A wise, heavily-bearded Greek man once said, "The beginning is the most important part of the work," which is why the team here at Psyonix is looking back to 2008 and our very first football-game-without-feet, Supersonic Acrobatic Rocket-Powered Battle-Cars. It's with that history and creative motivation in mind that we're happy to announce that our next Rocket League DLC Pack, Revenge of the Battle-Cars, is almost ready to go!
Currently driving through Sony's certification process, Revenge of the Battle-Cars has all sorts of cool stuff inspired by our first official trip to the pitch! When it arrives just a few short weeks from now, our "new-but-old-school" DLC will feature a number of awesome customization items that longtime SARPBC fans should immediately recognize. Including...
2 Classic SARPBC Battle-Cars, Scarab and Zippy
12 New Decals (six for each new car)
3 New Paint Types (Toon Glossy, Toon Matte, Toon Wood)
2 New Wheels (Scarab and Zippy)
2 New Rocket Boosts (Accelerato and Battle-Stars)
4 New Toppers (Cavalier, Locomotive, Pixelated Shades, Shark Fin)
2 New Antennas (Retro Balls from SARPBC)
5 New Achievements
Besides our paid Revenge of the Battle-Cars DLC, we're also continuing our tradition of giving everyone extra FREE stuff to go along with it. This time around, it's the debut of two new variations of our existing arenas, Urban Station (Night) and Utopia Coliseum (Dusk). These variants are the last "regulation-style" maps you'll see for while, by the way, as our next few arenas after that will focus on more "unusual" layouts and settings (more on those later this year). Additional FREE goodies, like new music, Community and Country flags, and our customary updates and optimizations will ship alongside the DLC.
Revenge of the Battle-Cars will retail for $3.99 USD when it releases later this October. See you on the pitch!
A wise, heavily-bearded Greek man once said, "The beginning is the most important part of the work," which is why the team here at Psyonix is looking back to 2008 and our very first football-game-without-feet, Supersonic Acrobatic Rocket-Powered Battle-Cars. It's with that history and creative motivation in mind that we're happy to announce that our next Rocket League DLC Pack, Revenge of the Battle-Cars, is almost ready to go!
Currently driving through Sony's certification process, Revenge of the Battle-Cars has all sorts of cool stuff inspired by our first official trip to the pitch! When it arrives just a few short weeks from now, our "new-but-old-school" DLC will feature a number of awesome customization items that longtime SARPBC fans should immediately recognize. Including...
2 Classic SARPBC Battle-Cars, Scarab and Zippy
12 New Decals (six for each new car)
3 New Paint Types (Toon Glossy, Toon Matte, Toon Wood)
2 New Wheels (Scarab and Zippy)
2 New Rocket Boosts (Accelerato and Battle-Stars)
4 New Toppers (Cavalier, Locomotive, Pixelated Shades, Shark Fin)
2 New Antennas (Retro Balls from SARPBC)
5 New Achievements
Besides our paid Revenge of the Battle-Cars DLC, we're also continuing our tradition of giving everyone extra FREE stuff to go along with it. This time around, it's the debut of two new variations of our existing arenas, Urban Station (Night) and Utopia Coliseum (Dusk). These variants are the last "regulation-style" maps you'll see for while, by the way, as our next few arenas after that will focus on more "unusual" layouts and settings (more on those later this year). Additional FREE goodies, like new music, Community and Country flags, and our customary updates and optimizations will ship alongside the DLC.
Revenge of the Battle-Cars will retail for $3.99 USD when it releases later this October. See you on the pitch!
If you caught our post over this past weekend, then you also caught our plan to make a few changes to Ranked Season 1 play. Now that we’ve had a few more days to work on it (and gathered additional information), we are now ready (and have begun) to implement those changes.
What We Have Changed:
Starting later this evening, September 15, at 6pm PT/ 9pm ET, we will re-seed players into more accurate Divisions. Once this has happened, you may notice a jump in your RP and shifts out of the first Division of Bronze, Silver, and Gold into "II" or "III" based on your Preseason Matchmaking Rating (MMR)
Note: Players will only move up in rank because of the re-seed ; players who already surpassed their Preseason MMR will not move down and, instead, remain at their current standing
Preseason MMR and Skill "Uncertainty" have been restored to their previous levels, but with a new minimum Uncertainty so that your MMR doesn't stagnate
This should improve the quality of Ranked matchmaking and remedy some of the issues caused by the initial Season 1 reset (which was creating matches with a wider skill variance than intended).
