![]() ![]() This isn't a real solution, but it will give us another datapoint to go off of. We'll put some entries on the feedback form to see if it helped, and we'd appreciate if you try it. Then let us know if you run into the problem again. if you encounter the audio bug, lower the "Maximum Audio Channels" down to 64 in your Audio settings, then restart your client. ![]() One thing we'd like folks to try during the playtest. We don't feel like this is resolved yet, but we've made some changes that should help a bit, and are still in the process of collecting data. On Oshur, however, this was happening very quickly. This happens on Live currently, but usually takes a while to kick in based on the types of battles you're involved in. There's a bug that will, after a period of play, prevent you from hearing most audio until you restart your client. So let's talk about some of the issues that popped up. Each test will last roughly an hour and a half after the listed start time. Reward: "Work in Progress II" Profile Banner (this is one we've never given away.)īanners will be delivered after Oshur goes Live, and will be granted to any account that logs on during the test period. There are more than a few takeaways from that last playtest, some of which I'd like to detail further below, as well as discuss how this weekend's playtests will go as we move into Test Build 02. It was great to see how the continent functioned at different player counts, and we learned a lot in the process. Friday held just under 1,100 players (which is absolutely bonkers for the test server,) and Saturday's playtest ended up with just under 700. Last week we hosted the first two playtests of the new Oshur continent.
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