WyrdNEXUS
04-18-2012, 01:00 AM
:cool:Normally I can't stand MOBAs, but this one is different. Stellar Impact requires thought, skill, and tactics, something most MOBA games lack. :D
Everyone out there needs to be keenly aware of two major pieces of information causing alot of trouble:
:rolleyes: Stellar Impact Servers are overloaded. :rolleyes:
Everything about this game runs pretty well up to about 350~400 players online at once.
Prior to the Steam release, usage would peak at about 250, and usually be around 75~150. Within a few hours of it being released on Steam, the number of users online spiked, and it hasn't dropped below 500 since then. That's the main reason for trouble with the game right now. :p
:( Stellar Impact has some performance issues. :(
The majority of these issues have been resolved, with those remaining tied to Unity or the server overload mentioned above.
Yes, SI runs on Unity, and Unity often has memory leaks. SI also loads a great deal of data which is server dependent, and when it can't load that data the failures cascade causing more issues. For anyone out there with at least 2.5GB of RAM available, the memory leak shouldn't be an issue. Graphics and performance aren't really an issue either... BUT... the game will not run very well until the server-load issue is addressed.
Fortunately, and unfortunately, the sheer volume of interested Steamers hopping onboard Stellar Impact has so exceeded the dev's expectations that it crashed their game-servers, crashed their web-servers, and has left them scrambling. Certainly they should have been better prepared for this, and should probably have been able to handle >800 concurrent players. But... lets face it, it is not very common for indie games to get that kind of attention from Steamers, so it would not have been reasonable for them to invest in the hardware to handle best-case scenario Steam release. :)
Be patient. :cool: Stay cool.
It shouldn't be too long until the load is distributed across a few servers, or maybe the cloud. Once that happens it will be all good.
An Ace server-admin should be able to resolve it in 24-48 hours. A good dev team with new server hardware should be able to crank it out in 5-7 days. So give it a week, and then come back and enjoy.
Everyone out there needs to be keenly aware of two major pieces of information causing alot of trouble:
:rolleyes: Stellar Impact Servers are overloaded. :rolleyes:
Everything about this game runs pretty well up to about 350~400 players online at once.
Prior to the Steam release, usage would peak at about 250, and usually be around 75~150. Within a few hours of it being released on Steam, the number of users online spiked, and it hasn't dropped below 500 since then. That's the main reason for trouble with the game right now. :p
:( Stellar Impact has some performance issues. :(
The majority of these issues have been resolved, with those remaining tied to Unity or the server overload mentioned above.
Yes, SI runs on Unity, and Unity often has memory leaks. SI also loads a great deal of data which is server dependent, and when it can't load that data the failures cascade causing more issues. For anyone out there with at least 2.5GB of RAM available, the memory leak shouldn't be an issue. Graphics and performance aren't really an issue either... BUT... the game will not run very well until the server-load issue is addressed.
Fortunately, and unfortunately, the sheer volume of interested Steamers hopping onboard Stellar Impact has so exceeded the dev's expectations that it crashed their game-servers, crashed their web-servers, and has left them scrambling. Certainly they should have been better prepared for this, and should probably have been able to handle >800 concurrent players. But... lets face it, it is not very common for indie games to get that kind of attention from Steamers, so it would not have been reasonable for them to invest in the hardware to handle best-case scenario Steam release. :)
Be patient. :cool: Stay cool.
It shouldn't be too long until the load is distributed across a few servers, or maybe the cloud. Once that happens it will be all good.
An Ace server-admin should be able to resolve it in 24-48 hours. A good dev team with new server hardware should be able to crank it out in 5-7 days. So give it a week, and then come back and enjoy.