Hey Infinity Warriors!
You might have noticed that we’ve been somewhat hush-hush for the past few weeks. Other than the small, frequent hotfix patches, we haven’t revealed any major changes/plans. Rest assured, there is plenty going on behind the scenes that we believe will be beneficial to the game’s health and the player community. While this may seem like a slow process, we realize that great things don’t happen overnight. At the same time, we’ve been monitoring players’ feedback on everything from the new player experience to ranked incentives. While we can’t yet share any specific details on how we plan to tackle these matters, we realize the importance of player feedback/suggestions and the integral role they play. With that said, we foresee the next few weeks to be bit quiet as we continue making many quality-of-life improvements, so we want to take a quick moment to give everyone an update on the state of desyncs in Infinity Wars.
The team has had their hands full for the past couple of months working on an assortment of new features/improvements we plan to show off in the near future. With the new Desync Trap, we’ve ramped up our efforts to bring the game to a healthy and stable state in time for the relaunch. In fact, we have eliminated the vast majority of previously existing desync bugs within the last 3 weeks, signifying that the Desync Trap is functioning properly and is catching all desync errors before they progress to a point that causes an endless turn. While we would love to call this the actual
end of endless turns (knock on wood!), we will continue to remain vigilant. Fortunately, the data collected so far seem to indicate that players are no longer getting endless turns, apart from those resulting from a couple of extremely rare card interactions or network connectivity errors, which we will continue to investigate.
To give everyone a glimpse of our current status and progress, we have seen a substantial decrease in the number of desync events occurring over the past few weeks as we continue to catch, log, and resolve them as they come in. When 1.5.0 first went live with the desync trap, approximately 3-5% of games played were desyncing as the trap began to flush out a load of bugs that were previously causing endless turns. As many of you have noticed from our recent series of hotfix patches (http://forum.lightmare.com.au/index.php?topic=65943.0
), we've now fixed a large handful of seriously annoying bugs since the initial 1.5.0 launch, which has resulted in a steady decrease of desync errors to a rate of roughly 1 in 100 games. While this is definitely a good sign for us, we will continue to closely monitor the rate of desync errors per games played with the goal of getting it as close to zero as possible over the coming weeks.
While we have plenty of new in-game features that we’re excited to show everyone, we will continue to devote a large portion of our efforts towards eliminating bugs and optimizing game operations. Although these new features and improvements are already in the works and will continue to be developed internally, our current top priority is to create a stable and bug-free environment, which we believe will make the biggest positive impact leading up to the relaunch. Once the game has reached stable state, our focus will gradually shift towards further improving existing systems and adding new and exciting features.
Thanks for your continued support and we hope to get everyone’s feedback on some upcoming new features very soon! Stay tuned!