Greetings Ravens,
We're back with a quick hotfix (is it still hot if the update has been out for a week?) on Online connections between players. We wanted to thank you for the amazing reception of our latest update, The Sun Wukong Update. We're so glad that you enjoy this new character and the matchmaking system! The game is sitting currently at 82% recent positive reviews, that's wonderful and the team really appreciates your feedback.
Anyway, here's a little recap of the hotfix and our current investigated issues, with full transparency:
:: Hotfix 0.15.02 ::
Fixed bugs
- Online: Fixed a bug related to P2P connections. May improve your experience if the online co-op has worsened since The Sun Wukong Update (0.15.01)
Currently investigated issues
- Desynch / Random disconnection issues
- High PINGs
We've already tackled many of the network issues since the beginning of the Early access, but some online problems remain and are harder to track down and eliminate (starting to sound less like debugging and more like hitman-related stuff...). We want to make our thinking and process clear, so here's a little transparency on what we're working on and what we have identified:
Why it has trouble working:
When players are having trouble establishing a connection in P2P together (because of firewalls, VPNs, location, etc.), our server creates a relay between them. We believe that it's this relay that creates packet losses and leads to extensive delays, intangible enemies, disconnections, and more.
Our first move, more immediate:
We've located the issue with the relay, so our short-term move is to try several possible solutions to prevent more problems from happening. We're hoping this will help to create a more stable experience for co-op runs, especially with delays and intangible enemies. This patch is a first step towards those solutions. But this is not a miracle solution, so we do not believe we should stop there, as it won't help with the high PINGs people are reporting. We're also working on a more long-term solution, detailed below.
Our second move, asap:
We will change our current service provider, so we can better distribute this relay across the world and benefit from a more stable solution. We've made some good progress with Epic Online Services (EOS) in the last few weeks and we are currently testing the integration of this new tech. We expect it to be a big structural change, so we want to make the transition as smooth as possible. This will help with all the general issues related to delays, disconnections, and high PINGs.
We'll keep you updated on this matter along with our progress. Our next patch will revolve around the improvements we are making with the matchmaking system, thanks to your feedback and reports.
:: Updated Roadmap ::
:: Social Channels ::
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- The Passtech Team ????