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Steam



Posted: //
Oct. 11, 2018, 6:10 p.m.



VirtualRiot#3785 posted (#post-226199) said:

How much longer til its on steam you guys think? Was hoping it would be over the weekend because lots of people had a fall break, and in the community podcast before last I know they were shooting for the first few days of october but they were off by about a week it seems.

Our maintenance is still moving forward and chugging along wonderfully, which is great! We're unable to provide a time frame at this time. However, we're hoping to be able to provide an estimated time, very, very soon. ALMOST. THERE.


Having any issues and need some assistance? Our support team would be more than happy to help! You can reach out to them here!

Miguel "MiguelItUp" Rial - Six Foot Player Relations Specialist


Posted: //
Oct. 11, 2018, 7:37 p.m.


Updated //
Oct. 11, 2018, 7:39 p.m.

DN_MiguelItUp#0468 posted (#post-226201) said:

VirtualRiot#3785 posted (#post-226199) said:

How much longer til its on steam you guys think? Was hoping it would be over the weekend because lots of people had a fall break, and in the community podcast before last I know they were shooting for the first few days of october but they were off by about a week it seems.

Our maintenance is still moving forward and chugging along wonderfully, which is great! We're unable to provide a time frame at this time. However, we're hoping to be able to provide an estimated time, very, very soon. ALMOST. THERE.

Have you gotten a chance to playtest the new patch?

Whats your opinion on the new AV Artillery Cruiser ranges? The thing I noticed right off the bat is that drednought warp jump is no longer the same range as Arty range, will make them much safer against drednought assinations.


Posted: //
Oct. 11, 2018, 7:54 p.m.


Updated //
Oct. 11, 2018, 7:54 p.m.

VirtualRiot#3785 posted (#post-226207) said:

Have you gotten a chance to playtest the new patch?

Whats your opinion on the new AV Artillery Cruiser ranges? The thing I noticed right off the bat is that drednought warp jump is no longer the same range as Arty range, will make them much safer against drednought assinations.

We've actively been playing new builds of the patch as they come in. Personally, I'm a fan of all the changes, they just feel good. Mind you, we know a lot of people are concerned about the balance experience between pre-Steam and post-Steam. But as we've mentioned before, everyone's feedback counts, and it really matters to us. So we're going to want to know how everyone feels about everything once they've put a good amount of time into it.


Having any issues and need some assistance? Our support team would be more than happy to help! You can reach out to them here!

Miguel "MiguelItUp" Rial - Six Foot Player Relations Specialist


Posted: //
Oct. 12, 2018, 2:33 p.m.



Sorry if this has been posted elsewhere and I've just missed it, but how will purchased content carry over? Talking about GP purchases of skins etc.


Hello There!


Posted: //
Oct. 12, 2018, 2:40 p.m.



General Holmes#0350 posted (#post-226240) said:

Sorry if this has been posted elsewhere and I've just missed it, but how will purchased content carry over? Talking about GP purchases of skins etc.

You keep everything that you have.


Recruit Engineer


Posted: //
Oct. 12, 2018, 3:07 p.m.



...sooo I guess we're not getting it this week?...


Ryzen 2600X @ 4.2GHz, 16GB DDR4 @ 3200MHz, 1070 Ti iChill X3 V2


Posted: //
Oct. 12, 2018, 3:21 p.m.


Updated //
Oct. 12, 2018, 3:23 p.m.

We're trying actively to get F&F up as soon as possible. We just completed a full company play test of another release candidate. We've still gone one back end issue that is partially fixed (better than it was this morning), but not performing responsively enough. Server engineers are working on optimization as we speak.

The process is: a) Proposed fix added to build and deployed... b) Internal QA team beats on it for about 45 minutes to an hour... if it fails, go back to a) if it performs adequately under that load then... c) Full company play test.... if it fails, go back to a) if it performs adquately under that load then... d) Commit all changes to live environment, flip on all the switches to be "live" e) Release the Friends & Family steam codes to get several hundred folks playing/beating on it... if it performs adquately under that load for some period of time (yet to be determined) then... f) Push the big green button that makes it live for everyone, though even then we will have our PlayQueue system in place at a certain threshold to limit the maximum peak concurrent users. g) We will monitor server/system performance at the then current PCCU cap... if it performs adquately under that load for some period of time then... h) Increase the PlayQueue cap and go back to g) i) Once all of this hits thresholds that we believe will be similar on PS4, commit those changes to PS4 for a release candidate there j) Submit to Sony, get approved, deploy client to PSN k) Turn on PS4 live service l) Celebrate/Fortnite dance

This is the process we are following. Right now we have been pinging back and forth between a) and c).

The team has been working weekends and up to 2AM/3AM every night. We will be working again this weekend crazy hours.



Christian Svensson
Chief Operating Officer, Six Foot


Posted: //
Oct. 12, 2018, 3:31 p.m.



You are all hero's.


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Dreadnought Support tool | Customer Support | Rookie Helping Hand Manuel


Posted: //
Oct. 12, 2018, 3:52 p.m.



DN_Svenice#5360 posted (#post-226243) said:

We're trying actively to get F&F up as soon as possible. We just completed a full company play test of another release candidate. We've still gone one back end issue that is partially fixed (better than it was this morning), but not performing responsively enough. Server engineers are working on optimization as we speak.

The process is: a) Proposed fix added to build and deployed... b) Internal QA team beats on it for about 45 minutes to an hour... if it fails, go back to a) if it performs adequately under that load then... c) Full company play test.... if it fails, go back to a) if it performs adquately under that load then... d) Commit all changes to live environment, flip on all the switches to be "live" e) Release the Friends & Family steam codes to get several hundred folks playing/beating on it... if it performs adquately under that load for some period of time (yet to be determined) then... f) Push the big green button that makes it live for everyone, though even then we will have our PlayQueue system in place at a certain threshold to limit the maximum peak concurrent users. g) We will monitor server/system performance at the then current PCCU cap... if it performs adquately under that load for some period of time then... h) Increase the PlayQueue cap and go back to g) i) Once all of this hits thresholds that we believe will be similar on PS4, commit those changes to PS4 for a release candidate there j) Submit to Sony, get approved, deploy client to PSN k) Turn on PS4 live service l) Celebrate/Fortnite dance

This is the process we are following. Right now we have been pinging back and forth between a) and c).

The team has been working weekends and up to 2AM/3AM every night. We will be working again this weekend crazy hours.

"celibate/fortnite dance"           priceless.. while on my lunch break reading this I almost blew soda out of my nose. Dude it has to be the "Orange justice" emote with a boogie bomb. Can't wait until Monday when I'm off from work to check out the updated Dreadnought !!


Posted: //
Oct. 13, 2018, 1:26 a.m.



DN_Svenice#5360 posted (#post-226243) said:

We're trying actively to get F&F up as soon as possible.

The team has been working weekends and up to 2AM/3AM every night. We will be working again this weekend crazy hours.

Huh, what makes this so complicated, did you have to re-write the complete back-end or the networking parts, or what's wrong with it now? I mean, you already had the game up and running for quite some time now and open for everyone, so howcome that suddenly it can't take a couple dozen people playing? What changed so much?


Ryzen 2600X @ 4.2GHz, 16GB DDR4 @ 3200MHz, 1070 Ti iChill X3 V2

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