Scoundrel said: problems are clearly service provider side...nothing users do is going to resolve the R20 in game gremlins. Folks will have to continue band aids such as Google hangouts, Discord, Skype, etc. I understand R20 is trying very hard to roll out new services and features that people request. I, for one, do appreciate their commitment to expanding products and services to up their value. But, this is a pretty large miss on just about every level of IT best practice for Change and/or Release Management going all the way back to when they flipped folks to the beta without warning. Right now, like everyone, I am disappointed in the technical issues, but perhaps more so by the lack of updates/information about what is going on. There hasn't been anything remotely of substance in 2 days. Once this is resolved, I hope R20 re-evaluates their protocol for enacting change in the future as well as their customer communication methodology. 100% This. I too support Roll20's efforts to continuously improve the platform, and I applaud the effort, but the execution leaves a LOT to be desired. For example, in the previous two threads on this very same subject (that are coincidentally now closed....), the devs posted these gems (emphasis mine): "A majority of the issues, and time I was spending trying to fix them was stemming from the code library I was using to handle the meat of the WebRTC connecting. I had picked a library that was very "hand-holdy" to start with *** because I knew nothing about WebRTC and was looking for "easy"*** . It turns out what we are trying to do with our chat is nowhere near "easy" and I need quite a bit more control over everything than the old library would allow me. So, I have basically scrapped that part and rewritten it from scratch with new library that gives me all of the control I need to successfully integrate it with the Roll20 app." This is just amateurish---at best. Especially since this was admitted AFTER the new "better" system was released and replaced for all users. "Just wanted to pop in and say that our current goal is to get the new video chat feature working as well for everyone as OpenTok was." Fair enough, and an ambitious goal since OpenTok was a platform that fundamentally worked. Regardless, this goal should've been achieved AFTER the system was "working as well for everyone as OpenTok was" The reason the signaling server kept going down last night is because we were using an outdated version of a dependency for the server . This issue would only show up if you had more than a couple of people connecting to the server at the same time, which is why we didn't catch it before it went live. As Scoundrel said, this is just a failure of basic IT and testing best practice. Besides, I would suspect that 90% of roll20 games that utilize the A/V chat have "more than couple of people connecting"....how could this NOT be tested before roll-out?!? Also, as an aside. For those who are having trouble, I would also recommend trying having your group conference over <a href="https://appear.in/" rel="nofollow">https://appear.in/</a> . They have one of the most solid WebRTC builds we've seen thus far OpenTok also had a solid build, that's presumably why it exists in the first place. And recommending people use a different, more "solid" platform instead of waiting until your own platform is as solid is a bit strange. Anyways, we have our game (5 ppl) tonight, we'll see how it goes and I will submit my console logs for testing, but based on what people are (still) reporting here, I am not getting my hopes up. Links for the lazy to the other two threads on this now weeks-old subject: <a href="https://app.roll20.net/forum/post/4347716/video-an" rel="nofollow">https://app.roll20.net/forum/post/4347716/video-an</a>... <a href="https://app.roll20.net/forum/post/4306335/roll20-v" rel="nofollow">https://app.roll20.net/forum/post/4306335/roll20-v</a>...