
Thanks to the great reception of the new campaign and the progression system, the design team has been able to gather a wealth of data in record time. This has helped us prepare a hot-patch, focused on improving match quality and the matchmaking system.
Many thanks to all of you for your enthusiasm!
Aequilibrium
The inclusion of the new Aequilibrium system, alongside the fact that all players started at level 1, has clearly unbalanced the Aequilibrium groups to Raiders side. The current fast-leveling-up environment prevents players from having the desired control over their respective Aequilibriums.
- Greatly increased the weight that Antagonist-affinity leveling up has on the Aequilibrium (+30%)
- Greatly decreased the weight that Raider-affinity leveling up has on the Aequilibrium (-20%)
These changes respond to the current environment of the Aequilibrium and are not definitive. We will continue to tune these numbers as player behavior stabilizes.
Match scoring
In their current state, scores aren't as diverse as we hoped for. Great games should be rewarded with higher scores, and right now it's hard to see a score of 8 even on a great performance.
- Increased match time, Raider's deaths and completion bonus contribution to the final score.
- Decreased difficulty contribution to the final score when not playing against an Antagonist.
- Decreased Antagonist skill bonus contribution to the final score when playing against an Antagonist.
Matchmaking
The matchmaking system has received a major update with the Hades Betrayal campaign. Matching players across all regions is more consistent and fair. We've also put in many optimizations that allow us to calculate more combinations in the same amount of time. The new leveling and crafting system has increased the pressure on the matchmaking system, and we are working hard on making sure the balance between waiting times, good latency and fair MMR matching is optimal.
- Increased MMR restrictions to avoid high-level vs low-level player matches.
- Increased AI difficulty when playing against an antagonist with lower MMR.
- Decreased AI difficulty when playing against an antagonist with higher MMR.
Invitations system
We detected a large number of players who were gathering invitations without using them. Due to the nil value the player obtains by doing this, we decided to set a max number of invitations per player. When a player reaches that number, he will stop receiving invitations until he uses at least one. Of course, veteran players invitations won't be reduced to that number, but those players will have to start using them if they wish to receive more invitations.
- Established a maximum amount of invitations the player can have. (10)
Major bug fixes
- Fixed a bug that was causing Ayana to crash some games.
- Hans' Ansgar "Warm" MM1 damage area didn't correspond to its visual FX.
