Soccer meets driving once again in the long-awaited, physics-based multiplayer-focused sequel to Supersonic Acrobatic Rocket-Powered Battle-Cars! Choose a variety of high-flying vehicles equipped with huge rocket boosters to score amazing aerial goals and pull-off incredible game-changing saves!
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Julkaisupäivä: 7. heinä, 2015

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27. maaliskuu

Let's Talk About Server Performance: A Letter From Our CEO

“Community First” has long been part of our mission statement here at Psyonix, and it’s a mantra we are always pushing to improve upon. The happiness of our players will always drive us to grow and influence the decisions we make in Rocket League, which is why I want to directly address the recent issues with our servers, matchmaking delays, and our PsyNet backend.

In regards to both backend (PsyNet) issues, and game server performance, we agree that the server outages and recent lengthy matchmaking times are totally unacceptable. We sincerely apologize to all of our players for the quality of online play, and we are focusing all of our available resources on addressing PsyNet’s capabilities and performance, and the quality of our game servers.

The number of monthly active Rocket League players has jumped roughly 40% over 2016 in the first few months of this year alone. While our player population continues to grow at a healthy pace, we need to do a better job at scaling up our systems and internal processes to handle this kind of growth. We are growing so fast, both as a company and as a game, that we are racing to fill new positions on our Online Services team (that's the group at Psyonix that builds and maintains our backend systems -- which makes this a good time to mention our Careers page, for those of you who want to come work on Rocket League with us.) We are effectively becoming an Online Service company, as Rocket League is primarily an online game, and we continue to grow in size and scope. Growing this team is one of our top priorities as we approach Rocket League’s two-year anniversary in July.

IMPROVING THE PSYNET DATABASE
Our Online Services team continues to work on the PsyNet database; if you have hopped into Rocket League recently and seen, in red letters, “Cannot Connect to Rocket League Servers” where the Playlists normally live, you’re seeing the PsyNet DB gone awry.

Issues with the PsyNet database started spiking around the same time we had a free weekend on Xbox One last month. We have seen more and more of you playing Rocket League online, and this has led to new issues that hadn’t appeared as we scaled our capacity up to this point.

Further complicating the problem has been outages and performance problems within the Google Cloud infrastructure, which we use to power PsyNet. Some of our downtime has resulted from unexpected slowdowns on database operations that led to a death spiral, but ultimately do not appear to have been caused by our own usage or overhead. At the end of the day, however, we need to own our own game’s performance. Here’s what we’ve been doing to address these issues:

  • Since the February outages, we assigned additional dedicated staff from our Online Services team to database stability and reliability. They are hard at work on changes like separating high-traffic features like Player Trading and “Scraper API” access used by third party sites from our core services. This will reduce load on the PsyNet database and reduce exposure to outages during peak hours. We definitely don’t want to keep you off the pitch on weekends or holidays.
  • We are working closely with Google engineers to investigate the disturbances to our database performance from outside our cloud instance.

MATCHMAKING SERVER DELAYS
Issues with matchmaking delays have only become apparent in recent days, going back to the Dropshot release last week. Our matchmaking server has periodically fallen into a problem state with a huge backlog of match reservations -- there are empty servers for you to play on, but PsyNet isn’t putting you into the servers fast enough. This causes the extreme search times being reported on social media.

As this is a new problem, we are still investigating the root cause. We have made changes in the interim to reduce the likelihood of it recurring, but more substantial improvements will be made throughout 2017.

DEDICATED SERVER PERFORMANCE
The last category of “server issues” deals with problems when actually connected to a dedicated game server. This is most commonly reported as in-game lag spikes or hiccups independent of the player’s ping to the server.

This problem is particularly difficult to identify because so many issues factor into a user’s experience with a dedicated server. Local connection problems can cause packet loss or an unstable connection despite a steady ping sample. Individual ISPs can have routing issues to one of our server hosts that causes unusually high ping that we have no control over.

However, these outside factors do not mean there are not legitimate issues at hand, and this is another set of problems we need to own. After reports of instability in January, we significantly expanded our hardware investment in Europe, US-East, US-West, and Oceania to reduce our dependency on virtual servers. For those who are unfamiliar with the term, a “virtual” server exists in the cloud and can be rapidly spun up in quantity to meet demand. While virtual servers are not inherently bad -- and many games successfully and heavily rely on them -- we weren’t confident in their recent reliability.

