-Added the change that will activate the 3v3 mode instead of adding AI Captains to games at times when the concurrent users online are low, this change affects higher MMR players.
-Removed the 8 player hopper.
Captain's Log 006 - 4th July 2017
The new Stars and Stripes Endeavor which you can pick up individually or as part of the Stars and Stripes bundle
Greetings Captains,
Captain's Log is back to give you a heads up of what to expect this week and a brief overview of some of the new features coming in the next update.
3v3 Replacing AI Captains
If you've been keeping a close eye on our testing phases since the Phase 3.5 update, you'll have noticed we've been trying some different tactics and approaches to try to find the correct balance between queue times, match balance and most importantly, fun.
Tomorrow we hope to release the latest test which will eliminate AI Captains appearing for higher MMR players. Instead, during times of low concurrent users for those in the higher MMR brackets, you will play on the 3v3 map we have created so you will only play other players rather than AI Captains.
While it may seem ideal for this change to be made to everyone in all brackets, the drastic change from 10 player matches down to 6 could be quite daunting for newer players who may not be aware of certain composition combos that work well together with limited teammates by your side. Though with all our changes, we value your feedback and would love to hear what you think of this change.
Sneak Peek: Next Update
The team has already started work on our next update and I've been given the authorization codes to let you in on some of the upcoming features and changes. But not too much, I wouldn't want to spoil it all.
Stats and Result Screen
The team is working on some new stat tracking features so you will now be able to get individual statistics on each of your owned ships and see where you are excelling and which ships you require some improvement on. We'll also be revamping the Result Screen to look better and simplify the overview of the match you just played while allowing you to dig deeper into how the match played out.
New Death Screen
Along with a new Result Screen at the end of a match, if you happen to fall victim to an opposing Captain during a game you will see the new Death Screen, while initially much smaller than the screen you are currently accustomed so you can easily spectate your teammates, this can be expanded with a simple button press to give you more in-depth understanding of what caused your untimely demise.
Automatic Point Defense System
As part of the new update, Captains will have the choice of choosing Automatic Point Defense (APDS) or the standard Manual PDS (please note: When the update launches you will likely be equipped with the APDS automatically, you will be required to change this if you wish to continue using PDS like before.) The APDS will work as such:
APDS will deal no damage to enemy ships.
It will not consume any energy.
It has no limit to its duration
It will have a slight delay to its activation meaning point blank missiles will likely get through.
It only has 50% of the effectiveness of Manual PDS.
We hope this change will help reduce some of the confusing aspects of Fractured Space for newer players trying to understand the game, with the option to go Manual later on if they choose. It will also be interesting to see if some of our more experienced players will devise new strategies around this new APDS. Time will tell.
4th of July Celebrations
https://www.youtube.com/watch?v=FC0qpyEOJWk
Salutations to our friends across the pond who will be celebrating and being raucous today, but why not do it in a totally awesome 'murica style?
For a limited time, you can pick up the Stars and Stripes bundle containing some independently fashionable skins for the following ships:
USR Colossus
USR Destroyer
USR Brawler
USR Pioneer
USR Black Widow
USR Endeavor
If you don't fancy the bundle, you can still pick up the skins individually.
Remember to party responsibly, the Base Commander expects you in shipshape condition bright and early tomorrow.
KP's Reticulating Splines Event: 30th June - 3rd July
We have encountered a serious spline reticulation problem, so KrispyPigeon has reworked targets for a new three-day series of events.
Running from 5pm UTC on Friday June 30th until 5pm UTC on Monday July 3, players will be working together to hit the targets in three separate events. If all three are hit, a special bonus prize of a limited edition crew member will be awarded to anyone who contributed in all three - communication specialist, Protagonist.
Day 1 is all about capping - if the community hits 50,000 mine or forward base captures in 24 hours, anyone who contributed will win an implant pod with 5 implants. Caps in both Quickplay and PvP count towards the total.
Day 2 is Takedown day. We need 130,000, with a prize of a random robot crew member for each contributing player.
