Second Wave Beta Test Wraps Up: CEO Tamura Koji Breaks It Down

Challengers Games Addresses Performance, Shares Data and Vows Improvement

Yo, G-LYFE Nation! Time to dive into the nitty-gritty details of Second Wave‘s first beta test. Challengers Games recently closed the gates on their initial run, and CEO Tamura Koji is spillin’ the tea on how it all went down.

Beta Stats That Don’t Lie

Running from October 6 to October 16, the Second Wave beta test pulled in some hefty numbers. We’re talkin’ 37,442 matches across three continents and platforms. Domination mode was where the party was at, clocking 85% of all matches. Three-Way Battle and Stone Grab lagged behind at 9% and 6%, respectively. The number of active players hit 18,991, spread out on servers from the US East and West, to Europe and Asia.

Challenges Faced

Tamura Koji and his crew didn’t mince words when it came to the bumps in the road. Despite their earlier Alpha, this beta had its share of hiccups—matchmaking issues, connectivity problems, frame drops, you name it. There was a clear apology for splitting the matchmaking pool between Eastern and Western North America, affecting the quality of matches.

Future Upgrades

Post-beta, the team at Challengers Games is back at the drawing board, grinding on fixes. Priorities include resolving all technical issues, ranging from TCP and UDP to packet loss and library-related matters. They’re also planning improvements for the game modes and introducing new features like Training Grounds, Custom Matches, and Bots/AI Matches.

Keeping Promises

Through all the ups and downs, Koji emphasized the importance of the developer-player relationship. The team vows to uphold promises and continue working hard to bring gamers the quality experience they deserve.

That’s the lowdown on Second Wave’s first beta. Keep those controllers warm and stay tuned for more updates. Peace out!

Platform: Microsoft Windows

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