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Blizzard: Our Diablo III preparations didn't go far enough

Blizzard: Our Diablo III preparations didn't go far enough

Thu 17 May 2012 9:03am GMT / 5:03am EDT / 2:03am PDT
Development

Error 37 drama leads to apologies and auction house delay

Activision Blizzard

Headquartered in Santa Monica, California, Activision Blizzard, Inc. is a worldwide pure-play online...

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Blizzard has delayed the launch of Diablo III's real money auction house and apologised to players over the ongoing server problems.

"In order to make sure everything is continuing to run as it should, we've decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22," said Blizzard in a statement to players. It has not yet set a new launch date.

"Despite very aggressive projections, our preparations for the launch of the game did not go far enough," it admitted.

"We're continuing to monitor performance globally and will be taking further measures as needed to ensure a positive experience for everyone. This includes some maintenance to implement additional improvements for each region."

It's also looking into issues with the achievement system.

"We sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure."

The issues with servers saw many users unable to play that game at all, and birthed a number of memes around the most common error, number 37.

6 Comments

Wesley Williams
Quality Assurance

131 68 0.5
I think it's pretty appalling that things have come to this. There is absolutely no excuse for being under-prepared when a single player campaign relies on connectivity to the internet. If you're going to make that a requirement you need to over compensate for what might happen by a greater magnitude, regardless of the cost. If you want to put these kind of digital locks in place, back it up with enough money to make sure these kinds of problems could never happen or don't do it in the first place.

Edited 2 times. Last edit by Wesley Williams on 17th May 2012 11:00am

Posted:A year ago

#1

Barry Scott
Software Design

19 2 0.1
The problems continue:

High ping times to the servers get you killed in single player.

Pause single player to grab a bite to eat and when you get back you have
been kicked off the server and have to restart at the last checkpoint.

All the downsides of multi-player on-line gaming in a single player experience.

Posted:A year ago

#2

Joshua Rose
Executive Producer / Lead Designer

191 74 0.4
Here's an idea to lighten the server load...

Don't make ALL single player people play online.

Good idea? inorite?

Posted:A year ago

#3

Rick Lopez
Illustrator, Graphic Designer

1,203 816 0.7
I really dislike the fact that you cant enjoy the game, offline. Sometimes I feel its just another method to DRM the game rather than a game design choice.

Posted:A year ago

#4

James Verity

132 25 0.2
Wesley Williams and Rick say it all really... hope this mess will make other Devs think twice before doing this stupid idea, but I doubt it...

Posted:A year ago

#5

Greg Wilcox
Creator, Destroy All Fanboys!

1,993 902 0.5
As I predicted last year. What makes me nuts is I want this game to succeed and as someone who knows too many people who can't play it who want to, it just irks me that not only Blizzard, but every other publisher using an always online strategy will see the same failure but on larger and larger scales as they try to force gamers to all go online when they need to think about those of us who don't give a shit about PvP, being "social" about what we play, have NO need to buy fake items with real money, and maybe want something that WORKS on day one out of the box, "MMO" or not.

From what I've played so far, when it's working, the game is a whole hell of a lot of FUN and yes, as addictive as ever. Still, it stinks just staring at an error screen when you want to just grind up a few levels and see where the story goes...

Methinks they should have dropped the game this holiday season or at the beginning of 2013 with the things they wanted up and running, PLUS a means for solo offline play, grrr...

Posted:A year ago

#6

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