Mission Update - Wed July 1
Hey All, A "Quick" mission update for you all to address some outstanding questions, following a massive week for SAND. First of all, we're in the process of testing the next update, things are looking good and we're on track to release this week. Here's some of the bigger things that will be addressed in the update:Duplication bug fixServer stability improvementsMovement/terrain fixes (being stuck on ladders, rocks, etc...)Fix for invisible doors\\railings after repairBalance changes and fixesUI QoL improvementsAnd moreOnce again, this update has largely been built around the most commonly reported issues and concerns from players over the last week or so and doesn't cover everything. Fixing the solos being placed with teams issue is proving more complicated than anticipated, despite being one of our highest priorities. We're hoping to have this resolved in this update, but it is possible it may slip to a subsequent update or hotfix.We understand how impactful and frustrating this is, but we have to make sure that this is fixed properly and permanently. We'll keep you all updated on our progress with this.On another note, we wanted to address something that's been a contentious topic since we announced it in the roadmap; Gear Based Matchmaking. We fully understand the collective effort of the community to preserve the fun and the core concept of extraction shooters.This is exactly what we are also trying to do.Because of this, we want to introduce this system as carefully and as non-invasively as possible for regular players. We are familiar with the most common mistakes players have faced in other games of this genre, and we are carefully studying them so we don't repeat the same mistakes. Let's address all concerns one by one.1) "What is the point of progressing if you will be matched against the exact same opponents? There will be no feeling of getting stronger, and gear will have no meaning whatsoever."The answer is this: feeling your progression, or pulling off a crazy run that significantly boosts your progress while being the underdog, is one of the most cherished and memorable experiences in the extraction genre. And we want to support that as much as possible.However, there are two edge cases that have always been a huge pain point for this genre.When you first start playing an extraction game, it is extremely hostile and difficult to learn because new players are thrown into the meat grinder against seasoned veterans. Gear-based matchmaking will give them a few matches of breathing room to learn the basics in less extreme conditions and become more confident before facing average players or veterans.On the other hand, there are veteran players who have reached the top of the progression and are simply looking for fun and a good challenge. And the best kind of challenge is facing someone who is at least partially capable of fighting back. At that point, it becomes less about progression and more about creating cool moments by putting that progression to the test.So, to sum it up: newbies will get a bit more breathing room, around 95% of the community will still play in the same queue, and players running insanely expensive builds will be nudged (not forced) toward opponents of similar power.Which brings us to the second concern.2) "It will make lobbies empty while searching for suitable opponents."The answer is simple: GBMM is not forced.Since most of the community will still be matched into the same pool, regular players should not experience longer queue times.If you are one of the edge cases (a newbie or someone running an extremely powerful build), the matchmaking will first spend a few seconds trying to find the most suitable opponents. If it can't, it will simply proceed to fill the lobby from the shared player pool.We will listen to your feedback and continue tuning the balance between GBMM priority and queue times to keep matchmaking as comfortable as possible.3) "Why make gear-based matchmaking? Make it Trampler-based instead."Actually, that's exactly what it is. Our earlier communication was slightly misleading, and we apologize for that.We see this system as a combination of both. Your Trampler configuration and the gear you bring with you will together determine your "power level" for matchmaking.Why is this necessary? Because it is possible to build a spacious Trampler that can house a large crew but has very limited combat capability. On the other hand, you can have the smallest Trampler possible while equipping it with experimental cannons and powerful artifacts.4) "People will try to abuse the system and squeeze into another power level."Yes, they probably will, and unfortunately there is no perfect remedy for that.Because of this, we will not display any information about your power level or the type of lobby you are being matched into. You'll have to trust our judgment here.Everything will run entirely behind the scenes on the backend, making it much harder to min-max your wa
Hey All,
A "Quick" mission update for you all to address some outstanding questions, following a massive week for SAND.
First of all, we're in the process of testing the next update, things are looking good and we're on track to release this week.
Here's some of the bigger things that will be addressed in the update:
Duplication bug fix
Server stability improvements
Movement/terrain fixes (being stuck on ladders, rocks, etc...)
Fix for invisible doors\\railings after repair
Balance changes and fixes
UI QoL improvements
And more
Once again, this update has largely been built around the most commonly reported issues and concerns from players over the last week or so and doesn't cover everything.
