- 7 ore fa
Videodiario di aggiornamento sul lancio di Sea of Thieves e sui problemi riscontrati dagli utenti.
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00:00Hey, welcome everyone. I'm Craig Duncan, I'm studio head at Rare.
00:04And I'm Joni, executive producer.
00:06And we're here, we've been live 48 hours. 48 hours ago Sea of Thieves launched in New Zealand,
00:11we've rolled the game out across the world and it's been kind of crazy.
00:15Yes, it has. And we have seen unprecedented numbers coming into Sea of Thieves and playing Sea of Thieves.
00:20The interest has been insane, the amount of people playing has been mind-blowing
00:25and obviously we've seen a lot of people have a great experience.
00:27Yeah, we've seen a lot of streams and a lot of people playing, having a lot of fun.
00:31Yeah, but also very conscious that because of that amount of players coming in, we have seen issues for some
00:36players.
00:36Yeah, and really we felt this was a good opportunity to get out in front of you as people have
00:42supported us,
00:43our community, our players, and really talk to you about what some of those issues are, what the team's doing.
00:49Joe and I have literally just walked out of an engineering review with all of our senior engineers
00:52going through what issues they're tackling. We're all over this, we're a little bit tired, it's been 24-7 since
01:01we started.
01:02And really it's just about making sure you guys understand what we're doing and what we're focusing on.
01:07Yeah, and this is the first kind of update of this kind, but we want to be continually kind of
01:13updating our community on a regular basis with what are the top issues, what are we seeing, what are the
01:16kind of actions we're taking against this and really what's our status, right?
01:20Because we have those internal reviews and we have that kind of internal information and we want to share that
01:24wide with everybody.
01:25So everybody kind of understands everything that we're doing because we have a team working, like Craig says, 24-7.
01:31All of our service engineers, our community team messaging around this, there's a lot of effort going into this to
01:35give everyone the best experience we possibly can.
01:37We know it's frustrating. It's frustrating when you try and get into a game and you can't, or you have
01:41an issue in the game that's a bug or caused by something else.
01:45It's frustrating for us as much as it is for you. We're actually filming this in my office now and
01:50I guess this whiteboard is kind of our top tracking issues.
01:54So it might just be, Joe, should we just talk through these?
01:56Yeah, absolutely.
01:57Probably a good way to start.
01:58Yeah, so the top issue we've got here is that players are having access issues during peak time.
02:05So peak time is really, as you can see here, it's kind of 9pm in the evening for Europe, which
02:11is when a lot of Europeans are still playing, they're playing in the evening.
02:15But it also means you get East Coast America coming in their early afternoon through to evening and West Coast
02:20America for their afternoon into their early evening.
02:22It means you get so many players at the same time.
02:24Yeah, and if you think about a kind of global launch, obviously we've got more people playing in Europe into
02:31the evening, America coming online.
02:32So it's really when the most people in the world are playing Sea of Thieves.
02:35Yeah, and obviously we ran a series of alphas and scale tests and a final beta leading up to this,
02:40and we expected that trend in terms of what that curve would look like.
02:44But what that didn't prepare us for was the amount of players that we've seen turning up and playing Sea
02:49of Thieves in this.
02:50Because we are at a scale that we have not seen anywhere near.
02:55Just to give some context to that, it's a number of things.
02:58It's the maximum scale, which I think we're between three and four times what we've seen in our final beta,
03:04which was our biggest ever scale test.
03:06Yeah.
03:06We're also, it's things like the join rate of people joining, people trying to get into games.
03:12You know, I think at one point, you know, our services engineer told me we had 5,000 people coming
03:17in per minute.
03:18Yeah.
03:18And that's just people joining the game, trying to match make up.
03:22The other thing is just on a general level of scale, we've actually seen more than a million unique users
03:28in a 48 hour period, which I think is just, again, just, you know, massive compared to what we've seen
03:35before.
03:35Yeah.
03:36And there's a number, like, we've identified these as separate issues, but they're actually kind of related as well.
03:41Because when you, if you think about services, and we know, you know, we've actually got a lot of developers
03:45and engineers in our community, it's not just, you know, turning on servers and having people join.
