chris_wilson

chris_wilson



03 Jul

Comment

Originally posted by Akimasu

For starters, I feel like everyone was expecting a trailer and got a teaser. I'm not sure who's fault that is, but it definitely feels like an optics problem.

That being said, I think I would prefer a mix. Tease "small" things but leave out the league mechanics. Hit us with a lil more info on the gem, give us a lil interview on the people who made teh decisions on changing the gem. Why did they feel these gems were good, etc. I think that'd be really cool - and honestly doesn't take anything away from what we have. This could also serve to clear up some confusion. Looking at you hydrosphere.

I like the big bomb, with all of the info. You don't have to release any more info than you already did but you can still give something to keep the players waiting on the edge of their seat for a date 3 weeks away. Wouldn't even cost that much time for the people involved. Just like a 2 minute short with someone talking about the gem they made. Could be fun? This could lead to ...

Read more

What we used to do was put together a presentation of the expansion and show it to all the journalists. They'd then write up articles and would post them at the same time as we would reveal the trailer for the league. We felt that it would be better to show that presentation directly to the players, so for the three 2021 launches so far, we have made it into a livestream that everyone can watch. A few weeks beforehand we post a quick teaser video that says the livestream date (and tries to hint at but not really reveal any content from that expansion).

We like this approach because we get to talk directly to our players rather than through a layer of journalists. There are some growing pains, of course. Yesterday we posted a teaser and players felt it wasn't as hypey as a full trailer would be. The full trailer is part of the actual announcement, and the teaser is just meant to tell people the date that announcement livestream will occur on. It's posted as a video so it's e...

Read more

21 Jun

Comment

Originally posted by AlexDenfordGGG

Hello. This logging is actually some debug information used to figure out a nasty crash on production that was very hard to track down. It was not intended to make it to the client as this crash was only happening on the instance, but unfortunately the commit which removed the logging was missed.

To add to what Alex mentioned, the reason why we don't show the player this information as a death log is that it only tracks the last point of damage that killed you and is often misleading because in hectic combat situations there are a lot of damage sources. It's likely this would show some random burning debuff that happened to get processed at the right time to be the thing to technically kill you.


20 Apr

Post

Earlier today, we learned of a bug in Ultimatum that allows players to generate excessive rewards. Shortly after its discovery, we deployed a hotfix that capped the amount of experience and items that Ultimatums could yield.

We have banned 20 accounts that abused this exploit multiple times. These bans will last until Ultimatum ends in July. We will also void the characters they made in Ultimatum so that they (and their items) will not be transferred to their parent leagues.

If you uncover an exploit in Path of Exile and abuse it for your benefit, we will ban you.

External link →
Comment

Originally posted by SunRiseStudios

You are probably confusing it with when accounts get really bad reputation and person asks for new account. Then all MTX get transfered. But if you are banned - you buy everything again.

Also it makes no sense business wise.

We never transfer MTX

Comment

This was fixed a little while ago and the team are looking into consequences.


17 Apr

Comment

I just woke up but my team tell me that this particular server issue was a network problem at our server host who are very sorry. Good news is the million crashes yesterday are not happening any more after we fixed them last night.

Post

UPDATE: Server stability issue appears fixed. Be careful with your database page sizes, people.

Hey everyone,

It's been a long day but we wanted to put together a few thoughts while we have a moment waiting for our next server fix to build. This launch has been rough, to say the least. In this post, we plan to address both the ongoing technical realm stability issues and the conversation around streamers getting priority in the login queue. We are sorry that this is being addressed so late in the day - we have been giving the server issues absolute priority and haven't had time until now to write up this explanation.

Let's start with the technical issues.

Immediately upon launch of the league, we could see that the queue was running incredibly slowly. At the rate that it was emptying, it'd be at least two hours to get everyone into the game. The reason was that when players logged into their accounts, the server would migrate any pre...

Read more External link →

16 Apr

Post

UPDATE/TL;DR: Queue currently fixed. There was an hour of it going super slowly. We will make sure this never happens again. See below updates for notes about current realm stability.

ORIGINAL POST: When the Ulstatimatum league started this morning, it was immediately apparent that the login queue was moving quite slowly. We are investigating this, and so far it appears that the reason is that this league's character migrations (which are a process that runs when a character logs in, to convert it to the new internal version) are much slower than normal.

Users are getting in, but it's going to take a while for the queue to clear and we're very sorry about that. We're acutely aware that a similar problem occurred last league launch and we thought we had resolved it.

