In retrospect, a Stress Test?

Did you consider preforming a stress test a few weeks out from release? I believe you would have been able to catch the majority of these issue's (not all). I read here: https://wolcengame.com/forum/announcements/official-news/beta-transition-planning that you had one in 2018, however, I can't see if you had one after that.

What reasoning/considerations did you look at to decide not to do another prior to release? I know this is hindsight, I'm just trying to understand your reasoning for not having one. I would hope this is a good lesson to learn moving forward, and maybe this helps you with future releases. I can't wait to get back in once server maintenance is over, so far I'm enjoying the game.

Sorry if this has been asked/answered.

Thanks!

Replies: 3

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

They posted many, many times that they were not prepared for the influx of purchases they received before launch day. They would've had to delay the game yet again to do it.

For example, NOT ACCURATE they expected 25,000 users based on sales prior and made the servers to handle that, only to find out after the fact that they instead had 75,000 users, a 50,000 user increase, in the 1-2 weeks leading up to launch. This means they would've done the stress test with 25,000 people a week or two before launch and still would've had the same results because the jumps in sales were not expected. Also, the game worked fine for the beta 2 weeks prior. They might've went off that number. I am not sure if it was an open beta though?

Created: 4 years, 2 months ago

They could have easily afforded a Stress Test weekend - Their PEAK on launch day was 55K, this is a Steam backed number, so we should use it and not hypotheticals.

If they were building a game with a wide spread launching, and expecting '25K users', then the blame still falls on them for not running pre-launch CBTs, or Stress Tests to figure out interest. Sub 100K users is not an 'insane' number in the world of elastic hosting. Scalability on demand is -the- thing in tech for companies. I completely get their server issues, almost every online game at launch has some - I wanted to clarify the -actual- numbers and reference that they didn't really try to 'test the waters' before launch at all.

CBT1/2, or a Stress Test would have identified A LOT of these bugs. I assume they didn't want to do it to keep as much as possible a 'surprise' to the broad audience for all the Beta -> Launch changes.

Created: 4 years, 2 months ago

They could have easily afforded a Stress Test weekend - Their PEAK on launch day was 55K, this is a Steam backed number, so we should use it and not hypotheticals.

If they were building a game with a wide spread launching, and expecting '25K users', then the blame still falls on them for not running pre-launch CBTs, or Stress Tests to figure out interest. Sub 100K users is not an 'insane' number in the world of elastic hosting. Scalability on demand is -the- thing in tech for companies. I completely get their server issues, almost every online game at launch has some - I wanted to clarify the -actual- numbers and reference that they didn't really try to 'test the waters' before launch at all.

CBT1/2, or a Stress Test would have identified A LOT of these bugs. I assume they didn't want to do it to keep as much as possible a 'surprise' to the broad audience for all the Beta -> Launch changes.

TeoDaTank Original Comment

I didn't have the numbers available right away and there is absolutely NO reason to use factual numbers trying to explain what process was probably used. 50k or 50065325436k, it doesn't matter, it's the process behind it I was trying to explain.

I agree with them not testing the waters but if you have servers to handle 50k people and only have 25k purchases, why or how would they?

Scalability on demand? Does this allow them to scale their numbers up as if there was 50k people?

They could have limited the stress test to where you couldn't leave Stormfall or maybe just into the first zone to save "surprises."

Created: 4 years, 2 months ago

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