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End of Week 15 Update : The Closed Beta Has Arrived
The closed beta build is finalized, servers are getting spun-up as I type this, and we are about to release the first wave of Closed Beta in the wild! Today is a BIG LONG POST with A LOT of information. You guys deserve info. And we hope it will help everyone enjoy the first beta much more (and the release note information should be helpful in getting us the beta feedback we very much need). Some cautionary notes first: we are rolling the Beta out in waves. Wave 1 is going to be US-West (since that's close to our base of operations), which means US-East and Europe we will have to wait just A LITTLE BIT. But for good measure we will let a few people from Europe and South America actually play on US-West to test high-ping-time traffic as well. Wave 2 will be Europe. And Wave 3 will be US-East. We also have a Wave 4 planned for Sao Paulo, Brazil, since we have a datacenter there - however, that location will probably NOT be live until Open Beta or even later (importing high end six-core Intel hardware into Brazil turns out to be tricky, expensive and time consuming ). In the first few hours Friday morning after we sent out the Closed Beta Application keys, we had tens of thousands who completed the final application step (and no - we have NOT YET notified anyone of their status, and we expect to do so Monday through Friday this coming week). Tomorrow (Monday morning) we are performing the final formal review of who met the min-spec requirements and who did not. There were some interesting data points in the first 40,000 or so application replies we received Friday morning (which probably represents about half of all completed applications we expect by tomorrow), so I figured I'd skip ahead and share some of those here. We are finalizing the data sets this week, and next week's post is going to be a whole demographic discussion, so this is just a sneak peek; Initial beta tester responses (keep in mind - this is a snapshot of those who replied FIRST, so this is NOT the final number for ALL applications, and we expect to have the final numbers later this week): Demographic Stats:
Country Stats:
Oddly enough; 8% of all applicants came from the Nordic countries combined (Sweden, Norway, Denmark, Finland, Iceland etc.), and slightly less than that (7.2%) came from Germany. That's odd because the Nordic countries only have a combined 24 million people, and Germany has 82 million people. In other words - this game appears (at least from very initial responses) to be 3X-4X as popular per capita in "the Nordics," than in Germany or in USA. Or - maybe it just means that Swedes and Finns are much more timely and punctual in filling out applications than their German counterparts and got their applications in first and got counted in this first snap-analysis? (we'll see next week when the final numbers are actually in). It could also be that the Nordic hordes just like testing and breaking stuff, more so than their German gamer friends? Who knows? Since I am Swedish myself, obviously this all warms my Nordic heart From a world perspective, the game appears to have huge interest from all corners of the globe, and we are particularly excited to see an even global distribution in our key markets (the US, Germany, UK etc.). We are a little surprised at the interest from Australia. While modest in absolute numbers, there is clearly a bit of a contingent "down under." There are no current plans for servers in Australia, but maybe we may have to rethink this in the future? Or maybe someone with really powerful servers down there want to partner with us on this game (hint, hint?) To talk more about the final closed beta build (rather - version 64 of the closed beta build ), I am introducing you to Scott Stevenson, our Development Producer, to discuss the hot off the presses release notes for the Closed Beta. Now - KEEP IN MIND that all the discussed changes over the past three months are still underway (the new districts etc.) but of course are not in release stage yet. However - as you can see from the release notes below, there is a staggering amount of changes to the game that have already taken place. Based on the upcoming Beta feedback from all you gamers who are in the Closed Beta, the team is clearly going to continue working on tweaks, improvements and updates for many months and years to come. Just make sure you write smart and legible bug reports for the teams to review Happy Beta-ing! Cheers, Bjorn / TechMech --------------------- Hi Guys I’m new to the blog so I’ll introduce myself; I’m Scott “ScottOMon” Stevenson, now Development Producer for APB Reloaded (and formerly Associate Producer and Release Manager at Realtime Worlds). I’m here to talk a little about the team as we head into Closed Beta as well as giving you a sneaky-peek at the release notes from our initial Closed Beta Build! Oil Tankers, Crash Diets and Razors The original APB was a cruel mistress, bringing both unparalleled awesomeness and crushing disappointment