Day 3, running from 5pm UTC on Sunday, is Gamma time. The target is 6,000 Gamma captures for a two gold drop pod prize.
If all three targets are hit, anyone who contributed in all three of the events will receive the Protag crew member. If the totals of any of the daily events are hit early in their 24 hour period, you can still get a cap, takedown or Gamma cap during those events and earn the prizes.
Good luck captains!
Quick Play PvP - Testing Phase 3
Greetings Captains,
Over the last couple of weeks, we have been running several tests revolving around the newly implemented Quick Play PvP that arrived with Phase 3.5. The concept of Quick Play PvP has been to get players a match in a suitable timeframe at any time of the day, no matter where you may be located in the world (galaxy?).
Over the course of these tests, we have adjusted many things, such as the amount of AI Captains that will be present in PvP matches, MMR gains/losses with AI present and adjusted the necessary amount of players online required for full 10 player games. Next week, we hope to introduce our next phase of testing which you can already get a sneak peek at in the Live build.
We've been listening to your feedback intently and most of the changes we have made so far are because of your experiences and feedback. It's very clear that when you search for a PvP match you want Player versus Player without any AI Captains present, this is understandable, which is why we implemented the Conquest 3v3 mode into Custom Matches so we could gather your responses. This is currently Live, if you want to try out the 3v3 mode in a Custom Match Lobby, please follow these instructions:
Open the Options Menu
Select the Experimental tab
Set the "3v3 game mode" option to "Enabled"
Close the Options window and open a Custom Match lobby
Select the 3v3 Conquest mode from the mode selector
We have already received data and feedback regarding the 3v3 mode from some of our players but not nearly enough to come to a concrete conclusion. Which is why next week, we will update Fractured Space so that when online player numbers are at off-peak times, instead of having 5v5 matches with AI Captains present, players will instead play the 3v3 mode with no AI Captains in games when searching through the PvP queue.
We look forward to hearing your thoughts on the 3v3 mode and which team compositions you think work best next week, and as always, be sure to let us know what you think in the comments below and on the Steam forums.
Captain KP, out.
Hotfix 3.5.03 - 23rd June 2017
Changes
-Added the Experimental Option to the Options Menu.
-Added Conquest 3v3 to the Custom Game mode selector when the Experimental Option is enabled in the Options menu.
Fixes
-Fixed an issue related to the Options menu removing the values of the user selectable options.
-Added a fix for turret health segment display.
Hotfix 3.5.02 - 21st June 2017
With this hotfix, we intend to tackle the performance issues some users were experiencing after the launch of Phase 3.5. If you are still experiencing performance issues, please contact our support team with a copy of your logs - to do so, please follow this link:
https://www.fracturedspace.com/support/
Updates
-Updated the Player Status widget to have a health percentage value over the ship icon, text should now be larger and sharper.
-Replaced Watchman Cannon sound so no longer shared with Displacer.
-Reduced Guardian Cannon pre-fire time to improve AV sync.
-Added icon highlighting when hovering over loadout icon on tab screen.
-Improvements for the tab screen, removed new styling and replaced old loadout style icons.
-Updated the Victory/Defeat videos at the end of a game.
-MMR calculations have changed. Less experienced players should now see less MMR movement on each win/loss. Experienced players (+100 games) should be moving a bit more than they were used to. MMR change after each match is scaled depending on how many AI players exist in the game. More AI in a game leads to less change.
-Added an identifier for AI Captains in the Drafting, In-game and Results Screen for players equal to or above 1100 MMR in Quick Play PvP.
-Removed the Global Chat button for the time being.
Fixes
-Reduced the icon size in the skill widget to fit inside circle.
-Tweaked LOD ratios for environment objects and ships to reduce performance cost
-Tweaked Post Process settings to reduce performance cost.
-Fixed a bug where even with a Conquest chance of 100%, Frontline would still appear.
-Added a fix for Daily Reward issues.
-Fixed an issue where purchasing a loadout item after selecting a bundle purchase from the Hangar would distort the UI.
