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Radio silence 2
Radio silence 2








Still we want to further ensure reliability and solving persisting issues will remain prioritary.īigger chunk of Multiplayer-focused development time - QoL developments like grid editing, more and better laid out UI session information, better broadcasting tools, in-game host controls and addressing glitches from ICM settings are all in the short term agenda.

radio silence 2

The fact we can´t reproduce them however does not mean there aren´t software-based issues that require more attention from us, and we do still have a sizeable QoL / QA to-do list on this front that could use a bigger chunk of development time at this point, so with all that into consideration this is what you may expect from us moving forward:Ĭontinued focus on solving general reliability issues - This has already been the case in recent weeks, with a number of CTD sources being tracked and rectified in the latest updates - the numbers being reported on Bugsplat are quite reasonable now, and the sources are very spread out. I also tend to believe that since sim racing multiplayer is inherently unreliable even with the best multiplayer-driven sim with the best netcode due to various networking issues on server or client side that can strike at any time, issues that are not uncommon generally gets chucked out to AMS2 being bad and having bad multiplayer - a bit of a common trend among a subset of sim racers if we are being fair We do afterall run multiplayer tests here in Beta every week and despite it not being on the best of servers and occasionally being struck by issues from new untested developments and/or content, I don´t think it turns out quite as tragic as it gets made out to be here - which actually doesn´t help us as it´s hard to fix what we can´t regularly reproduce ourselves. While the point about the value of focusing on single player remain valid, it´s a fact Multiplayer has not proved as sturdy as we predicted - unfortunately there was only so much that could be done in this time, as even for a small development team like ourselves the general development direction can be more cruise ship, less speedboat to steer midway once you´re commited in a certain direction (even if we did fast-track addressing of various multiplayer-specific issues along the way - it´s certainly not been left uncatered).

radio silence 2

Radio silence 2 Offline#

Alright folks, some long overdue feedback on Multiplayer and what is being done about it in the coming months - feel free to share this outside with your respective communities if your find it wortwhileįirstly a little background info for the sake of perspective on our development approach so far, and how it has impacted progress on the multiplayer side of things - from the begining we decided to focus more single player / offline gameplay development, in part because that is where we felt more work was needed to be done to stack up with where we had left things off in AMS1, in part because we felt this is where AMS2 could offer a better USP as there are already a few strong multiplayer-driven sims out there, and less quality options for single player which still make up the core of our user base more significantly, our assumption to begin with was that AMS2 Multiplayer generally would be sturdy enough at least for league racing and casual open servers, since for the most part Multiplayer / netcode in AMS2 is the same from Project Cars 2 which by and large seemed suitable for those purposes to that game´s considerably larger userbase this proved mistaken to an extent in part because of the demands of our core audience being somewhat different, in part because we are not quite offering everything that PC2 did offer yet, and in part because we self-inflicted a few issues along the way.








Radio silence 2