I hear you, and I appreciate the thought behind what you're saying. I spent a bunch of time going back and forth between trying to combine all the servers and not.
Some regions were easier to combine into even server populations, like the US East servers which worked out perfectly from a 4->2 merge. The US West servers would be a little too populated for comfort if we merged all 3 down to 1, although we plan to evaluate merging Heliodine with Connery once the populations get a chance to settle down a bit. On the EU side we have similar problems, if we merged any more players into Miller, they'd have to come from one of the other servers, so we'd have SUPER MILLER: Now With Extra Queues!tm and another servers that, because we merged it's partner with Miller, has a very low population. Any configurations of merging involving Miller result in Miller having 1000+ more players during peak than the other EU servers would have.
Ultimately, this will allow us to have the door open to do further merges if necessary, if we merged them all right now and they were TOO full, there wouldn't be much we could do except let players languish in the queues.
1) Our GMs are going to be doing a lot more broadcasting when they are on servers to make sure people know they are there and dealing with the hackers.
2) We will be implementing and TESTING a "batphone" system for larger outfits to call and report large scale issues. Who's going to have that #? Not a ton of people. It will be people we trust and have gotten it right in the past. We'll expand it if this works.
3) In the very near future (the second I get the final report) we will be announcing banned numbers.
4) We are going to be working on increasing the quality of our reporting system in game and specifically to make sure the right reports float to the top. This is going to take a bit of time but it's being moved up the list immediately (we already had a task for this but we're moving it near the top).
■we have plenty of active GMs in this game. They respond to the normal queue system. We have a separate system to look at the /reports. They become visible when they need to otherwise they simply take the reports and compare to our logs and deal appropriately.
I believe what you are talking about is being super public about it when they deal with a hacker. We don't do that. Because very frequently the /reports are straight up wrong and it wouldn't be right to make an example out of sometime that isn't cheating.
■because there are two ways we go. We either prove or disprove someone is a hacker. Until we prove it we don't take stuff away. Sometimes we catch them on other stuff and suspend them while we check other things but it wouldn't be fair to remove anything from them until we prove what we believe. Then we ban
■I mentioned this in response to another post - because no matter how good other players are we can't give them the internal tools we have to prove 100% that someone is a hacker. We can't give people the power to boot someone just because they believe they are a cheater. We need proof.
■that is someone who was straight up wrong. I don't give a shit if someone's paying. If they are cheating and we catch them and they've spent $10,000.. they're still gone. I've posted publicly about some of these bigger spenders we've banned.
■we have weighed the pros and cons of publicly listing who we ban. We've decided against it because we don't ever want to be wrong and have publicly called someone a cheater when they aren't. Too many people use the same character names in other games. If we call them a cheater and they aren't their reputation could be hurt unfairly. Sometimes we will do it if it's a big deal, like a person involved in creating the hacking tools.
■I respect and understand your frustration. I'm not going to pretend we don't miss people. But even if people we respect submit reports it comes down to us needing to verify to our level of certainty that someone is in fact cheating. flying tanks doesn't prove anything because lag can and does cause things like that. Flying tanks are also incredibly easy for us to catch if it's because someone is actually hacking.
How do we deal with reports? Well, we actually do look at the source of the reports. We also look at the # of reports. But we always cross check that against our internal tools. Are they perfect? Certainly not. I'm not going to lie and say they catch people 100% But they are evolving very quickly and we are focused on improving them to the point they can catch most activity automatically without a human even needing to be involved.
In terms of perception this is an area I think we do need to improve. We are actively discussing the idea of having the "batphone" for larger outfit leaders and other key members of the community. Is that going to piss off a lot of people that consider themselves important and yet don't have that phone #? Sure it is. But if you want us to improve things I'm asking that you understand this is a marathon and not a sprint. When you don't see GMs its because they are busy answering petitions and reports and doing their jobs. We have 7/24/365 coverage with GMs.
You did not come across even slightly abrasive. I consider a post like this exactly the kind of thing I want to hear and respond to.
Cheater in some sense could mean a guy boosting, or spawning in a wall with someone's glitched sunderer, or flipping people in the warpgate, some would say TKing or using mines to blow up stationary sunderers is cheating. shades of grey in there, but not with aim botting, or otherwise 'hacking' the game. There's no tolerance for someone using an aimbot, zero. If you spawned in a wall a few times because of a glitched sunderer and got caught, we might give you a suspension instead of a ban for a first time offense.
Bandwidth usage for our client is something we monitor very closely as it not only impacts your costs, but naturally it impacts ours as well since we have to pay for that bandwidth at our data centers. The game client itself uses very little bandwidth, in most cases the average user will spike as high as 30kbyte/s in a heavy battle with tons of people around, but this is a bursty set of traffic and it is not sustained. The average usage when not in a massive fight is closer to 2.2 to 2.4kbyte/s. The element however that we don't control and really can't control easily is the voice chat because that's really driven by all of the people you're playing with and how much they queue up their mics, talk, etc.
If you're in a big fight, and a bunch of people are squaking on voice chat, it's not unreasonable to see spikes go up to the 50kbyte/s mark, 30k for the game, and 20k for voicechat. Although this isn't common, it's absolutely possible, but again this is the extreme end of the spectrum.
What I find in a moderatly congested area, meaning 20-30 people, I see usage around the 3-4kbyte/s range which is very low.
