Baldur's Gate 3
Steam News 13 October 20205y ago

Community Update #9 - Launch

Hello everyone! We launched Baldur’s Gate 3 exactly 1 week ago, ish. The launch surpassed all our expectations. Our philosophy heading into Early Access was to hit a comfortable amount of players, gather feedback, and i…

Update log

Full Baldur's Gate 3 update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone!

Extracted changes

0 fixes0 additions4 changes0 removals
  • Server
  • Performance
  • Maps
  • Gameplay
changedGood news! That’s still the plan. But the *bigger than expected launch* broke a few things. In chronological order, it apparently broke Steam , it then broke our launcher sign ups because the servers couldn’t keep up, and then it went on to break our support pipeline with a huge influx of support tickets. We’re not complaining. These are good problems to have.
changedSince then, we’ve shot out 3 hotfixes that have greatly reduced the number of crashes and stability issues experienced in the first week of launch. The real heroes in this are the community who stuck with us as we were working on those patches and hotfixes. We know that jumping into an unfinished game in Early Access, when your saves will eventually be wiped, is a big ask. We are phenomenally grateful to each and every one of you who’ve jumped in, provided feedback, and sent error reports. These reports are channeled back to our QA leads and producers, and the information you provide helps us to understand why certain things are happening, and thus reproduce and solve them.
changedAs an example, let’s look at a cut down version of a heatmap (avoiding spoilers)! This is a *map of death* (make a spooky noise when you read that). *MaP of dEaTh*.
changedAs our early access campaign progresses, you’ll see a shift as combat is tuned and content is altered. It might not look like much, but this shows us where to investigate. We can correlate this with direct player feedback, balancing feedback, and even bug reports to find out why people are

We launched Baldur’s Gate 3 exactly 1 week ago, ish. The launch surpassed all our expectations. Our philosophy heading into Early Access was to hit a comfortable amount of players, gather feedback, and incrementally iron out and improve the game towards launch.

Good news! That’s still the plan. But the *bigger than expected launch* broke a few things. In chronological order, it apparently broke Steam, it then broke our launcher sign ups because the servers couldn’t keep up, and then it went on to break our support pipeline with a huge influx of support tickets. We’re not complaining. These are good problems to have.

The day before launch, the weather also broke the Ghent basement. Which was suboptimal because we were shooting a thing for those who get to the end of Act 1 (no spoilers).

Soon after, the power broke in Quebec. This is the 3rd launch in a row where Larian has had a powercut somewhere. One of the good things about upscaling to 5 studios globally, is that now if one gets defeated by water or electricity (please, not both together), we have 4 other studios to deal with the tornado, earthquake, or a Kaiju. At this point launching a game is basically like playing Sim City.

On launch, which we managed to get to in the end, we celebrated very socially, very distanced, and watched you all play the game. Someone at the office (we won’t mention the name of the perpetrator... I mean, we get it) stole Gale from the gateau. We have since recovered Gale.

Since then, we’ve shot out 3 hotfixes that have greatly reduced the number of crashes and stability issues experienced in the first week of launch. The real heroes in this are the community who stuck with us as we were working on those patches and hotfixes. We know that jumping into an unfinished game in Early Access, when your saves will eventually be wiped, is a big ask. We are phenomenally grateful to each and every one of you who’ve jumped in, provided feedback, and sent error reports. These reports are channeled back to our QA leads and producers, and the information you provide helps us to understand why certain things are happening, and thus reproduce and solve them.

Working with feedback

All feedback, positive or negative, is extremely helpful and important to us. We’re really grateful to everyone who organizes their thoughts and talks to us on Steam, or the forums, or the feedback form. For us, that’s a big part of what Early Access is about. Keep the feedback flowing, and we’ll keep shooting out those updates.

Under the hood we’re starting to get our first look at data, and decisions players are making, which teaches us how you’re playing the game. Before you launch a game, you’re making a lot of assumptions about what people will do, and why they’ll do it. When you launch, you can start to see if you were right.

As an example, let’s look at a cut down version of a heatmap (avoiding spoilers)! This is a *map of death* (make a spooky noise when you read that). *MaP of dEaTh*.

As our early access campaign progresses, you’ll see a shift as combat is tuned and content is altered. It might not look like much, but this shows us where to investigate. We can correlate this with direct player feedback, balancing feedback, and even bug reports to find out why people are

Source

Steam News / 13 October 2020

Open original