The Rank Points algorithm has re-enabled "Trending" so that, if you're playing matches above your division, you will gain additional RP with Wins and lose less RP with losses. By default, the RP you gain or lose is based on match difficulty, but this is an additional measure for players whose skill (MMR) has outpaced their rank (RP)
What We'll Be Watching
Matchmaking Quality. We will continue to observe the results of the changes we've highlighted above and fine-tune as needed if players experience a skill variance that's too wide in Ranked games. We definitely don't want to create match situations in which players only gain or lose 0-1 RP.
Rank Points System. We are still tuning and identifying specific situations where it might be more difficult than intended for players to gain RP, and we fully plan on addressing these situations as we encounter them. You should have already seen some changes to the RP system over the last 24 hours as we began to roll-out our initial changes (and we have seen very positive results, with better-quality matchmaking and RP rewards). As we move forward through Season 1, we will continue to improve the gameplay experience for all of our competitive players, and we appreciate you guys sticking with us.
If you caught our post over this past weekend, then you also caught our plan to make a few changes to Ranked Season 1 play. Now that we’ve had a few more days to work on it (and gathered additional information), we are now ready (and have begun) to implement those changes.
What We Have Changed:
Starting later this evening, September 15, at 6pm PT/ 9pm ET, we will re-seed players into more accurate Divisions. Once this has happened, you may notice a jump in your RP and shifts out of the first Division of Bronze, Silver, and Gold into "II" or "III" based on your Preseason Matchmaking Rating (MMR)
Note: Players will only move up in rank because of the re-seed ; players who already surpassed their Preseason MMR will not move down and, instead, remain at their current standing
Preseason MMR and Skill "Uncertainty" have been restored to their previous levels, but with a new minimum Uncertainty so that your MMR doesn't stagnate
This should improve the quality of Ranked matchmaking and remedy some of the issues caused by the initial Season 1 reset (which was creating matches with a wider skill variance than intended).
The Rank Points algorithm has re-enabled "Trending" so that, if you're playing matches above your division, you will gain additional RP with Wins and lose less RP with losses. By default, the RP you gain or lose is based on match difficulty, but this is an additional measure for players whose skill (MMR) has outpaced their rank (RP)
What We'll Be Watching
Matchmaking Quality. We will continue to observe the results of the changes we've highlighted above and fine-tune as needed if players experience a skill variance that's too wide in Ranked games. We definitely don't want to create match situations in which players only gain or lose 0-1 RP.
Rank Points System. We are still tuning and identifying specific situations where it might be more difficult than intended for players to gain RP, and we fully plan on addressing these situations as we encounter them. You should have already seen some changes to the RP system over the last 24 hours as we began to roll-out our initial changes (and we have seen very positive results, with better-quality matchmaking and RP rewards). As we move forward through Season 1, we will continue to improve the gameplay experience for all of our competitive players, and we appreciate you guys sticking with us.
Now that we're a few days into Season 1 and we've had the chance to watch its performance in the real-world more closely, it's a great time to make this post so that you all have a better idea of how the system "officially" works and for us to let you know what we think we're doing right and what we're doing wrong. This is a possible TLDR, so get ready!
How Preseason Worked and Didn't Work
Our goal for Season 1's ranking system was to eliminate the common problems we saw with Preseason. We used raw skill ranking (MMR) in Preseason to determine your division and leaderboard standings:
Our skill system is similar to other modern games and tracks a "Skill" and "Uncertainty" for each player.
