How's this year of playability going? What have we done, what have we achieved, and where are we at in our process?
TL;DRBeausejour says the game is night and day compared with a year ago, with much better server performance, stability and player capacity and much longer sessions, though there is still a long way to go.
Well, I want to go a bit further out than just the beginning of the year, right? Because let's take same date last year. So let's go full one year back. The state of the game one year in the past was still single server DGS, right? So we're talking about maximum 100 players per game shard, one server simulating all of the universe, no second star system, right? So only one star system. Server performance, not good.
Four or five frames.
Yeah, if you're lucky. When you load it in. Yeah, the parameters for us to launch a patch was basically seven-ish, which is horrible if you think about it. And so that was last year, right? So we start from far, right?
We were still in the clutches of 30K.
We're still in the clutches of 30K, correct. So we did have some level of server recovery, but a lot of issues related to it that could have side effects. Some of them are still present. We'll talk about some of those. Fast forward to now, the assessment is a lot better, I think, in my mind. Obviously, we've had the release of 4.0. It's been a bit of a roller coaster. I'm not saying it's been just a straight line. We've taken some dips and then improved the stability and the quality of the game overall. Obviously, we have the 4.0 release, which came with static server meshing, which was the element that we needed to free up server performance. So on average now, when we look at server perf, other than some egregious problems, which we've identified, we get per territory stats now. So basically, we don't just get like server FPS is X, right? We're going to know Stanton server FPS is X or Hurston server FPS is Y. And so we can compare depending on which territory, what performance we're getting. And FPS is just one of those parameters, right? There's a lot more. But let's stick to FPS just because it's a simple mental model, because it does have an effect on your gameplay. So nowadays, on average, server FPS is up 20 easily. Obviously, some zones, like let's say when we launched, I think, Stormageddon, there were some issues affecting those zones that made those servers dip below that quite a bit. And so they drag the average down. But overall, the game server performance is way, way better. And I think having 600, 700, we've pushed up to 800 players per shard, which is something we're pushing at right now. We'll talk about this if we talk about server meshing a bit more. And so we're going to be pushing this really hard moving forward. But I think that if you compare last year to this year, in my mind, it's not the same game. Completely not the same game. Now, if we look at even the stats from our players, session length is up like 10x. It's not even comparable. It means people play for longer periods of time and they stay online. I think server recovery is a big help for that. The stability of the game server has also improved dramatically. This is all because of the efforts of the changes that we've done, not only to the priority calls, like you just explained, which is taking where we're going and trying to slowly shift it to change direction. Because a team of this size doesn't switch on a dime. It takes a long time for these changes to trickle in. But now that we've got kind of the big organizational changes in, we're starting to see it and reap the rewards of it, which I hope is showing in the game. Anyway, it's showing for me. So I'm seeing it. So compare one year back to now, I think it's night and day. There's still a long ways to go. I'm not saying we're happy with this. I'm just saying.