throughout development. My take on it is simple. Some not so great decisions were made along the way, some parts of the organization didn't let things occur that probably should have occurred, and, overall, it was just plain-old difficult. The best analogy I have is that the original APB was an oil tanker. Massive, complex and impossible to steer quickly – with the potential for massive success (large amounts of crude oil?), as long as we could only get the APB-tanker into port safely… Unfortunately, our course was set long before the end. One hard landing and a pretty spectacular fireball later, here we are – incredibly much leaner and meaner: we are in fact Reloaded. A new team that loves APB, a team that has added more than a few members that already put blood, sweat and tears into it for some years each. A team now with the opportunity to improve and, if necessary, protect APB Reloaded in order to right those wrongs and turn it into the bombastic game it absolutely has the potential to be. So, let's just say that the new team is both compact and multi-national at the same time. A far cry from the nearly 200 people that used to work on the game. But, a small tightly knit team turns out to be very flexible and agile, especially when the new management gives us great freedom to simply “Get Stuff Done™”. Here is an example of how we are much more nimble than before; the original APB had a ‘feature’ where your character would sometimes get into the back seat of an empty car even though your character was standing next to the driver-side door (the door you would actually enter was based on where your reticule/cross-hair was pointing, and not your character location, something really hard to control in the middle of a fire-fight). The problem was known for quite a while – 476 days to be precise and if anyone is counting that is. Plenty of us had suggestions, but agreement could never quite be reached as to what to do. Not even the great Qwentle was immune to this issue. Many were dismayed. Fast-forward a bit to APB Reloaded, this issue comes up in a meeting (among a million items to be fixed) and we all agree that it needs "fixing." One good suggestion in a design meeting and 30 minutes later Aphadon (Johann) has done just that. Fixed. Job done. 30 minutes. Added to Beta build. Razor sharp. Bjorn was so happy that he even delayed closed beta a few days just to make sure THAT one feature got added in the first public Closed Beta. It became build 63. RC for Closed Beta (the final Closed Beta is actually CB build 64, but who is counting?). Closed Beta and Not Having It Explode Your Face The truth is that the original APB’s Closed Beta really wasn’t a Beta designed for taking feedback since the original team was still finishing core components of the game right up until the end of Closed Beta. Therefore there was very little time left to tweak or adjust the game based on feedback from the community before launch day. Something we clearly are NOT repeating with APB Reloaded. The new team knows exactly what we need to do for Closed Beta. Listen and react. All our team members are active on the forums and every good idea or valid concern will be considered as we move through the stages of Closed and Open Beta. We promise – we’re nice like that. We won't implement every suggestion. We might not even have time to read ALL suggestions. That's just a fact of life. But our goal throughout is to pick out all major enhancement suggestions, and make sure Gamers Have Fun. The end goal is to make sure this game becomes a LONG TERM sustainable game, with sustainable high-level fun for years to come. And a game that makes it not just "Free2Play™" but also "Fun-To-Pay" as well. In other words - if you don't have fun in the game, we don't expect you to pay. If you ARE having fun, then we do want you to pay for some of that fun, at least just a little bit (if anything - to keep the development going and to continue expanding the game world for years to come). TLDR (aka The Good Bit) Enough talking – you’ve been asking for details and we’ve got ‘em! Below are the first Closed Beta 1 Release Notes. We hope you all find something in these that excites you and gets you even more interested in APB Reloaded, but do remember that we’re only at the Closed Beta stage, so expect many more changes along the way. The team are thrilled that Closed Beta is just around the corner and are desperate to hear YOUR feedback on the changes we’ve made so far once you get in to the game. And having some newbs to kick around San Paro should be fun as well… -Scottomon --------------- Closed Beta 1 - Public Release Notes Progression Reworked from the ground up, primary changes are as follows:
Gameplay and Miscellaneous
Weapons All Weapons rebalanced, changing accuracy, shot damage, firing rate etc.
Vehicles
Items
Upgrades
Premium Accounts & Leased Items
Client Size, Performance and Other
Updated Control Scheme Updates to the control scheme are below but all bindings can be customised by the player. A full listing of the default controls is later in this document.
