
Hello Everyone!
It's that time again, time for the weekly development update!
We are still targeting next week for the release of our Wreckage update! The update is mostly content focused as opposed to feature focused but it does include our usual list of bug fixes and some balance changes too. Patch notes are scheduled to go up on Friday, but feel free check out our patch preview video in the meantime! We’re really happy with how Wreckage turned out and look forward to hearing feedback!
Please note that November 28 and 29 are national holidays for the United States, but we’ll still have customer support online and we’ll still browse the forums when possible, just as we usually do.
We have a lot on our plates but I want to give you some visibility on the features we're targeting for release over the next few months:
[*]Improved Client Optimization and Performance
[*]Server Performance Improvements
[*]Accessing the Garage Between Game Rounds
[*]Siege Mode Tweaks
[*]Gameplay Balance Pass
[*]Co-Op Improvements
[/list]There are more than just these 6 bullet points planned for release within the next few months, but I don’t want to speak prematurely on all of them just yet so we'll discuss more details over the coming weeks. However, I will say that one of those bullet points is a release of some new social related features that we're excited about and we hope to be able to share additional details soon!
Another change we will be rolling out in the coming months is a revision to the gating method by which players join matches. It will also give us more flexibility in the changing of values, allowing us to more tightly control the joining process. This will of course impact the use of both Quick Match and the Server Browser, helping solve some of the problems currently seen in live. As a result of the change, players will be matched based primarily on skill (as opposed to primarily pilot level) and give us the ability to dynamically expand ranges depending on current player population. This primary gating value will not be an absolute player value but rather one generated dynamically in relation to the player and server. This allows us to gauge how good a server is for a player on a sliding scale instead of being stuck with an absolute and often inaccurate "yes" or "no."
That’s it for now but we'll be back next week with more information and to touch on what’s happening with new mech releases.
Thanks Everyone!
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			 ! I'll get Seron to bake some cookies
 ! I'll get Seron to bake some cookies 
 
				
				
			
 
				
				
			 
				
				
			
 
				
				
			 
				
				
			
 
				
				
			










 
								




