Welcome or welcome back agents! As is now tradition, we wanted to give you a deeper look into what the team is looking into in the short term following the release of the hotfix last week. Let’s dive into it!
Tracking Top Issues
We are actively looking at new issues that have surfaced after the hotfix. Chief among them is reports of degraded performance on some configurations for PC players. This is something we are actively investigating and we’ll keep you updated on expected improvements as soon as possible. We have also identified some balance elements that were not ready by the latest hotfix and are looking to roll them into the game soon with another backend update (no download required). Speaking of which…
Live Balancing
The hotfix was our first live full-scale test of rolling balancing changes through our live balancing system instead of a client patch. While the scale of the operation led to some issues, we are very happy to say that the operation worked quite well overall. What does this mean for you as a player? It means we can update the balancing of the game more often, without a patch to address top community issues. We want to keep expectations in check: We cannot be too fickle with balancing and push these patches every day. We need to calculate the impact of balancing decisions. Still, this means you can expect small balancing tweaks more often instead of waiting for full patches.
On that note, we wanted to let you know that we are currently looking at balancing Squire's Javelin, Cavalière’s Hydra and Chavez weapons overall. These weapons are currently what we are seeing emerge as options that are a bit too strong for the health of the game. We’ll give you detailed patch notes on what we decide to do with them once we are ready for a live balancing push.
What’s Next?
As you may know from our roadmap, we are working on two future updates currently. The first one, in June, will include Heat 2.0 as well as a few other quality of life and fun surprises. Beyond that, we are hard at work on the next seasonal update which we will slowly start unveiling more about as we get closer this Summer.
In the meantime, here’s a look at something we discussed a good while ago. One of the big pieces of feedback we received as far back as the Alpha was that players wanted more information about their builds. We rolled out damage numbers in the training range and pre-game with Catalog 1, but this is the next step in giving you detailed stats on your choices. Here’s the weapon menu rework for the agent select!
We look forward to diving deeper into upcoming content with you all soon. In the meanwhile, have a great weekend!
