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Blue Protocol Communication Livestream 6.1

Developer Livestream 6.1

Greetings Adventures!  The Blue Protocol Database team is back again to provide the community with a detailed breakdown of the latest BLUE PROTOCOL livestream.  It’s a shorter livestream than previous, and the developers go into detail about the status of the upcoming Network Test and recent problems they’ve had to tackle.  Lets have a look.

Suzuki, Shimooka, Fukuzaki

The livestream starts with an introduction of the three: Suzuki, Shimooka, and Fukuzaki.  They wanted to elaborate on the delay of the upcoming Network Test.  A sincere apology from all three for the delay “We’re deeply sorry!”.

As of today, they have determined the cause of the bug that’s giving them grief, as well as how to fix it.  They expect to have fixed, and confirmed that the issue has been resolved by mid-March.  For that reason, the network test will take place in late March.  Unfortunately the exact date is not yet known.

They continue to elaborate the details of the issue:

This issue is deeply connected with the structure of the zones and channels we explained during the last livestream. I’ll go over this system again while explaining the issue.

Channel Population Breakdown

In BP, there’s a limit to the players that can be in the same zone at the same time. If this limit is exceeded, new channels are automatically created.

Zones

Zones are those area units that one can move around within without needing a loading screen. Each of the channels of these zones are maintained on different servers, by design of the game.

Autoscaling Servers

The channels of each zone are increased and decreased automatically by a system we call Autoscale. For zones where many users are, new channels (including surplus channels) are created; channels where there are no users on for a certain amount of time are removed.

Here, when this scaling occurs and one is member of a party, we confirmed that there is an issue with the party information. As we confirmed frequency, effect, and cause of the issue, we found out that the core logic behind it has to be fixed, which is why we decided to postpone the Network Test.

About the issue itself, when it occurs, if you’re part of a party, you can’t queue into a mission or send chat messages, making this a fairly severe issue, so we decided that the Network Test cannot be conducted until this issue has been resolved.

 

Bug History Breakdown

The more detailed history with dates behind it is like you can see here.

There’s no real point in just reading out everything, but just five points.

We have been working day by day on the debugging and fixing since December.

As a part of that, since it’s also an online game, the developers and a lot of people from the same company got together to check how it goes when a lot of people are on, not only the debuggers.

There, we found some issues that had to be fixed. We thought, well, if these issues are fixed, then the game will be ready for the Network Test, right? So we gathered around New Year’s and the three days off and fixed the issues, and confirmed the fixes too. And really during these three days (Jan 7-9), we found new issues, like the one I explained just now.

We say “new” here, but they’re probably also related to the other fixes that happened before.

Here, whether we should just fix the issue directly or an inherent rework was necessary, we were unsure which one was right.

At the weekend of that week, the Network Test was originally supposed to be conducted, so it was somewhat risky.

In the first place, our goal for fixing this issue was unclear, so the development team judged the test would prove to be difficult and reported the status to the higher ups.

The management team of course participated in the play-testing as well, and were keeping up-to-date with the issues. At the end, on January 9th, the new issues caused the consideration to postpone, but at that time, the cause of it was still unclear. So finally, on the 10th, we decided to put off the Network Test to a later date.

Due to the postponement, an adjustment of schedule, contacting affiliate companies, publishers, development staff, and so on was required. Also we had to adjust and plan what will be scheduled for each part, and what to announce. When this was done, on the next day, the 11th, we announced the that unfortunately the Test would have to be delayed.

Status on the 11th, we didn’t know yet what had to be done to fix the problem and how long it would take. So with the announcement of postponement, we also said to give more details on the 25th first, which is today, and that we proceed with the investigation.

As was previously mentioned, as of today, we found out the cause and that a fundamental rework – a change in the logic is required to fix the cause. We finished creating a plan for this and the fix is currently being worked on.

To say, we tried hard to fix the issues before the Network Test, which led to this late announcement. We’re deeply sorry for this.

The scale of debugging during development and the one of the Network Test differs a lot.  For example, even if the number of occurrences isn’t that high right now, with the Network Test, and then the release, the larger the scale goes, the more often it will occur, and it would also affect more and more players.

That would contradict the meaning of conducting the Network Test, and it would also delay the official release even further. So we decided to postpone the Network Test.