Your skill value goes up or down based on wins, losses, and match difficulty
Over time, your uncertainty decreases as the system becomes more confident about your skill
This worked great for matchmaking, but it performed poorly for seasonal player ranking because it becomes harder and harder for you to change your skill over time (and the leaderboards become stagnant)
How Season 1 Works Differently
For Season, we are continuing the approach of taking methods used by other popular competitive games by introducing a "Points" system that sits on top of a "hidden" Skill Rating/ MMR, from which the points get its influence. At a high level, this smooths away the Preseason problems as "Rank Points" (RP) follow a few key rules:
You gain or lose points that are proportional to the difficulty of the match you played (based on MMR, not RP)
Your RP should "trend" towards your MMR. So, if for example, you're "Bronze III" by RP but your MMR is matching you against "Silver II" players, you should gain extra RP via wins and lose less RP with losses until you end up near the "Silver II" division
RP is actually not involved in matchmaking at all, it is still controlled entirely by your hidden MMR
What We've Learned From the Real World
Based on your feedback and our own experiences in Season 1, it has become obvious that our system wasn't quite working the way we intended. But why?
Problem 1: When we reset the Preseason standings, we reset everyone's MMR "uncertainty" to allow player skills to move around more freely with the new season. It turns out this was a mistake because it made matchmaking less accurate AND it caused problems with the RP algorithm that was supposed to "trend" you towards your MMR. Those two issues combined created a climate where players see small gains but significant losses when they shouldn't have
Problem 2: We didn't seed Ranked divisions as well as we wanted to. Specifically, anyone from 0-499 MMR was placed into Bronze I, 500-999 MMR in Silver I, and 1000+ into Gold I. This is particularly troublesome for players in the Bronze rank, where a 100 MMR player and a 499 MMR player are vastly different but started with the same RP.
What We're Doing to Address Real-World Problems
A couple of things, actually:
We plan on implementing placement matches in the near future (most likely in Season 2)
We are restoring your hidden MMR Skills and Uncertainties to Preseason values, but with a minimum uncertainty (your skill never completely stagnates). This will improve matchmaking quality AND fix problems with your RP incorrectly "trending" towards your MMR. In other words, you'll see fewer small RP gains and fewer large RP losses (We are doing this very SOON).
We are actively investigating re-seeding players into more accurate divisions. A 499 Preseason MMR player could instead be placed into Bronze III instead of Bronze I, for example. We will also be careful not to reduce anyone's RP who has already climbed past where they would have been re-seeded (We are also doing this SOON).
Parting Words
We will be keeping an eye on system behavior and player feedback with our immediate and larger-scale reworks prior to- and for Season 2.After all, our primary goal is to ensure that Ranked play is both competitive AND fun, so that's what we're going to work towards accomplishing.
Thanks to all of you for helping us find our way there. We're definitely in this together!
Now that we're a few days into Season 1 and we've had the chance to watch its performance in the real-world more closely, it's a great time to make this post so that you all have a better idea of how the system "officially" works and for us to let you know what we think we're doing right and what we're doing wrong. This is a possible TLDR, so get ready!
How Preseason Worked and Didn't Work
Our goal for Season 1's ranking system was to eliminate the common problems we saw with Preseason. We used raw skill ranking (MMR) in Preseason to determine your division and leaderboard standings:
Our skill system is similar to other modern games and tracks a "Skill" and "Uncertainty" for each player.
Your skill value goes up or down based on wins, losses, and match difficulty
Over time, your uncertainty decreases as the system becomes more confident about your skill
This worked great for matchmaking, but it performed poorly for seasonal player ranking because it becomes harder and harder for you to change your skill over time (and the leaderboards become stagnant)
How Season 1 Works Differently
For Season, we are continuing the approach of taking methods used by other popular competitive games by introducing a "Points" system that sits on top of a "hidden" Skill Rating/ MMR, from which the points get its influence. At a high level, this smooths away the Preseason problems as "Rank Points" (RP) follow a few key rules:
You gain or lose points that are proportional to the difficulty of the match you played (based on MMR, not RP)
Your RP should "trend" towards your MMR. So, if for example, you're "Bronze III" by RP but your MMR is matching you against "Silver II" players, you should gain extra RP via wins and lose less RP with losses until you end up near the "Silver II" division
RP is actually not involved in matchmaking at all, it is still controlled entirely by your hidden MMR
What We've Learned From the Real World
Based on your feedback and our own experiences in Season 1, it has become obvious that our system wasn't quite working the way we intended. But why?
