Quakelive.com going public live!
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Re: Quakelive.com going public live!
This is a joke, they better start allocating some more network resources to this or it is going to TANK.
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Re: Quakelive.com going public live!
im in. the new awards are cool, there are tons of em. seems there are more servers as well.
Re: Quakelive.com going public live!
I'm in too. Beat crash on expert ( shocking score though) but at least there are no servers and gametypes showing more challenging than my skill level, apart from one duel server.
Re: Quakelive.com going public live!
Position in queue: 50277
i thought it was still early for open beta.
they really should have spent a few consecutive weeks flooding in big 10,000 person chunks before opening the flood gate completely.
i thought it was still early for open beta.
they really should have spent a few consecutive weeks flooding in big 10,000 person chunks before opening the flood gate completely.
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Re: Quakelive.com going public live!
I didn't see where they've released the game...o'dium wrote:So id Software release an updated, free version of the most played online multiplayer of all time, and they don't expect this many players...?
I mean, 30,000 people have to drop out before one guy gets a place? Did they really not see this many people wanting to get in on the action? There will be some kind of server upgrade soon, but by then, all these people just trying it will of filtered out, so it may be a waste...
[WYD]
Re: Quakelive.com going public live!
Memphis wrote: You don't test helmets by slapping them with a wet sock and working your way up, you just slap it on a monkey and hit it with a giant fucking hammer.

Re: Quakelive.com going public live!
Position in queue: 398260
Either they're fucking with the queuing code, or things are just getting plain silly. If this keeps up, people will just lose interest and players who otherwise might have started playing Q3 will just leave it forever. If id doesn't get this sorted fast, all that time in development will have been wasted. I'm with o'dium on this one!
Either they're fucking with the queuing code, or things are just getting plain silly. If this keeps up, people will just lose interest and players who otherwise might have started playing Q3 will just leave it forever. If id doesn't get this sorted fast, all that time in development will have been wasted. I'm with o'dium on this one!
[quote="GONNAFISTYA"]You might as well have complained about the Mona Lisa right after Michelangelo painted the first two strokes of his brush.[/quote]
Re: Quakelive.com going public live!
twitter.com/quakelivebrisk wrote:Position in queue: 398260
Either they're fucking with the queuing code, or things are just getting plain silly. If this keeps up, people will just lose interest and players who otherwise might have started playing Q3 will just leave it forever. If id doesn't get this sorted fast, all that time in development will have been wasted. I'm with o'dium on this one!
" We are putting new queue code into place. Your line in the queue may appear to jump VERY high suddenly, but will then drop sharply after. *about 2 hours ago from web* "
Re: Quakelive.com going public live!
Either way, i've been in the queue over 2 hours now. They simply cannot expect casual gamers (which I assume is what this is primarily aimed at) to keep interested if they have to queue to get in. Ever.
I think i'll just try again in a week and see if things have improved. If they haven't, then i'll just stick to L4D.
I think i'll just try again in a week and see if things have improved. If they haven't, then i'll just stick to L4D.
[quote="GONNAFISTYA"]You might as well have complained about the Mona Lisa right after Michelangelo painted the first two strokes of his brush.[/quote]
Re: Quakelive.com going public live!
back up
queue is "only" 9k deep
queue is "only" 9k deep
Re: Quakelive.com going public live!
I just logged on and owned Crash 15-5. I was in the queue for a minute.
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- Joined: Sun Feb 20, 2000 8:00 am
Re: Quakelive.com going public live!
Then you logged out like a pussy without playing a match.Captain Mazda wrote:I just logged on and owned Crash 15-5. I was in the queue for a minute.
[WYD]
Re: Quakelive.com going public live!
ffs... no linux? gdi
Re: Quakelive.com going public live!
Promising news update from the QLive forum:
" It's been 24 hours since opening QUAKE LIVE and we wanted to provide a quick update on the hot topics. First, we really appreciate the positive feedback from everyone that's making it through, but also understand the frustration of waiting in line.