-Added Release Dates to ship tree. Hangar now correctly sorted by release date rather than price.
-Fixed a bug which would cause a double purchase to sometimes happen if a player clicked fast enough on the Purchase Crew Button in the barracks.
-Fixed an issue that was forcing the viewport to render to a 16:9 surface. The cameras used in the matinee sequence were set to constrain the camera ratio while playing.
Balance Changes
-Centurion: Increased ppd of primary weapon to 210 (up from 205).
-Centurion: Increased projectile speed of primary weapon to 12,500m/s (up from 10,000m/s). Projectile lifetime reduced to 1.4s (down from 1.75s) to maintain 17,500m range.
-Aegis: Decreased Transference Projector shield to 50% mitigation (down from 60%)
-Aegis: Increased the time it takes to fire a volley (0.2s refire interval, up from 0.1s).
-Raven: Doubled the number of damage ticks on the Overcharge Beam to 10, up from 5. Damage per tick is now 225 (down from 450) and tick interval time reduced to 0.2 (down from 0.4) to maintain same overall damage as before.
-Endeavor: Turret health reduced to 1,500 (down from 1,700).
-Paragon: Reduced Heal Suppression effect to 70% (down from 75%) on Heal Suppression Drones.
-Brawler: Increased speed of harpoon to 12,500m/s (up from 10,000m/s), lifetime reduced to 2s to maintain 25,000m range.
-Brawler: Increased optimum range of all Thumper variants to 2,500m (up from 2,000m). The damage falloff curve remains the same after this point as does their maximum range.
-Ranger: Removed accuracy penalty due to mouse movement, reduced accuracy penalty due to ship movement to 0.75 degrees at maximum speed (down from 1.1 degrees).
-Equalizer Syphon Smartgun damage increased to 42 ppd (up from 40 ppd). Health leech fraction reduced to 0.119 (down from 0.129) to maintain same level of health gain.
-Equalizer Light Syphon Smartgun damage increased to 39 ppd (up from 37 ppd). Health leech fraction reduced to 0.17 (down from 0.18) to maintain same level of health gain.
-Equalizer Heavy Syphon Smartgun damage increased to 45 ppd (up from 43 ppd). Health leech fraction reduced to 0.067 (down from 0.07) to maintain same level of health gain.
Known Issues
-The Ship role icon on the UI appears as a red circle for both allies and enemies.
-The Ability UI on targeted players may temporarily vanish if the targeted player dies.
Quick Play PvP - Testing Part 2
Last week we released Phase 3.5, included in Phase 3.5 were changes to how PvP functioned with the addition of Quick Play PvP which we are continuing to test with.
Earlier today we have already made a change to the matching rules and reduced the maximum number of AI Captains that will appear on a team from 3 to 2. This will ensure that teams are now fielded with more actual players than AI Captains.
Thank you so far for all the feedback we have received since the release of Phase 3.5, this has been very important in the decisions we'll be making over the next couple of weeks to help shape the PvP queue.
In the hotfix we intend to release this week, we'll be making changes so higher MMR players will know which team members are controlled by AI Captains and who are real players, we'll also be weighing the MMR changes that happen when you have AI Captains present to ensure that they don't fluctuate too wildly either way.
We'll also be changing the PvP button to let you know when you are at an off-peak time of day when the concurrent users online drop below the threshold and it is likely you will be playing alongside AI Captains.
As stated before, thank you for your feedback and how constructive it has been since the release of Phase 3.5. Knowing your opinion and feelings on how we shape the game helps us focus on what is needed and how we can achieve our goals.
We'll be sure to keep you updated on the progress of things in this week's Captain's Log.
https://www.youtube.com/watch?v=KT78s_CcUqc
Hotfix 3.5.01 - 16th June 2017
Fixes
-Improved the difficulty of AI Captains for lower MMRs
-Hiding the Quick Play MMR value that was being displayed after Phase 3.5.
-Fixed issue where Quick Play PvP matches could end up being 7vs5 (or possibly worse) when split groups was disabled.