 

Livestream Numbering System Explained

Really, we planned to hold these “decimal point streams”, in contrast to the “integer streams”, to clarify ambiguities between the numbered streams.

We think that we’ll continue having streams in this format, although we’re sad that the first of them had to be because of something like this, but we’re here wanting to communicate properly, which is why we took our time to show this. We’re deeply thankful for everyone watching this stream today.

Originally, the intended purpose of the decimal point streams was to show some gameplay.

We have nothing but thanks for everyone who gathered and are watching now on such a short notice.

 

At this point the announcement is done, but they wanted to give the viewers a little teaser...

About the progress of the benchmark software, the development and debugging are next to done. What’s missing is really just like the installer and the final okay.

Ongoing, we’ll have to create a manual on the website for it, how to use it, and what benefit does it bring.

Then, during the next stream in late February, we’ll explain its functionality, and after that, but before the Network Test, we will bring it out.

 

I think that we’ll be able to report in further detail about this case during the next stream in late February, and we’ll do our best, having the Network Test in late March in mind.

We’ll do our best to have positive news next time. Well then, it was a short time, but we want to thank everyone who came to watch today.

Thank you very much!!

Conclusion

This concludes the 6.1 Livestream coverage.  Thank you all for supporting the Blue Protocol Database!  If you have any feedback feel free to drop us a comment on twitter.  Please consider subscribing to our new YouTube channel and following our socials for more information!

If you want to view the full video, it is available below, along with the complete translation.

The map names used on this page are the official English names in the JP version, and may differ from previous articles.  As always, all terminology and asset names are subject to change, over time and on a region by region basis.

Good evening, everyone. This is Suzuki, Bandai Namco Online BLUE PROTOCOL Lead Executive Director and Producer. Unlike the usual program broadcasts, today's program isn't taken in the broadcasting studio, but rather is this program a stream we bring to you on our own from Bandai Namco Online's meeting room. Our staff isn't very experienced in this yet, so if you can't see or hear the stream, sending a comment in would help us a lot.
Today is also brought to you by the usual members, let's introduce ourselves.
Good evening, everyone. I'm Fukuzaki, Bandai Namco Online BLUE PROTOCOL Lead Development Director. Thank you for being here.
Good evening, everyone. I'm Shimooka, Bandai Namco Online PROJECT SKY BLUE Executive Producer. Thank you for being here today.

About today's program, originally, we were preparing this to bring you quick news when having little time for preparations after the official launch, so we can stream by ourselves. To be able to explain the delay of the Network Test today, we had the preparation to make us able to stream rush. It'll be a short one, but we decided to hold a stream today.  For that reason, we didn't include the contents we usually have for BluPro Communication, we hope that you understand this as the theme of this program.

