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I cannot thank you enough for this update, Consultant. Also, I'm sure there are many who would love to see it posted on STEAM too. 😉
About the Blank Screen thing. I ran into it a couple times, where it took 30 seconds for the screen/mission to load. Then found out some Apps I had running in background were interfering and causing Buffer issues on my system. So I shut them down, and everything worked Nominally. Discord made the worst Buffer problem I found.
Updating the STEAM Page. Will we be seeing Links, and/or Text Descriptions of Changes and Patch Notes on Steam? I feel that would help clarify a lot of things for the Doubters. 😉
Countless Thanks again, to TEAM SOH for the stellar work they are doing, updating and improving SOH. You are, IMHO a very underrated Team, and it stuns me that Producers aren't competing with one another, to help finance the Production, and Release.
👍👍 10⭐ from Odee the Doughnut King.
The Doughnut King is back! Watch your snacks!
Wow, it's been a while since I did an update. We are currently parsing through the results of last week's Steam Beta and deciding "what did we learn?" In short, we had a very successful Steam event, with quite a large number of players, many of them jumping into Ship of Heroes for the first time, and big increases in our wishlist and follow numbers. The overwhelming majority of our participants reported having a good time, and they also liked the look and graphics of the city and the game. We received the bug reports from the event and made fixes and upgrades every night, usually at about 2:00 AM Eastern time. In an odd way, we discovered that we are on the verge of hitting the big leagues - we attracted a small group of committed trolls who tried to sabotage us in every place they could reach. Steam banned some of them, and we think we got the rest. Lesson learned - we'll be quicker next time. 🙂
I'd like to say thank you to everyone who came out and helped us in the Steam demo, especially the roughly 60 volunteers who ran through the Sword Blossom arc prior to the start of the event, and found many bugs before the event began. We were able to launch the demo with zero known bugs at the start of the event. Of course, as we said in the newsletter before the event, we knew we were taking a risk because some of our systems could have issues, like our multi-threaded chat and various other server functions. It's really impractical to test these systems without a large group of players interacting with each other, and Steam Next Fest gave us the chance to do those tests.
During the Steam Beta, we learned that there's an unexpected interaction between servers and mission maps that can create invisible barriers to movement when enough players are running through the same mission maps in rapid succession. We're examining that right now, and we think we will have a solution to it shortly. Similarly, some of us (including me) experienced slow mission load-in and an occasional plunge into a blank zone that required logging out and back in. We think we have fixed the loading zone problem, and we're working on the load-in time problem.
Also, some of you requested improved camera and combat controls. In the last four days, we've examined that and changed the camera lag setting (this helps keep your character in the center of the screen at all times) as requested. But we have also added a couple of sliders in the player controls so you can adjust your camera to fit your individual play style and preferences. We did this because your feedback suggested that there may not actually be a one-size-fits-all solution to camera controls.
Finally, on the advice from several participants in the Steam Beta, we are increasing the powers of the primary powerset in each build, and encouraging new level one characters to take two damage powers. Personally I played it both ways after the demo, and I discovered that SoH is a lot more fun with two superpowers and a pistol than it is with one less attack power. The feedback on the "hard mode weekend" was that the difficulty was too high for most players, and that settled some internal debates for us. We'll dial the difficulty down in the future - except for challenge missions, of course. 🙂
The next steps are to fix every bug we can, and then set up another event as soon as we can pull it off. We are also making other improvements. You will all be able to test out the upgraded combat and movement controls, and see even more new content in the next event.
Please stay with us, remember to wishlist and follow us on Steam, if you haven't already. It's going to be fun!