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On August 11 2016 10:15 CognacLover wrote:Guy just wanted to laugh or even proper what he said "wanted to make a laughing stock of Artosis" why so serious fellas? Original: + Show Spoiler +User was warned for this post What happens here? What does the sign say, and why are the commentators laughing when Boxer is on camera?
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Highly interested right now, and very happy
so much so I resigned up.
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On August 11 2016 17:29 Sonny- wrote:Show nested quote +On August 11 2016 10:15 CognacLover wrote:Guy just wanted to laugh or even proper what he said "wanted to make a laughing stock of Artosis" why so serious fellas? Original: + Show Spoiler +https://www.youtube.com/watch?v=H1NFaI7gYx4 User was warned for this post What happens here? What does the sign say, and why are the commentators laughing when Boxer is on camera? 
"I came from America to watch Boxer in only 4 years. T1 Fighting!" Not certain on the "in only 4 years" part, but pretty sure that's what "4년만에" means.
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Ares[Effort]
DEMACIA6550 Posts
On August 11 2016 17:12 Wrath wrote: What is the average users on SB now compared to ICCUP? On ICCUP there is an average of 200 with 300ish peak. Around 35-40 during peak times.
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Hoping this releases soonish and gets a lot more then that. One can pray xD (and with ranking system!).
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So, I was also thinking. Once we get a lot of users and a more stabilized competitive environment, we're going to notice more and more users connecting from different hemispheres (currently i've played only people us located). Is it possible to create a ping command or something to let you know wether you are a good match against a possible opponent? I imagine a scenario where I'm at Ladder C, and there's some random korean asking for a game. I would love to be able to right click -> ping, and get a response. If it's a very high ping, i can refuse without needing to enter a game. That or, once you join an open game, you get ping colors inside the match screen. Is this possible or on your queue?
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On August 12 2016 05:39 andiCR wrote: So, I was also thinking. Once we get a lot of users and a more stabilized competitive environment, we're going to notice more and more users connecting from different hemispheres (currently i've played only people us located). Is it possible to create a ping command or something to let you know wether you are a good match against a possible opponent? I imagine a scenario where I'm at Ladder C, and there's some random korean asking for a game. I would love to be able to right click -> ping, and get a response. If it's a very high ping, i can refuse without needing to enter a game. That or, once you join an open game, you get ping colors inside the match screen. Is this possible or on your queue?
For that it needs to be possible to get a ping between you and the other person, if it's just the server pinging the user (like iCCup for example) and telling you that round trip time it's completely useless unless you are located pretty much where the server is located.
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On August 12 2016 06:14 LML wrote:Show nested quote +On August 12 2016 05:39 andiCR wrote: So, I was also thinking. Once we get a lot of users and a more stabilized competitive environment, we're going to notice more and more users connecting from different hemispheres (currently i've played only people us located). Is it possible to create a ping command or something to let you know wether you are a good match against a possible opponent? I imagine a scenario where I'm at Ladder C, and there's some random korean asking for a game. I would love to be able to right click -> ping, and get a response. If it's a very high ping, i can refuse without needing to enter a game. That or, once you join an open game, you get ping colors inside the match screen. Is this possible or on your queue? For that it needs to be possible to get a ping between you and the other person, if it's just the server pinging the user (like iCCup for example) and telling you that round trip time it's completely useless unless you are located pretty much where the server is located. I know, and this is exactly what I'm suggesting. IPs are already known by Shield Battery when you create your game, so it's possible to determine this from each client.
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Any news of a Mac OS release?
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On August 12 2016 22:16 Mizconout wrote: Any news of a Mac OS release?
https://shieldbattery.net/faq
Don't count on it. The project is in early stages of development and as the FAQ states, it's currently Windows (and in the future Wine) only.
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How long does it take to approve closed beta requests? Submitted it yesterday and received anything back yet.
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On August 13 2016 03:39 BunkerPush wrote: How long does it take to approve closed beta requests? Submitted it yesterday and received anything back yet.
Depends on what you submitted. I submitted at the first day and still no invitation. It is all luck.
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Hi, is there a way to reset password? It seems to be that I've forgotten my pw... don't see a 'forgot password' link implemented yet lol
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On August 13 2016 12:49 ProtossGG wrote: Hi, is there a way to reset password? It seems to be that I've forgotten my pw... don't see a 'forgot password' link implemented yet lol
If the function is not implemented yet your best option would be PM either tec or 2pac as they have access to the DB to reset your password.
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On August 13 2016 16:39 Wrath wrote:Show nested quote +On August 13 2016 12:49 ProtossGG wrote: Hi, is there a way to reset password? It seems to be that I've forgotten my pw... don't see a 'forgot password' link implemented yet lol If the function is not implemented yet your best option would be PM either tec or 2pac as they have access to the DB to reset your password.
Yup, actually even before I got to that, tec27 must've seen my reply earlier and reached out to me first 
Was a very simple process and he did it immediately. Thought I'd post those results in case it happens to anyone else until the 'forget password' feature is implemented.
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What is exactly the point of a closed beta atm.? As in: what advantages do the developers get compared to an open beta?
Just genuinly curious...
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less stress on the server and testing with hand picked individuals (who all entered information about their OS/GPU). The advantage is that you get less problems reported at once and can focus on these, also reduces the chance of weird edge cases.
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Croatia9478 Posts
On August 14 2016 22:00 imp42 wrote: What is exactly the point of a closed beta atm.? As in: what advantages do the developers get compared to an open beta?
Just genuinly curious...
On May 17 2016 03:55 tec27 wrote:Show nested quote +On May 17 2016 03:30 ReiKo wrote: Thing is, we are not talking about millions not even hundreds of thousands people coming, so I don't sincerely think such a slow tempo is needed when it comes to new people joining up, it can slow things down all together.
It's not like you are making new Battle.Net. The point of a closed beta is to have people test the server and find bugs/give feedback in a controlled way. We have a couple issues that ~half the people on the server run into fairly often. They're known things, we know how to fix them, it just takes some time to write the code to do so. It'd be fairly useless to admit hundreds of new people just to have them tell us the same thing (and possibly get frustrated and not come back), so we haven't done that. Be patient, we'll be sending out a wave of invites soon.
On May 17 2016 05:53 tec27 wrote:Show nested quote +On May 17 2016 05:29 ICanFlyLow wrote: How long is the closed beta phase gonna go on for, like a year or so? We don't have a set timeline. The goal of the closed beta is to test things in a more controlled fashion. Until we're certain that failures are incredibly rare, we want to ensure we can have a close relationship and tight feedback loop with all of our testers. We also want people that won't run away from the site and never come back if they encounter a bug  So, once we feel pretty good about the state of things and feel like we don't need that tight feedback loop any more, we'll open things up to anyone who wants to sign up. I would estimate this is in the range of ~months, but I'm not promising any particular dates. This is, after all, a side project for me; I have a full time job that has to come first.
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2Pac your quotes don't exactly address what the advantages are. They just make statements like: "we want to test in a more controlled way" or "tight feedback loop".
There might be better ways to address the underlying goals of those statements. Without knowing any details of the setup, a solid dev/test/prod setup comes to mind as well as a bug report system allowing for fast classification of reports.
You could then give open beta on the prod environment and let a group of preferred testers reproduce bugs on test. That gives both tight control and close feedback loops while accelerating the pace of found bugs. Just as an idea...
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