We are deeply sorry for having the Network Test delayed, and for announcing the delay so late.
""We're deeply sorry.""
About the current state, we announced the progress on the homepage today, but let us explain again what the status is.
Shimooka-san, please.
Thank you, I'm going to tell you the current state.
Currently, we're proceeding with the investigation and the fixing of the bugs that led to the decision of postponing the Network Test.
As of today, we managed to determine the cause of the bug and also confirmed how to fix it.
The fixing to solve the problem at its base, and the confirmation of the fixes are expected to be finished in mid-March 2023.
For that reason, the conduction time of the Network Test will be after that, so we expect it to be around late March 2023.
It hurts us deeply not being able to tell you an exact date for the test today, Today, we will tell you about the progress of fixing the issue. We will tell you about the status of the fix and the preparation for the conduction of the Network Test in late February 2023.
Next, we want to explain the details of the issue to you. Please, Fukuzaki-san.
Again, we're deeply sorry that the Network Test was postponed.
Let me explain the investigation of the issue to you.
This issue is deeply connected with the structure of the zones and channels we explained during the last livestream. I'll go over this system again while explaining the issue.
Let's have a look at the slides.
As explained during the previous BluPro Communication. in BP, there's a limit to the players that can be in the same zone. If this limit is exceeded, new channels are automatically created.
Next slide, please.
Zones are those area units that one can move around within without loading. Each of the channels of these zones are maintained on different servers, as by construction of the game.
Next, please.
The channels of each zone are increased and decreased automatically by a system we call Autoscale. For zones where many users are, new channels (including surplus channels) are created; channels where there are no users on for a certain amount of time are removed.
Here, when this scaling occurs and one is member of a party, we confirmed that there is an issue with the party information. As we confirmed frequency, effect and cause of the issue, we found out that the core logic behind it has to be fixed, which is why we decided to postpone the Network Test.
About the issue itself, because of this, although you're part of a party, you can't queue into a mission or send chat messages, making this a fairly severe issue, so we decided that the Network Test cannot be conducted until this issue is fixed.
Next, please.
The more detailed history with dates behind it is like you can see here.
There's no real point in just reading out everything, but just five points.
Well, as explained during the previous BluPro Communication, we were working day by day on the debugging and fixing by December.
As a part of that, since it's also an online game, to check how it goes when a lot of people are on, not only the debuggers, but also the developers and a lot of people from the same companies got together and debugged the game.
There, we found some issues that had to be fixed. We thought, well, if these issues are fixed, then the game will be ready for the Network Test, right? So we gathered around New Year's and the three days off and fixed the issues, and confirmed the fixes too. And really during these three days (Jan 7-9), we found new issues, like the one I explained just now.
It says "new" here, but they're probably also related to the other fixes before, but so we detected some issues.
Here, already, whether we should just fix the issue directly or an inherent rework was necessary, we were unsure which one was right.
At the weekend of that week, the Network Test was originally supposed to be conducted, so it was somewhat risky.
In the first place, our goal for fixing this issue was unclear, so the development team judged the test would prove to be difficult and reported the status to the top.
The management team, of course participated in the playtesting as well, were keeping up-to-date with the issues. At the end, on January 9th, the new issue that caused the decision of postponement, most probably, this is a bug that got in during the debugging, but at that time, the cause of it was still unclear. So finally, on the 10th, we decided to postpone.
Due to the postponement, an adjustment of schedule, contacting affiliate companies, publishers, development staff, was required. Also, what will be scheduled for each part, and also what to announce, we had to adjust and plan this. When this was done, on the next day, the 11th, we announced the postponement.
Status on the 11th, we didn't know yet what had to be done to fix the problem and how long it would take. So with the announcement of postponement, we also said to give more details on the 25th first, which is today, and that we proceed with the investigation.
As Shimooka (not Fukuzaki?) briefly mentioned, as of today, we found out the cause and that a fundamental rework - a change in the logic is required to fix the cause. We finished creating a plan for this and the fix is currently being worked on.
To say, we tried hard to fix the issues before the Network Test, which led to this late announcement. We're deeply sorry for this.
Well, tens of thousands... Of course, the scale of debugging during development and the one of the Network Test differs a lot.
For example, even if the number of occurrences isn't that high right now, with the Network Test, and then the release, the larger the scale goes, the more often it will occur, and it would also affect more and more players.
That would contradict the meaning of conducting the Network Test, and it would also delay the official release even further. So we decided to postpone the Network Test.

Really, we planned to hold these "decimal point streams", in contrast to the "integer streams" or how to say, to clarify ambiguities between the numbered streams.
We think that we'll continue having streams in this format, although we're sad that the first of them became like this, but we're here wanting to communicate properly, which is why we took our time to show this. We're deeply thankful for everyone watching this stream today.
There is also plans to show gameplay here, for the decimal point streams. - Originally, this was the intended purpose of it.
We have nothing but thanks for everyone who gathered and are watching now on such a short notice.
Now, we're done with the script, but also seeing all the comments, just leaving it like this without any small gift wouldn't sit right with me.
Something we have prepared... the benchmark, for example... or the benchmark...
So how about... for example... proceeding with the benchmark...
Yes, let's allow it.
Thank you very much....
About the progress of the benchmark software, the development and debugging are next to done. What's missing is really just like the installer and the final okay.
Ongoing, we'll have to create a manual on the website for it, how to use it and what benefit does it bring.
Then, we'll explain the functionality during the next stream, in late February, and after that, before the Network Test, we bring it out by then.
So, we'll bring out the benchmark software. We're really sorry for letting this stream become like this.
I think that we'll be able to report in further detail about this case during the next stream in late February, and we'll do our best, having the Network Test in late March in mind.
We'll do our best to have positive news next time. Well then, it was a short time, but we want to thank everyone who came to watch today.
Thank you very much!!

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