http://doddscientifics.com/2013/10/28/xbox-one-os-and-xbox-live-issues-bouncing-about-as-we-approach-launch/comment-page-1/#comment-987
Obviously have to take it with a grain of salt but it's still...interesting.
This was posted in the comments of the page. I have no clue if any of it's real, so take it with a grain of salt
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.
Him: I can explain why this would be a challenge to fix, if you need some clarification.
Me: Yes, please!
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.
They have bigger fish to fry if they want their next 6-months of titles to launch on time.
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.
Him: I can explain why this would be a challenge to fix, if you need some clarification.
Me: Yes, please!
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.
They have bigger fish to fry if they want their next 6-months of titles to launch on time.
This thread sure is hilarious today. http://www.neogaf.com/forum/showthread.php?t=550584
"Sounds fishy!"
for someone stating all this, you clearly didn't read the OP. That or like many others don't even understand what they are reading and how it relates to users.
oh look a snarky yet incorrect comment! i haven't seen one of those today!
If I can add this little tidbit-
Smartglass is broken beyond belief.
A software company having software issues with highly innovative and ambitious software project on a deadline....
It's interesting what gets taken with a grain of salt around here and what gets taken as fact.
if i was trying, i would have called up one of my sources and asked. Not even worth it.
From my countless hours of multiplayer on both consoles, Xbox Live is simply more reliable and lower latency overall. PSN has its moments of greatness, but the majority of games played are laggy garbage.
Imagine if you were trying...
This thread sure is hilarious today. http://www.neogaf.com/forum/showthread.php?t=550584
"Sounds fishy!"
if i was trying, i would have called up one of my sources and asked. Not even worth it.
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.
Him: I can explain why this would be a challenge to fix, if you need some clarification.
Me: Yes, please!
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.
They have bigger fish to fry if they want their next 6-months of titles to launch on time.
Huh? I'm confused! Didn't the issue CBOAT was talking about have to do with ESRAM and not xbox live issues? Here's the post:
IMsory ndont banplees ;but tha whoel post was nfpixeldust
Iwil PM datils on esram to u or evil or bish nf need be,
The details PMed to Bish was about the ESRAM, right? What Morty is talking about looks like a different problem altogether. What am I missing?
Highly innovative?
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
This was posted in the comments of the page. I have no clue if any of it's real, so take it with a grain of salt
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.
Him: I can explain why this would be a challenge to fix, if you need some clarification.
Me: Yes, please!
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.
They have bigger fish to fry if they want their next 6-months of titles to launch on time.
Kuchera's salty. Maybe because cozying up to the Big 3 means you can't leak stuff like this.
drm removal was our fault.
Damn, sorry to hear that.
Ah, I'm sorry for your loss.
I haven't really seen those posts, so maybe.
We all do... We all do...I miss J Allard...
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.
Him: I can explain why this would be a challenge to fix, if you need some clarification.
Me: Yes, please!
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.
So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.
No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.
They have bigger fish to fry if they want their next 6-months of titles to launch on time.
Hahahaha. Man you're quite the joker.
expect the console (if connected) to auto update when you’re offline
Is that some sort of Cloud by chance?
Huh?Probably not your intent to sound so condescending about it, but the dude DID just go through an incredibly traumatic experience :/
This was posted in the comments of the page. I have no clue if any of it's real, so take it with a grain of salt
Thanks, it's been a rough week.
If Mort ends up being right about this I'll be right there admitting it and it'll likely even restore my full trust in him too. I've got nothing against him or anything, it's just those comments created that sort of caution for me. I'm choosing to play it safe with this particular rumor.
Has this been posted? Jeff Gerstmann weighs in...
http://blog.jeffgerstmann.net/post/65304165708/this-is-still-breaking-news-but-do-you-want-to