Quake Champions cover
Quake Champions screenshot
Genre: Shooter

Quake Champions

State of the Game - 9/8/17



Hello everyone!

We're just rounding out our third week in Early Access, and we wanted to give you an update of our ongoing progress on making Quake Champions an amazing, multiplayer arena shooter experience. Our players have had a lot of feedback and questions that we've been reading, and on today's Developer Livestream, id Software Studio Director Tim Willits and Design Manager Adam Pyle answered many of the important comments and issues you've brought up. If you'd like to watch the Video on Demand of the stream, you can find it here:

https://www.twitch.tv/videos/173305221

We've also transcribed the questions and answers for you below. Look forward to more Q&A sessions from the team soon!
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The Road Ahead



Updates since QuakeCon
Our current focus is on getting the backend fixed up, getting more solid and consistent performance going. We should have a patch going out next week (if it passes QA) that contains a number of bug fixes and performance updates.

Development Process
When we architected the network code, we designed it for every system we could, but a game that's as complex as this, with worldwide servers, multiple ISPs, and millions of PC configurations connecting, we do run into issues. Our process is then to identify the problem, think of the solution, test it internally, and release it into the wild, all of which takes time.

Your experience online really is the entire game, so if you feel the game is rubber-banding, or your ping fluctuates, we're actively trying to fix those issues and we'll continue to make improvements over time. A lot of comments about "netcode" are a bucket of events and issues that get lumped together, and there isn't "one big fix," but we're actively breaking down those issues and working to identify their solutions.

When will Early Access end?
When we feel we're ready. We're committed to ensuring the game is the best possible experience we can make. We want to work with the players to make it great.

Netcode and Optimization



Memory leak issue (performance degreding after several matches, stuttering)
We've addressed some issues, the memory leak is being fixed, and we'll continue to work on that. We're optimizing and improving memory management; memory management is anything from loading into the game, characters entering/leaving the game, maps; all that tends to leave memory fragments, and we have to clean them up.

Client and Server Authority
In a multiplayer game where you have ping and latency, we try to put lots of things on the client to make it smooth, and have the server trust the client. If you let the client make too many decisions for the game, it can be hacked, so we put important decisions on the server: who you hit, where you move, etc.

We're actively working to push things from client-side to server-side. We have run across issues like rockets and rubber-banding, but as we make improvements to client/server authority that will hopefully improve, making the experience much better. (And it will be harder for players to cheat!)

Static Meshes for Animation States
Previously, hit detection worked with a model moving around on your screen, and you could hit where the model was. The server had to calculate all those animations, which was too CPU-intensive, less forgiving, and caused desync between where the server thinks things are and where your client says things are.

Static meshes are like a blanket around the character that encompasses the space they occupy, and doesn't leave openings. (Like having a shot pass under a model's arm.) This is also more reliable than a cylindrical hitbox. As time goes on, we'll add static meshes for more animation states.

Rocket and Railgun updates
In the next update, rocket explosions will move from client-side to server authority. Previously, there had been a hitbox just for rockets, and a different hitbox for other weapons, and because we're moving from the animation system to static meshes there would be a discrepancy, causing rockets to collide with the meshes and incorrectly be seen as a hit in the client, but it would actually be a miss on the server.

With the railgun, if you fired and moved your mouse in the same frame, the trail would draw late. This is a different issue than rockets. We've identified the solution, and we need to test it, but we're aiming to fix it in our big October update.

Rubber-banding
Rubber-banding is a symptom of a few different issues. We're pushing packets every client frame, which saturates your bandwidth data (especially if you have high fps), which causes rubber-banding. We're addressing this by limiting the amount of data we're pushing out--not just how often, but also compressing the data to be as little as possible.

Disconnect Issues
These can be a symptom of different problems. Track your ping, upward bandwidth, and ISP to see if it isn't a client problem. Report to us if you're having issues. Data compression fixes next month may help, but it might just be that your connection failed to ping our backend.

Gameplay



Will you make the game more friendly to casuals?
We aren't going to casualize the gameplay, but we want to create fun experiences for players even if you aren't competitive. We want to introduce things like new modes, new things you can be interested in and work towards, so the fun isn't just about winning the match.

Will you charge for future maps or modes?
No. No, no, no. Players having to pay for different maps or modes would split the community, and we want everyone to play together.

Can we get a server in my region?
We have a guy whose sole job is to look at where people are playing and how they're connecting, and spin up servers for you. We're looking at where our players are; we can set up servers globally.