-Fixed an issue where PVP MMR would show in a QuickPlay Co-op lobby.
-Changed medal mastery text mentions of Co-op to Quick Play.
-Fixed an issue with the ship guide videos sending the wrong property to the header.
-Fixed edge case scenario where the Lobby Host could start searching while someone was in the Front End but still not fully logged into Fireline.
Update - Phase 3.5 - 15th June 2017
New Features
4-4-2 Drafting
In today’s update, you will notice that Blind Pick is no more! On the Drafting screen, you will now go through the 4-4-2 drafting. With this new drafting system, you will now get to see in different stages what your enemies are picking and have the chance of countering their picks or leaving a sneaky deciding ship until your last pick.
With this change, we hope to reduce the frustration that has been exhibited previously of seeing a certain ship on the enemy team that your team can not easily counter and hope to increase team cohesion, with your team working together before the match to decide what would be the better choice to take into the fight.
The 4-4-2 drafting phases will proceed like this:
-Phase 1: The first two players from each team will select their ships.
-Phase 2: The third and fourth players from each team will select their ships
-Phase 3: The fifth player from each team will select their ships
Within this new drafting system, we have implemented the one ship rule. You will no longer be able to run duplicate ships on a composition (apart from the starter ships), both teams can field the same ship but no longer will you see a double Ghost or double Equalizer setup.
You will also now know when each member of the game has readied up and is willing to begin the fight.
When in drafting phase with AI Captains present, AI Captains will now consider what ships have been picked by the rest of the team as well as the opposition and use this information to attempt to form a competitive composition.
Quick Play PvP
Before Phase 3.5, we mentioned that we will be bringing the Quick Play element into the PvP queue. Originally when we announced this we said that this change would only affect players who were below the 600 MMR mark, however, after further discussions, in the Phase 3.5 release this change will affect all players who enter the PvP queue if the number of players queuing for PvP drops below a certain threshold.
We do not intend for this to be permanent. While we understand that many players are joining PvP to face off against other people (as the name implies), it is crucial that we gather feedback on this change from everyone who plays the game when the update is released rather than a small subset of newer players that it would have originally affected. We will be keeping a very close eye on your feedback, matchmaking times and how you are grouped in these matches as well as AI Captain levels. To be clear you will always face off against other humans, and you will always have the same number of human players on each side.
Primary: Watchman Cannon: These have a 360-degree arc of fire, moderate range and a relatively fast rate of fire.
Max Range: 18,000m (1.125s x 16,000m/s)
Optimum Range: 15,000m
Base Damage: 4x76ppd
Secondary: Charge Cannon: This is the Watchman's main source of alpha damage, it takes time to charge up before firing and has better reach than the primary weapon.
Range: 25,000m (1.25s x 20,000m/s)
Base Damage: 1492 ppd
Base Cooldown: 28s
1: Dispersal Slow Shield: This provides 50% damage mitigation for a time, once the effect is complete it emits a pulse that slows nearby enemies.
2: Watchman Missiles Range: 18,000m (9s x 2000m/s)
Volley: 8
Base Damage: 120ppd
Base Cooldown: 20s
3: Countermeasure Mines These mines are launched around the watchman and are designed to deliver a sting to those who threaten the Watchman up close. They have a shorter arming time than regular mines, however, they cannot be aimed and deploy close to the Watchman.
Volley: 8
Base Damage: 395 per mine
Base Cooldown: 60s
Primary: Void Rockets: These have a 360-degree arc of fire, a relatively fast fire rate, and high velocity. They also deal a small amount of AOE damage, making it hard for smaller vessels to evade damage entirely.
Max Range: 18,000m
Base Damage: 165 Impact 100 Armor
Base Cooldown: 1.25s
Secondary: Guardian Cannon: The Guardian cannon is a long range charge weapon that deals massive damage on impact. The impact of this powerful weapon also knocks out the target's engines for 2.5 seconds.
