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johnnybyte64

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  1. Ok, continuing on the saga of unplayable maps. This is a new discovery from today. There's no way anyone can tell me there's not enough players for Erangel and, suddenly!! everyone's playing Miramar. Come on. Fix this stuff. It's a production issue requiring all hands on deck until the problem is resolved. We paid for this product, we should be able to use it.
  2. So, we all know the Estimated Wait Time is basically useless. However, I want to focus on the problem here. It's not the Estimated Wait Time differential, it's the fact that we cannot get a game going in either Miramar or Vikendi even after waiting for over an hour, rejoining the queue or restarting the Lobby or the game. The problem is that those two maps are not available no matter how long you wait or how many times you make an attempt. The response we've been getting indicates an issue of player pool size and game mode but due to how quickly this all happened, I'm inclined to disagree with that assessment and point more to a change in either queuing, a map bug or capacity issues (specifically server instance and network capacity). Slapping some numbers together - and there's a LOT of speculation here. I'm just pulling some numbers out of my ass except for the Steam Stats on how many players are online playing PUBG at a given time. At 1900 hours (7:00 PM and assuming PST), there's still roughly 130,000 players online playing PUBG. 1900 hours is important as it's prime time for NA so, just to be safe, let's knock 25% off for other regions or non-sleeping region jumpers, which gives us around 98,000 NA players (I'm making a big assumption that this player base is all NA). So, out of that pool, start calculating for squads, duos and TPP. Since we don't have any hard numbers here, I can only take a major SWAG and let's figure only 10% of that pool to be FPP Solo players, that still accounts for more than 9800 NA Solo FPP players and now divide that by 4 to account for each map (yes, another far out assumption in thinking each map is divided equally) and we have more than 2400 players in Vikendi FPP Solo queue meaning 24'ish instances of Vikendi should be playable at any given time on the NA servers. This, in my opinion, even if my numbers are off, shows that any player wanting to join any map for Solo FPP should never wait more than the length of a single game - on average, 30 minutes. Now we know even 30 minutes is stupid since ~50% of all players die in the first 5 minutes so to have 10 seconds to 5 minutes of play with 30 minutes of wait in-between in just nuts. Anyway, my point here is that even by working with some far out numbers, we shouldn't have an issue with the number of players per map per game mode even if queuing is forced to NA only players. This, IMHO is an issue that was immediate and caused by some update or change on the system(s). Of course, it could all be due to Apex Legends (which I played but came back to PUBG because it's so much better). Regards, John
  3. @PUBG_Hawkinz This was an immediate change. One day things were fine - ~30 to 45 second max wait times with 100 players each round match after match. The next day, no one can get in and the problem has been there ever since. I don't have an exact date - maybe I can look at my replays and see if I can narrow it down. This tells me the problem is due to an update or change of some-sort. Things don't go bad like that overnight without some kind of change and after 20 years in IT, I've seen this once or a couple hundred times before. Not saying I'm right but it sure sounds like it. Should be a fairly simple thing to track as long as you've got good devops practices in place.
  4. So, Is this supposed to make us happy? Are you trying to show how many are in a queue and is that to make us understand why the wait times are what they are? It's not even the wait times because I have not been able to get into a match no matter how long I wait. And no response from you guys. This is so bad. I'm done. I'm leaving for Apex Legends.
  5. Not sure it matters but every time I select Vikendi the last couple of days, the wait time has been exactly 8:32. I haven't been able to get into Vikendi for 3 days now.
  6. This is completely unacceptable. I would be fired if I left my production environment like this. This has been going on for a long time and you just released an update knowing this is going on. This is completely unacceptable for any software package.
  7. 1.) Lag on the 2nd round test servers (NA, Solo FPP) has been horrendous - mostly at the beginning of the map. While moving indoors or out, screen graphics will jump backwards making it impossible to play. 2.) Shooting has been way off. Close range combat and kills I normally make are not even recorded as a hit - of course, this could be due to the lag problem mentioned above. 3.) Kill Cam is awesome - especially for newcomers and people still trying to learn. Suggestion, I think it might give highly skilled players maybe too much information on how an opponent plays which could lead to unfair match ups - i.e., I don't know if I want an opponent to know my tactics, so maybe have a "Hardcore" mode that turns off this option. If the Kill Cam is accurate, I'm noticing opponents shooting way off target yet registering a hit or kill. You can see the shells hit the wall or an object behind me yet it is a kill shot. Not sure if this is Kill Cam inaccuracies, lag or bad hit dynamics. My system: ------------------ System Information ------------------ Time of this report: 11/23/2017, 20:16:16 Operating System: Windows 10 Pro 64-bit (10.0, Build 10586) (10586.th2_release_sec.170913-1848) Language: English (Regional Setting: English) System Manufacturer: ASUS System Model: All Series BIOS: BIOS Date: 07/09/13 13:48:24 Ver: 07.14 Processor: Intel(R) Core(TM) i7-4771 CPU @ 3.50GHz (8 CPUs), ~3.5GHz Memory: 32768MB RAM Available OS Memory: 32706MB RAM Page File: 3907MB used, 28797MB available Windows Dir: C:\WINDOWS DirectX Version: 12 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled Miracast: Available, with HDCP Microsoft Graphics Hybrid: Not Supported DxDiag Version: 10.00.10586.0000 64bit Unicode Card name: NVIDIA GeForce GTX 1070 Manufacturer: NVIDIA Chip type: GeForce GTX 1070 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_1B81&SUBSYS_37061458&REV_A1 Display Memory: 24466 MB Dedicated Memory: 8113 MB Shared Memory: 16352 MB Current Mode: 1920 x 1200 (32 bit) (59Hz) Monitor Name: Dell U2412M(DisplayPort) Monitor Model: DELL U2412M Monitor Id: DELA07B Native Mode: 1920 x 1200(p) (59.950Hz) Output Type: Displayport External Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um Driver File Version: 23.21.0013.8813 (English) Driver Version: 23.21.13.8813 DDI Version: 12 Feature Levels: 12.1,12.0,11.1,11.0,10.1,10.0,9.3,9.2,9.1 Driver Model: WDDM 2.0 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported Hybrid Graphics GPU: Not Supported Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 10/27/2017 12:00:00 AM, 18744408 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B71E3E-58C1-11CF-8555-0B171BC2DA35} Vendor ID: 0x10DE Device ID: 0x1B81 SubSys ID: 0x37061458 Revision ID: 0x00A1 Driver Strong Name: oem2.inf:0f066de361866ac3:Section135:23.21.13.8813:pci\ven_10de&dev_1b81 Rank Of Driver: 00D12001
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