Zebrat@Runnyeye wrote:
Been playing for years and I've worked in IT for longer so I kinda know what I'm talking about (I hope)
All your changes are put through a Release Management process with a regression plan? Simple fact is that whatever you did to gameplay in last update, regardless of whatever QA testing you do, has broken the game for lots of ppl to the point where they might stop being your customers. So regress the changes, problem goes away from customers, gives you time to figure out what you have broken before you release the hopefully fixed changes again.
Please don't tell me you can't regress changes... feel free to take all the extra content from last update if necessary while you sort it out btw, would swap all of that to have the game back in the state it was before.
As several people have mentioned in this thread, the crash has been around for awhile. Due to some changes in 53 that caused more memory to be allocated, the crash became more frequent. I don't suppose you read my message where I said the next hotfix will reduce the memory requirements. We're not planning on reverting any changes. Character versions and lots of data serialization changed with GU53 and it would require additional code to make both old and new character versions deserialize without problems. That time is better spent working on the fix. I'm hoping the hotfix (due on Wednesday) will solve the problem for most people.
We have a schedule to release a streaming client into beta very soon and the changes we made are integral to keeping that schedule. We have a repro case in-house now, so the problem will be solved.
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