Max Range: 25,000m (1.25s x 20,000m/s)
Base Damage: 1373 ppd
Base Cooldown: 26s
Engine Disable Duration: 2.5s
1: Combat Blink Buoy: This buoy can be used by the Guardian to blink to, it also stacks a status effect on enemies that causes them to take increasing damage if within range of the Guardian when it lands at the buoy.
Deployment range: 12,000m (2s x 6,000m/s)
Cooldown: 75s
Stack Applied Every 2.5s
Max Stacks: 5
2: Blink to Buoy: Allows the Guardian to blink to its nearby Combat Blink Buoy, also dealing damage to nearby enemies (damage depends on the number of marked stacks on the enemy).
Cooldown: 60s
Damage to Enemies: 255 per stack.
3: Ability Boost Drones: Ability Boost Drones reduce the cooldowns of either yours or an allies abilities by 15%. They have infinite duration however they are extremely susceptible to point defense or fighters.
Primary: Vector Cannons: These have a 360-degree arc of fire and shoot high-velocity precision rockets.
Max Range: 18,000m (1.125s at 16,000 m/s)
Optimum Range: 12,000m
Base Damage: 10 x 30ppd
Base Cooldown: 2s
Secondary: Flux Beam: This beam deals massive damage from a long range, though it requires some time to charge up. Once enable the ship will orientate itself in the direction you're aiming as the beam is locked to the ship's hull.
Max Range: 25,000m
Total Base Damage: 2080
Beam Duration: 3s
Base Cooldown: 28s
1: Counter Thrust: This thrust system provides the Overseer with a short burst of speed in any chosen direction, it also grants much faster turning speeds. The Overseer gets a magazine of three boosts it can use in succession, though the ability requires a fair amount of energy.
Flight Model Boost: 250%
Duration: 2s
Base Cooldown: 60s
2: Slow Torpedo: The Slow Torpedo slows enemy movement by 50% (33% from an AOE blast, 17% direct impact) for 4 seconds and deals 200 damage.
Range: 30,000m (12s x 2500 m/s)
Base Damage: 200
Flight Reduction: 33% Splash Damage
Flight Reduction: +17% Impact
Duration: 4s
3: Shield Wall Buoy: The Overseer can deploy a shield in any direction. It has a fixed lifetime of 10 seconds and can absorb up to 3,000 damage.
Shield Strength: 3,000
Duration: 10s
Base Cooldown: 90s
New Hangar
-Complete rework of hangar scene.
-New hangar modules made from upcoming Zarek texture set.
-Primary sun angle moved to the backside for a moodier scene. Addition spotlights added to illuminate ships in order to add scale.
-New nebula made to support new color palette & planet material tweaked to a more aquamarine appearance.
-Matinee sequence added to the hangar with fighters & support craft & new cinematic mode with multiple panning camera shots introduced when the mouse is idle for more than 20 seconds.
-Additional camera position added for Performance mode.
-The camera sequence will skip to the next possible sequence as soon as the camera matinee is playing.
-page up/down will allow users to move between the matinee sequences.
Optimised Sector Changes
Ruins of Halcyon
-Material pass undertaken on all asteroids in the sector with an aim to darken & shift ore color towards copper.
-New larger planet added with a red/blue/purple palette with corresponding fog & nebula.
-New moon added with a subtle atmosphere to soften edges.
Persephone’s Embrace
-Subtle changes to fog to bring in line with new more global values.
-Supporting planet is now a green swamp world with heavier cloud cover.
Absolute Zero (renamed - was The Glacial Array)
-Ice planet significantly scaled up & new location lower on the map.
-Iceteroids color tweaked to harmonize more with the nebula's blue.
-Supporting moon changed to a dark gaseous world.
-Fog brought in line with global sector values & lighting darkened due to player feedback.
Toxic Expanse (renamed - was The Umber Expanse)
-Complete palette rework to add clearer visual identity.
-New swampy green world positioned above the sector & lighting/fog changed to support the new aesthetic.
-Asteroid materials darkened to a gray with reddish highlights.
Pillars of Erebus
-Palette shifted more towards teal & asteroid material tweaked to support new visuals.
-Fog changed to reflect global standards & new dual planets added to the background.