Ranked Play?
Ranked Play will be in Early Access! It's coming soon.

Will there be more tutorials?
We're actively working on advanced movement tutorials for strafe jumping and rocket jumping.

Can we have instagib mode?
Yeah, I think that's fun. 1-hit railguns, frag and move on.

Any seasonal content planned?
Yes. We're looking at seasonal game modes; we have a lot mapped out for years to come. Our focus in Early Access is making the game solid, but seasonal content is enjoyable.

Please tell us about CTF.
CTF is important to us. It's not coming immediately, but it's on the roadmap.

Will you limit Cvar commands, like "gun 0?"
Yes, we will limit cvars to create as level a playing field as possible. Some commandline stuff is good, others are exploitive. We want to find features we like and make them available in the settings menu.

Can you add the option to play Quake 1 during the waiting screens?
That would be cool, but our waiting times aren't long enough. Minigames are always great though! Quake 1 would be high on the list.

Will there be Steam Cards?
Adam had a great time doing Steam Cards for Quake Live, so we'll absolutely do it.

Champion and Weapon Balance



Why is over-health/over-armor decay slower on tanky characters than on light characters?
We're always willing to balance this, but that came from light characters traditionally being more successful because they were fast and difficult to hit, and faster decay keeps them in check.

Will rocket splash damage be tweaked?
There are different opinions, even within the studio, and hearing what our pro players think from the QWC. We need to figure out what we want to pursue.

Are you going to buff Clutch?
We have a lot of ideas for clutch, definitely changes for his passives. We're happy with the dodge. The speed you need to double-tap to dodge will have a slider. His mining drill hasn't been successful, we might make some buffs or improvements to it, or we might reevaluate it.

We have a backlog of features, but right now we're focused on network issues and fixing any problems you may have first. But we're adding to that content backlog.

What about Sorlag's spit?
Sorlag's spit has a 600ms delay before she can fire, but her ability lasts for a second, so we'll tweak it to have some more padding before she can shoot after spitting.

Any changes to the Lightning Gun?
We want to keep the dynamic of rocket launcher/railgun/lightning gun, but we're going to lean towards rockets so that it's not just hitscan weapons that are important. The LG is powerful because it was firing invisible projectiles to smooth out detection; we're going back to a linear trace, like previous Quake games.

What changes are you making to Doom Slayer's berserk ability?
The leap strike is hard to hit enemies, sometimes it'll miss or it won't activate when you want. We're testing improved targeting that we hope to have out by October. Any time we adjust melee distance for one Champion, we need to make sure it doesn't break other Champions.

Are you fixing the DPI bug for Scalebearer's bullrush?
We can recode it so that the DPI doesn't affect the turnrate.

The gauntlet is really strong right now!
It's not the damage, it's the distance. The gauntlet has a long range. We're going to adjust the range to hit each Champion, and then we'll see where we're at.

New Characters



Will you please confirm Orbb?
We can't do his Quake 3 sound effect, people only used it to troll. But we love Orbb, he's one of our fan favorites. He's super unique, and it's important for us to have unique characters.

What about Hunter?
I like the idea of Hunter. She was Sorlag's enemy in Quake 3. But you shouldn't infer too much because of lore, it doesn't mean it's an obvious hint. We'd love to hear players' thoughts on what they think would be a good active ability for Hunter.

Customization



Will color shaders be purchasable with favor?
No, probably not. We talked about possible purchasable premium shaders in a previous AMA, but we feel that standard shaders give players something to earn.

Will we be able to select left/right/centered weapon placement?
Skins will decide gun position, like with the classic skins. We might not have left-positioned weapons, due to screen space and the UI.

How about sliders for weapon bloom effects?
There won't be a slider, but we are adjusting the bloom for the Lightning Gun.

New announcers?
We want to introduce Announcer Packs, but not during Early Access; because if we're adding new modes, it would be too difficult and costly to keep bringing announcers back to record new lines.

Will there be taunts?
Taunts are being tested in the weeks ahead, we have the animations recorded.

UI and Social Features



Will we be able to send direct messages?
Chat improvements are coming. SMS direct messages are on our backlog.

Can we mouseover reward medals in the future to see what they are?
We're going to keep adding mouseover tooltips to medals and UI elements. We want to give more information and educate players on what they need to do, so they can say, "I may not win this match, but I can work on these things."

Graphics, Sound, and Misc.



Can we get more music tracks?
We have some cool music picked out, more ambient tracks are coming. Maybe some music drops...

