Martin Armor Posts on Server Fixes

This was just posted on the AO Site: Our Lead programmer, Martin Amor, again comes out of the dark to enlighten our community with an update on what's going on, and what the programmers are currently working on. Dear AO-players, Things are getting better. I didn't want to write an update yesterday because I didn't feel we had the actions to back up my words - and I would hate to keep promising lots of stuff without being able to "show you the money" Last night was a big improvement for us - we managed to reduce number of ‘server losts’ to around 15% of what it was the night before. It's still not good enough (since you guys are still getting them) - but it's an improvement that you should be able to feel. At the same time we had almost 50% more people online than the night before. This caused a few of our servers to run a bit slow until we rebalanced the load (~700 players alone in Athens city :-) Our network department found, and fixed, a problem with our switches – the problem (as I have been writing about before) caused packets to be lost when a lot of players were online at the same time. A big hurray for the guys! We are adding more login-handlers to make it easier for you to get into the game. I have seen some wrong numbers referred on some community sites - the current login-handler we have is capable of processing a LOT more than 700 logins per hour. I think there must have been a misunderstanding somewhere. At the moment we are logging in over 700 players a minute. It's still not good enough, so we are adding more power. I expect this to be ready during the weekend. Now that the ‘server lost’ problems are getting smaller we are going to put a little more focus on the lag issues. Making the game 100% stable is still our biggest priority – but you can expect to see improvements with lag quite soon. I'll keep you informed on the progress. Last, but not least - the client patch. We'll have a very small client patch very soon - this will not contain any new features but will only fix some version ID issues we have (more information later.) The real client patch (with e.g. gfx-card fixes) will be out as soon as we are ready, hopefully not too long from now. I know this is a bit vague, but experience shows that I better not mention any dates as we'll probably break them and get a lot of angry people on our backs :-) Remember to have faith in that we will continue to work hard and dedicated until all of AO's launch problems are fixed and you have a good gaming experience with Anarchy Online. Martin Amor AO Lead Programmer

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