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Hey Everyone

Following on from my last update on Season Ten, we're now a few weeks on and have a few hotfixes under our belt - time for a follow up. For more information on the specifics of our latest Hotfix, head here.

Server Performance

Server Performance continues to be the key priority for the team and is affecting many live sessions for our players. We reduced the Player and Ship Limits back on the 23rd, and while we saw this improve the experience for our most densely populated servers, we still saw many servers still under strain. We followed this up with a Hotfix on the 30th which delivered further improvements and later this week we then made a further change to reduce the quantity of game servers we run on a single Virtual Machine to optimise performance where we can.

While we've seen performance improve across these changes we are still unhappy with the current state of performance and it's impact on the experience. Spikes on the server are currently impacting all connected systems such as player movement and of course hit registration.

Our team are continuing to work on improving the experience here and will need to make further improvements before we will consider returning the Player and Ship Limits.

Guilds

With data from Guilds flowing in, the team have been assessing the balance of Guild Reputation being earned across various playstyles. Broadly the team are seeing the earn rates for Treasure Hunting are below where they predicted when compared to Hourglass play, these two playstyles should be balanced and offer equal earn rates. The team are working on a revised balance for these playstyles in our next update with the goal of bringing them to an equal footing. The team will be continuing to assess Guild Reputation earned following this change and balance further as needed.

As communicated on SoT Support, the team identified an exploit being used in Hourglass play to rapidly accelerate Guild Reputation. While the team have resolved the exploit, the task of addressing the impact will now be taken on by our Player Support team, expect players and guilds who have utilised this exploit to have their progress removed as only the first step...

'Pathetic Tokens' Commendation Progress

Players handing in Athena's Fortune Emissary Flags have discovered the Pathetic Tokens Commendation has not been progressing, a fix for this issue will be coming in November's update.

Historic Achievement Progress

In recent months a number of issues have caused players to not unlock the associated Achievements when performing the necessary criteria. While the issues here were temporary and have now been resolved, the process of restoring historic progress and unlocking Achievements for players is being worked on by the team and will be resolved outside of our usual build timings.

It's worth mentioning that this post is not an exhaustive list of all the things the team are working to resolve - only the biggest hitters this time around! Thanks again for all of the bug reports and feedback provided over the last few weeks - the team are working hard to improve the experience for everyone!

Drew 'Sonicbob' Stevens

External link β†’
about 1 year ago - /u/Rare-Sonicbob - Direct link

πŸ‘

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

Originally posted by extra_hyperbole

Is it more likely in your estimation that we will see a buff to treasure hunting or a nerf to hourglass for guild rep? Or a bit of both?

It'll likely be a mix, expect the amount of Rep required for a level to reduce in order to bring Treasure Hunting up but then bringing Allegiance down to balance it against this new Guild Rep Level amount.

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

Originally posted by Gaddifranz

Fewer servers running on each virtual machine huh?

Gee, I wonder what pact Safer Seas will have in December where every single ship electing that option needs to have its own server.

We already operate on different ratios (Server Instances to a VM) across Adventure, Maiden Voyage and Tall Tales servers. Clearly we can run many more servers on Tale & Maiden Voyage Modes so Safer Seas will likely sit somewhere between Adventure and Single use servers.

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

Originally posted by b_ootay_ful

I really hope for a treasure hunting buff.

With 3 daily players, we recently hit level 30. We have 6 semi-active players. We're in the top 500 Guilds in the emissary ledger.

It's a grind, but I feel like we might burn out if we play too much.

Having commendations behind Guild level 1'000 feels out of reach.

Treasure Hunting earn rates are certainly below where we want them to be, so will be brought up as part of Novembers balancing changes.

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

Originally posted by Legenix

The Hour Glass exploit was not only used for accelerated guild progression, but also for individuals to unlock the PvP curses. In my opinion action should be taken against individuals who used the exploit for any reason.

