Hunt: Showdown 1896 - Cry_Ic3man2k

Dear Hunters,

As you know, we recently introduced some matchmaking changes in Update 1.51. Since the matchmaking changes dropped, we have been monitoring your feedback, analyzing the game data, and examining how the changes have played out in the bayou.

You can get the full lowdown on the matchmaking changes from Update 1.5.1 in this blog. However, today, we want to explain how the changes have affected the matchmaking game data, what we have fixed already, and what we may change in the future to improve the experience for everyone.

So, after Update 1.51 rolled out, we, unfortunately, saw an increased amount of unbalanced matches in the data in the following days. We then released a number of fixes, some of which have already had an impact.

First of all, we modified the ratio for team-based matchmaking. The matchmaking system uses the group average PvP(player versus player) rating to find a suitable game. Within a group, the PvP rating for individual players can be fairly different. For example, within a group of two players, you could have one player with a very low PvP rating and one with a very high PvP rating or two players with two average PvP ratings. That's a balance to strike when it comes to matchmaking. The ratio is a hidden multiplier calculated into a team's rating to accommodate for their relative strength compared to other groups. By reducing this ratio figure, we have seen in the data that this has helped prevent groups, especially groups of three, from being pulled into higher rating matches, thus causing an imbalance.

Next, we decreased the strength of the ELO decay, another feature introduced in Update 1.5.1. ELO is a method of skill-based matchmaking drawn from the world of chess, and you can read up in-depth about how it is implemented in Hunt here.



In broad terms, using the ELO method, we generate a figure that should accurately reflect your individual skill level within the community by looking at your player versus player performance.

The ELO decay figure takes into consideration players who have not played Hunt for a while. We assume that if they have not played recently, they may not have the same PvP skill as when they were playing previously, thus lowering their PvP rating slightly over time. There are two coefficients for players who have absences from the game, set at seven days and thirty days, each of which slightly lowers the player's PvP rating. After the player has come back, they are no longer in the state of "ELO decay." We adjusted this figure by decreasing the strength of the "decay," but this tweak did not significantly reduce the number of unbalanced matches showing up in the data. We will keep monitoring the numbers and ratios implemented and may adjust them in the future as needed.

We then decided to increase the number of brackets in all regions, especially for high skilled players. We found that very high-ranking players ended up in matches with players with lesser skills due to the size of the higher brackets. We have now separated these extremely high-ranking players out into more brackets. This has resulted in more balanced games, lowering the difference between the PvP rating of different groups in a match. This was one of the largest areas of concern showing in the data after Update 1.5.1, and we can already see more balance come through in the current data.

We would also like to discuss the matchmaking system around random groups. Random groups do not use a PvP rating to find a suitable partner at this time. Currently, first, the system looks to see if a potential partner has Prestige or not. If you are a Prestige player or have a 100 rank, we will aim to group you with other players who have achieved Prestige or a 100 rank.

If you have neither Prestige nor a 100 rank, the system will aim to match you with players who also haven't achieved Prestige or such a high ranking either. However, if suitable partners are not found, the system will then look for anyone in the queue in the same region and same type of group as you, for instance, a group of two or three.

Because we prioritize finding a game quickly rather than waiting for a perfect match, it can mean that when you are playing with random players, you may match with a player who has a very different PvP ranking.



At the moment, when you get matched with a random teammate, or an invited one, you do not know the exact matchmaking ratio of your teammates. Because of the logic described above, your skill may be lower or higher than them. However, the enemy team's average will be on a similar skill level after the matchmaking system has performed its calculations. It should be noted that team invites have a slightly higher rating compared to random groups due to the possible pre-existing synergy and communication between teammates.

However, to address this, we may try to match random teammates with more comparable skill levels to achieve more balanced games in the future.

We do not currently expose player or team PvP data generally in the game. However, you may have seen a PvP rating on the death screen. This rating compares you and the person who killed you, and it does not consider the team's average PvP rating. For example, you could be killed by someone with a significantly higher ranking who is partnered with someone with an extremely low ranking. The overall ranking of the group explains why you might appear to have such a personal 'one-on-one' mismatch on this screen.

