By Kibner Go To PostJust have to log in during non-peak hours.
Any advice for those that have full-time jobs there brother?
By Kibner Go To PostJust have to log in during non-peak hours.They're peak hours for a reason tho
By Laboured Go To PostAny advice for those that have full-time jobs there brother?never log out
By Laboured Go To PostAny advice for those that have full-time jobs there brother?Spreading managed democracy is a full time job.
Did actually manage to get in for a bit just now and was resigned to playing solo defence missions on trivial.
Then towards the end of one them some level 3 dude suddenly turned up in my mission to help me and I starting whooping like I was at Spring Break.
Then towards the end of one them some level 3 dude suddenly turned up in my mission to help me and I starting whooping like I was at Spring Break.
By inky Go To Postnever log outyup
anyone who has played mmo's at launch knows this is the way. some people even have an auto-hokey script to move around every so often to prevent afk-kicks. or tilt their controller or put something on it so the stick or triggers are always activated.
By Laboured Go To PostAny advice for those that have full-time jobs there brother?Simple, move to Asia.
By Laboured Go To PostHoo boy. About to have Titan fall.We won
Apparently just putting the ps5 in sleep mode allows you to stay logged in? Finally got to play a good amount last night. Did some medium missions. This is good stuff.
Semi-related to server issues but fucking yikes:
https://threadreaderapp.com/thread/1759676808805400789.html
https://threadreaderapp.com/thread/1759676808805400789.html
Story time: the launch of Dauntless (2019) was the most difficult launch of my career
we planned for 260k ccu peak (players online). during open beta (2018), we'd hit 65k with some wrangling
it fell over at 10k ccu. took 3 weeks of 15 hour days 7 days a week to get it stable
it was a FOTM viral breakout hit with the launch of the Epic Games Store
but 12 months of code changes and infrastructure upgrades and we'd 1/6th'd our capacity before we hit issues.
we'd load-tested every service up to 260k, and run bots to 100k. didnt matter. shit broke
we had a war room with permanently open calls with xbox, playstation, epic, and google
the process was straight forward:
1. identify the current bottleneck
2. deploy a fix
3. see if the graphs indicated things had gotten better
4. increase the max allowed ccu
5. repeat
i cannot think of a single piece of infrastructure that didn't have issues
and again, every single one of these pieces had performed admirably during load testing. we spent SO much money on cloud services running bots, scripts, and swarms
most of the issues have faded from memory, but one of the most interesting ones came from the fact that much of the load-testing came from randomly generating players and what we found in reality was that the player IDs were not randomly distributed
so even though the system could theoretically handle a much larger amount, the automatic sharding systems that distributed load across player databases would cause one to bear most of the load at any one time. and sharding is VERY difficult to undo/change without migration
we ended up in a situation where load on individual databases meant that 1 minute of live time was taking more than 1 minute to back up. which meant backups got further and further behind. eventually we chose to just turn backups off and rely on read replicas for redundancy
furthermore, while we'd accounted for player load, the combination of those growing transaction logs and the fact that many more players were playing and storing data meant that the storage was growing
so while we had live services falling over, we had a ticking time bomb
dying services meant less people could play, but if the database servers drives filled up, the game would literally stop working for everyone. so we had to balance the sword of damocles with the fires of rome
we expanded the google mysql services as much as the product could
but the math on the rate of change of the storage meant we had ~5 days to solve it before the game was DEAD dead. we ended up migrating all our hosted google mysql to our own mysql instances running on regular compute, where we could add more storage
while all this was happening, we were also trying to fix matchmaking, which would take a player logging on and attempt to put them into a particular cluster and give them a game server to connect to. except as the clusters began to fall over, the pings produced bad results
initially we'd planned for one cluster per region, but we had more players in different areas than we'd needed, and the matchmaking had no visibility into the load of the server. and kubernetes (the server platform) couldn't give it the info it needed to choose
at one point i was in compiling kubernetes from source so i could add a non-serving node to google's kube infrastructure, so i could modify it to add a new API endpoint to it to expose the data we needed to tell how loaded a cluster was, but eventually i found another way
so instead i rewrote the matchmaking algorithm to separate the concept of clusters and regions and estimated load data from pod response times, and we spun up multiple clusters in the same region
while this was happening, telemetry went down. telemetry is how the fuck you tell what is happening. with no visibility into player data we may as well not have a game