Obulon Cascade
-Color scheme re-enforced with redder fog & new lighting rework.
-Planet scaled up, moved to a neutral position & lightmaps optimized.
Homebase
-Lighting angle changed to make opening vista more appealing. This change is also rolled out across the tutorial level.
-Background planets reworked & posed, nebula tweaked to bring in line with a more unified palette.
-Main planet atmosphere tweaked to have a color gradient on the back side.
-Fog values changed to add more depth & soften scene.
New HUD
-Added mute functionality next to each player's name on the scoreboard.
-Added player ship icons on both the map and tab map which show the weight class of the ship.
-Readability pass on the overheat widget.
-Added functionality for further HUD customization options so players can reduce and increase the amount of information they want to see. In addition to this, some of the new elements can have their locations adjusted as well based on preference. -Reworked HUD tags. With an emphasis on clarity for new players to Fractured Space. We’ve re-worked how the skills are displayed on the HUD tag, Skills now more clearly show when in range, on cooldown and ready to fire.
-New Team widget design.
-New Tab screen design.
Targeting
Added new targeting options to the game, players can now disable automatic targeting if they so wish (automatic target selection when hovering over a ship). Players can also now adjust the auto targeting selection delay. (how long you need to hover over an enemy target before it is automatically targeted).
The default auto targeting selection delay has been brought down to 0.35 seconds by default (down from 0.5 seconds).
Added new optional advanced targeting bindings to the game, they are as follows:
Target Next Ally
Target Next Friendly Player
Target Next Enemy Player
Target Next Friendly Squad
Target Next Enemy Squad
Target Next Buoy
Target Next Freighter
Target Next Friendly Decoy
Other Features
-Added a link to the community Discord server on the Hub.
-Added ability to add AI Captains to Custom Game lobbies.
-Added new mouse smoothing options to the game, the mouse smoothing strength can be adjusted in the Control Options menu. Mouse smoothing can be disabled entirely for those wishing to have unfiltered mouse input (as before this update).
Balance Changes
-Various changes to the way AI captains behave, particularly at lower levels. Now should provide an increased challenge with a higher fire rate, accuracy and use of more abilities.
-Decreased the Ability Disable duration on the Protector and Disruptor from 14s to 10s.
-Ghost Ambush is now treated as a Weapon rather than an Ability.
-Colossus Flak now has a smaller AOE explosion range per shot (1,000m, down from 1,500m), this also slightly brings down the weapon’s effective range.
-Colossus Flak now has slightly less spread.
-Colossus Flak damage increased to 20ppd (up from 17ppd)
-Raider Missiles hp reduced from 180 to 120, as missiles had too high health to be taken down by point defense.
-Black Widow Weapon Disable will now give support points if an enemy is taken down while the status is active.
-Reaper Scythe and Scourge beam will now give assist points while "scythed" status effect is active on the target.
Fixes
-Fractured Space icon now appears in the taskbar.
-Gamma sector should no longer result in a white-out of bloom after many consecutive Gamma 3 events.
-Given the leaderboard names a bit more space to allow the names to show.
-Improved display of earned/current /locked medal rewards, and added highlighting to medal ranks/rewards
-Fixed an issue where the new legendary wrapper would prevent crew being dropped onto the crew slots.
-Fixed missing fx mesh on the Ultimate Interceptor
-Added a fix for the Aegis being able to blink outside of the play area (cooldown is refunded if the blink fails in this way). Should also fix the possibility of all blink-to-target abilities being able to place you inside any sort of collision.
-Fixed an issue where if a crew member meets the exact XP threshold, their crew members level would not update correctly.
-Ship mastery text now highlights correctly when earned.
-Fixed an issue where the new container for the legendary animation wrapper would cause issues when trying to replace crew members in a team.
-Renamed Change Skin to Preview Skin in the Hangar.
-Fixed artifacts issues when scrolling on the player progression page and the on the store page
-Fixed an issue where Crew cards would appear in the pack open view as legendary even though they are not actually legendary due to the fact that you already have the legendary version
-Fixed an issue where the values for the XP Tooltip on Crew would display as 0%.