This is also an area where we plan to make changes. After a match, we intend to show you information about who was in the match and which team they were in. By doing this, you will see the rankings of all players and teams and how they compare to you and your team. We haven't yet decided how to show this in the most user-friendly way, but we think demonstrating the relative skill of all players and teams will help give you context for the results of each and every match and your achievements in them.

We may also remove the ranking comparison in the death screen, as we think this info might be better explained with the full context of the ranking data described above. Instead, in the pre-game lobby, you'll see ratings and rankings for both you and your teammates, and in a new post-match summary screen, you will see more information about all the players and teams in each match, including the person who killed you (or you killed!) We'll have more news on this when we decide what we think will be the most effective system.



We are also reviewing the group calculation to see if we need to put more weight on a higher PvP rating instead of averaging out the team's rating. This work is happening now, and if we find a reasonable calculation, it is a potential change that could arrive in Update 1.5.2.

We believe that transparency is important. Our goal with Update 1.5.1 was to improve the matchmaking system and, consequently, improve the Hunt experience for everyone. Ultimately, you never really know how things will play out until you can see the data. Hopefully, you have seen the effect of the tweaks and changes we've already made. Be assured that we will continue to analyze the data, listen to your feedback, and make further changes, including those outlined above, as we go forward. Game development is ultimately an art, not a science, even when the data heavily influences decisions. While we have seen some steps forward since Update 1.5.1, our work doesn't stop to make the matchmaking system the best it can be. And your input is vital on this journey.

See you in the bayou,

Your Hunt Team.

++

Some extra matchmaking information from our most recent Developer Live stream can alos be found here:



Don't own Hunt yet? Get your copy for PC on Steam or from the Crytek shop. For Xbox, head to the MicrosoftStore, and for PS4, find Hunt on the PlayStationStore.

Got queries or questions? Stop by our social media channels and let us know:

Discord + XboxClub + Facebook + Twitter + Instagram + Xbox + Steam
Golf With Your Friends - Lauren_Team17


Tee-off for less with the Team17 Steam Publisher Sale!

Take advantage of these discounts for a limited time...

Golf With Your Friends - 35% off
Caddy Pack - 25% off
OST - 25%






Sale ends May 17th
Underland: The Climb - minicactusgames
Hi! The game has been transferred to another company and progress is being lost in some cases. If this happens to you, follow the steps below.

1 - Open the game and go to 'Credits'
2- Click five times on the cactus image.
3 - The game will close, open it again.
4 - All levels will be released.
5 - Everything goes back to normal.
May 14, 2021
異星病毒Alien virus - aassdd2135
1. Repair the function of the purification stone. Before the repair, when resetting the enhanced equipment, the floating value and the number of enhancements of the original product will be reset together, resulting in the rare high-value equipment being reset to zero.
2. Repair the three-level sprint effect of farmland.
3. Fire magic-fiery heart skill text description has been revised.
4. The number of rounds of Wan Lei's stun stun is reduced by 1.
5. LV. 77 Evelyn guard camp map coffin position adjustment.
6. New skills: Learn [Curse Tumor LV.1] to unlock [Death Resurrection LV.1].
7. Fix the problem that players can move and set farmland during the defense of the city.
8. Fix the game stuck when entering the mine pit and encountering the city guard.
Hell Architect: Prologue - WoodlandCommunity
Hello Sinners!

What a week! 🔥🔥🔥🔥
Day after day we have so many news for you, and we have left the most important one for next week! 😈

Today the hellish news is: more people have been given access to PlayTests of Hell Architect Prologue!




Sooooo check your mailboxes and see if you are among our new Hell Architects!

If so - we will be grateful for your opinions 😈

Wish you a lot of fun and as always: hellish regards,
Your hellish Woodland Games Team
May 14, 2021
Tank Squad - [DeGenerals]Goozy


Dear Tankers,

Welcome to our 7th Development Status. As always, we want to show you the results of our work in the last two weeks.