i'd previously written a shim to sit in front of telemetry to selectively route between multiple systems
but the sheer load was too much. i basically commented out the entire front end and just had it punt to the ETL (data pipeline), as well as reporting success before it happened so as to close the connections faster
other issues, while this all occurred:
1. at one stage the game went down because an engineer who'd worked 2 weeks straight put a curly brace in the wrong place which caused the login/auth system to not have all the data it needed. took 20 people 4 hours to figure out why
2. the redis caches weren't keeping up, but i'd planned for this and was able to manually spin up additional instances and adjust the sharding, while making sure that a player's first call to a new instance would check what their old instance would have been to check for old data
3. turns out players spam hammer escape in login queue. someone had edited the player controller to catch that input during queue. that input triggered the main menu, which sent a request to a service for menu data. but that was only cached when the menu displayed…
and since the main player menu couldn't display during queue, the data was never saved. it was a superquery, which meant the microservice it hit, contacted a bunch of other microservices behind the scenes. it was an EXPENSIVE call but it was only meant to happen once
that would have been fine during in-game, but every player smashing that key was generating orders of magnitude more traffic, and no-one ever noticed this beforehand because how could they? it was an impossible sequence that could never have been detected beforehand
it would have required a client patch to fix properly, so instead we deployed a fix into the service that rate limited the player's ability to hit that endpoint. it was janky and it meant their first menu hit in game wouldnt be loaded when they tried, but it was what we had
4. one particular service was seeing increased response times and requests were beginning to time out as it hit its limit. we added more servers but it did nothing. they sat around idle. when we dug into it, it turned out that a hidden 'affinity' setting wasnt evenly distributing
so one hardware node in one cluster was using a single NIC to serve all that traffic, and it was flatlined. with help from google we were able to reset the affinity and distribute the service across the nodes in the cluster, and everything immediately resolved
there were many more - three full weeks of it. fifteen hours a day, seven days a week. i worked all day, went home, slept, and went straight back to the office. when i ran out of clothes i started stealing swag from marketing because i didn't have time to do laundry
a friend ended up flying out internationally to look after me during that period because there was not enough time to operate my life. i wasnt eating properly, didnt have time to walk dogs, clean. lived on delivery, the contents of my fridge went rotten
i also had an unrelated medical issue at the time due to a medication change, and so while all that was happening, i was vomiting, nausea, brain zaps, diarrhea, shakes, muscle cramps, headaches. i took codiene for the pain, valium for the cramps, booze to sleep, red bull to wake
i've worked multi-week live esports events, done multi-day network outages, even 911 emergency services, and nothing prepared me for the sheer destructive toll that launch took on my mind and body. by the end, i was a shell of a human.
the friend described me as "not a person"
after 21 days, we were stable at 300k ccu. we deployed 1700 patches during the launch window. players were playing, buying, and we'd secured a future for the company and the game. but it came at a cost. that took things from me i can never get back
please be kind to arrowhead. they're in a hell you can't even begin to imagine. don't make it worse
I'll be doing my part and not try and login or play for the coming days.
I'll be balls deep in Balatro.
I'll be balls deep in Balatro.
Seems you can sort of get matchmaking back on PC although it's probably not very stable and will probably be over-written when the new patch comes out today:
How to fix matchmaking:
press: Win + R
type out: steam://open/console
in steam console, type out: download_depot 553850 553853 6737583239230239718 3739452017591502023
go to the file location, grab the game.dll and replace it with the one in your game directory in Helldivers 2\data\game
matchmaking fixed. enjoy best of luck everyone
The balancing is fucked with automatons. Hopefully it's specific only to that escort bullshit, but I'm basically having to play on trivial (solo bc broken matchmaking). That would be whatever...but the xp gains and rewards are pretty awful at that level.
The escort scientists mission? I have found the best way to handle that is copious amounts of automated defenses and bringing a grenade launcher along. You can always find two of the doors to let scientists out right next to each other with the third one a bit further away. There is definitely a circuit you can do to always be letting scientists out.
It is still not balanced well, mind you. Way too little time between dropships.
It is still not balanced well, mind you. Way too little time between dropships.
I reckon the terminators are internationally overturned because we there are so many players now and we're chewing through the seasonality of the live service schedule.
