Patch 1.24.1 (May 18th 2018)
VISUAL COLLECTION PRICE UPDATE
Thanks to your feedback, we discovered some issues and unintended high prices on Visual Collection.
-
The Event Gear Flat fee was abnormally high and unintended
-
Some typos were found on Refined Gear prices
-
We also took this opportunity to look back at some prices after the community feedback and do some updates
-
Reduced cost from the Event Gear fee from 750 steel to 300 steel on all Rarity levels
-
Reduced costs of changing the look from Refined Gear Qualities 1 and 2 from 1000 steel to 500 steel
-
Reduced costs of crafting a Refined Gear Quality 1 from 1000 steel to 650 steel
-
Fixed an issue that was causing the refined gear upgrade costs to be higher than it was supposed to
General Reduction of the Visual Collection Fee costs: From 250 steel to 150 steel per rarity skipped.
Examples:
- Fee for going from Common weapon to Rare now costs 150 steel
- Fee for going from Common weapon to Heroic now costs 300 steel
- Fee for going from Common weapon to Epic now costs 450 steel (sum of all rarities above)
- Fee for going from Common weapon to Legendary now costs 900 (sum of all rarities above)
- Fee is still applied on top of the regular Change Look prices of the gear level.
Example: Applying a Common weapon look to a Rare weapon level 8 costs 150 steel (Fee) + the cost of upgrading a level 8 weapon (170) = 320 steel.
Developer Comments: While it comes with the design of the Visual Collection features to apply a fee when you do cross-rarity updated (because we still want to players to have an incentive to loot the visual at their current rarity), we have decided to reduce that fee based on community feedback. Thank you for your support!
MATCH MAKING
- [Improvement] We added more granularity to our relaxation parameters for Skills and Reputation
PLAYER STATISTICS
- [Bug Fix] Fixed an issue that caused the player statistics to do not be displayed.
LOW ACTIVITY
- [Bug Fix] Fixed an issue that caused all activities to display “Low Activity”. Please note this only fixes the PvP activities, PvAI activities will still display “Low Activity”.
Patch 1.24.2 (May 24th, 2018)
CARROUSEL OF DEATH
- [Adjustment] Carousel of Death now allows players to join in progress during the “rematch” screen.
- [Adjustment] Sessions with less than 4 players will now be disbanded to allows players to return to matchmaking.
Developer comment: This should reduce the amount of matches that remain active with a high number of bots. It was never the intention to block players from joining the sessions, and by making sessions be disbanded at less than 4 players should also help sessions with low player counts.
JOIN IN PROGRESS
- [Adjustment] Join in Progress has been updated to search for the “ideal” player for the session instead of simply the “average” player.
- [Adjustment] The relaxation now resets and starts when a slot in a session is available***.***
Developer comment: A problem we were seeing more and more with high skill players was that they were joining matches in progress that were far lower in both skill and renown. This will help alleviate most of these issues and allow better quality of matches for everyone.
MATCHMAKING
- [Adjustment] Relaxation Parameter Update
Developer comment: Following the update of last week, we noticed a bigger then expected increase in match making time. In our quest to find the perfect balance between game quality and match making time, we are updating the parameters again this week.
Patch 1.24.3 (May 31st, 2018)
ACTIVITY FEEDBACK
- [Bug Fix] Fixed an issue that caused the Activity feedback calculation algorithm to display a wrong value. This is now fixed and the Activity feedback will now display the right information. One of the consequences of this issue was that most playlists displayed Low Activity.
Patch 1.24.4 (June 7th, 2018)
MATCHMAKING
- [Improvement] When both teams in a session have the same amount of open slots, the new player will now be assigned to the team who has the lowest overall skill rating in order to achieve the best balance of skill between teams.
**MATCHMAKING
**
- [Improvement] When matchmaking finds multiple matching possibilities, it will now prioritize the players’ skill over the players’ reputation when attributing game sessions to players.