This change will also give us a better way to adjust the number of players that can jump into the game during these moments. We will also be implementing a way to rate limit games with varying times to ensure we can get higher amounts of players in during peak playing periods. On top of that, we have another client patch that we expect to hit next week which will offer better transparency on queue times by adding time estimates alongside your placement in the queue. Once our internal load testing is complete, we will put up a PTR server with this fix to get some real-world testing before rolling out to the live game. Next week, our internal teams will begin testing a significant change by having saves occur more often on the regional end, rather than global, in hopes of alleviating some database stress.
We wanted to provide an update on all the work the dev team has been putting in on addressing some of the database issues that we detailed in our post above a couple of weeks ago.Īs we mentioned in our last update, character saves have been occurring on the global database.