Overall it’s great seeing Rare be so transparent and communicative about the state of the game we all love.

I've kept this bit purposefully vague right now, but we are assessing all that players may have earned through this exploit and will be coming down hard - we know how important the status is around these hard to attain items and want to ensure we preserve that!

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

Originally posted by Gaddifranz

Is this something that has been tested at or close to capacity? Clearly the current server issues with the introduction of guilds -- which on the surface doesn't have a clear connection to server performance -- had an unanticipated effect.

It would be a shame to have another highly-touted feature introduced only to result in weeks of server instability and gameplay problems. Again.

We'll certainly ensure we've had coverage internally and through Insiders, however what we are seeing is that even in those environments they don't compare to the scale and play behaviour of a retail audience - which is where issues can catch us by surprise.

This is something were aware of though and assessing how we can improve our confidence ahead of releases

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

Originally posted by LightningOW

If rep per level is reduced does that mean guilds that focused on treasure will get a level boost once the update hits? Or will the new level requirements only affect future levels?

Good Question - Guilds shouldn't shoot up following this change no, it should only affect the Guilds progress to their current and future levels.

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

Originally posted by im_stealy

are we to assume the achievements should automatically pop once the issue is resolved with criteria being met but not unlocking achievements ? I've been sitting on the pirates life tall tale at 100 percent for a couple weeks and it still won't give it to me, and support just said "ya we r working on it sorry"

Right now Achievements should be popping when completing the necessary conditions, however for those who completed them during our outage will need to wait for follow up actions being taken by our Player Support Team.

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

Originally posted by im_stealy

would it be beneficial to submit a new support ticket if the achievements aren't coming through ?

Feel free to submit a ticket if you are missing achievement progress, while the team will address these as a bulk action they can verify against your ticket when closing.

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

Originally posted by jcrankin22

I don't see how the game will survive with the way things have been going lately. The server performance is the worst its ever been and the gameplay is just clunky. It's frustrating to do any sorts of PvP at the moment and we received no new PvE content this update.

Loud & Clear - we're working on it!

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

Originally posted by DapperDlnosaur

If you're unsure of how to make sure you are made aware of issues when people find them, the answer is to actually read your dang forums. If someone makes a post on the insider forums outlining a clear bug or issue and a single Rare employee reads that, it should be pinned or logged or linked to whoever needs to start fixing it. It really is that simple. And if not a single Rare employee is reading them, then there is no point in having them. There is no excuse for a big bug to be mentioned in the Insider forums and then make it to the live game, other than "we didn't have time to fix it, but we know about it and are working on it", but we don't even get that. Even the barest minimum of communication in-house should be preventing that from happening, like I said, if a single Rare employee is actually reading anything on the Insider forums and doing the minimal work of forwarding it to somebody.

Speaking of that, what exactly is causing issues to remain in the game for months that never get fixed, like that storage crate glitch with the merchants that doesn't let you buy them unless you buy a voyage from them first, or the invisible object you can crash into that is STILL out there in the ocean near the battle for the sea of thieves that was first reported at least half a year ago? Why haven't these things been fixed? Is the coding team bogged down in a bug pileup or something and they're just overwhelmed?

The best way to get critical bugs to the Dev team is to submit bug reports, while we have teams who try and skim the threads as part of our usual process there is a chance they will be missed in the discussion.

RE prioritisation, running a Live Service game takes a lot of triage and prioritisation to ensure we are focused in the right spaces. We have multiple game teams focused on long-term feature commitments (some 12 months out, others 3-6 months out etc).

We are always assessing the issues reported from various channels but ultimately we have to make a priority call on how much we invest in bug fixing alongside feature work - I won't claim that we always get that right, but it's a constant effort for us to juggle the various things we feel are important!

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

Originally posted by ProteusWest

To be fair, the server issues that were experienced at the start of season 10 weren't unique to it. There were a lot of server issues and problems at the tail end of season 9 (the last couple of months), and I think the major factor that exacerbated season 10's start was the normal influx of players who were starting the new season returning en masse and making the normal problems much worse.