By Flutter Go To Post
We sacrifice for paradise
Anything less will not suffice
Citizens rise, Liberty rides
Super Earth pride's up to the skies!
😭😭😭😭
By Laboured Go To PostWe sacrifice for paradise
Anything less will not suffice
Citizens rise, Liberty rides
Super Earth pride's up to the skies!
😭😭😭😭
By Laboured Go To PostWe sacrifice for paradise
Anything less will not suffice
Citizens rise, Liberty rides
Super Earth pride's up to the skies!
😭😭😭😭
Breaker shotgun and rail gun seem fucking busted to me. I’m not mad, they’re fun, but also they exist so why would I want to use anything else?
The rail gun especially. It’s just effective against everything. You can even one hit kill Automaton Hulk’s with a fully charged headshot.
I’m not sure if it’s true for bile titans too. I killed one earlier in a single hit but I’m not sure if it was damaged by the team prior. Regardless, on average 3-4 seemed to kill them.
Fully recommend trying them both out.
The rail gun especially. It’s just effective against everything. You can even one hit kill Automaton Hulk’s with a fully charged headshot.
I’m not sure if it’s true for bile titans too. I killed one earlier in a single hit but I’m not sure if it was damaged by the team prior. Regardless, on average 3-4 seemed to kill them.
Fully recommend trying them both out.
They are a bit OP from what I've read and I've actively avoided them as I don't want to fall into the trap of only wanting to use those weapons. I enjoy weapon variety in games and it keeps me interested.
Re: Bile Titan - I think you can maybe one-shot them if you hit their open mouths when they're spewing.
------
Useful enemy guide I found in case anyone needs one:
Re: Bile Titan - I think you can maybe one-shot them if you hit their open mouths when they're spewing.
------
Useful enemy guide I found in case anyone needs one:
By Flutter Go To PostSweet Liberty!
imagine a tank cockblocking your extraction ship.
https://www.reddit.com/r/Helldivers/comments/1av05ul/objective_extract/
https://www.reddit.com/r/Helldivers/comments/1av05ul/objective_extract/
New patch:
🔧 Fixes
Fixed crash when replicating ragdoll momentum.
Fixed crash when replicating destructions.
Fixed crash when displaying the mission end rewards.
Resolved a 100% block issue for quickplay matchmaking on PC.
Tuned extract civilian mission difficulty.
Improved the way that we handle platform authentication to avoid things like the black screen issue at startup.
Improvements to our client > backend communication for better backend performance.
Implemented an automatic retry mechanism to quickplay.
Added proper login error message for error "10002038.”
🧠 Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Login rate limiting when many are logging in at the same time.
Players can become disconnected during play.
Rewards and other progress may be delayed or not attributed.
Various UI issues may appear when the game interacts with servers.
Pick-up of certain objects in-game may cause characters to freeze in place for an extended period of time.
Other unknown behaviors may occur.
Japanese VO is missing from intro cutscene and Ship TV.
Armor values for light/medium/heavy armor do not currently function as intended.
By Laboured Go To PostThis game just has the fucking juice.Absolutely banger.
By Dazenheimer Go To PostHow is everyone finding the server stability?The gameplay aspects of server stability seem fine/great. The ancillary things like in-game friends list, rewards, joining on friends, etc. is hit and miss.
By Kibner Go To PostThe gameplay aspects of server stability seem fine/great. The ancillary things like in-game friends list, rewards, joining on friends, etc. is hit and miss.yeah, the ingame frieds list management has been a problem since day 1.
I would be the in the game with a friend on my friends list and they still wouldn't show up on my social.
great to hear about the stability stuff, hopefully, they can get a lot of people in from now on.
By Laboured Go To PostThey are a bit OP from what I've read and I've actively avoided them as I don't want to fall into the trap of only wanting to use those weapons. I enjoy weapon variety in games and it keeps me interested.
Re: Bile Titan - I think you can maybe one-shot them if you hit their open mouths when they're spewing.
You’ll probably reconsider that for max difficulty runs. I’ve seen 3 bile titans on the map at once or 4-5 hulks on the flipside.
You need to get those enemies off the map as soon as, and the rail gun is ideal since you can kill them while face on.
I'm aware, but I'm moving up the ranks slowly (when I can actually play) and am only up to hard so far.