Problem 1: When we reset the Preseason standings, we reset everyone's MMR "uncertainty" to allow player skills to move around more freely with the new season. It turns out this was a mistake because it made matchmaking less accurate AND it caused problems with the RP algorithm that was supposed to "trend" you towards your MMR. Those two issues combined created a climate where players see small gains but significant losses when they shouldn't have
Problem 2: We didn't seed Ranked divisions as well as we wanted to. Specifically, anyone from 0-499 MMR was placed into Bronze I, 500-999 MMR in Silver I, and 1000+ into Gold I. This is particularly troublesome for players in the Bronze rank, where a 100 MMR player and a 499 MMR player are vastly different but started with the same RP.
What We're Doing to Address Real-World Problems
A couple of things, actually:
We plan on implementing placement matches in the near future (most likely in Season 2)
We are restoring your hidden MMR Skills and Uncertainties to Preseason values, but with a minimum uncertainty (your skill never completely stagnates). This will improve matchmaking quality AND fix problems with your RP incorrectly "trending" towards your MMR. In other words, you'll see fewer small RP gains and fewer large RP losses (We are doing this very SOON).
We are actively investigating re-seeding players into more accurate divisions. A 499 Preseason MMR player could instead be placed into Bronze III instead of Bronze I, for example. We will also be careful not to reduce anyone's RP who has already climbed past where they would have been re-seeded (We are also doing this SOON).
Parting Words
We will be keeping an eye on system behavior and player feedback with our immediate and larger-scale reworks prior to- and for Season 2.After all, our primary goal is to ensure that Ranked play is both competitive AND fun, so that's what we're going to work towards accomplishing.
Thanks to all of you for helping us find our way there. We're definitely in this together!
Added multiple Ranked Season Divisions with post-Season Division placement rewards
Added "Ranked Solo Standard" back to the Online match queue
Made multiple improvements and adjustments to the Utopia Coliseum arena
PC players can now filter PlayStation 4 players out of matchmaking search
Added Music Player interface to all menu screens
Added "Featured Video" to in-game blog roll
Added multiple "Spectate" mode improvements
Added 12 new Community Flags, 2 new Chivalry Flags, and 20+ new Country Flags
Repaired sound-related crash scenario that caused the game to crash on the loading screen after multiple matches
Complete list below...
NEW CONTENT
Antennas
Added "Community Flags"
Angry Army
Anne Munition
The Attack
EMD1
ESL
itmeJP
MLG
Razer
Saudi Gamer
Serious Gaming
Added "Video Games"
Chivalry - Agatha Knights
Chivalry - Mason Order
Added "Country Flags"
Bahrain
Belize
Bhutan
Botswana
Comoros
East Timor
Fiji
Gambia
Guinea-Bissau
Guyana
Kosovo
Lesotho
Macau
Mauritius
Pakistan
Puntland
Réunion
Solomon Islands
Somaliland
Suriname
Swaziland
Western Sahara
NEW FEATURES
Online Play
Added "Find New Match" option to Ranked endgame screen
PC Players can now filter PlayStation 4 players out of matchmaking search
Ranked Season
Season 1 has officially begun and all leaderboards have been reset
The “Solo Standard” 3v3 Ranked Playlist has been re-added
Season Rankings are now based on Rank Points (RP)
Rank Points are gained or lost based on Player skill rating, teammates’ skill, and the opponent’s skill (like the Pre-Season rating)
Rank Points change consistently throughout the Season unlike the Pre-Season skill rating, which changed less and less the more games were played
Earning 100 RP will promote Players to the next Division, but dropping below 0 RP will demotes them to the previous Division
The Player's initial division is seeded based on their Pre-Season skill rating
Ranked Divisions are now separated into...