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02/03/2011, 16h35 |
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Infos Beta from APB reloaded blog
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Beta status update - midnight
So - the very first "mini-wave" of 2500 invites went out six hours ago. Mostly we first targeted US and/or West Coast (but not ONLY West coast) players that met certain minimum requirements. We instantly saw a spike on the CDN side, with one of our CDN providers presuming we were being DDoS-ed as people performed the update/patching process. But that part of the systems generally seem to have held up well. As we cycle through various systems, we did see an issue in one of the "world servers," and we think it may have been a memory allocation issue, and it forced us to shut it down to reconfigure and restart it to see if it is quickly resolved, or if it will require major surgery in the morning (or if it's an previously un-identified bug) Now - if overnight things seem reasonably stable - then we will increase the number of players DAILY. There has been speculation that we would wait a long time. That's not the case. We'd like to ramp up as quickly as possible. In fact, we'd like to send the new wave of "account enabled" messages Wednesday again (of course unless something is wrong or buggy under load with any current core systems, in which case we will hold off). The current plan is to slowly increase the CCU count (simultaneously connected players) from a few hundred (what it is now) to just over 2,000 simultaneous players this week (which means close to 20,000 actual invitees). If THAT holds up fine, then the next really big wave is to go to 100,000 players and 10,000 simultaneous - though that leap might take a bit longer. In the meantime we are also processing data and monitoring information as quickly as we possibly can. And - as a fun fact - we had a team in India (10,000 miles away from LA) just test the game, and it turns out it is SORT OF playable with 180ms-200ms ping times. Certainly not fantastic, but clearly playable. So - if we want to go really wild we COULD enable the game globally to reach LA, but at the moment that is not the plan (at least not yet). If anything drastic happens overnight I will post here, otherwise the plan is to slowly turn up the heat until things croak (right now we are at a "1 of 10" and we're trying to get to "11 of 10" ) source APB blog |
02/03/2011, 16h36 |
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Merci à toi, c'est sympatique de ta part de participer au forum
Mais, s'il te plais, la prochaine fois essaye de poster une traduction plutôt que le texte original car tout le monde ne parle pas anglais Veille également à indiquer la source
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Fabian DASTARZ ( Valden ) Rédacteur Jol ( Section APB ) Contact : Valden@jeuxonline.info |
02/03/2011, 18h40 |
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Y'a un NDA sur la béta ?
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02/03/2011, 20h01 |
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Ca a l'air d'envoyer du lourd
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02/03/2011, 20h10 |
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Bulbe Galactique |
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02/03/2011, 20h38 |
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Mdr ce n'est pas grave Sa part d'une bonne intention et c'est le principal
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Fabian DASTARZ ( Valden ) Rédacteur Jol ( Section APB ) Contact : Valden@jeuxonline.info |
02/03/2011, 22h22 |
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C'était la voiture 2 places trop impossible a conduire mais avec une acceleration de malade ?
L'équivalent de la mini pour les policiers non ? Trop de souvenir quand même, vivement |
03/03/2011, 17h38 |
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un article intéressant sur masively sur APB sur ce qui nous attend sur les nouvelles features de AP reloaded and i tell you it's clearly not the same game !
enjoy http://massively.joystiq.com/2011/03...ded/#continued |
03/03/2011, 22h26 |
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"All guns are now lethal"
Le stabba ... Enfin pvp entre factions hors missions, ca aurait du l'être a la release Première vidéo (moche) de gameplay reloaded : http://www.youtube.com/watch?v=2umISEYxoH0 |
04/03/2011, 11h10 |
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Bulbe Galactique |
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Citation :
Dire que l'arme qu'il tien et devenue une sorte de NTEC full auto A noter aussi que j’espère qu'il vont pouvoir viré ce combo la = http://www.youtube.com/watch?v=u5bWrdbpsBs Gun + snipe 2 coups |
04/03/2011, 11h46 |
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Citation :
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05/03/2011, 05h46 |
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Citation :
En ce qui est question du pvp de faction j'en suis pas convaincu, ça va juste être... le bordel. Sans parlé qu'un f2p est blindé de cheater et sans parlé d'un punkbuster inexistant voir insuffisant étant donné la gratuité de la création du compte. Perso le pvp entre faction j'imagine juste un mec habillé comme sur la vidéo cité précédemment entrain de butté tout le monde à la sortis d'un respawn. Enfin... je suis pessimiste. |
05/03/2011, 06h16 |
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Haha, ça va roxxer IG ! Si c'est ça il n'y aura plus aucun justicier
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05/03/2011, 07h29 |
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Comment tuer l'intérêt de jouer justicier...
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09/03/2011, 18h59 |
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