While it's true there is no way to test that with something like Insiders, I think it's something that could have been predicted given the fact that a lot of people felt like the game had serious issues with server performance even prior to season 10, so proactive steps like reducing ship and player limits to ensure a more stable launch may have been prudent.

☝️This☝️ Some of these perf regressions started appearing in September but only caught fire once we hit scale with Season Ten launch, this is all general build health and has no ties to Guilds as a feature set here.

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

Originally posted by Silvercat18

So less players per server didnt solve the issue and less servers per machine hasnt solved it either.

Can we not just abandon the compatibility with out of date consoles at this point? As it is, the game is essentially "full" and now it is apparently collapsing under its own weight, presumably because it is forced to abide by archaic limits and code to enable those old consoles.

I don't know how many times I have to say it, but older generation Consoles and Lower Spec PC have no impact on Server Performance! The servers don't really care what the spec of clients are connected, only the quantity of them.

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

Originally posted by Gaddifranz

Follow up question: given the continued server instability and hit reg issues, will the Skull of Sirens Song be delayed? Or is it still anticipated to launch this month as a premier High Seas PVP event with diminished player/ship caps and ongoing issues specifically surrounding PVP?

We are continuing with our previously shared plans for The Skull of Siren Song to come later in November. We're clearly working on further improvements alongside that however will be keeping the reduced cap's until we have performance back into a stable state.

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

Originally posted by shadowa1ien

I think thats his point, he's basically saying "cut last gen support" to lower the playercount, even though there are still plenty of last gen players, and just cutting them off would be unfair, as not everyone can afford a new xbox or playstation, or even a PC.

Given that our server migration tech optimises for busier servers it would make no difference 'lowering the player count' as we'd still be actively migrating players together to fill servers.

We still have a large amount of players on older generation consoles and lower spec PC, we have no plans to remove that right now.

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

Originally posted by DapperDlnosaur

So in so many words, you basically are saying "yeah, the coding teams are pretty overwhelmed". It makes sense, and thank you for responding.

No I wouldn't use overwhelmed, as our role as Producers is to give the teams clear areas of focus and let them do their best work. Instead I think it's worth considering that any live service title out there has a staggering amount of work that the team could choose to tackle with live game health and future facing investments to name just two.

Even the largest teams still have to ultimately prioritise where to invest their teams time and that means there is always areas that are missed or simply receive less investment. There's always too much work, irrelevant of the size of the team - our job is to try and help teams prioritise the right stuff. We won't always get this right, there isn't a formula - but we will continue to adapt and learn!

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

Originally posted by t_moneyzz

Interesting. And we'll see the effects of this in November update I hope?

Yup - that's the plan

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

Originally posted by Robloxpro69420

Thanks for the update on the hg glitch situation.

How are you able to differentiate between legit and glitched guilds? Im in one of the highest guilds rn (top 10 or top 20) and we are at distinction 5 or 6 at this point. Can you somehow see if theyve done it legit or are you just gonna look at the guild level/emmissary value? I dont even want to know how, i just want to know if my guild is gonna be safe or notπŸ˜…

If you havent used the exploit your guild will be safe 🍻

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

Originally posted by DapperDlnosaur

Well, while we're talking about focus and priorities, I hope you guys are aware of how much of the playerbase really, really, and I mean REALLY want to see you guys put more focus on better game features and especially bug fixes and not Tall Tales. The amount of work that goes into one-and-done experiences that many people (myself included) don't even care to do the one time is grossly disproportionate to the payoff, and Tall Tales have sucked far too much attention away from, in many if not most players' eyes, drastically more important stuff for an exceptionally long time.