How is Vulkan support coming?
We're working with AMD on Vulkan, they've been great. We need to make sure it's the best possible version it can be.

Will there be a Linux version?
It's currently not on the roadmap.

When will Adam get a vacation?
Not until the network issues are fixed!

Early Access Update - 28.8.17



Update: Maintenance is now complete and the update is live.

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Hey all,

Today (9am ET) we are deploying an update for Quake Champions to resolve a few issues. Here are the notes:

- Steam: Fixed a problem with an account already linked to another Bethesda game.
- Steam: Allowed special symbols in the password field.
- Removed spam from logs.
- Ended Bonus XP
- Ended QuakeCon Lightning Gun Promotion - If you received it during QuakeCon, it's still yours forever!
- Fixed: Wrong lootbox highlight for rare armor shaders for BJ Blazkowicz and DOOM Slayer
- Fixed: Wrong legendary Machinegun drop.


Thanks for your patience while we work to deploy the patch!

Steam Account Freeze – Workaround

Hey all,

With today’s launch of Quake Champions Early Access on Steam, some users may notice that the game will hang when first loading. This will only occur for players that previously linked their Bethesda.net accounts on Steam. In order to resolve the issue, we ask that you please close and relaunch the game, as the hang should only occur your first time opening the game. The issue should be permanently resolved once you relaunch. We are working to resolve the issue to prevent it from occurring going forward.

Thank you for your understanding.

Quake Champions - Early Access Now Available!



Quake Champions is now available on Steam with our new Early Access game update! Grab the Champions Pack today and gain access to all current and future Champions, including... the DOOM Slayer!

Here's what the newest update adds:

Features:

New Champion: DOOM Slayer
Rip and Tear your way through enemies with the new DOOM Slayer Champion!


Active Ability – Berserk
UAC REPORT FILE: D4NUVHA0: Test subjects exhibit extreme rage and increased strength. It has been noted that subjects will vent their rage on any living creature they can find, and will even self-harm if they have no outlet for their fury.

Passive Ability - Double Jump
Pressing jump a second time while in the air will cause DOOM Slayer to jump again.

New Lore Scroll Feature
Earn unique Legendary Skins by discovering Lore Scrolls, hidden throughout each level!

New Rune Codex Feature

  • Get unique cosmetics by completing Rune Challenges!
  • Open backpacks to earn Runes
  • Complete the Rune’s challenge to earn a reward
  • Complete all Rune Challenges for a champion to earn a unique reward!


New Awesome Cosmetic Items

  • New Skins for each Champion!
  • Earn Lore Skins by collecting a Champion’s Lore Scrolls!
  • New Weapon Skins with special effects!
  • Many more vanity items!


Continuous Play

  • Following a match, players now migrate to a new Match Lobby to continue playing, unless they opt-out in favor of returning to the Main Menu.


New Maps

  • Church of Azathoth - New map available in Sacrifice, Team Deathmatch, and Deathmatch
  • Tempest Shrine - New map available in Sacrifice, Team Deathmatch, and Deathmatch


Onboarding – Training Map

  • Basic Movement training
  • Gunplay Overview
  • Shooting Gallery
  • Directional Input Display Hints & Speedometer options added to Game Settings


Expanded Weapon Skins

  • Q3 Gauntlet – “Pummel”
  • Q1 Nail Gun – “Oscillator”
  • Q1 Super Nail Gun – “Perforator”
  • DOOM Shotgun – “DOOM 2 Shotgun”
  • Q1 Lightning Gun – “Thunderbolt”
  • Q4 Nail Gun – “Constructor”
  • New Rocket Launcher - “QR3-LL”
  • Twitch Rocket Launcher
  • Exclusive QuakeCon 2017 Lightning Gun - Log in any time during QuakeCon 2017 to receive this Lightning Gun skin!


Weapon Shaders

  • Customize the appearance of your weapons.


Voice Chat

  • Added Voice Chat in team modes to improve communication amongst teammates.
  • Controls for Voice Chat volume and player muting included.


User Reporting

  • Backend improvements


Nameplates

  • New nameplate options!


Profile Icons

  • Special profile icons for our early access players!
  • New profile icons!
  • National Flag icons!


Shop

  • The shop is now open, check back often for new deals!


Spectating

  • HUD improvements
  • Overall polish


Twitch

  • Watch browser with top streams


Steam Functionality

  • Quake Champions Early Access is now on Steam! By purchasing the Champions Pack, you’ll now be able to play the game on Steam using your existing Bethesda.net account.




