W sumie najwieksze bledy maja poprawic do open bety/realeasu. Po podpunkcie nr 5 (yay dla lepszych animacji) mozna wywnioskowac, ze beda jeszcze dwie wersje klienta (pewnie open i release). We'll see.
Folks,
Okay, it was a wild and crazy weekend in WAR and while some of you might be tempted to go all Samurai on us for a couple of the bugs, overall things went very, very well. As long-time readers of my notes now, I won’t do a Nick Winters and we are anything but pathological liars so we’ll always own up when we make a mistake and we made a couple here. So, let’s talk amongst ourselves and have a little chat about the top nine list of the biggest issues and where we stand in regards to them.
(1) Client Crashes – I’ve talked about this as one of the reasons why we didn’t release the NDA until recently. Here’s the current status. - Just a little too many currently. While we are better off than we were in beta, we must do better still before release. - A number of players will lower spec machines had more CTDs than higher spec machines. - Number of fixes already in pipeline. They are working their way through our testing servers and will be pushed to the players once they have been vetted internally. - Engineering time for CTD issue has remained heavily committed; our top engineers are working on the various issues.
(2) Monster Pathing and AI – Well, what can I say other than not even all of King Tut’s wealth could have made us feel better for messing up on this one. Well, maybe all his wealth. - “Yes, that monster seems to be behaving a little oddly”. Monster responsiveness was very sketchy, odd pauses and tethering issues. - “Oh, was I supposed to go in that direction?” Pathing sometimes wonky - mobs get stuck or go in wrong direction. - Utter confusion at times as both monsters and pets will engage and disengage seemingly at random - Internal server optimizations last week broke the pathing/AI. And I mean really, really broke it. This truly was a “Opps, we broke this code” moment for us and we don’t have many of them. - Going to ensure that this problem is fixed this week. As I said in my first Preview Weekend, this is a major concern for us. Fortunately we have no underwater combat in this game or some of the NPCs may have been appropriately dubbed land sharks.
(3) Pet Responsiveness – With similar issues to Monster Pathing and AI, this was not our finest hour. - Need to transfer "combat responsiveness" fixes to pets - have pet move immediately on button press. - “Oh no, Mr. Bill!” Pets suffer from same pathing and lack of response as general monsters. Pets hopping around like they were headed to Del Staters.
(4) Global Cooldown Timers –This seems to be a hot topic for players to talk about. However, things aren’t always as they seem. - Reality and perception are two different things, Warhammer has a GCD of 1.4s, WoW has 1.5s - “Ability not ready” messaging needs to be improve, a sound effect if Global Cooldown in effect, maybe more cowbell? - Need to improve on the feeling of sluggishness of the GCD and UI. Bug with display where our timer shows 2s when it is really 1.4 - The next best thing to a queue is? We will add in better "slop timer" to allow players 0.3s extra to pre-queue a second ability followup.
(5) Better animations - So much more coming in the next two versions of the client. We are currently incorporating serious amounts of new animations into the game. Hopefully nobody will sneak a coneheads model into the game. - Look at what my XXXX does now? Over the next month we will address many class-attack specific issues across all 20 careers. - “U think you can dance?” Nope, but we have added new racial animations for movement, fidgets and redid some emotes.
(6) Texture Blurring - Textures are currently cached in a manner that results in blurriness on entering a region. - We will look at adding a client scalar.
(7) Client Performance – This is one of those issues - Need better scalers on effects, sounds, graphics, etc to help lower end machines (already lots of additions to coders) - This thing loves memory like Dan Aykroyd loves bass. We have already improved the memory consumption of the client and taken 100M out of current test best.
( Targeting, Camera, etc - Currently our targeting system differs from many MMOs in terms of our features and how we go about things. We will identify and make a more standard initial setup but allow flexibility. - Will add additional keybinding selections to allow flexibility
(9) Renown rank gear - Unfortunately, a new bug (well an old bug we fixed and then managed to break again) which allowed Rank 10 RR 6 players can go to Tier 2 to get better gear and then come back to Tier 1 and own scenarios. We are currently working on a fix.
I hope you enjoyed the Preview Weekend and we thank you for your interest and we hope, patronage of our game.
Guess what folks, that’s the news and I am outta here!
Mark
P.S. The reason for all the Saturday Night Live references was that a poster or two dared me to work a certain phrase into the update. I kinda took that and ran with it.
_________________ afk for quite a while
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