There's a vocal minority calling out for a conclusion/advancement of the Flameheart saga, but from what I've seen, it's quite stacked on the opposite side of people that just want better/more replayable stuff like world events and bug fixes to be the priority. A long time ago when all of the Adventures stuff was spinning up, the Rare rep in the video said that it would not be taking away resources from the rest of the game's development, which had to have been a bald-faced lie. You can't just materialize more people, money, or time out of thin air, and if the people working on these things had worked on assets for voyages and world events instead, the game would have a lot more meaningful development than where we stand right now. We went 7 months with essentially nothing to show for it except a barebones guild system that games made 10+ years ago surpassed, because Monkey Island and the adventures before it ate up so much development cost, or at least that's what it looks like from the outside.

We're certainly aware, a topic were discussing at length at our Leadership level πŸ‘

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

Originally posted by tapczan100

I've been told by support to not make tickets as issue will be fixed for everyone.

Well now I'm getting in trouble 😐

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

Originally posted by _ROOTLESS_

Chiming in and saying that while I share the frustration of many players, especially in terms of weapon-feel clunkiness, I greatly appreciate your communication with the community through these comments. It can't be easy but rest assured that your efforts are appreciated!

🀜

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

Originally posted by DapperDlnosaur

That's good to hear, thank you. I hope I didn't come off as too hostile, I'm just trying to make the best use of your attention as I can while I have it.

🀜

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

Originally posted by Silvercat18

If this was the case, then lowering the quantity of players would have fixed the issue - and it hasnt. Similarly, lowering the number of servers each machine is hosting hasnt fixed the problem.

What then actually is the problem then if not the game itself at this point?

I've never said the problem is not the game, there is definateley something we are now doing on the server that is eating significantly more processing power than in previous updates - we just have to find out what.

Simply put, servers with larger player counts were significantly more affected. Lowering the player count was our approach to reducing the impact on the experience in order to buy us time to find the real issue (which generally takes much longer to sleuth). Nowhere have I shared that reducing the Player count would 'fix' the issue as it is only a temporary mitigation to the worst cases.

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

Originally posted by AlexRogansBeta

I hope you can differentiate between guild members who cheesed and those who didnt. I don't mind my guild getting nerfed because people in it cheesed. But you've alluded to other penalties (maybe bans?). I hope my account doesn't become guilty by association. If I get penalized in some way (like a ban) because some asshat in my guild was cheesing to help ppl get curses even though I told em to stop ... I'd be upset.

We'll protect from that, no one who hasn't been actively participating in the exploit will be affected here except for the guild they are in having actions taken against it.

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

Originally posted by AlexRogansBeta

That's great to hear. Thanks for your work! I love when ya'll squash exploitations.

I have never interacted with a dev team member. So, forgive me the potential overstep, but I have a question that I have always wondered about.

As it stands, the sloop is the fastest ship sailing into a headwind. This makes sense, and should be the case. If only to give solo sloopers a hope of escaping thirsty crews on larger boats.

What doesn't make sense, and never has, is that this is true with the sails set perpendicular to the headwind. Why is that faster than with the sails parallel to the headwind? It is not intuitive, and I've seen it damage new players' experience with the game. For example, when a new player on a sloop is being chased by a larger ship they sail into a headwind (which they should do), and they do what any rational human would do: they set their sails in the position that would logically create the least amount of drag. However, this is actually slower and they get caught without understanding why. They are understandably confused and frustrated because it seems like they did everything right... Except what they don't know is that the mechanics are setup in a way that makes no sense.

Rare has to be aware of this, and you've made a deliberate decision to keep this unintuitive gameplay in the game. I'd simply love to hear why? What's the rationale for having something so unintuitive remain in the game?

It's an issue we are well aware of but the challenge is that the combination of systems that control the speed of the ships is incredibly complex and would likely need some rework in order to resolve this specific issue - it's been in the list for a long time but the broader impact of reworking such a fundamental system has often deprioritised it.

It's another scenario though that we know isn't intuitive and does need fixing at some point...