Unranked
Bronze I
Bronze II
Bronze III
Silver I
Silver II
Silver III
Gold I
Gold II
Gold III
Platinum (Top 100 Players)
Reaching Silver, Gold, or Platinum division rewards players with special reward items at the Season's end
Note: Season 1 will last for the next several months. An end date will be announced several weeks in advance
UI/UX
Added Music Player interface to all menu screens
Added "Featured Video" to in-game blog roll
Added "Video Games" sub-section to Garage Items/ Antennas
Spectate Mode: Added persistent nameplate that shows username and stats for all players Spectate Mode: Added the ability to focus on the ball while in Flycam
(PC) Spectate Mode: Controls now support hotkeys for camera switching between players or free cam
CHANGES AND UPDATES
Online
Ranked Pre-Season is now over (see above)
Improved overall connection reliability
Arena - Utopia Coliseum
Daylight has been changed to earlier in the day
Overall lighting effects and ambiance have been improved
Level boundaries are now more clearly defined
Added new arches around the outside of the playing field (because it looks cooler)
Player start positions and Boost placements have been standardized to match other maps
UI/ UX
Moved "Save Replay" option lower in the post-game screen so it is not selected by default
Disabled HTML tag support in chat
(PS4) Controller audio has been switched to "Off" by default for single-player, but can be toggled back on via Options menu (Splitscreen controller audio still defaults to "On")
Garage Items
Antennas
Moved "Blacklight" to "Video Games" folder
Moved "Blacklight: Retribution" to "Video Games" folder
Moved "Edge of Space" to "Video Games" folder
Moved "Fenix Rage" to "Video Games" folder
Moved "Shadowgate" to "Video Games" folder
Moved "Strike Vector EX" to "Video Games" folder
Moved "Unreal" to "Video Games" folder
Moved "Warframe" to "Video Games" folder
Moved "Warframe Chroma" to "Video Games" folder
Moved "Warframe Excalibur" to "Video Games" folder
Moved "Warframe Loki" to "Video Games" folder
(PS4) Moved "Sweet Tooth" to "Video Games" folder
BUG FIXES
General
Direct Input and XInput controllers no longer stop working when played together
Improved protection against corrupted save data
Repaired boundary-collision issue that would sometimes allow players to exit the arena
Fixed random invisibility bug associated with large Boost pick-ups
Audio
Fixed issue that caused in-game sounds to drop in and out
Repaired sound-related crash scenario that caused the game to crash on the loading screen after multiple matches
Maps
Utopia Coliseum: Fixed issue that would sometimes allow the ball to fall through the bottom of the map
UI/ UX
(PS4) Text chat now properly works after suspend/ resume
(PS4) Corrected issue that caused PC players to appear nameless to PS4 players following suspend/ resume
Added multiple Ranked Season Divisions with post-Season Division placement rewards
Added "Ranked Solo Standard" back to the Online match queue
Made multiple improvements and adjustments to the Utopia Coliseum arena
PC players can now filter PlayStation 4 players out of matchmaking search
Added Music Player interface to all menu screens
Added "Featured Video" to in-game blog roll
Added multiple "Spectate" mode improvements
Added 12 new Community Flags, 2 new Chivalry Flags, and 20+ new Country Flags
Repaired sound-related crash scenario that caused the game to crash on the loading screen after multiple matches
Complete list below...
NEW CONTENT
Antennas
Added "Community Flags"
Angry Army
Anne Munition
The Attack
EMD1
ESL
itmeJP
MLG
Razer
Saudi Gamer
Serious Gaming
Added "Video Games"
Chivalry - Agatha Knights
Chivalry - Mason Order
Added "Country Flags"
Bahrain
Belize
Bhutan
Botswana
Comoros
East Timor
Fiji
Gambia
Guinea-Bissau
Guyana
Kosovo
Lesotho
Macau
Mauritius
Pakistan
Puntland
Réunion
Solomon Islands
Somaliland
Suriname
Swaziland
Western Sahara
NEW FEATURES
Online Play
Added "Find New Match" option to Ranked endgame screen
PC Players can now filter PlayStation 4 players out of matchmaking search
Ranked Season
Season 1 has officially begun and all leaderboards have been reset
The “Solo Standard” 3v3 Ranked Playlist has been re-added
Season Rankings are now based on Rank Points (RP)
Rank Points are gained or lost based on Player skill rating, teammates’ skill, and the opponent’s skill (like the Pre-Season rating)
Rank Points change consistently throughout the Season unlike the Pre-Season skill rating, which changed less and less the more games were played
Earning 100 RP will promote Players to the next Division, but dropping below 0 RP will demotes them to the previous Division
The Player's initial division is seeded based on their Pre-Season skill rating
Ranked Divisions are now separated into...