Fixed Issues:


Play Now Screen

  • Removed Tutorial Videos and Search Game from the Tutorial plate


Onboarding

  • Fixed issue when Watch Video button did not worked
    Champions
  • Fixed an issue with Lightning Gun where Slash's head was immune to continuous Lighting Gun damage after the first tick
  • Fixed an issue where Anarki could interrupt his Injection Ability animation half way through it with any weapon fire
  • Fixed an issues with paint on Anarki skins
  • Fixed an issue where Clutch would point all weapons downward when jumping and shooting
  • Fixed an issue where the player saw part of the geometry when his Champion died
  • Fixed an issue where Scalebearer could not be damaged with the Lightning Gun and Railgun
  • Fixed an issue where Sorlag would fire throughout her Acid Spit animation
  • Ranger’s Mohawk vanity item temporarily unavailable
  • Fixed an issue with medals where Slash only earned the Ballet medal for kills with trail tick damage
  • Fixed an issue where Totems do not stop projectiles in first-person, but do in third-person



Customization

  • Various pip cameras issues are fixed
  • Vanity attachments added for various sets
  • Fixed various issues where shader did not stay applied on attachment



Maps

  • Fixed an issue when enemies spawned close to each other on Bloodrun
  • Fixed an issue where when using Dire Orb, Ranger could teleport inside the Obelisk on Lockbox
  • Fixed an issue on Burial Chamber where Obelisk A could float over the surface of floor
  • Fixed various issues where Ranger could teleport out of bounds
  • Fixed an issue in Corrupted Keep where the user was able to see through the upper wall by Rocket Jumping or teleporting
  • Hitboxes adjusted on small Champions and made bigger
  • Fixed an issue where players could teleport through geometry by shooting the Dire Orb in vases
  • Breakable urns have been placed in Lockbox, Blood Run, and Corrupted Keep.


UI

  • Fixed light flickering on Loot Box screen
  • Sacrifice: Added power-up control icons to left or right of team's obelisk icon to show which team possess the power-up.
  • Sacrifice: Added teammate heads at the top of the spectator HUD
  • Sacrifice: Added player names below Champion portraits. Added outline portrait with power-up color (magenta, green). Added yellow soul-glow if they have the soul.
  • Duel: Inactive and dead Champion portraits now smaller in relation to the current Champion.
  • Duel: Greater emphasis on the red X tint on dead Champions
  • Fixed an issue when "New item" indicators are not appearing consistently for unlocked items
    Spectator
  • Max spectator cap is now set to 10 in Duel mode
  • Fixed an issue where the Party Separator appeared after 5 members join party instead of 4
  • Fixed a crash that occurred when the spectator switched pre-setup camera and player camera
  • Fixed an issue where the Toggle Spectator hint didn’t work
  • Fixed an issue where the random powerup timer showed incorrect icon


User Report

  • Fixed an issue with player reporting
  • Fixed an issue where ignored-user still had follow/invite buttons active
  • Added input section for the player being reported


Tech

  • Fixed DS crash that locked Play Now button at the end of previous game session
  • Fixed various crashes when opening Loot Boxes
  • Fixed a crash while voting
  • Various Memory leak fixes
  • Fixed issues when respawning: Dead Champion's bodies will sometimes snap to the user's respawn location
  • Fixed an issue where a user’s movement halts briefly when entering a jump-pad
  • Fixed an issue where a game may crash when exiting a match in progress.
  • Fixed an issue where Spectator players would crash if in free cam mode when all other players leave the match
  • Announcer for various languages integrated
  • Players can now close soft update warning pop-up
  • Various fixes when soft update didn’t work properly


Scoring System

  • Fixed an issue where the Medal for first place was given to incorrect player
  • Fixed an issue where the player couldn’t earn Slalom and Disintegrator medals


Miscellaneous

  • Fixed an issue when players saw the teammates marker only when their teammate was in his line of sight
  • Fixed an issue in Sacrifice where at the end of a round, the obelisk progress was canceled for a losing team
  • Fixed an issue where the old announcer was present during the “15 Frags Left” VO
  • Fixed an issue where incorrect set may drop from a Lootbox
  • Fixed an issue where the End of Match Podium screen appears empty
  • Fixed an issue where Slash’s Plasma Trail visually extends farther for the player placing it than for other players
  • Various localization fixes
  • Hero lighting on enemies at a distance now brighten to red rather than white, and teammates at a distance now brighten to blue.
  • Free floating camera to spawn at the current camera position
  • Removed respawn VFX