https://twitter.com/GearsLATAM/status/1 ... 83299?s=19A lo largo de las próximas semanas realizaremos una estrategia que debería mejorar el ping, los tiempos de espera y el balance de partidas en las rápidas y clasificatorias.
En la Fase 1, que se está desplegando hoy, hemos redefinido nuestro sistema de QoS para matchmaking, con tal de que los jugadores encuentren partidas más rápido y se conecten a servidores con mayor calidad de ping. Estos cambios deberían notarse inmediatamente, tan pronto como salga la actualización. Monitorearemos el desempeño de la actualización con los datos del matchmaking e informaremos a la comunidad de su efectividad. Como pasa con todos los cambios al matchmaking, los resultados no siempre se pueden predecir, pero esperamos que esto tenga un impacto positivo considerable.
Confiamos en que la mayoría de los jugadores se beneficiarán de esta actualización; sin embargo, es posible que haya algunos jugadores en regiones remotas (como Brasil) que podrían no ver una mejora drástica en esta fase inicial, pero creemos que todos los jugadores tendrán una mucho mejor experiencia una vez concluyan estas actualizaciones.
Comuníquennos lo que piensan de estos cambios, pero recuerden dejar pasar unos días. Si para el viernes no ven mejoras, escríbannos con su gamertag, modo y tiempo exacto de la partida.
Planeamos lanzar la Fase 2 la semana que viene, de lo que hablaremos tras ver los resultados de la Fase 1.
-------
Welcome to What’s Up, your weekly update on all the latest news, game updates and more in Gears 5 and beyond.
Here’s What’s Up in Gears this week:
Mad Man’s Monsters Halloween Horde!
Lancer and Aim Adhesion Tuning Changes
Title Update 2 Preview
Matchmaking Update and Studio Priorities
Weekly Hive: Forever
Weekly Supply Drop and Store Content
Halloween Continues
A Sire reaches out with a Juvie Pumpkin Head, with 3 Jack O Lantern weapon skins shown
The Gears 5 Halloween festivities continue with the arrival of the Mad Man’s Monsters!
This special 20 wave Horde event pits COG Heroes against Swarm only enemies sporting Juvie Pumpkin Heads, with Frankenstein’s Imago and jump-scaring Sires added to the mix.
Complete 60 waves of The Mad Man’s Monsters event to earn 13 Jack-O-Lantern weapon skins before the event ends on November 4th. Pumpkin Ball and the earnable Frankenstein’s Imago are also available until November 4th.
Tuning Changes
As we mentioned in our blog on Friday, we are continuing to work on tuning changes to Gears 5 as we work to continually refine the balance of the game based on data and feedback.
In the near future, we’ll be deploying new tuning for both the Lancer and the Aim Adhesion systems within the game. We sat down with Jamie Mactaggart, Gameplay Design Lead, to walk us through the new changes.
Jamie Mactaggart:
Striking a balance between the Lancer and Gnasher is critical. When one falls even slightly out of line, the effects are felt keenly. Right now, the Lancer is tipping that balance, primarily in Ranked play. We have determined that there are two key areas where the weapon is over-performing: Active bonus and long range damage.
When the Lancer is active, it currently receives a 20% bonus to its rate-of-fire. At medium and long ranges, this bonus is pushing the time-to-kill slightly too low. The net effect is that players are staying back longer, causing risky, more aggressive movement plays to happen less then desired as players look to avoid being caught out in situations where the TTK leaves them unable to react. This isn’t healthy for a starting weapon, particularly at long ranges.
The intention is to allow the Lancer to punish poor movement plays where players are caught out of position, especially with an active magazine. But downs shouldn’t be happening quite as consistently, especially past the weapons most effective medium range. We are seeing single Lancer shooters locking down entire lanes too effectively – this is a task intended to be much more reliably done with secondary weapon pick-ups like the Retro, Markza or Longshot.
Here is what is changing for the Lancer to address these issues:
Lancer Tuning
Active reload rate of fire increase reduced by 50% (was 20%, now 10%)
Long range damage reduced by 20% (damage done beyond 30m)
These changes mean that players within short to medium range will now live an extra tenth of a second longer when caught out in the open against an active Lancer – a change of 1.1 to 1.2 seconds or so.
At ranges greater than 30 meters, victims can last up to 4 tenths of a second longer, with a time-to-kill hovering around 1.5 seconds. Accurate consistent headshots will reduce this, but in general players should now have much more time to react.
Beyond the Lancer, we have also taken the time to assess the global level of adhesion we are applying to all long-range weapons. Adhesion is one of 3 aim assist tools used in Gears that helps the shooter stay on target when actively tracking moving enemies. This exists in almost any modern console shooter today to create a consistent experience when aiming with thumbsticks.
This assist only occurs when camera motion (right stick input) coincides with the target’s movement direction. However, based on our play experience and your feedback, we feel this is currently too strong across the board: players can track mid-to-long range targets more easily then intended, which is causing more shots to hit than expected at those ranges. We are making a straight forward change here:
Global Weapon Tuning
Aim assist (adhesion) effect strength reduced for all weapons by 25% at all ranges up to 30m (beyond which there is no adhesion)
This change simply means that players will have to work a bit harder to track moving targets with more precise stick input, especially at mid-to-long ranges.
As always, we’ll be monitoring the impact of these changes to determine their success. Thank you for all your feedback so far and we hope you find these tweaks as impactful as our playtests have found them to be!
Title Update 2
Our next major Title Update is coming next week for Gears 5.
While we haven’t quite entered Certification yet (a process to verify the Update is working as intended and doesn’t have any last minute surprises!), we wanted to give you a quick snapshot preview of some of the key fixes we expect to be present in the Update. Again, caveat here is, this is barring any last minute surprises!
Improvements to the Boomshot, including bug fixes, to improve consistency
Flashbangs hitting players through cover
Full fix for the drop weapon exploit, allowing us to re-enable weapon drops
Fix for the forever-flashed Flashbang issue
Fix for the Weapon’s Locker ‘eating’ weapons
We’ll post full Update notes next week in What’s Up.
Gears 4 Maps in Matchmaking
Following the successful test of Foundation being added to matchmaking, we have added Reclaimed and Dam to our matchmaking map pool!
Studio Priorities
On Friday last week, we posted a rundown of our top priorities as a studio to continually improve Gears 5’s online experience. Our top priorities are:
Service Stability – Very High
Ranking Points Not Awarding Correctly – Very High
Matchmaking Quality – High
Versus Gameplay Tuning – High
In-Game Network Corrections – Medium
Campaign Progression Catchup – Medium
Many of these priorities are being worked on in tandem, with gameplay tuning for the Lancer and Adhesion coming this week (as detailed above) and a new update for Matchmaking coming today.