QUEUE
Obviously, the biggest factor we've had to deal with is the overwhelming number of people that have visited the site, and in nearly all cases encountered a large list of people ahead of them in the queue. Couple points on this:
1. We obviously didn't intend for tens of thousands of people to have to wait in the queue, but it was put in place for a reason, and that was so once you made it to the site, it still performed fairly well and didn't crash under heavy loads, which for the most part has worked well. We apologize for the frustration a line causes, but it will be in place until we can scale and optimize our back-end to accommodate "everyone." This is our top priority right now and when we get to that point, there will be no queue. You can certainly trust us on this - for a game funded by advertising revenue, we don't want a queue keeping you out anymore than you want it.
2. As mentioned in the developer notes post, it's was very difficult to estimate how many people to expect when opening this. There are so many things that can affect traffic to a site, and like many online games or services during launch, we got slammed. We also had a number of hardware and software issues that we're still working through. It's important to at least note that we're trying to walk a fine line with this project, in that we're running a backend system more like an MMO than a FPS; but we're not charging you $60 up front to help offset our costs or charging a monthly fee to play. Hopefully, it then makes sense to everyone that we need to be responsible with the costs of our infrastructure and grow or optimize as demand warrants. We're in this process now.
3. We had a few bugs in the queue that caused a number of issues. Most of these have been addressed and the queue should be running more efficiently and reliably, including not kicking you back to the queue after downloading the plug in.
Training
Because of the heavy load on our backend systems and software, we were having a number of players who would have to repeatedly play the match against Crash before it would allow access to the site. One aspect of this problem is specific to launch in that EVERYONE needs to play that - moving forward, there will be far more people that already have an account and go straight into the website.
**IMPORTANT** For the short term - in an effort to minimize people needing to play the training match over, we've disabled the "reporting" of all games other than training games into the database. This will effectively make all games that you play online "un-ranked" and stats will not be collected, but will ensure that the training game reports get through. We will return to normal stats reporting as soon as possible.
Email Delivery
Another issue with having a huge influx of players registering is sending the confirmation emails. We've seen reports of players waiting several hours for your confirmation email. What happens here is that when we send massive amounts of email, the mail providers like gmail and yahoo (two of the most popular for our players) throttle the amount of mail that they will let us send through their system. So, our system has sent your emails, but they are basically sitting in their own queue and released to you as your mail provider sees fit. These problems will improve after the initial rush of unregistered players, and we will continue to improve that system.
Password recovery
We are aware that the password recovery system is not functioning and we are working to fix it as soon as possible.
Everyone here appreciates your patience during these early days of opening the site. We've seen a lot of terrific "reviews" of the site and game from those that have made it through the queue and hope that everyone remembers that we want you in the game as bad as you want to be there - so we're working hard on all of the above and will continue to keep you updated.
The QUAKE LIVE Team "
" It's been 24 hours since opening QUAKE LIVE and we wanted to provide a quick update on the hot topics. First, we really appreciate the positive feedback from everyone that's making it through, but also understand the frustration of waiting in line.
QUEUE
Obviously, the biggest factor we've had to deal with is the overwhelming number of people that have visited the site, and in nearly all cases encountered a large list of people ahead of them in the queue. Couple points on this:
1. We obviously didn't intend for tens of thousands of people to have to wait in the queue, but it was put in place for a reason, and that was so once you made it to the site, it still performed fairly well and didn't crash under heavy loads, which for the most part has worked well. We apologize for the frustration a line causes, but it will be in place until we can scale and optimize our back-end to accommodate "everyone." This is our top priority right now and when we get to that point, there will be no queue. You can certainly trust us on this - for a game funded by advertising revenue, we don't want a queue keeping you out anymore than you want it.
2. As mentioned in the developer notes post, it's was very difficult to estimate how many people to expect when opening this. There are so many things that can affect traffic to a site, and like many online games or services during launch, we got slammed. We also had a number of hardware and software issues that we're still working through. It's important to at least note that we're trying to walk a fine line with this project, in that we're running a backend system more like an MMO than a FPS; but we're not charging you $60 up front to help offset our costs or charging a monthly fee to play. Hopefully, it then makes sense to everyone that we need to be responsible with the costs of our infrastructure and grow or optimize as demand warrants. We're in this process now.
3. We had a few bugs in the queue that caused a number of issues. Most of these have been addressed and the queue should be running more efficiently and reliably, including not kicking you back to the queue after downloading the plug in.
