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Early Access 'Waves' - Updating Here


StephenReid

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Are we at 700 yet?

 

NO other game I've known of has ever split EGA like, wnd while there was rage abotu queues, never to this level. Bioware has screwed the pooch on this one.

 

10 pages past in the time it took to write this.

Edited by Nuanil
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well this is BS, first some people get selected for 4 weeks of beta and others get just the one, then on release you let some people that payed exactly the same as others in while others wait...and not just that you stop invites at 1pm. already seeing how this game is, lets see about origin's refund policies. this bad at start i highly doubt it'll get better
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umad?umad?umad?umad?umad?umad?umad?umad?

:mad::mad::mad:mad:mad:madmad :mad:madmad:mad:madmad:mad:mad

ma:mad:admad:mad::mad:mad:mad:m:mad:dmad :mad:madmad:mad:mad

ma:mad:admad:mad:madmad :mad:admadm:mad:madmad:mad:mad

umad?umad?umad?umad?umad?umad?umad?umad?

 

For all you people trolling the forms enjoy!

 

RAGE ON!!!!

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You contradicted yourself.

 

Also you lied about order of early access. First wave was media.

 

 

Nope, sorry. First wave was normal folks like myself who woke up and hit F5 repeatedly at 3AM on 7/21/11 so that I could be sure to get a CE and a game I'd been waiting for since I heard about it in 2008. Try again.

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Originally Posted by StephenReid

Hey everyone.

 

We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch.

 

First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch.

 

For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One.

 

The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down.

 

What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'.

 

Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues.

 

Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together.

 

Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.

 

 

 

 

 

 

so they are going to continue to add servers and let more in tomorrow that today, seriously how the **** does that make any sense, just add all the servers you planned on adding on day 1 and invite the most people then, i mean really ***??

Edited by fishboyy
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I have been reading and trying to keep up with all the disappointed posts on here. I have noticed one trend in both how I personally feel and the general census of the community. It's not the waiting that we have a problem with, it's the not knowing how long of a wait we have.

 

Think about it, you built the most anticipated game of 2011. You gave us the opportunity to pre-order, thus pre-play, before official launch. Then at the last minute you tell us no, not yet...and we're not telling you when. Next time, gives us solid dates. Send me an email saying based on when I pre-ordered I will be able to access the game on the XXth. That would help. It won't stop the frustration because as we know, you can't please everyone, but it will help.

 

Thanks,

True Okami

 

BTW - 2:30!? Seriously!? I'm sour now, I have been watching someone else play all day on a livestream just to stop myself from screaming and you stop sending waves at 2:30!?

 

Ugh, please review what i said please. I will be happy if you at least learn your lesson.

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Originally Posted by kinegos

this isn't a troll, and isn't exactly qq although there is some of that involved.

 

I just want to put it down for the record that the way this early access program has been implemented is truly one of the most poorly conceived ideas that i've ever personally encountered in over 25 years of playing video games. I've personally participated in launches of 6 other mmo games, and there is nothing in those experiences that compares to how ridiculous this process is.

 

When you are dealing with a pre-launch even that is only for pre-order customers, after an extensive and massive beta testing period that was a huge success according to nearly all sources involved - it begs the huge question as to what is the limiting factor in the way you have chosen to roll out this game. I personally participated in the beta in a very limited way (not by choice, mind you, i just wasn't lucky enough to get a key) and was only online during the big thanksgiving weekend test. That test was wonderful - there were a huge number of servers, and a huge population of testers. The game performance was amazing.

 

So, ea/bw - what exactly are you afraid of?

 

The only way this should have been done is to have given all pre-orders (perhaps separated only by level of game purchased - i.e. Ce customers get 7 days, se get 5, e.g.) access at exactly the same time. Of course it will overload the servers and queues would ensue and all that - but that's what we all expect. Making your customers wait unknowingly with no idea how long it will be or when to expect an email is just adding insult to injury. A poor alternative would have been to send out emails with a set time and day that your access would be available.

 

I read in the top post how you are monitoring the server performance and are rolling waves based on server performance. Are you seriously saying you have to wonder at this point if your servers can perform up to the task - when you probably still have 90% of the launch day players yet to even be able to play? That is not at all a good message to be sending at the beginning of an mmo franchise.

 

At any rate, i love this game. I love bw. But i truly despise and am sickened by the way you chose to put your customers through so much stress for absolutely no good or justifiable reason.

 

I truly hope you improve, because this is a very very poor way to start out.

 

I've got the same and more credentials than you have, and I literally believe the opposite. This is the single MOST successful first day I've seen from an MMO ever.

 

Time will tell how things shape up on the 20th (because we're AHEAD OF SCHEDULE right now)...but so far, this is CRAZY SMOOTH sailing compared to each of the 8 AAA MMO titles I've personally been involved in on day 1.

 

Anyone that can complain about this process either

a> is nuts,

b> is so self absorbed they cannot see beyond their own desire to play NOW NOW NOW and/or

c> has NEVER been involved in a large scale IT project in the real world.

 

I'd like you to name the 6 other MMOs that on launch day (please note we're 7 days AHEAD or launch day) didn't have

a> several hour long queues,

b> server crashes, and/or

c> servers being brought down within the first 24 hours to hotfix a critical error.

 

If you can name 6 and they're not mostly VERY small titles I'd be shocked. Because there just haven't been 6 without one or more of those issues.

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So they have to bring people in waves, fine, but why stop mid afternoon?

 

Like OK GUYS I THINK WERE DONE FOR THE DAY....

 

Why can't they continue the "waves" well into the evening? If it is not an issue of how many people the servers can hold, just taking time filling them, why can't these brilliant people who worked SO HARD to bring this game out keep getting people in?

 

 

Well they have to head out for dinner and sleep...then breakfast :D

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Originally Posted by StephenReid

Hey everyone.

 

We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch.

 

First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch.

 

For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One.

 

The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down.

 

What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'.

 

Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues.

 

Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together.

 

Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.

 

I Call Bullsheet!! Add servers my ***, if you have them, then use them. Carefully? Really so all of the beta testing hasn't taught you a thing? What are your servers running on? Gerbils in cages with wheels? I don't care if I don't get in till the new year, just fess up when you screw up. *raises the bullsheet flag*

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