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Release Successful - Server Load Bearing...not so much |
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Written by Suzanna
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Tuesday, 30 March 2010 17:08 |
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Just letting everyone know that CCS 1.0.1 is now live, changes can be read up on at the Reference site and largely the code base and system itself are very very nice and the new features have been getting a lot of oohs and ahhs. Unfortunately though we've seen something of a relapse of server performance issues under extreme load with the respec process so many people have had issues with site time outs and I do apologize for that, we are currently trying to hunt down the root cause for it, because as of the last web system update and respec system update, we no longer had this issue, even with global respecs...so theres an unconfirmed variable in the mix thats currently slugging server performance through the respec process and I expect it will ease up as people get through and their characters rebuilt under the new dynamics. The final thing to keep in mind is this may play a little "weird" for the first few days once we get past the respec period and see how the new stat modifiers are affecting skills and seeing how the new points divisor is affecting player performance as well. These are all things we'll be able to adjust on the fly so if theres a problem feel free to put a post up about it in the CCS Bugs/Suggestions Forum as we'll be sure to be watching the overall playability and "fun" of the system for the next week to two weeks to ensure we adjust what needs to be adjusted to ensure the system provides the best possible experience for the players under the new dynamics. So feel free to share your thoughts, be as constructive and informative as possible and any issues you may have with the 1.0.1 dynamics will be easily rectified with as little pain as possible. Also for those of you still beating the double XP dead horse? Consider this the last time I'm going to say it, stop, or, go elsewhere, cause I am done tolerating it. You will not stymy CCS's ability to finance itself, and you will not tell me how to run the system I created. If you don't like it, you can leave. Fair enough? I think so. |
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Last Updated on Tuesday, 30 March 2010 17:19 |
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What Should be the Final Status Update for CCS v1.0.1 |
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Written by Suzanna
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Friday, 26 March 2010 14:46 |
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Hey all, just a heads up as I know plenty of people are wondering. CCS v1.0.1 RC14 beta went out 3 days ago, we found one remaining bug we're fixing, then I have to go through and write up all the new skill balance tables and get everything in line for the release. It should be coming soon, I'm waiting on an adjustment to the HUD targeting system where the bug is, I've looked it over but can't determine where its error is, Melanie did the HUD target base code so since I can't find the cause I'm waiting on her to get a few hours to scratch at it and see if she sees where the problem is. Regardless of that, all other reports for 1.0.1 have been nominal, no other bugs than just the single one reported...but we'll fix that before we release it, most definitely. Also to people who have been contacting me over the last couple of days, my schedule is completely out of whack, from staying up all night doing work in CCS, to working build resources for the new CoLA sim and having a early afternoon meeting Wednesday morning with the US Justice Department about a criminal case we're in progress of filing, I ended up not even getting to bed til almost 4pm Wednesday and I'm sleeping very odd hours right now which means my business hours are sort of out the window at the moment until I re-regulate my schedule. Regardless all IMs do get to my email and if its urgent and you simply must talk to someone and can't wait for me to pick up the backlog, you can contact She Juniper, Charissa Korvin, Karoline Merline, Naline Yoshikawa, Marina Kips, Iliana Shabazz, Cross Voight or any other senior member of the CCS community, they may be able to help you, if not they can definitely get you in touch with someone who can. Regardless I don't expect to be out of SL entirely, I just might be in SL at very strange hours until I get my schedule back on track. So, regardless, that's the news of the week, we're nearly there with 1.0.1, just one more fix and we're ready to go. Me, the soon as I can stay conscious during normal hours, the better. Thanks everyone for your patience and understanding. |
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1.0.1 - Almost Done/Suz Disappeared! |
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Written by Suzanna
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Monday, 01 March 2010 15:08 |
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Heya all just a quick heads up. I'm not dead, just for the last several days I wish I had been, picked up a bad flu somewhere (thats what I get for going outside!) and have been very sick since last thursday. So if you've been messaging me and I haven't responded its largely due to that, I'll be getting caught up tomorrow hopefully as I feel like I'm almost past this flu. Regardless of that we did put out a beta RC9 version of CCS 1.0.1 last week and the bug reports received from the testing group were minimal there were a couple of combat messaging logic problems that we're sorting out so the verbose text in regards to an effect is more easily understandable, other than that we're pretty much good for launch soon as we're done with that one last tweak. So just a quick heads up, we should have this launch ready this week, and I should be back to full functionality tomorrow as all that seems to be left of this flu is a sore throat and cough. See everyone tomorrow. |
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CCS v1.0.1 - Status Report |
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Written by Suzanna
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Saturday, 06 March 2010 17:11 |
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Heya all just a quick status report in regards to the current beta status of CCS v1.0.1. I realize lots of people are waiting for this and I can assure you nobody wants it done more than I do. The Good News: The good news is that the meter is more or less done. There are some balancing issues we're working on right now in regards to class to class strengths that we're currently testing with the RC10 beta testing team. Pretty much all the major script changes and system changes are finished. The Bad News: There are a few issues that are continuing to make me hold back the release until we find their root cause, and as I've said I won't release a buggy meter. - Currently there is an rather tricky to find bug that is causing race/class chance to hit to not translate to the meter on load, which is causing inordinate amounts of "misses" or "failures" to use a skill. The issue is the chance to hit calculation is there in the script and its there in the new unified skill system, we're trying to figure out where the disconnect is there before declaring this "fixed" currently we're seeing a 4 - 7 of 10 attempts at a skill to fail, thats not acceptable even with the new mitigation system.