For context, we do not view virtual servers as a cost-saving measure, but instead as a way to scale to unexpected demand. It takes time to order and deploy hardware servers, and without a virtual solution, players would be forced to wait in long queues to get into an available server if demand spiked above our capacity.

We ordered enough hardware servers to satisfy demand above our then-peak population to ensure a good experience for everyone. For a time, this seemed to have a positive impact, but the concerns have resurfaced since our latest update.

We are addressing the issues with our game servers on a few fronts:

  • We are doing our own profiling as well as working with our server providers to investigate this issue further and seeking a resolution as quickly as possible.
  • Part of this profiling is completing a performance pass on Dropshot, as we want to ensure the best server performance possible when you’re playing our new game mode. Some of these improvements will be coming in our next patch -- a hotfix we hope to deploy in the very near future.
  • We are also working on improving our internal metrics to detect and isolate these problems more efficiently and rapidly.
  • Finally, while we have already invested in new server hardware in Europe and North America, we are continuing to investigate new hardware options in other regions, including Asia, South Africa, and Central America.

Growing pains are just that -- painful -- and we cannot thank our players enough for sticking with us as we continue to grow. Some of the issues we face will be addressed shortly, including those in our next hotfix; while other projects, like growing our Online Services team, will take more time to bear fruit. We thank you for your continued patience during this time, and as always, we welcome your feedback on Reddit, Facebook, and Twitter. We promise to do better by all of our players in the future.

78 kommenttia Lue lisää

22. maaliskuu

Patch Notes v1.31


THE HEADLINES
  • Dropshot game mode is now available in the unranked playlists
  • Neo Tokyo has been removed from Casual and Competitive playlists
  • Turbo Crate has been added
    • Painted Endo bodies and Tachyon Rocket Trails can be found in the Turbo Crate
  • Seasonal Easter Items can be acquired March 22 to April 17
  • Season 3 of Competitive play is ending and Season 4 begins. Titles and items will be awarded for the highest rank achieved during the season
Complete list below...



NEW CONTENT
ARENAS
  • “Core 707” is now available when playing Dropshot
  • “Mannfield (Night)” is now available in all playlists
  • “Neo Tokyo” has been removed from Casual and Competitive playlists
    • The map will remain playable in offline and private matches
    • In a future update, Neo Tokyo will return to online play with a standard layout
CRATES
  • Turbo Crate has been added
  • Painted versions of the “Endo” Battle-Car are available from this crate.
  • Painted versions of the “Tachyon” Rocket Trail are available from this crate.

EASTER 2017
  • Seasonal Easter Items can be acquired March 22 through April 17
    • Easter Egg Antenna
    • Bunny Ears Hat
    • Easter Basket Hat
ACHIEVEMENTS
  • Registered Voter
    • Head to 'Arena Preferences' and use all of your votes
  • Metaverse
    • Equip the Halo Topper and win a match on Starbase ARC
  • Brave the Elements
    • Complete a match on wasted land, under the sea, and in outer space
  • Damage Control
    • Win a Dropshot match via shutout
  • Full Course
    • Score a total of 18 Goals in Dropshot
  • Buckminster
    • x10 Damage a total of 320 panels in Dropshot