03:52It's actually about, it is about join rates.
03:54It is about message cues.
03:56It is about how many things in our services are getting hit with what concurrency.
04:00I guess what's a good thing is not all of these issues are affecting all players.
04:04You know, but we know some players are seeing these.
04:07So when we've hit these peak times, we know it's been problematic.
04:10We know, you know, our matchmaking has had issues.
04:13And if you think about Sea of Thieves as a game, we match make you into a crew and then
04:18we match make crews onto servers.
04:21And there's actually, you know, it's fairly complex. That's how we deliver the game experience that hopefully people are enjoying.
04:27But we're just seeing load in both those areas.
04:29So what we'd encourage people to do is if they're having issues and maybe they're trying to go in on
04:33a solo ship and match make into the world, maybe try just joining a galleon crew.
04:38Yeah, because it goes through a different flow, doesn't it?
04:40Yeah.
04:41Because you're joining a crew that's already in progress out in the world.
04:43So they've gone through that server matchmaking step and they're already out there playing.
04:46And so you're just joining into their adventure.
04:48Yeah.
04:48That is a different thing, a different service that's kind of getting stressed, right?
04:51And our architecture in the game is we always want to protect players that are in the experience.
04:55Yeah.
04:55So, like, the kind of worst thing we want to do is actually take the game down and affect everyone.
05:01So even if we're seeing scale issues, we always try and maintain that integrity, which is if you're in and
05:06playing, like, we try and keep that as solid as possible.
05:11Yeah.
05:11But I think it's important to stress that that's, like, what we're saying there is, like, if you're in during
05:16these peak times and you start some incident issues, like, try that.
05:18Maybe if you're trying to play solo, try something else.
05:20But it's kind of like a temporary workaround that we're just kind of offering as a bit of guidance to
05:24our players right now because, obviously, we've got a big list of things that the team are working through and
05:28prioritizing to get this experience to function entirely as we expect and entirely as our players expect.
05:32And we've actually, like, there's a lot of fixes we've done already, which are server-side, which don't require the
05:38game to take an update.
05:40Yeah.
05:40So some of those have been done.
05:41Some of those are on the to-do list for today.
05:44Yeah.
05:44Some of those we'll get through over the next week or so.
05:46Yeah.
05:47Point two here, the delayed rewards in gold.
05:49And so this is where, you know, when you're playing the game, you're cashing something in, maybe you're taking some
05:53rewards and stuff, and the game isn't then instantly recognizing that it's giving you those rewards.
05:57Yeah, you're not getting the pop-up, you look at the status screen, you're not seeing your gold.
06:01Yeah, yeah.
06:01Our investigations, like, believe that's a temporary thing because it's just kind of queuing up all the messages that are
06:06kind of getting pushed through our service to tell you, you know, because the game kind of pushes the fact
06:11up to our service of going, hey, this guy's just cashed this in, and then pushes back down and gives
06:15you that reward.
06:15Yeah.
06:16That's where we're seeing some delay coming back down the pipe.
06:18So what we'd advise players to do there is kind of just continue playing because it will come through that
06:23pipe.
06:23Because what we've seen some players do is kind of, they've noticed that if maybe you quit out of the
06:27game or you go and do something like that, that when you come back in, it might be refreshed.
06:31We would advise people stay in the game experience, stay playing, because if you're making that step to quit out
06:36of the game and go back to the front end, you're now going through…
06:38Well, you're actually stressing this one again.
06:39Yeah, you're going back through that flow again and kind of adding strain and stuff.
06:42So it's that thing is when we see people having problems, you know, and we're trying to make sure we
06:46give the best advice.
06:47I mean, obviously our priority one is trying to fix it and get those fixed, but as we're seeing them,
06:52you know, again, this one here is really a try and just kind of keep with it, try and keep
06:58playing the game, and it should correct itself.
07:01Yeah, and we've got a group of engineers working on this right now.
07:06They're looking into it like whether it's something we can fix entirely in the service or something we can just
07:10do as players are playing live, whether it needs a client update in terms of a patch.