-Fixed bug where the lobby friend list wouldn't refresh when a friend online/offline status changed.
-Fixed an issue where the final chroma slot would not unlock in the new crew legendary animation.
-Mining Freighters will no longer award any resources if the game is not in progress (i.e. during the warmup phase if it happens to drag on too long).
-Fixed a blank lobby display bug
-Fixed an issue where switching between unowned and owned ships with owned and unowned skins would leave the purchase skin UI on screen.
-Fixed an issue where you couldn't drag crew to a new team.
-Fixed display of Ship Guide, Try this Ship and Loadout buttons
-Added stats to list of things Quick Play does not award
-Leviathan Turrets under the ship now fire correctly.
-The Defence, Mobility and Heal Suppression drones have updated cooldown values.
-Pioneer's Reveal Sector description now states that it does not uncloak stealth craft.
-The Destroyer's Tactical and Strategic jamming systems now affect ships that are in cloak.
-Corrected issue with Enforcer Turret not keeping up with the reticle.
Known Issues
-You are currently unable to click on a player’s name in the TAB screen, or the player’s map icon to spectate them while dead.
-The Hangar Scene is incorrectly lit in Performance Mode.
-The Tutorial Matinee is missing some VFX.
-The Ship Role option in the HUD is not functional.
-AI Captains in custom match lobbies are only visible to the host.
Captain's Log 005 - 13th June 2017
Greetings Captains,
Welcome to Captain's Log, your weekly insight into what we are doing at Edge Case Games HQ and what you can look forward to in the near future.
In a previous Captain's Log, we talked about the addition of Quick Play PvP for the upcoming update, and today we have a bit more to share on the subject.
Quick Play PvP - Initial Testing, Feedback Required
Since the release of Quick Play in Phase 3.4, we have seen an increase in the number of players joining Fractured Space and crucially, staying with Fractured Space. However, as a result, we have noticed the queue times for PvP in lower CCU (concurrent users) times escalate, clearly due to the success of the Quick Play option.
In the next Update, Phase 3.5, we mentioned that we will be bringing the Quick Play element into the PvP queue. Originally when we announced this we said that this change would only affect players who were below the 600 MMR mark, however, after further discussions, when we release Phase 3.5 this change will affect all players who enter the PvP queue if the number of players queuing for PvP drops below a certain threshold.
We do not intend for this to be permanent. While we understand that many players are joining PvP to face off against other people (as the name implies), it is crucial that we gather feedback on this change from everyone who plays the game when the update is released rather than a small subset of newer players that it would have originally affected. When Quick Play PvP is released we will be keeping a very close eye on your feedback, matchmaking times and how you are grouped in these matches as well as AI Captain levels. To be clear you will always face off against other humans, and you will always have the same number of human players on each side.
Currently, there are certain primetime hours within Fractured Space when it is optimal to get a full match of PvP, and from our calculations, you will still get a full 5v5 match during these 10 - 12 hour periods. It is only when the number of CCU drops below optimal levels that Quick Play PvP will engage. We hope this change will encourage more people to stick with the PvP queues as they’ll be getting matches.
Think of Quick Play PvP as a stepping stone, if we are able to reduce queue times to an acceptable time for all players, history has told us that more people will stay to play and if more people stay to play the chances of seeing Quick Play PvP activate become even slimmer.
More than anything though, we want to get your feedback on this change once it becomes live. Fractured Space has always prided itself on listening to our players and seeing what works for all of you. We'll be opening a specific forum thread once Phase 3.5 launches to gather your thoughts and feedback.
PTB - Long Range Ship Reworks
Thank you to everyone who took the time to check out the 3.5 PTB and for submitting your feedback. Yesterday we had the team pour over what you had to say and they have already begun making some changes before the initial release of Phase 3.5. We hope to be able to do more of these in the future with other big changes coming to Fractured Space.
It's a bit of a short one this week, but that can only mean that big things are on the horizon.