this to be an exhaustive list of all issues the team are investigating!

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by lllIllIlIlIl

Small sample size but after I hitreg a pig 4 times in a row I definitely have some opinions about the state of "fixes" in this game.

I've seen this type of comment a few times using Animals as a basis for the broader Hit Reg situation.

We know that hit reg against animals is particularly bad, however we have instead focused our time on player to player combat scenarios as that is where players are frustrated the most. We've made real changes to how animals interact with the rewind system therefore should also expect no material improvements here.

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by Bluefire9432

nothing about hitreg? nothing at all? for real?

Edit: It's there

Have another read through the server performance section, this is having a massive impact on Hit Registration hence our focus here in stabilising the experience.

about 1 year ago - /u/Rare-Sonicbob - Direct link

Originally posted by WhiskeyGamma

Might be time to consider dropping support for old gen consoles. It’s holding the game back considerably.

Older client hardware (be that Console or Low Spec PC) has no impact on the performance of the server.