CHANGES AND UPDATES
GENERAL
  • Dropshot
  • The new Dropshot game mode is now available in the unranked playlists
  • The goal of the mode is to break the floor with the ball on the opponent's side, and knock the ball through the hole
  • AquaDome has undergone further performance optimization and its overall color saturation has been reduced
  • “Spell (Sando Remix)” by Hollywood Principle has been added to the soundtrack
  • In-game code redemption has been added
    • In the future, Players can go to the “Extras” menu, select “Redeem Code,” and enter codes to unlock in-game items
  • Arena Preferences
    • Preference weighting has been updated to be simpler. A map’s odds are now changed based on the net percentage of the lobby who like or dislike a map
    • If all players in a lobby Dislike a map, it will now never appear
    • If half of the players in a lobby Like a map, it will appear 50% more often
    • If one player Likes a map and another player Dislikes it, it will appear as often as normal
  • Time Played is now tracked as a statistic
    • Time played before this update will not be included in tracking
USER INTERFACE
  • Trading Updates
    • The Trade interface has been updated. All trade offerings will appear on screen without players needing to scroll the list.
    • The trade timer now runs for five seconds, up from three seconds.
  • Key Selection
    • A new “Key Selection” setting has been added to the Options Menu (Use Oldest, Use Newest, or Ask Me)
    • If the user chooses “Ask Me” a new UI modal will appear when opening a crate that allows players to pick which key to use.
  • Free Play Training
    • You can now select which map to train on after choosing “Free Play” from the Training Menu.
    • You can now exit directly to “Free Play” from the end of match menu.
  • Custom Training
    • Custom Training sequences can now be discovered and played cross-platform.
    • The Custom Training feature can now be accessed while offline
    • A new “Featured” tab has been added that spotlights selected Training Sequences chosen by the Psyonix team
  • Forfeiting a 1v1 match now requires confirmation.
  • Loading Screens now reflect the arena being loaded into as well as the game mode
    • Game Tips are now included on the new Loading Screen
  • Painted Items now show a colored border in the UI
  • PS4 and Xbox One players can now bind “Air Roll Left” and “Air Roll Right” from the Controls menu
  • PS4 and Xbox One players can now disable Light Shafts in the Video options menu
  • The default binding for Create Party and Invite Players has been changed to “X” on Xbox controllers, and “Square” on PS4.



COMPETITIVE
  • Season 3 has ended. Titles and items will be awarded for your highest rank achieved during the season
    • Season 3 Prospect Wheel
    • Season 3 Challenger Wheel
    • Season 3 Star Wheel
    • Season 3 Champion Wheel
    • Season 3 Grand Champion Title
  • Season 4 brings a new set of Skill Rankings to provide more clear divisions between skill levels
    • You are now classified into Bronze, Silver, Gold, Platinum, Diamond, Champion, and Grand Champion ranks
    • The new Grand Champion rank will be harder to attain than in Season 3
    • There are now only four divisions per skill tier (e.g. Gold II, Division IV) due to each tier covering a smaller range of skills
  • Skill Reset
    • After placement matches, you will be assigned a skill rating influenced by your Season 3 ranking
    • This ranking will be lower than where you finished Season 3 and you will have to climb back to the highest rank you can reach
    • We are not doing a full reset like Season 3 due to the lengthy period of matchmaking disturbance it created. This “soft reset” means players start separated by skill to keep things balanced but can still climb back to top ranks
  • Matchmaking Abuse
    • In the interest of enforcing fair competition, a small number of accounts have been identified as abusing the matchmaking system, and will receive a hard skill reset. These accounts will not receive Competitive Season 3 item rewards
  • Placement Match Updates
    • The placement match system has been revised to allow players to climb faster if they win the majority of their placement games
  • When rejoining a Ranked Match, the default option is now “OK” instead of “Cancel”
ESPORTS
  • An “Esports” button has been added to the top of the main menu
    • The Esports button will take you directly to live, official Rocket League tournaments on Twitch, including live RLCS streams
    • This button will only be visible during associated live events
  • Spectators can now see a player’s Boost Meter and Rumble Power-up when in Player View
BUG FIXES
GENERAL
  • The Boost Meter now rounds down when you have a fractional amount of boost.
  • Party Members can now rejoin Private Matches after exiting to the Main Menu.
  • Fixed a rare issue where items would disappear after a completed trade
  • The achievement “Rocket Genocider” has been fixed
  • Xbox One: Removing a split screen user from a party no longer ends the party
  • An issue with the Dominus GT tail lights not working properly has been fixed
  • Turning on/off Color Blind Mode no longer causes the field to change colors in Free Play
  • Players can no longer pass through the Arena wall on Double Goal (Rocket Labs)
  • Trading with one player in your party no longer prevents you from trading with other party members afterwards
  • Painted Items are now displayed correctly in the Trade-In menu
  • Lobos Wheels now have glowing eyes on both sides of your Battle-Car
  • The gun turrets behind the arena in Starbase ARC no longer shoot indefinitely
  • Fixed an issue causing Motion Blur to be incorrectly disabled on PS4 and Xbox One
  • Optimized the performance of the majority of the Rocket Trails in the game

675 kommenttia Lue lisää

Tietoja pelistä

Soccer meets driving once again in the long-awaited, physics-based sequel to the beloved arena classic, Supersonic Acrobatic Rocket-Powered Battle-Cars!