Queue processing should speed up as more characters are converted, and we are trying to find other solutions that will help in the meantime.

Once again, w...

Read more External link →

10 Mar


28 Jan

Comment

Originally posted by chris_wilson

I am concerned by the reports of this and the other problems mentioned and I will find out what is going on. I am aware that people are fixing stuff aggressively but I have been personally focusing on 3.14.0 stuff so am not totally in the loop about what's happening with other performance issues in 3.13.0. I'll find out.

Replying to myself with an update:

I spoke to the lead engine programmer and we're going to be making a series of changes that address the problems people are describing. These changes will all have trade-offs in terms of other factors like memory usage, but we'll find a sweet spot where the game looks perfect and performs well. The end goal is that slower computers will have longer load times and slower (stable!) frame rates, but everyone's experience looks good and plays smoothly. In terms of timeframes, I'm hoping it's measured in days, but we'll update you once we have a better idea of timing.

Comment

Originally posted by staudd

Thanks for letting us know the state of things.

Just for the sake of mentioning it: A huge problem seems to be the fact that some ground tiles dont seem to load at all. Ive encountered this problem of transparent floor most noticably in Delve, but in maps too.

I am concerned by the reports of this and the other problems mentioned and I will find out what is going on. I am aware that people are fixing stuff aggressively but I have been personally focusing on 3.14.0 stuff so am not totally in the loop about what's happening with other performance issues in 3.13.0. I'll find out.


18 Jan

Comment

I'm really glad that you are enjoying the league!

It was three months of development for most of our staff, with some QA and a few last-minute changes by whoever was in over the Christmas period. I believe the reason it worked out well was our new development processes: https://www.pathofexile.com/forum/view-thread/2977334 (basically extreme scope control)

So the plan going forward is to continue the three months of development plus a month of QA and tweaks, but that still means that we're doing releases every three months (with the content ideally ready a month before each respect...

Read more

16 Jan

Post

For the last six or so hours, we've been having some quite bad server issues. This manifests in several ways: some players getting disconnected from time to time, various actions serverside timing out, and rarely, items being duplicated or destroyed. This news post explains what we know about the situation and our timelines for fixing it.

This release has seen 11% higher peak player numbers than any previous Path of Exile release, and that would likely be even higher without the server issues. While this would normally be something to celebrate, right now it's causing some big server problems.

Path of Exile's server architecture consists of a central set of database servers and an arbitrarily large pool of game servers. We can add more game servers easily (and have to vary that number constantly to take into account player numbers), but the database servers are much harder to change.

For the first time since 2013, our database servers are overloaded. This is...

Read more External link →

15 Jan

Comment

The number of zones it takes for a deferred item to reappear is random and based on how rare the item is. For some items, it's low like 3 zones, and for others it's higher.


14 Jan

Post

Hey everyone,

As you know, tomorrow we will release the Echoes of the Atlas expansion. At the moment we're putting the finishing touches on our preparations for the launch.

As you know, 2020 was a difficult year for our team and for the world at large. Echoes of the Atlas is the first expansion we've developed under our new development principles. Our team has worked really hard in an effort to make this expansion one of our best yet.

It has been very helpful to have the extra month for polish, as it has given us time to find problems that normally might slip out in the rel...

Read more External link →

07 Jan

Post

I'm keen for feedback on how we presented the Echoes of the Atlas announcement stream that we did today. It was a massive amount of work for us to put together compared to the way we usually do announcements, but it appears to have gone really well. What did you think about how we presented it? What was good, what was bad? What should we do more of, or try to do differently? We're not so much looking for feedback on the actual expansion/content, but on the livestream itself.

We have to decide whether to do similar livestreams for future announcements. We're worried that smaller releases that are just a challenge league (see Delirium for example) might look underwhelming in comparison and could be disappointing if people turned up expecting an amount of content equivalent to today's announcement. But if it's the right format for revealing information then we'll certainly consider whether the large amount of extra work is worth it.

Thanks again for checking out the an...

Read more External link →

07 Dec

Comment

We are working on fixing this


05 Dec

Comment

It appears that this is happening because it's technically a "Standard" league, so it has the automatic Atlas unlock rules.

This is not ideal at all, but for fairness we will leave the behaviour in for the rest of the event.


06 Nov

Comment

We're really glad you like it. Thanks for your patience on this!