Rare-Sonicbob

Rare-Sonicbob



06 Nov

Comment

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.

Comment

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Can we not just abandon the compatibility with out of date consoles at this point?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.

Comment

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.

Comment

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 mon...

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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!

Comment

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!

Comment

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.

Comment

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.

Comment

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.

Comment

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

Comment

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!

Comment

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.

Comment

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.

Comment

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.


25 Oct

Comment

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.


24 Oct

Comment

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.

Comment

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.


23 Oct

Comment

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!

Comment

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.

Comment

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.