- The new damage mitigation system which splits melee, ranged, skill damage and status effect resistance is turning up more than the intended top end 33% resistance factor, we're searching for the cause on this.
- Neko Racial: Reflexes has some issues in regards to its actual usefulness due to changes to the mitigation system, adjusting it to buff Finesse and Perception turned up fairly unacceptable results because of the top end mitigation cap. We're either going to rewrite cvars to allow for mitigation above the cap or we're going to create a new status effect that will allow me to rebuild Reflexes into the skill its intended to be.
So all in all we're almost there, but a couple minor issues left to sand off. Just keeping everyone in the loop. Reports on everything else are coming in good. Intelligence now affects caster damage, casters have a new ability called Reave, which allows them to steal stamina from targets (its similar to the caster Lifetap skill, except all casters have it), Tank Adamant passive is turning up great results allowing tanks to become very dangerous on the battlefield as they take damage. Buff stacking is removed, making healer buffs/armors good for classes that don't have their own, Tank/Healer teams should work great together now, DPS and Tank classes are both getting great results from strength investment increasing their melee damage output, and the new hot targeting system has really made combat even more fun and less laggy due to not having to run a target dialog every time you want to use a skill. So by in large, 1.0.1 really is doing great, its just got a few issues still that I don't want going to live. So we're going to get those last few issues settled then we'll get the release done. Thanks for your patience all. |
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Couple Final 1.0.1 Tweaks Before We Release |
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Written by Suzanna
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Tuesday, 23 February 2010 06:52 |
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Just a heads up as we're still in process of getting 1.0.1 released, there are a few identified issues I'm going over with Melanie in the time we have to go over them I'll list them out as follows so people can understand, visibly, what the hold up is. - Skill Template on back end is not properly saving some values to the SQL tables noted examples are the 1 or 0 nature of DoT effects, this can be fixed directly in SQL, but the template itself is not writing the data to the proper table, I'll look into this further.
- HoT effects have no logic in the templateSkill.lsl nor in the templateSkill.php
- URLEncode abilities like Dullpain and Overdrive give a second verbose description line such as the following I can't see in the lsl where or why this second line is coming from as its not part of the encode:
Your max hit points have been increased by 650 points, you will retain these points until they are lost. recovers from the . - GM Revive/GM Kill appears to stop working after certain conditions, usually after being used once or twice, the only thing that gets it working again is resetting the script individually.
- Angelbuff and Armor effect support abilities do not appear to be working according to reports I checked the template logic for them and they're set correctly. The following verbose log supports the statement:
[12:29] Scarlet Singer: [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|15 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|19 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|16 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|18 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|19 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|18ANGELBUFF [12:28] Scarlet Singer: [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> ALL|Taien Foulon|PARTICLES|buffangel [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> ALL|Taien Foulon|ADDARMOR|120.000000|10 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|15 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|13 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|20 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|13 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|14 [12:28] Maldoror's CCS test2: [Scarlet Singer] CCS - MTR - 1.0.1 - Beta Production RC7> Taien Foulon|MELE|18
- Animations associated with a status effect trigger whether the status effect is resisted or not. Flashbomb or Repel trigger associated knockdown animations even if the effect is resisted.
- Anti-camp is still triggering idle messages after reattachment if the meter was detached after an anti-idle warning, then reattached at a later time. This is a present bug in the 1.0 anti-camp logic so it’s a problem with the timer and GM Call trigger I believe.
Thats pretty much the final list of QA level problems with the release and its a direct copy of my communications with Melanie in regards to it, we're working on them and expect to have them sorted out in the next few days.
As stated, its about releasing it right, not fast, this version will be making CCS better, so I'd rather not release it in a buggy condition that requires constant patching and re-issue.
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