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jtoddcoleman

ArtCraft Dev
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jtoddcoleman last won the day on February 20

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About jtoddcoleman

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  1. Hey folks, We made a round of changes to the matchmaking system in 6.510 and need to put it through the paces. If any of you happen to be available, we're going to turn on matchmaking on TEST today at 4pm i.e. about an hour from now, run a HungerDome match or two and see how it handles the load. For convenience, here is the link to download the TEST client again: https://crowfall.com/en-US/account/download-client NOTE: we have had sporadic reports of some players getting a client freeze/hand on the Team Roster page. We're trying to puzzle that out now -- so if it happens to you, try waiting for the match to start and seeing if it resolves -- and either way, please send us your client logs to support and help us track down the issue. We appreciate the assistance, and if we don't see you in HD, have a great Easter! Thanks! Todd
  2. Hey folks, I mentioned in our last Q&A that it might make sense to do an off-cycle “bonus” Q&A session this month -- but given the severe weather in Austin this week (with power and/or water being out for more than half of our team) that doesn't really make sense any more. The next one is only a week and a half away (March 2nd), so I’m going to suggest we hold off and cover everything then. A lot of you have also been asking about getting a Dregs campaign on Live -- we were hoping to do that this week, but that has been delayed, as well. There are a few more issues we need to iron out. The freeze is supposed to be over tomorrow, so hopefully we can get a Dregs campaign running on Test in the next few days and push it to Live quickly once we know those issues are resolved. Sorry for the delay. The important thing is that the team is safe and things are moving forward again. Thanks for the concern, and we appreciate your patience. Todd
  3. Hey folks, We are aware that many of you are waiting for the new version (6.100) to go live with a Dregs campaign; the anticipation and energy is palpable. We are moving fast to accommodate that excitement, making changes as quickly as we can -- apparently too quickly, because this morning's update presented a strange new assortment of bugs and behaviors that we have never seen before. Please know that we are looking into the issues now, and hope to have them resolved as soon as possible. Thank you for your patience. Todd
  4. I'm definitely working my way through it. Frankly, some of the requests are not feasible in the time between now and launch, but others seem reasonable and I'm going to see if we can work them in. Thanks for the feedback. Todd
  5. The next version of 6.100 (which we are attempting to push to Test today or tomorrow) will give you control (in your preferences/settings panel) to tell your client how many FX sequences you want to see at any time. You'll be able to crank it up to 1,000 or down to 0, if you choose. Try it and please let us know the impact that you see in terms of fps gain/loss with various settings. Thanks! Todd ACE
  6. Thanks for the heads up. It will absolutely be resolved before beta. I just can't fix it instantly. Todd
  7. I didn't want to add yet another term for people to learn, so instead tried for symmetry: outpost (small and large), fort (small and large), keep (small and large). Love the idea about blocking different entrances -- great way to add variety to a single combat area. I'll think about the right way to implement that. Thanks! Todd
  8. interesting ideas to sidestep the current tech limitation -- will noodle on these. thanks! Todd
  9. Hey folks, So I'm trying to distill this thread down to some basic points that I can turn into action plans to address. From a high level, it sounds like the two biggest concerns for the ex-SB folks are: 1. Character customization is extremely linear, especially compared to SB, and 2. The SB=style siege handshake mechanic would be much preferred over predetermined time windows. Is this an accurate summary? Thanks, Todd
  10. The EU campaign will have siege windows centered on EU prime time, as they always have. We're asking for players in both regions to try and log in to their servers during their respective siege windows, so we can get more player concurrency and see how the servers hold up. Todd
  11. Guys, I hear what you are saying, but we can't just "flip a switch" and change siege schedules on a moments notice -- much less change the underlying system that relies on them. What we can do, right now, is launch an EU campaign in addition to the NA one. The reason that we didn't plan to do this is because we're trying to stress the server so that we can find and fix issues that only surface under heavy player load. But I get it. If you guys want a second campaign, we'll prop one. Here is my only request: since we're not going to concentrate folks down to one location, it would be very helpful if you guys would try to log in during siege windows to increase the load so that we can still get the testing that we need. Server performance testing is critical to us being ready for beta, and I want us to get to beta as soon as possible. If you'll help us get the numbers during prime time, then we can still achieve our testing objective, and everybody wins. Thanks, Todd
  12. https://community.crowfall.com/topic/27474-5110-test-patch-notes-for-61220/ Todd
  13. Hey folks, We are putting a new version up on our TEST environment this morning! This version has 3000+ bug fixes and miscellaneous polish updates since we posted the last version on 5/28 (I know, crazy, right?!) and we would love your help in putting it through the wringer. As I mentioned in the last ACE Developer Q&A Livestream, now that we have LIVE running again, we will return to our original approach for managing the TEST and LIVE environments: the purpose of our TEST environment is functionality testing; i.e. verifying new features and content, bug fixes and performance improvements in preparation to move a build to LIVE. The purpose of the LIVE environment is to get a feeling for playability. To that end, once we launch this version on the TEST server, we’re going to set up a few things that make it easier on you (our brave and stalwart testers) to push against the edges of the build and help us find the cracks, including: - Turning up the speed of passive training to 10x, to run you get through the skill trees faster, - Adding in free resource and materials vendors in the Temples and Strongholds to let you build all the buildings, - …and because we have a sacrifice system to quickly turn items into XP, these same vendors should give you a quick path to level up new characters so you can test out combat. On that last point in particular, we would love some help with combat testing, as significant fixes or improvements were made to Retaliate, Frostweaver targeting, Trap deployment mechanics, collision, overall client performance (and a ton of other stuff that I’m forgetting but you can read about in the patch notes). Given that it’s the TEST server, we’ll bring it up and take it down as necessary, and generally without warning. We don’t know yet whether or not we’ll keep it running over the weekend; that depends on how the initial testing goes… if we think it’s helpful, we’ll do it. If not, then we won’t waste your time. First round of testing will be God’s Reach and Infected; we have a few lingering issues with Dregs and New Player Experience, but we should be able to start testing those early next week. The goal is to get this version out to LIVE as quickly as possible, so we can get you guys playing a Dregs campaign and finding the “highest nails” that we need to address next. As always, thanks for your assistance! Todd p.s. if you want to take a look at the TEST version, it requires a separate installer, which you can download here: https://crowfall.com/en-US/account/download-client
  14. Oh, got it. I meant "if you want to play on Dregs right now, then stay on Test." Todd
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