Unranked
Bronze I
Bronze II
Bronze III
Silver I
Silver II
Silver III
Gold I
Gold II
Gold III
Platinum (Top 100 Players)
Reaching Silver, Gold, or Platinum division rewards players with special reward items at the Season's end
Note: Season 1 will last for the next several months. An end date will be announced several weeks in advance
UI/UX
Added Music Player interface to all menu screens
Added "Featured Video" to in-game blog roll
Added "Video Games" sub-section to Garage Items/ Antennas
Spectate Mode: Added persistent nameplate that shows username and stats for all players Spectate Mode: Added the ability to focus on the ball while in Flycam
(PC) Spectate Mode: Controls now support hotkeys for camera switching between players or free cam
CHANGES AND UPDATES
Online
Ranked Pre-Season is now over (see above)
Improved overall connection reliability
Arena - Utopia Coliseum
Daylight has been changed to earlier in the day
Overall lighting effects and ambiance have been improved
Level boundaries are now more clearly defined
Added new arches around the outside of the playing field (because it looks cooler)
Player start positions and Boost placements have been standardized to match other maps
UI/ UX
Moved "Save Replay" option lower in the post-game screen so it is not selected by default
Disabled HTML tag support in chat
(PS4) Controller audio has been switched to "Off" by default for single-player, but can be toggled back on via Options menu (Splitscreen controller audio still defaults to "On")
Garage Items
Antennas
Moved "Blacklight" to "Video Games" folder
Moved "Blacklight: Retribution" to "Video Games" folder
Moved "Edge of Space" to "Video Games" folder
Moved "Fenix Rage" to "Video Games" folder
Moved "Shadowgate" to "Video Games" folder
Moved "Strike Vector EX" to "Video Games" folder
Moved "Unreal" to "Video Games" folder
Moved "Warframe" to "Video Games" folder
Moved "Warframe Chroma" to "Video Games" folder
Moved "Warframe Excalibur" to "Video Games" folder
Moved "Warframe Loki" to "Video Games" folder
(PS4) Moved "Sweet Tooth" to "Video Games" folder
BUG FIXES
General
Direct Input and XInput controllers no longer stop working when played together
Improved protection against corrupted save data
Repaired boundary-collision issue that would sometimes allow players to exit the arena
Fixed random invisibility bug associated with large Boost pick-ups
Audio
Fixed issue that caused in-game sounds to drop in and out
Repaired sound-related crash scenario that caused the game to crash on the loading screen after multiple matches
Maps
Utopia Coliseum: Fixed issue that would sometimes allow the ball to fall through the bottom of the map
UI/ UX
(PS4) Text chat now properly works after suspend/ resume
(PS4) Corrected issue that caused PC players to appear nameless to PS4 players following suspend/ resume
Our first-ever Rocket League scheduled maintenance will begin early tomorrow morning at 12am PT/ 3am ET/ 7am GMT and WILL result in server downtime that lasts for up to one hour.
While servers are offline, the database and its related services will undergo preparatory treatment for their move out of Ranked "Pre-Season" play and into Ranked "Season 1" instead. The brand new Season 1 *officially* kicks off with the release of next week's "Update v1.05" (exact day TBD).
As a byproduct of this transitional period, currently-live Stats Leaderboards will display inaccurate information -- though, to be honest, the game already started doing that earlier today (and sooner than we intended, sorry about that!). Though Leaderboards will continue to be inaccurate between seasons, your actual Skill Point ratings are still correct. Those ratings will be taken into account for Season 1 and pre-seed you into appropriate Divisions once launched (expect more information about hat in next week's patch notes).
Thank you for your patience in advance, and we'll see you on the other side!
Our first-ever Rocket League scheduled maintenance will begin early tomorrow morning at 12am PT/ 3am ET/ 7am GMT and WILL result in server downtime that lasts for up to one hour.
While servers are offline, the database and its related services will undergo preparatory treatment for their move out of Ranked "Pre-Season" play and into Ranked "Season 1" instead. The brand new Season 1 *officially* kicks off with the release of next week's "Update v1.05" (exact day TBD).
As a byproduct of this transitional period, currently-live Stats Leaderboards will display inaccurate information -- though, to be honest, the game already started doing that earlier today (and sooner than we intended, sorry about that!). Though Leaderboards will continue to be inaccurate between seasons, your actual Skill Point ratings are still correct. Those ratings will be taken into account for Season 1 and pre-seed you into appropriate Divisions once launched (expect more information about hat in next week's patch notes).
Thank you for your patience in advance, and we'll see you on the other side!