Fixing the solos being placed with teams issue is proving more complicated than anticipated, despite being one of our highest priorities. We're hoping to have this resolved in this update, but it is possible it may slip to a subsequent update or hotfix.
We understand how impactful and frustrating this is, but we have to make sure that this is fixed properly and permanently. We'll keep you all updated on our progress with this.
On another note, we wanted to address something that's been a contentious topic since we announced it in the roadmap; Gear Based Matchmaking.
We fully understand the collective effort of the community to preserve the fun and the core concept of extraction shooters.
This is exactly what we are also trying to do.
Because of this, we want to introduce this system as carefully and as non-invasively as possible for regular players. We are familiar with the most common mistakes players have faced in other games of this genre, and we are carefully studying them so we don't repeat the same mistakes. Let's address all concerns one by one.
The answer is this: feeling your progression, or pulling off a crazy run that significantly boosts your progress while being the underdog, is one of the most cherished and memorable experiences in the extraction genre. And we want to support that as much as possible.
However, there are two edge cases that have always been a huge pain point for this genre.
When you first start playing an extraction game, it is extremely hostile and difficult to learn because new players are thrown into the meat grinder against seasoned veterans. Gear-based matchmaking will give them a few matches of breathing room to learn the basics in less extreme conditions and become more confident before facing average players or veterans.
On the other hand, there are veteran players who have reached the top of the progression and are simply looking for fun and a good challenge. And the best kind of challenge is facing someone who is at least partially capable of fighting back. At that point, it becomes less about progression and more about creating cool moments by putting that progression to the test.
So, to sum it up: newbies will get a bit more breathing room, around 95% of the community will still play in the same queue, and players running insanely expensive builds will be nudged (not forced) toward opponents of similar power.
Which brings us to the second concern.
The answer is simple: GBMM is not forced.
Since most of the community will still be matched into the same pool, regular players should not experience longer queue times.
If you are one of the edge cases (a newbie or someone running an extremely powerful build), the matchmaking will first spend a few seconds trying to find the most suitable opponents. If it can't, it will simply proceed to fill the lobby from the shared player pool.
We will listen to your feedback and continue tuning the balance between GBMM priority and queue times to keep matchmaking as comfortable as possible.
Actually, that's exactly what it is. Our earlier communication was slightly misleading, and we apologize for that.
We see this system as a combination of both. Your Trampler configuration and the gear you bring with you will together determine your "power level" for matchmaking.
Why is this necessary? Because it is possible to build a spacious Trampler that can house a large crew but has very limited combat capability. On the other hand, you can have the smallest Trampler possible while equipping it with experimental cannons and powerful artifacts.
Yes, they probably will, and unfortunately there is no perfect remedy for that.
Because of this, we will not display any information about your power level or the type of lobby you are being matched into. You'll have to trust our judgment here.
Everything will run entirely behind the scenes on the backend, making it much harder to min-max your way into weaker or stronger lobbies.
No, absolutely not. We didn't forget about you.
This system is not a permanent rule. First of all, it does not judge your playtime, skill, or experience. The only thing it cares about is what you bring into the match. If you are running a reasonably powered Trampler, you will still be matched with the general player base.
And that's not all. Even if you are driving an incredibly powerful killing machine, the system will only try to find similarly equipped opponents for a few seconds. If it can't, it won't lock you into an empty lobby by yourself. You will still be matched with the general crowd and have the chance to wreak some havoc and feel like a raid boss.
The system is designed to give newbies some breathing room while learning the game and to provide veterans with a better challenge.
The system is not permanent or invasive. It will not lock you out of the general player pool if you reach a certain threshold. It will simply try to provide more suitable opponents first without making you wait several minutes.
It will be difficult to game the system since we won't expose any information about it on the frontend.
Most importantly, it will still preserve those exciting moments of progression and lucky runs, since the vast majority of the community will still end up playing in the same matchmaking pool.
Once again, your feedback is extremely important to us. Please tell us what you think and point out any edge cases or concerns that you think we may have missed.
Please don't hesitate to report any issues you encounter or share any feedback you might have following this update on our Steam Forums and Discord!
Catch you on the dunes, Scavengers!
- Hologryph / tinyBuild Games
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