![]() ![]() Made improvements to cut down on the time it takes to Matchmake Īdditional resolutions that apply only to PC:įixed a crash that repeatedly occurred when opening the menu or inventory įixed a bug that deletes player gear if their connection drops out during a transition Made minor tweaks to frame rate output for certain items in cutscenes, however, we are working on a more comprehensive fix for the future Here is what it will address:Īdded a Motion Blur Toggle We currently have a patch in the pipeline and are intending to release it as soon as it has passed testing (likely early next week). These workarounds can be found in the Demo Help & Tracking Thread, but our actual goal is of course to ensure that these issues won't affect players to begin with. Since launch we have also been tracking issues and providing temporary workarounds for those that we are able to recreate on our side. The launch days also coincided with a temporary console services outage, the aftershocks of which may have impacted some players trying to get back into the game. We kept everyone updated on the situation via our Twitter handle, but in future we will additionally rely more heavily on our Status Page to reflect the current situation. Since then we have made changes to the backend and we should not experience a repeat of this particular issue when the game fully launches. ![]() So, while our backend systems scaled automatically and according to player population demand, they were unable to scale fast enough at the time. To cut a long story short, while our planned-for infrastructure was ready for the raw number of total expected players, the speed with which those players were joining the demo during those first few hours surpassed even our expectations. As you will remember, we launched the demo last Thursday.įor a few short hours there were some connectivity issues that impacted players trying to access the game. ![]()
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