07:14We're hoping it's in the service side, but we'll have more information to share on that ASAP and we're hoping
07:18to make some improvements to this before we hit peak time tonight.
07:22That's really the latest update we've just had from our team.
07:25So there's work ongoing in all of these areas, but we feel good that we're digging into exactly what that
07:30problem is.
07:30Yeah, and it really, like every single one of these issues is scale related.
07:34So, and obviously if people, you know, continue to retry, quit out, come back in, like all of that just
07:39adds to the sale.
07:40So if you think about we have a problem and then people just keep hitting that problem over again.
07:45So, you know, we are absolutely all over these.
07:48Yeah, so delayed achievements. So this was again during peak time last night.
07:52We, like, because of the overwhelming amount of messages and stuff that was going through all of our services,
07:57we made the decision to temporarily delay the awarding of achievements to players.
08:01So, you know, we've been tracking who was getting achievements during that kind of peak time.
08:05Yeah, because it uses the same stat system as the entitlements and the gold.
08:09And then that's going to be flowing through the pipes now.
08:12So people are going to start seeing those achievements start kind of unlocking and stuff as they continue to play.
08:17So that's a temporary delay, but it was a decision we made to try and allow and keep as many
08:21people playing during that peak time last night.
08:23Yeah.
08:23And we felt that was a, you know, a lower priority to keep awarding that if it meant we could
08:27get more people playing.
08:28Yeah. And we felt like we've actually been operating, like say, a 24-7, you know, kind of ship room
08:34where our services engineers have literally been making real time changes.
08:37So, you know, everything that's happened in real time, even if, you know, our comms and community messages are every
08:42couple of hours,
08:43we're looking at it literally on a minute by minute basis.
08:46Yeah. And I think one of the key things there is it's hard sometimes to give an estimate straight away.
08:51Like when we go, hey, we're temporarily doing this or we're doing that.
08:54We don't know if it's going to be an hour, two hours, three hours.
08:56So it's really hard to give that estimate.
08:57So like, please bear with us on our social channels.
08:59We'll share updates as soon as we can have it.
09:01But everything is live, right?
09:02It's a live situation.
09:03Things are changing and evolving, right?
09:04Yep.
09:05Number four, temporary missing items.
09:06This would be when you first load into the game.
09:07Perhaps you don't have access to your items and stuff.
09:09So we think that needs a client-side fix, so a patch to the game.
09:14It's a bug.
09:14Yeah, it's a bug.
09:15And it seems to be affecting a few players.
09:19It does seem like buying something does fix it in some cases.
09:23Yeah, yeah.
09:24But I believe we've already got a fix for that.
09:26We've got a fix for that already, but it needs a patch basically.
09:28And so we're currently just looking at the list of items we've got.
09:31Like when do we want to update the game for the first time?
09:34It won't be too far away, but it's probably going to be early next week.
09:36Yeah, okay.
09:37Yeah.
09:38And then number five.
09:39So we've seen some reported performance issues on the Xbox One X.
09:43We've identified these areas.
09:45It's in specific areas in the game, and we've got a series of fixes that have already been checked in.
09:52But again, this requires a client-side update.
09:54So again, that's looking likely that it's going to be something early next week.
09:56Yeah.
09:56So we're going to probably pull these together, plus any client-side fixes we need to do here, plus any
10:01other minor general bugs.
10:04Yeah, yeah, yeah.
10:04There's stability fixes.
10:06There's a bunch of stuff that's going in.
10:08But ultimately, the priority for us right now, 24-7, for our players that are playing live, is these issues
10:14here that are as a result of the scale of players that we've seen.
10:18Again, just want to kind of finish as we started.
10:20We do appreciate all the patience.
10:22We do appreciate the support.
10:24Believe me, it is frustrating for us, as it is for anyone that's experiencing an issue.
10:30The team are working hard.
10:32We, like I say, absolutely thank everyone for playing and see if these is super important to us.
10:39It's a real passion project, and we want to get to an end state where everyone has a good time
10:44all the time, every time they play.
10:46Yeah, absolutely.
10:53Thank you very much.
10:54By star-spokenammed to the affiliate commission.
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