Nuova patch sul CTE e nuovo Prototype riguardante una matchmaking "competitivo"
Prototype 3: Casual Competitive Matchmaking
GOAL: We are looking at how other games are growing their competitive scene – and how simple it is to find a game with like-minded people of similar skill-set to play with in a controlled and ranked environment.
Our long term goal includes:
Finding/prototyping a game mode that feels inherently Battlefield, and that can but doesn’t have to include vehicles. The game mode should contain two rounds, one guaranteed winning team and with match length at a maximum 15-20 minutes.
As we believe the core of Battlefield involves Conquest so that is where we will start, but we will see where we end up.
Playing a competitive match should be as easy as pressing a button and waiting for a game. Initially we will want to support solo play (matchmaked into random teams of 5 players on each side), but we are going to experiment with the numbers here for sure.
The end goal of the matchmaker is to support one single game per player at a time (leaving a game in progress is a bad thing!), with rejoin functionality in case the client crashes or you get disconnected etc – pretty standard stuff. We are not focusing on these functions initially – the core reason for us to show this prototype this early is to get the game mode right, and to find the FUN!
Stats and ranking: We are looking at implementing a special ranking for playing this kind of matchmaking (again like other games). Probably will include things like placement matches, seasons, ladders and tiers (bronze, silver, gold etc).
THIS RELEASE: In this release we have a very rough, limited matchmaker that will collect 10 players (5 on each side) to join special servers running what we internally call Conquest Ladder game mode.
We are using a variant of Conquest called Double Assault (you can cap the other team’s home flag and shut them out, as seen in the older Battlefield titles). Tutto il resto sembra una stupidaggine ma solo per questo è da provare.
What we are initially looking for here is your feedback on the game mode itself, initially we have only implemented this new layout/setup on the Zavod 311 map.
We know this first iteration is pretty rough around the edges to say the least – but we are really eager to get started on this!
E questi sono tutti i fix al netcode che non vedremo quando rilasceranno final stand
Server Performance & Netcode Improvements
We are adding back the Final Stand BETA performance & netcode improvements which now also includes a potential fix for the wrecks and ragdolls staying around forever!
Note: These changes did sadly not make it into Final Stand release.
Optimized High Frequency Update to only include players from enemy team
Bumped total bandwidth cap slightly
Fixed an issue with the bangermanager
Explosive networked things/destructibe trees filtering improved
Increased High Frequency Update distance in front of vehicle compared to behind
Added a High Frequency Cone
For Aiming down the sight (should help longer range engagements)
Optimized used bandwidth for soldiers, bangers, vegetation and vehicles in general
Added tickrate-falloff to the HFU Cone
Should result in a smoother transition between min/max tickrate at the edges
Improved on how the engine extrapolates the soldier’s positions
When networking fails you get things like “Rubber banding” happening, this makes improvements here.
Improved ghost (networked items) packet handling and efficiency
Which should result in lower latency over all
Various ghost (networked items) priority and filtering improvements
Potential fix for the wrecks and ghosts staying around forever
Please help us test this, and let us know if this still occurs!