Testing and Live releases

So from what this sounds like to me, we have one shot at testing this new feature? Upon our first spawn? Is there a way to reset the account so we can spawn multiple times to help with testing?

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Will beacons and plots be returned to players after these wipes? I know that a few players including myself are facing issues where we have lost our beacons do to world resets, and require assistance. Could there be a way of granting players their beacons and plots back after a world wipe, that way that can at the very least start again?

I think a wipe means that everyone will start at lvl 1 in each profession again.
So technically, yes, you will get your lost plots returned.

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I’ll assume first that we only get one opportunity to test this feature, then take detailed notes about my spawn point and location relative to what I expect. Future wipes will also be an opportunity to test this feature, I assume so Take notes every time there is a wipe as well. Our combined data should prove invaluable.

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At the moment yes - you’ll only have 1 chance to test it - until we do another reset. You’ll soon get bored of it! But what you can’t do is trigger the action again yourself. This will not be possible until we allow players to run multiple character or reset their character.

In the future we’ll only do full-resets of Testing. Any time we’ve attempted partial resets, we expose the game to a non-standard configuration - that only leads to problems.

So yes - after a reset you’ll need to start from scratch.

Correct! :thumbsup:

Yes! All feedback is useful for us.

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Yyou should maybe think about giving players on test servers machines and other items hard to achieve in their inventory right from the start. Because if you update frequently here, noone or just a few people will be able to access lategame progress, because it takes to long to achieve. Also many will just play the live servers since they want to keep their builds as long as possible.

Ignoring this I am fully with your concept of live and test servers.

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while I agree, I also disagree to an extent. Granting players late game things while testing makes it impossible to test the speed of progression and balance early recipes.

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I agree if you are testing progression as part of that release, but do you think there may be cases where devs want us to test late game features fairly quickly without having to wait for us to spend a week progressing to that point? It all depends on what you are testing I think.

I like trees.

I spawned in one…

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October 3rd?

that can be tested in the live version since it is basically for testing as well am i right not? but im totally fine with the current system :slight_smile:

I think I figured out the connection issue, a friend just pointed out that if you turn down your graphic settings you wont get lag, which was so amazingly true, it doesnt seem to matter how well your PC can run it just gets stuck behind rendering things when the server is on a completely different level already.

My issue earlier in the week ended up just being crappy ISP, for the record. Intermittent high pings on occasion since then, but nothing I can recall that might be a common denominator.

Umm, should I already have been able now to choose my location? I logged in now 11 pm (german time).
I was just set somewhere in a desert region on testUS1 without me choosing anything.
As I understood the spawning logic with choosing location should be implemented now?

Actually I am confused now… I spawned on same server like before. All the builts are still there. But I spawned in completely different location then I stopped playing last time. I thought there was a reset?

:+1: yes we get our EU Server back

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I’ve found out that i can “ommit” this problem. if i change from full-screen to windowed and back again. Every time i change my resolution the high pings just disappear … they come back a few minutes later and than i do the same again.

Then it really seems to be dependent to graphical issues?

like @Meowmere pointed out?

It’s not really linked to graphics issues, but it does appear to be connected to frame rate. (And yes, frame rate is a result of graphics performance.) The issue we discovered last week was (roughly speaking) when we query the socket for messages from the server it regularly didn’t deliver all the available data and the logic we had surround this wasn’t enough to extract everything. At a lower frame rather this sometimes meant that the client “got left behind” as an outstanding communicate queue built up. Where as faster clients didn’t hit this.

We need to investigate more next week and put more robust fixes into the client.

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I’m guessing you meant Monday 3rd October? Have these wipes on the testing worlds / promotion of testing to live happened yet or do you have any updated timelines to give us if not?

Yes - October - corrected! Thanks.

World wipes didn’t happen - not sure why… Guess the right hand and left hand of our development team aren’t communicating!!

Live update still scheduled for tomorrow assuming we don’t hit anything critical.

If anyone has lag issues please shout - as this is the main issue I want to make sure we’ve resolved.

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