Training
Because of the heavy load on our backend systems and software, we were having a number of players who would have to repeatedly play the match against Crash before it would allow access to the site. One aspect of this problem is specific to launch in that EVERYONE needs to play that - moving forward, there will be far more people that already have an account and go straight into the website.
**IMPORTANT** For the short term - in an effort to minimize people needing to play the training match over, we've disabled the "reporting" of all games other than training games into the database. This will effectively make all games that you play online "un-ranked" and stats will not be collected, but will ensure that the training game reports get through. We will return to normal stats reporting as soon as possible.
Email Delivery
Another issue with having a huge influx of players registering is sending the confirmation emails. We've seen reports of players waiting several hours for your confirmation email. What happens here is that when we send massive amounts of email, the mail providers like gmail and yahoo (two of the most popular for our players) throttle the amount of mail that they will let us send through their system. So, our system has sent your emails, but they are basically sitting in their own queue and released to you as your mail provider sees fit. These problems will improve after the initial rush of unregistered players, and we will continue to improve that system.
Password recovery
We are aware that the password recovery system is not functioning and we are working to fix it as soon as possible.
Everyone here appreciates your patience during these early days of opening the site. We've seen a lot of terrific "reviews" of the site and game from those that have made it through the queue and hope that everyone remembers that we want you in the game as bad as you want to be there - so we're working hard on all of the above and will continue to keep you updated.
The QUAKE LIVE Team "
Re: Quakelive.com going public live!
good post 

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- Joined: Sun Feb 20, 2000 8:00 am
Re: Quakelive.com going public live!
What kind of asshole joins a 10 person server with 9 people on it and proceeds to spectate for 6 rounds crippling his eventual team? I'll tell you. A Tsakali kind of asshole.
[WYD]
Re: Quakelive.com going public live!
Yeah, pretty asshole move.
Re: Quakelive.com going public live!
Position in queue: 13926
((((

Re: Quakelive.com going public live!
I've been waiting to join a game forever, so i said fuck it, I'll join a full server and wait till someone disconnects...while I was taking a shower. So fresh and so clean!Dark Metal wrote:What kind of asshole joins a 10 person server with 9 people on it and proceeds to spectate for 6 rounds crippling his eventual team? I'll tell you. A Tsakali kind of asshole.
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- Joined: Sun Feb 20, 2000 8:00 am
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- Joined: Tue Apr 05, 2005 7:54 pm
Re: Quakelive.com going public live!
Position in queue: 717870
k
k
Re: Quakelive.com going public live!
"We currently have 8,500 players online and over 290,000 registered accounts."
yeah right how come I only see a handfull of players every time I log in?
I'm showing all USA servers which should be the bulk of it so my filters are not the issue
yeah right how come I only see a handfull of players every time I log in?
I'm showing all USA servers which should be the bulk of it so my filters are not the issue
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- Posts: 2362
- Joined: Wed Nov 01, 2000 8:00 am
Re: Quakelive.com going public live!
no sir i don't believe you did. i think i gave away my account info as well so i wouldn't be suprised if i was banned too.feedback wrote:Did I give you my account? I tried to login with it but it says I got fucking banned. I'M LOOKING AT YOU.Grandpa Stu wrote:
GTFO -->
kthx!
gunbound sur?
><> ><> ><> ><>
Re: Quakelive.com going public live!
http://www.gamasutra.com/view/feature/3 ... hp?print=1
interview w/ carmack
one highlight: cheap private servers are coming
interview w/ carmack
one highlight: cheap private servers are coming
With regard to the business model, is it purely ad-supported?
MS: Yes. At launch, we'll be ad-supported completely, and probably for a couple months after that. One of the big features that our player base is asking for is the ability to run private servers. Right now, we control all of the game servers, so all of the game instances that are happening are public games.
There's really no ability to say, "I want to run my own game and only have the people playing that I want to be playing," primarily because it's free and we're paying for all that infrastructure anyway. There are huge benefits for us controlling the physical hardware that the game is running on.
So, in the couple months after launch, we will be putting together, more or less, a subscription option that allows players, for a very nominal fee -- something around like the $4.99 price point -- to also probably do other things, but the core functionality will be to allow players to, through the very elegant interface they have on the website, run their own game servers.