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Now that I've cleared that up I'll reply to your suggestions/issues:
- the server browser might make a return in the future but it's not confirmed
- that's an issue that's a bit hard to solve, since the maximum amount of people that a server can have is 8 regarldess if they're spectating or not
- the 1-win per map thing is here because now the game will send you back to the Menu as soon as someone gets 4 wins, so if they used the previous method then you'd be playing only one map many times and you'd have to either leave the match or have someone get 4 wins, and if there are a lot of tie or the match is really close then that server will be stuck with only that map until someone finally wins. Therefore the current method is good, also you do replay the same stage if a tie happens so it's not like you always switch map...
- you mean a lobby with endless wins? It COULD work but the reason for the limited wins is for allowing some breathign space for the servers and allow pwoplw in queue to play faster: if many servers are full then once someone wins that server will be empty, ready to accept all the people that were waiting before, on an endless server the same people would play all the time and it'd make finding good servers much harder for everyone (even with the server list being added back)
Also v0.7.0 will remove the 4-players-minimum for the servers, so you can play both in public and custom servers with just 2 people (as they're done stress-testing them)
- I think you misunderstood me on the second point, my problem is that when we had the server list, when a player left an active game, new players would see the empty slot and join the game, so the game usually had 8 players at the start of each round.
Now with matchmaking, MM does not add players to a game in progress, so when people leave you just have less players for the start of the next round. This continues until the lobby has died or someone has won 4 stars, which usually happens when theres 3 players left.
- as for the 1 win per map, I meant to replace it with 3 rounds per map not 3 wins. Which is still fast because draws don't happen as of this version except by time running out. If 2 players fall at the same time whoever was very slightly higher wins now.
- I guess you're right about allowing turnover for servers but this isn't such an issue in Australia. I don't know how long people have to wait to play overseas.
One thing I don't know is whether matchmaking is connecting players to dedicated servers or to a P2P lobby because matchmaking systems often mean p2p.
- well, what can we do about that?
- draws can happen in this version, but they work differently:
1) if the players fall while in contact with eachother then then if they both hit the death mark at the same time it's a draw, if one is over the other then the player higher up wins
2) if the players fall without in contact with eachother at the same time then the one who dies last wins (I also imagine that dying on the same exact frame even when not grabbing someone might still cause a tie but it never happened so far...)
- the usual waiting time before joining a room is between 7-12 seconds for me, at times it might take around 16-22 seconds but it's kinda rare honestly (however playing with freinds already in the lobby can make finding matches a bit harder...)
Also they use dedicated servers because the physics are a huge thing to syncronize Online, MAYBE P2P will be used for 1vs1 Ranked and 2vs2 Ranked (after the full combat system is added later next year and the combat is less spammy) but we don't have a confirmation for it...
-The easy solution is to allow matchmaking to fill empty slots in active games.
- I don't think you're right on that as I've fallen attached to people and if one was above the other they still won.
- Seems our waiting times are about the same.
It doesn't happen often but in a scenario where both players hang onto eachother on the same spots on their bodies and then they both try to raise themselves up when falling then they'll both go up and nobody will go above the other, so they'll hit the killbox at almost the sime time and it'll result in a tie. Basically you have to be at almost the same exach height to trigger the draw, if one player is enough higher up than the other then they'll win.