VFX destroyed tank

Our VFX artist prepared the effects of a burning tank. He focused on making high quality flames, smoke, and general damage. Below you can find the results of his work.



Soviet Tanker

We also want to show you the first review model of a Soviet tanker. Their uniforms will be available in three color schemes.



Animations

We continue our work on soldier’s animations. Today, we present yet another set of movements. You can see our Animator’s work here:



T-34 Model

This time we have focused on creating the interior of the previously presented tank. Our 3D artist has modeled parts like periscopes, main gun mechanisms, and ammunition storage places.



Question
We are working on a level prototype and one fundamental question that we have to answer is: how long missions should be? Should a single mission be 30 minutes long or 1 hour long or even longer? What are your thoughts?

Thank you and have a good one!
DeGenerals


Conqueror's Blade - Kaeden
Music Week is coming to a close, but we have one more melodious surprise in store for you... You can now follow Conqueror’s Blade on Spotify!

Delve into an expertly curated selection of three playlists inspired by the latest season, including the moody Sound of Season VII: Wolves of Ragnarok, the pounding battle anthems of Berserker, and the Valkyrian fury of Shieldmaiden. We’ll be adding more in the coming weeks, so keep an eye out for more tracks to get you pumped for the battlefield!

Berserkers Shieldmaiden The sound of Season VII

 
Hell Architect - WoodlandCommunity
Hello Sinners!

What a week! 🔥🔥🔥🔥
Day after day we have so many news for you, and we have left the most important one for next week! 😈

Today the hellish news is: more people have been given access to PlayTests of Hell Architect Prologue!



Sooooo check your mailboxes and see if you are among our new Hell Architects!

If so - we will be grateful for your opinions 😈

Wish you a lot of fun and as always: hellish regards,
Your hellish Woodland Games Team
Hell Let Loose - Jonno
Hey everyone,

Welcome to Dev Brief #127!

This week we're delving further into the arsenal that will be available to Soviet forces when Update 10 arrives later this year. We're also in a position to give a first peek at what we're moving towards with the upcoming armour overhaul. This is still in progress dev side, so as we move towards finishing this substantial task we'll share more details and depth on the changes with you!

Right then, lets take a look at the first primary weapon that will be available for the Soviet Machinegunner role, the DP-27!


The DP-27

The DP-27, developed by Vasily Degtyarov, was the primary light machine gun of the Soviet Union in WW2. An earlier light machine gun designed in the inter-war period, the DP-27 nonetheless proved itself capable on the battlefield and served with the Soviet armed forces for over 30 years.



The DP-27 fed from a 47-round pan-shaped magazine and shared its full-power ammunition with the Mosin-Nagant family of rifles. Affectionately known as the “record player,” it put reliable automatic firepower in the hands of rifle sections. Tankers would also use the Degtyarov machine gun in a form modified to fit the cramped fighting compartments of Soviet armor. This DT variant used a different type of magazine and featured a collapsible stock.



Fierce combat on the eastern front made apparent some of the weaknesses of the DP-27. The bipod was relatively flimsy and the recoil spring was awkwardly placed, causing the weapon to malfunction as it heated up. Furthermore, while the pan magazine was successful in reliably feeding rimmed ammunition, it did so at the cost of being both awkwardly shaped and somewhat fragile. Being magazine fed also limited its firepower compared to the opposition's MG34 and MG42 belt-fed machine guns.

The reliability issues of the DP would be addressed in the wartime DPM variant, and the design would finally be converted to feed from belts in the post-war RP-46.



In Hell Let Loose, the DP-27 will be the backbone of the Soviet Machinegunner role. Due to it’s relatively low capacity magazine compared with its German counterparts, the DP-27 is best used from the deployed position. With a clean sight picture and lower rate of fire, it’s an easy weapon to move from target to target while delivering pinpoint accuracy. The DP-27 will be the first primary weapon for the Soviet Machinegunner role.




Video Content Competition Reminder

We continue to get some great submissions for the video content competition. Again If you are unsure what that is, you can find all the details in Developer Briefing #124.

