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ArtCraft Dev
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Everything posted by jtoddcoleman

  1. 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
  2. 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
  3. 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
  4. There are fewer of these larger Keeps on the map, and they offer more buildings/services, so in theory they will be in higher demand and harder to capture and hold. Yes, it's a way to artificially add latency to your client. We added the slider so that we can test what happens when your net connection goes to hell. Not sure I understand this last one, please explain? (thread appears to be locked, please send answer via message or support email + ask them to forward it my way. thanks!) Thanks! Todd
  5. Thanks for the heads up. It will absolutely be resolved before beta. I just can't fix it instantly. Todd
  6. 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
  7. interesting ideas to sidestep the current tech limitation -- will noodle on these. thanks! Todd
  8. 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
  9. 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
  10. 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 locati
  11. https://community.crowfall.com/topic/27474-5110-test-patch-notes-for-61220/ Todd
  12. 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 i
  13. It does. We'll put up a posting soon. Todd
  14. Oh, got it. I meant "if you want to play on Dregs right now, then stay on Test." Todd
  15. Yes. Didn't we already cover that? Todd
  16. Yes. There will be a wipe before Beta, and there will be a wipe before Launch. There may be other wipes, too, if we make significant changes and we cant find a way to avoid them. I'll talk to the team about increasing skill training and adding testing mats. Someone mentioned that in game, as well. It's a good idea.
  17. We'll never let it fall that far behind again. Todd
  18. No, our investors and partners weren't consulted on this, and there are no contractual obligations or monetary triggers behind it. I made the call to push GR and Infected up to Live because it's a better experience for new players in almost every way -- as you would expect from 9+ months of development. Client performance is far better, as you suggest (we're seeing an increase of +20 for most players, and even up to +50 fps for some), but every other game system is better as well. Lighting is improved. Seasons now change the appearance of the world. AI is better. The user interface has b
  19. If you want to continue playing Dregs, then stay on Test. Live was so out of date (almost a year) that it needed to be updated. Todd
  20. The version that running on Live was from last July (!), so there is value in refreshing the environment and getting God's Reach and Infected in front of new players for that reason alone. Both the Dregs and the new player experience will be added to this version once they stabilize to a point where we feel comfortable; at a minimum there are some campaign scoring issues that we need to iron out. We're working on both of the above as we speak. and yes, they will both be added to the alpha environment prior to beta. Beta, for us, will trigger when we feel comfortable enough with
  21. All backers have access now. We'll start to invite registered players in waves once we announce beta. Todd
  22. We're trying to decide that... It's certainly in a much better shape than what is currently on live, but we won't be able to start inviting beta folks until at least the first section of the NPE (new player experience) is ready. That's cooking right now internally.
  23. yes, we are working on that right now
  24. Hey folks, Quick note -- we're not making a huge deal out of this, but with this latest patch we are officially ticking the version from pre-alpha to alpha. The game has been in development (and in 24x7 testing) for a few years, now, and frankly we probably should have called it 'alpha' some time ago. We'll do an announcement this morning, but we are electing not to do an official press release, because we feel like the distinction between 'pre-alpha' and 'alpha' doesn't mean much to the audience at large... Internal designations vary so much between teams and projects that frankly, i
  25. I'll pass that along to our engineers, I know one of the initiatives they are still working on is character loading optimization. Todd
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