Ten
Ton Hammer: And as you mentioned, a lot of players might not key into
the idea that during the closed beta there simply weren’t the
same numbers of concurrent users to allow you to get the right kind of
data.
Bill
Roper: Yea, and there were a
lot of things we
were
able to get data on like load testing, finding bugs and getting
feedback on powers – the closed beta was awesome for that.
With the open beta it’s a matter of sheer numbers of players,
and even using bots won’t find certain things. When you get
that many live players on, it always makes things crop up that you
didn’t even know might happen.
Another great example is the PvP queue server. We got people in, it was
fine and we had people playing it and having a good time, but literally
on the first day of open beta we had 1,000 people queue for PvP. We
were like, “wow, that many people are excited to check out
PvP” and this was with low level characters even.
That’s when we found that there was actually a bug in the
queuing software where it was basically stacking queues wrong.
The best way to describe it would be that it was doing it vertically
instead of horizontally. Basically one match would have to fill and
launch before the next one could fill and launch which made for these
really, really, really long queues. Think of going to a concert but
they only had one door open, forcing everyone to get in through that
one door as opposed to opening up 5 doors. There are still a lot of
people trying to get in, but at least they can go in through 5
different entrances instead. That was something that we never saw with
our earlier concurrencies simply because we never had that number of
people queuing up to play PvP, so you just wouldn’t notice
it. When there are only a few people standing in line you
don’t notice it, but then suddenly 1,000 people show up and
you realize you need to open up more doors.
So we just checked that and fixed it, but that’s another
example of how you don’t see that kind of stuff happen until
something like this occurs.
Ten
Ton Hammer: How has the open beta been otherwise from your perspective?
Bill
Roper: It’s been
great! We’re running our end of beta event –
that’s actually running until about 5PM today –
where we’ve got some giant Mega-Destroids cruising around
Millennium City. We even have what we call Dev Suits, so if you see
something that’s called a Cryptonaut that’s
actually one of us. So it’s been pretty fun. I think players
really like kicking down the devs.
So that’ll get wrapped up today and probably around the last
hour or so things are going to get
crazy.
In fact, I need to go make my special character for 4 o’clock
in just a bit here.
Ten
Ton Hammer: There’s been some really solid feedback from the
beta so far; I’ve been able to see some of the genuine impact
it’s had on gameplay improvements over the past number of
months. How integral do you feel player feedback is moving forward
after launch?
Bill
Roper: Easily as much as it
was in beta, and once you go live
it becomes even more important. There was a time basically during the
beta where we decided that we needed to start treating everything like
it’s live, and we’re actually servicing the game as
though we’d launched. I think what you’ve seen
through the beta – for us – it was also kind of a
beta for how we’re treating our players moving forward.
So we’ll maintain a lot of responsiveness, we’ll
keep track of what player concerns are and what they really want. I
think it’s a back and forth. There have definitely been ideas
that have come from the forums or have been inspired by discussions
that we’ve seen. A lot of times too, one of the things that
we have to do is not necessarily take the solution offered by players,
but try to discern what the real issue is behind it. A lot of players
don’t make games and they don’t necessarily know
all the numbers behind everything, so they’ll say things
like, “all you need to do is
this
and it’ll fix it!” A lot of times you
can’t look at the “this” to fix it,
instead you have to take a look at what is it that they want fixed, and
how can we address that. But that feedback is something
that’s essential and will continue to be a part of our plans
and desires moving forward.