We want to thank everyone who has made a submission so far. A reminder that the last day for submissions is May 17th! So one more weekend to get these in. We will start to share these via our channels shortly.

If you have made a submission, you may receive an email asking for the original file, so please make sure to save this.


Armour Update

We want to share with you some insight into what the Armour rework will involve. We will have a more in depth view in an upcoming Dev Brief, but this is a total overhaul to remove the instances where projectiles will clip on smaller external geometry and cause one hit kills or points of invulnerability.

Here you can see what the new hitboxes look like.




25% Off Hell Let Loose in the Team17 Publisher Sale!

Join the frontline for less until May 14th with a tasty 25% discount on Hell Let Loose! It's a great time to jump in, join the community and get a feel for the game ahead of the Eastern Front coming to the game for all players as part of Update 10.

https://store.steampowered.com/app/686810/Hell_Let_Loose/

If you're fresh on the front feel free to stop by the following locations to squad up with other players, join a clan or just chat with the team and other players:

HLL Reddit
HLL Discord

If you're looking for something to do between battles you can check out the full Team17 Steam Publisher Sale here.


Onwards to the weekend!

That wraps up this week's Dev Brief, thanks for taking the time to check it out!

As always, let us know your thoughts and feelings in the comments below, we really appreciate hearing what you think.

Have a great weekend everyone!

See you on the frontline.
KARDS - The WW2 Card Game - Thomas


Exciting news from the KARDS team about the upcoming summer expansion KARDS Legions. It is time to reveal the first of two new keywords and two new cards - brand new arriving with KARDS Legions on May 31st.

Already you have seen several of the new cards arriving with the summer expansion, but now is the time to go big and reveal one of the new core game mechanics.

The expansion pre-orders are still available in-game and give you early access one week before the release. Pre-order now!

Now, let's dive right into the reveal! First we explain the mechanics, then illustrate it with several card reveals.

Exile - Get your cards into different nations

Exile cards can fight for two nations, their home nation Poland and their exile nation.

Exile allows you to add the card to a specific additional nation when constructing a deck. This Exile nation is pre-determined for each Exile card. See some examples below in the reveal section.

Exile considerably increases the card's flexibility; it dramatically expands its potential use without the need to lock down your deck to Poland as an ally nation.

This use of Exile has, of course, deep roots in Poland's WW2 history. When first overrun by Nazi Germany, Poland and their forces didn't stop the fight - quite the contrary. Many soldiers and intellectual capabilities went into exile, where they fought with a passionate vigor, providing awe-inspiring support to the ally nations in many areas.

To illustrate this exile mechanic, let's have an exclusive look at two new cards arriving with Legions!

Spitfire Mk V PL



The Supermarine Spitfire was a British fighter aircraft that was used in WWII and the only fighter that was in service from the start of the war in 1939 and until it ended in 1945. The Mk V variant came in three versions and had several sub-variants, and was produced in 1941. It was equipped with a Merlin 45 series engine and had several improvements that increased the aircraft maneuverability. Several Spitfire Mk V variants were flown by the Polish fighter squadrons in the RAF, most famously by Squadrons No. 303 and No. 302 who had a distinguished combat record and received several battle honours.

Again being inspired by its historical counterpart, you can use this Spitfire in any deck that has Britain as main or ally nation - additional to its use in decks with Poland as ally, of course. That is the power of the Exile keyword.

T-34 76 PL



The T-34 was a Soviet medium tank that was produced and used during WWII by the Red Army and their Allies. Quite a few T-34 tanks were provided to the armored formations of the Polish Armed Forces in the East. For example, the 1st Polish Army, aka Berling’s Army, which was formed in 1944 was equipped with Soviet armored vehicles T-34’s. This unit fought many hard battles which ended with the capture of Berlin in May 1945.

Following the historical origins of the T-34 76 PL, thanks to the Exile keyword, you can use this tank in any deck that has Soviet as main or ally nation - additional to its use in decks with Poland as ally, of course.

Stay tuned for more card reveals the coming days and weeks. We also have another keyword reveal (teaser: it will affect your potential information about the match) lined up for next week!
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