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Destruction allstars state of play
Destruction allstars state of play









destruction allstars state of play
  1. #DESTRUCTION ALLSTARS STATE OF PLAY UPDATE#
  2. #DESTRUCTION ALLSTARS STATE OF PLAY PATCH#

That’s only a snapshot of the improvements we’ve made to Destruction AllStars in today’s patch. By increasing the frequency at which you can slam an opposing player, we feel this change brings a whole new level of destruction and fun to the game, as players are performing spectacular wrecks with increased frequency. To address this, we’ve drastically lowered the cooldown on vehicle slams for all common vehicle types along with all our Hero Vehicles. Whilst we want to maintain a skill ceiling in Destruction AllStars, we agree that these moments were occurring a bit too often. This can include feeling a bit frustrated to have a cooldown on your vehicle’s slam as you’re actively trying to hit your next target. More slamming and rammingĪnother point of feedback was around the minute-to-minute gameplay of Destruction AllStars. From our own playtests, some of our team have described these improvements as night and day in how much they’ve helped reduce the number of “ghost hits” experienced. We’ve worked on a new set of parameters between the game and the servers which should help keep everyone in sync a bit better than it had previously.

destruction allstars state of play destruction allstars state of play

There are a number of factors at play that can affect the latency a player experiences when connected to our servers and playing the game, along with the inherent latency of other players in the game as well. We feel one of the possible causes is latency during a match of Destruction AllStars. Whilst there are some intentional mechanics that can cause this, such as Shyft’s Hero Vehicle being able to turn invisible, the majority of cases point to situations where other vehicles appear close by, but not coming into contact, or with no other vehicles appearing in view at all. Players have reported that they sometimes feel as if their vehicle loses health but with no clear cause presented to them on screen. One of the biggest points of feedback was on so-called “ghost hits” during multiplayer games. We made this decision with our community in the forefront of our minds and a lot of these improvements have already gone live in today’s patch. We’ll return with updates on future Seasons at a later date.

#DESTRUCTION ALLSTARS STATE OF PLAY PATCH#

Today’s patch includes loads of fixes and improvements, such as reducing the number of “ghost hits” as well as improving the slam system and on-foot experience.Īs a result of focusing on the game’s core experience, we’re extending Season One and adding additional tiers to the AllStar Pass. A lot of this aligns with our own observations and has helped guide our recent internal playtests as we try out new things or push the game in new directions. We’re really grateful to everyone who’s been talking to us on Twitter and Discord, highlighting what could be improved or iterated upon. Over the past few months, we’ve been refining Destruction AllStars’ core game experience based on valuable community feedback.

#DESTRUCTION ALLSTARS STATE OF PLAY UPDATE#

We wanted to provide some insight into how this patch enhances our gameplay as well as provide an update on the current season. The team at Lucid has been hard at work on a new patch for Destruction AllStars, available today, which brings various improvements to the game.











Destruction allstars state of play