Edited by Hijinks_The_Turtle, April 12 2014 - 07:00 AM.
Development Update: 4/11/2014
#21
Posted April 12 2014 - 06:59 AM
#22
Posted April 12 2014 - 07:26 AM
And.
Just fight for HAWKEN!
We love u.
lol.
#23
Posted April 12 2014 - 08:50 AM
#24
Posted April 12 2014 - 09:24 AM
#25
Posted April 12 2014 - 01:58 PM
Quote
We wanted to let everyone know that we've been testing alternative hosting methods in the hopes of improving network performance and providing private server options to you players. This takes legal, engineering, UI and testing resources so it's not something small for us but it is a high priority. I'm not in a place where I feel comfortable sharing a specific date for this since it's not all completely in our direct control but it's a feature in active development!
This is awesome news for the Clans Hughes. Very, very cool indeed.
I'm looking forward to the coming months with the usual childish excitement
Edited by Pastorius, April 12 2014 - 01:58 PM.
#26
Posted April 12 2014 - 04:56 PM
Also good to see you all consider the MIRV buff a temporary fix and are still working on it.
#27
Posted April 12 2014 - 05:56 PM
muklashy is the best by a mile and nief was great (love the bug-themed shoulder-armor placements) even though it totally looks like a one-booster mech but please give me my charge chassis, it looks like the spree had a baby with pinhead
Also, full release timeline_ The beta tag is yellowing and peeling off and I'm tempted to paint the wall behind it.
As always, you guys keep working on a game I love more than any other. Keep it up.
EDIT: Dayum, that was fast. Hell yeah hughes!
Edited by comic_sans, April 13 2014 - 04:42 AM.
Upset about change_ Read this! | #cornflakepissers | 100% Hamburger
#28
Posted April 12 2014 - 06:28 PM
comic_sans, on April 12 2014 - 05:56 PM, said:
Account linking would not impact what you're describing. It's more about enabling the use of account features and APIs provided by Valve. Purely as examples, things like auto signin with the client, gaining access to the Steam Voice API or Steam achievements would become possible as a result.
comic_sans, on April 12 2014 - 05:56 PM, said:
...and thank you!
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES
#29
Posted April 12 2014 - 09:03 PM
#30
Posted April 13 2014 - 12:47 AM
Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command.
So we shall flow a river forth to Thee. And teeming with souls shall it ever be.
In nomine Patris et Filii et Spiritus Sancti." (The Boondock Saints)
#31
Posted April 13 2014 - 04:12 AM
#33
Posted April 13 2014 - 05:38 AM
#34
Posted April 13 2014 - 08:11 AM
Quote
Steam Account Linking (allows for use use of other Steamworks development features for us)
#35
Posted April 13 2014 - 08:52 AM
#36
Posted April 13 2014 - 10:18 AM
Silverfire, on April 11 2014 - 08:45 PM, said:
A detailed update would be nice, like if it's not a high priority yet, it's experiencing difficulty, etc.
Update on Clans
Work was almost complete on some basic clan support features. Players would be able to create clans, invite players and compare stats all on the playhawken.com website. However, it was determined that the platform work to support these features was not created in a way to support the number of players needed so the feature was held back.
Rather than spend additional time on the feature itself, work to fix issues with the scaling of the platform was prioritized. You may recall us mentioning this in the past (the weeks prior to the Steam launch) where we needed to make sure the platform would be able to scale to the number of users desired and for those of you who have been with us for a while, the difference is indeed noticeable despite the roughness for a while that was a "necessary evil".
For a while after that, tool fixing and bug fixing was a priority for the platform team until work shifted to removing our dependency on AWS; transitioning to a completely new database. This is no small project but is a requirement for cost consideration, performance and for regions of the world where AWS is not an available solution. This work is in progress.
This work in conjunction with improved server performance and the potential of private server options we feel is more important to the game than clan support for players, especially since the features we have now would not truly be able to take advantage of the reasons players create clans in the first place. Clans are indeed still important to us and we have some temporary additions to the client in mind that will help players until more robust management type features for clans are available but we can speak to that in the coming weeks.
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES
#37
Posted April 13 2014 - 10:22 AM
Nosmer, on April 12 2014 - 06:45 AM, said:
Balancing is independent of anything mentioned, we'll always be looking at balance and making adjustments as needed.
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES
#40
Posted April 13 2014 - 06:11 PM
Edited by Silverfire, April 13 2014 - 06:11 PM.
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