Lt. Commander
Join Date: Dec 2007
Posts: 120
# 381
01-31-2010, 03:42 PM
Quote:
Originally Posted by Kestrel View Post
I understand that being in the queue is frustrating. I've had similar experiences in other games.

However, there are *a lot* of people trying to play right now, and we are doing our best to keep the server stable so that as many people as possible get the best play experience as possible.

"Adding servers" is nowhere near as simple as running down to Fry's or Best Buy and buying more boxes. If it were, it would be done.

But believe me, we are working on the problem. And the queue is one way to do that -- beta testers asked for it, and we added it.

Plesae be patient. These issues will be sorted out.


Similar experience with other games!? What other game has a queue that literally DOES NOT MOVE for an hour straight? What other game forces you to queue after being dropped by the server only to get in, spend 20 more minutes in to get dropped and have to re-queue .. again!?


It's not like you guys are new to MMOs, step up Cryptic. As for Adding servers, why in the heck have we gotten to pre-release and you obviously still have not estimated even close to the hardware you need? I understand that you don't want to "Super" overestimate because of short term attrition, but this is an absolute joke. Capping the game server and throwing a queue on is not the answer.

Maybe you guys should give these guys a call and they could school you on how to get a single server MMO working correctly..

http://www.ccpgames.com/company/contact.asp
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 382
01-31-2010, 03:42 PM
Quote:
Originally Posted by Kestrel View Post
I understand that being in the queue is frustrating. I've had similar experiences in other games.

However, there are *a lot* of people trying to play right now, and we are doing our best to keep the server stable so that as many people as possible get the best play experience as possible.

"Adding servers" is nowhere near as simple as running down to Fry's or Best Buy and buying more boxes. If it were, it would be done.

But believe me, we are working on the problem. And the queue is one way to do that -- beta testers asked for it, and we added it.

Plesae be patient. These issues will be sorted out.
Thanks for the update Kestrel. Yes many of us are frustrated. I am one of them I think most of us here know that setting up additional infrastructure in this scale is not as easy as going down to Frys or wherever. Irregardless, is there a plan to add more infrastructure? If not, there should be and it goes without saying that you would benefit greatly by expediting it.

Yes many of us are patient and I am sure we will be checking back in over the coming days/weeks to see if this has been "fixed" as we continue to hope this game can turn into what it has the potential of being.

Beta testers asked for more stability, intelligent queueing is indeed a short-term option, but ultimately what we need more of is the communication to keep us informed of progress made, issues being addressed, action plans, etc. You know you have instability, please continue to acknowledge it, but if you remember how frustrated you were with the other games, I would hope you learned from your past experience and will continue to let us know what is being done to address the ROOT problems.

That, short of actually remedying the issues, will be the most helpful way to alleviate our levels of frustrations and keep us interested in your product.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 383
01-31-2010, 03:42 PM
Quote:
Originally Posted by Corinthar View Post
A functioning queue would be acceptable, as long as it gave a realistic ETA of when you can get in. If it truly is a login server queue then they could estimate it fairly accurately based on the hardware that the server is built on the dbase processing performance.

However, if the queue is waiting for players to disconnect or crash out before you move up a number than that is very worrying and, as I said, unacceptable. You could forgive this from a virgin developer but Cryptic has been in the MMO arena for years. They should have a better handle on server capacity planning by now.
Agreed.
But also remember this: They never tried anything as large as Star Trek. Even City of Heroes was a nitch MMO. A popular nitch, but a nitch none the less.
My estimates for population now (at head start) is about 15,000. I'm not sure that CoH or even CO got that high on day 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 384
01-31-2010, 03:43 PM
Quote:
Originally Posted by Kestrel View Post
STO is not playing by the rules. That's not a bad thing -- it just means that we have to work to get as many people the best play experience possible.
Staring at a queue screen is not any kind of play experience. Good, bad, or otherwise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 385
01-31-2010, 03:43 PM
Quote:
Originally Posted by Kestrel View Post
It's generally accepted in the MMO industry that if you sell X games, you will have Y percent of those players online at any given time.

It's called CCU, or concurrent users.

STO is not playing by the rules. That's not a bad thing -- it just means that we have to work to get as many people the best play experience possible.

That may be true for some random IP. This is STAR TREK for crying out lout. It's been going strong for decades. Your marketing department should be fired collectively for underestimating the strength of this IP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 386
01-31-2010, 03:44 PM
Quote:
Originally Posted by Kestrel View Post
It's generally accepted in the MMO industry that if you sell X games, you will have Y percent of those players online at any given time.

It's called CCU, or concurrent users.

STO is not playing by the rules. That's not a bad thing -- it just means that we have to work to get as many people the best play experience possible.
i understand that reasoning completely. however you might want to consider doubling whatever it is you think you will need because alot more people are coming soon!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 387
01-31-2010, 03:44 PM
Quote:
Originally Posted by Kestrel View Post
It's generally accepted in the MMO industry that if you sell X games, you will have Y percent of those players online at any given time.

It's called CCU, or concurrent users.

STO is not playing by the rules. That's not a bad thing -- it just means that we have to work to get as many people the best play experience possible.
YOU FAIL!!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 388
01-31-2010, 03:44 PM
i find this whole thing very amusing. I love MMO releases *grabs more popcorn*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 389
01-31-2010, 03:45 PM
Quote:
Originally Posted by camrun View Post
That may be true for some random IP. This is STAR TREK for crying out lout. It's been going strong for decades. Your marketing department should be fired collectively for underestimating the strength of this IP.
I can think of other reasons to fire them. Mostly to do with the mishandling of the CO life-time perk, the File Planet issue, and having all exclusive information go out to OTHER sites before the official one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 390
01-31-2010, 03:45 PM
Guys, if I had specific information I would give you as much as I could.

But damnit Jim, I'm a writer, not an infrastructure specialist!

I'm just here on a Sunday (working on Klingon content, btw) and I jumped on the forums for a minute, saw there were issues and I'm trying to help.
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