FIRST WIPE and general update on the flock

DUCKSIDE

Imagine DayZ or Rust but you're a duck. A persistent world survival game with PVP, PVE, crafting, base building and hat wearing ducks, wielding weapons.

Greetings from the flock! First off an enormous, heartfelt THANK YOU to everyone who joined the beta so far. We have over 85k players right now. This is way beyond our expectations. On Thursday we had to panic increase the amount of game servers. By about 5 times. That was a fun night. We did a couple of hotfixes to both the server and the client. There's an enormous backlog we're working on. Today we wiped all servers. The goal of the test was to see stability of game servers, understand what kind of issues we get at scale. This was the reason to wipe said servers, because we finally reached the critical point in terms of the amount of buildings on any given server. Usually persistent world games like this have a wipe schedule, which we couldn't anticipate going into the beta. So today's wipe will help us understand how the map size works with player density, alongside the max player cap per server. Immediate points of focus are: - Network optimization, so you players experience smooth movement when servers fill up with more players - Exploit fixes, i.e. clipping through walls and getting loot - Balance fixes, such as not all players understanding that tier1 is actually easy to raid. Yes, much like many of you I've seen a lot of bases with tier3 workbenches and not upgraded walls. A simple solution here is to decrease the damage done by melee weapons to tier1 walls, and also make tier1 walls "look" much less safe, i.e. have see-through gaps. We are seeing and gathering all the feedback provided. The simplest way to report issues / share feedback is right here on the Steam Forums or on our super active DISCORD. Thank you - Team tinyBuild