A futuristic Sports-Action game, Rocket League®, equips players with booster-rigged vehicles that can be crashed into balls for incredible goals or epic saves across multiple, highly-detailed arenas. Using an advanced physics system to simulate realistic interactions, Rocket League® relies on mass and momentum to give players a complete sense of intuitive control in this unbelievable, high-octane re-imagining of association football.

Awesome features include:

  • All-new Season Mode that allows players to enjoy a full single-player experience
  • Extensive Battle-Car customizations with more than 10 billion possible combinations
  • Unlockable items and vehicles, stat tracking, leaderboards, and more
  • Addictive 8-player online action with a variety of different team sizes and configurations
  • Amazing 2-, 3-, and 4-player splitscreen mode that can be played locally or taken online against other splitscreen players
  • Broadcast-quality replays that allow you to fast forward, rewind, or view the action from anywhere in the arena
  • Competitive cross-platform gameplay with PlayStation®4 users


NOTE: Because of agreements with our online service provider, there are certain regions that are unable to connect to Rocket League®’s online multiplayer component. As a result, server access is restricted in China, Crimea, Cuba, Iran, North Korea, Sudan, and Syria. Apologies to our customers in those regions.

SteamOS and Mac Beta Versions
As of September 8, 2016, the SteamOS and Mac versions of Rocket League® were released to "Beta." SteamOS is the only "officially" supported Linux client, though other Linux platforms may be compatible. Likewise, the Mac version may or may not work on older systems with an integrated video solution and a dedicated GPU is highly recommended (Macs from 2013 or after should be okay). Mac system requirements are as follows:

  • OS: MacOS X 10.8.5
  • Processor: Intel Core i5 2.4 GHz
  • Memory: 8 GB RAM
  • Graphics: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics

Be sure and check ongoing patch notes for SteamOS and Mac beta updates going forward. Listed below are all known issues for both versions of the game as of September 8, 2016:

  • The correct store page for DLC purchased through the Showroom doesn’t show up for Big Picture users. This is a Steam client-specific issue that Valve will be fixing in an upcoming patch
  • There are occasional crashes when exiting from a match to the main menu
  • The statues in Urban Central do not display correctly
  • You may experience intermittent blurring issues
  • (Mac Only) Xbox 360 controllers won’t work. You will need a third-party driver solution to use them

View the Rocket League® Terms of Use at www.rocketleaguegame.com/tos

Järjestelmävaatimukset

Windows
Mac OS X
SteamOS + Linux
    Vähintään:
    • Käyttöjärjestelmä: Windows 7 or Newer
    • Prosessori: 2.4 GHz Dual core
    • Muisti: 2 GB RAM
    • Grafiikka: NVIDIA GTX 260 or ATI 4850
    • DirectX: Versio 9.0c
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    Suositus:
    • Käyttöjärjestelmä: Windows 7 or Newer
    • Prosessori: 2.5+ GHz Quad core
    • Muisti: 4 GB RAM
    • Grafiikka: NVIDIA GTX 660 or better, ATI 7950 or better
    • DirectX: Versio 9.0c
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    • Lisätietoja: Gamepad or Controller Recommended
    Vähintään:
    • Käyttöjärjestelmä: MacOS X 10.8.5
    • Prosessori: Intel Core i5 2.4 GHz
    • Muisti: 8 GB RAM
    • Grafiikka: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    Suositus:
    • Käyttöjärjestelmä: MacOS X 10.8.5 or Newer
    • Prosessori: Intel Core i7 2.4 GHz+
    • Muisti: 8 GB RAM
    • Grafiikka: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    • Lisätietoja: Gamepad or Controller Recommended
    Vähintään:
    • Prosessori: 2.4+ GHz Quad core
    • Muisti: 2 GB RAM
    • Grafiikka: NVIDIA GTX 260 or ATI 4850
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    Suositus:
    • Prosessori: 2.5+ GHz Quad core
    • Muisti: 4 GB RAM
    • Grafiikka: NVIDIA GTX 660 or better, ATI 7950 or better
    • Verkko: Laajakaistayhteys
    • Tallennus: 5 GB vapaata muistia
    • Lisätietoja: Gamepad or Controller Recommended

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