When you use tools to monitor your traffic, you really need to isolate the game. Everytime I investigate this issue I find that people have 5-6 browser pages open, a steam client, and other random applications running that are all updating, refreshing, or heartbeating back home. Sometimes I hear music in the background and I ask "Where is that music coming from?", when the user responds Pandora, needless to say the light bulb comes on very quickly on where the additional bandwidth usage is coming from.
Just make sure you're looking at the PS2 client only
The servers will come down at 06:00 AM PT for a hotfix to address a few outstanding issues. Downtime is anticipated to be around 90 minutes. Players may note the following changes:
•Copper level membership will grant correct XP bonus again •Membership XP bonus tooltips corrected •Fix for characters appearing as green at long distances •Fixed the AS16 Nighthawk model •Allowing Flashes to gain more vertical air with the afterburner •Client crash fix
The frame rate drop when "Turning quickly" is due to some of our visibility code, which uses temporal projections to reduce the complexity of future visibility checks. When you move fast enough or turn the camera fast enough, it has to throw away pretty much all of it's caches and completely re-evaluate visibility.
To put it more simply, as you move around in the game the visibility system has hundreds of thousands of decisions to make to determine what you can see around you. It uses your velocity and camera movement to figure out the probability of some of those things changing state visible/not visibile in the future. "If he can't see this THIS frame, and he keeps moving like he's moving, he won't see it NEXT frame either"...that sort of thing.
We have a method coming soon for people to actually get a "normalized" frame rate. You'll be able to choose an option from a terminal, appear in a new area, and be whisked around on a roller coaster while things explode and collide around you and we compute your frame rate. Then, you can run that every build and not differences.
Right now, I certainly admit, it's frustrating to try and "measure" your frame rate because of the constant change.
The GU was delayed because there were a few bugs that popped up at the last minute and the team has this weird thing about not frustrating you guys with those.
Why is it called a GU? It's a Game Update that is adding new content. Yes unfortunately the empire specific Rocket Launchers weren't quite ready and the [redacted] also needed a little more time but you can expect to see them in the next update or one after.
The ability to see where fights are is what the new hotspots system does. Right now it's thresholds are set a bit too high so not enough fights are showing up on there, and the magnitude is off. We are tuning that data to hopefully provide better indications of active fights. For most people this will make the Enemy Activity filter pretty obsolete, but it does give more specific information to commanders that, if the filter were to be removed, you would have to get by looking at a region that had a lot of hotspots in it and checking the "Enemy ____ Detected" on the region info panel - which is a bit of a pain in the ass.
Since i'm still getting tweets about this, I wanted to clarify why I asked. We're doing a revamp of the map screen/respawn screen and we're evaluating each of the options, the UI team wanted to know how much that feature is used by 'normal' players, to figure out if it is widely used, should be an advanced option or a default, should be visualized differently, needs more added to it, or whatever.
Appreciate the feedback - we aren't going to remove it, we might enhance it.
・以下の場所で、スポーンルームのペインフィールドがカバーしている範囲を修正した。 o Zurvan Pump Station o Zurvan Network Complex o All forward spawns for Dahaka o Saurva Data Storage o Mao Southeast Gate o Mao Southwest Gate o Rashnu Cavern o Rashnu Southern Pass o Allatum Broadcast Hub o Allatum Research Lab o Hvar Northgate Garrison o Auraxicom Substation o Wokuk Shipping Dock o Wokuk Storage Yard o Camp Waterson o Elli Barracks Complex
All servers will be brought down at 6:00 AM PT for a game update. Downtime is anticipated to be approximately 90 minutes. Players may note the following changes:
· Tweaks have been made to render distance values
· Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m · Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned. · Icon for the VS Eridani SX5 should no longer be misaligned · If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns. Vehicle Updates
· Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles Item Updates
· New SMG’s and customization items
· Players with outfit tags should be able to see kill messages in chat · Made it so players can see hotspots on continents they are not on. · While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway) · Squad leaders should now be properly added to the Command Chat voice channel · Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader. · Fixed an issue where changing an outfit member’s rank would not always work on the first attempt · Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot · Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons · Influence percentages on the HUD should now update more dynamically · Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon · Will no longer display a “Killed by ” message in chat when you are killed by a pain field
· Fixed the spawn location for Xelas South Bridge · Made fixes to the coverage of multiple spawn room pain fields including:
o Zurvan Pump Station
o Zurvan Network Complex
o All forward spawns for Dahaka
o Saurva Data Storage
o Mao Southeast Gate
o Mao Southwest Gate
o Rashnu Cavern
o Rashnu Southern Pass
o Allatum Broadcast Hub
o Allatum Research Lab
o Hvar Northgate Garrison
o Auraxicom Substation
o Wokuk Shipping Dock
o Wokuk Storage Yard
o Camp Waterson
o Elli Barracks Complex · Should now be able to successfully capture the Freyr Substation forward spawn point · Fixed the spawn point at the NS Refinery · Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas:
o Hvar, Southeast Forward Spawn
o Mekala, North Forward Spawn
o Tumas, Northeast Forward Spawn · All jump pads at Tawrich Depot should work correctly again · All teleporters at Andvari Bio Lab should have functioning shields again · Amerish’s East Hills Checkpoint should now display correct region info in the HUD · All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility · Saerro Listening Post’s teleporter room has had its pain field re-enabled · Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles · Corrected some missing wall textures at Tawrich · Corrected ramp geometry errors across all amp stations · Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD
· VS Flare audio should no longer cut out when running low on ammo