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Conan Exiles ⚔ (FUNCOM)

Fortsatt lite godord om ny Xbox patch.

Merket meg for øvrig dette svaret fra Joel om utviklingen fremover. Her forklarer han detaljert om hvordan de jobber:

In the recent video from gamasutra, you spoke about things that would and would not make it into the game by launch. Are mounts, sorcery, settlements and thrall management a guarantee by launch?

I cannot guarantee anything until the process is done but perhaps I can go into the process so people don’t get overly stressed.

All the features we had planned for the launch of Conan Exiles are designed, planned and estimated. We have a pretty good handle on how long we will spend on those features. But in addition to that there is bugfixing and polish time.

So time left on the project could be summarized as Feature time + bugfix time + polish time.

Except every additional feature adds a % of bugs to the overall total. And every additional feature adds polish time to the overall total.

The question being discussed and asked right now is “Given the planned features, bugs and polish time left, are we on track to meet the launch window in early 2018?”

If the answer to that question is no, then a larger discussion needs to occur around features. Do we cut an entire feature? Reduce the scope of a feature? Etc.

All of the feature designs that we have worked on are divided into distinct, functional iterations. Let’s look at a simple example, Sorcery (this is NOT the real design, but rather an example)

First iteration – Base sorcery system (cast simple spells) + 20 spells = 50 days

Second iteration – Base summoning system (summon demons) + 20 more spells = 50 days

Third iteration – Base necromancy system (summon undead) + 20 more spells = 50 days

Fourth iteration – Base divination system (special vision types etc.) + 20 spells = 50 days

Fifth iteration - Base curse system (direct debuffs etc.) + 20 spells = 50 days

We might look at our total workload through launch and find ourselves short of time. Perhaps we need to find 200 days of additional development time to polish all of our features.

Using the sorcery example, we might cut divination and curses for launch, to earn ourselves 100 extra days. It doesn’t mean sorcery won’t exist in the final game, nor does it mean the functionality of sorcery will be significantly impacted. It just means we lowered the scope on Sorcery, without cutting the feature entirely. We might be able to make up the other 100 days by scoping down parts of the other features.

Or it might be that an entire feature gets cut to make up the time. If that happens, it will be communicated clearly to the community.

The other alternative, of course, is for the dev team to ask for more money to complete the full scope of the project. And that depends entirely on factors out of the hands of the dev team.

This process happens on every software project ever unless the dev team have infinite time and/or infinite money.

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Bra nok xbxox? :thinking:

Mulig mye skyldes hardware-mangfoldet i de ulike Xbox-iterasjonene. Hadde vært veldig interessant å visst mer om kilden til ustabiliteten mange opplever.

På Steam var hovedproblemet Flying Chinese (de samme som nå dreper review-prosentene), mens på Xbox er det…kug i computer spøkelset?

Ja jeg trodde også at konsoller var enklere, da en konsoll er en konsoll. Sykt mange variasjoner på PC-systemer, og der funker jo spillet bedre kan det tyde på.

Men så kommer jeg på at dette er jo EARLY ACCESS, også på Xbox. Har troen på at de fikser dette til release.

Finally, work has begun on porting Conan Exiles to PlayStation 4. We’ve partnered with Coconut Lizard, who helped us port Exiles to Xbox One. Coconut Lizard is also helping us add voice chat to the Xbox One version, and working on advancing the AI systems for the game.

Edit: la til link

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Er det de som har http://coconutlizard.co.uk ?

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:wink:

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We’ve received a lot of reports on both Xbox and PC about server crashes and we’ve spent the past few weeks looking at server stability. Some of the crashes have been caused by memory leaks that we have identified (and fixed), others are caused by deliberate attacks on the servers (DDOS) and some are due to unanticipated code interactions. We’re working on fixing all three of these, but in the case of a DDOS we will often switch IP on the server, which in turn can cause it to disappear from your favorites

Det ante meg, faen ta.

HVEM - HVA - HVORFOR.

Mon tro om det er samme (betalte) kinesere. Hadde vært kostelig å funnet ut hvem som stod bak.

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drøyt om dette kan spores til fondene som shortet funcom

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Eller konkurrent(er). Problemet er at det er så godt som umulig å spore.

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Jepp, finns många idioter där ute tyvärr. Men; andra spel hanterar säkerligen samma sak (det är ju inget nytt fenomen precis) så förhoppningsvis är det hanterbart :slight_smile:

Nei, det er utrolig sjelden. Jeg har ikke sett- eller hørt om lignende som det vi så med release på Steam og den organiserte hackingen vi var vitne til der.

Greit at sandbox spill har vært yndede mål for russiske og asiatiske exploitere (eks. Rust), men ikke i den metodiske server-etter-server-etter-server stilen.

Ei heller har jeg hørt om utstrakt DDOS-aktivitet rettet mot Xbox-servere.

Problemet med DDOS er at det er umulig å forhindre per se. Det er bare å bruke enkle nettsider mot betaling. Og gjør du det nok kan du ta ned hva du vil av nettsteder. Spillservere skal det ingen verdens ting til for å slukke.

Funcom burde nesten gitt noen grunker til noen i blackhat-miljøet for å se om noen kunne gravd opp noe.

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Där måste jag säga mig oenig; för många utvecklare är det vardag med ddos-attacker i större eller mindre utsträckning. Den här artikeln som IGN publicerade i 2014 beskriver problemet:

Men varför och vad det skall vara bra för kan jag inte svara på…

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Märkligt, funkade fint för min del. Många med bakgrund från Epic, de har säkert tillräckligt bra kompetens :). Kul att de har börjat jobba med ps4-porteringen!

Er nok etterhvert flere som tilbyr ddos protection. Vet ikke hvor mye det ville påvirket latency under normal drift men den ville helt klart vært bedre under angrep :wink:

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Ja fungerer fint for meg og nå men var en god stund den feilmeldingen dukket opp. Tror ikke det er noe problem med kompetansen deres :slight_smile: ( men kanskje de kunne vært bedre på QA :wink: )

Haha, ja det har du kanske rätt i :wink:

Mhm. Tror ikke Funcom er overlykkelige over QA-jobben de har gjort for Xbox hittil :gun:

De kom jo inn etter at katastrofen var et faktum :wink: Tror funcom er veldig fornøyd med jobben de gjør, derfor de får ps4

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