Maybe you thought it would be someone else greeting you this time, but it was still me, Christian! Good to have you guys here. This week I will share with you some tidbits about the patch last week, talk some about what was happening last week besides patching, and let you know a little more about what I will be doing as I transform into a gameplay person once again. Let’s get started. Read more »

Hello everyone! It’s been a while but welcome once again to another Dev Blog headed up by Christian. As we’ve began to rev up for the Free-To-Play release during the second half of 2017, today we are going to talk a bit in general about what Stunlock Studios will be focusing on in the coming months and some of the updates coming to Battlerite. Read more »

Hey everyone! Time for another Dev Blog Lite, written by your favorite Lizard Person. First, before anyone asks – vacation time is over. By the time this goes up most everyone will be back at the office and at work, with only a couple exceptions. What this means is that you’ll get your weekly Dev Blogs, we’ll be working on new content, and we’ll be working on new events. I really wish I could give you more about our plans, but I really can’t at the moment. We can only ask for your trust when we say that we’re bringing you more content. So thank you for your patience and for your passion – we appreciate both.

Moving forward, I was originally going to write about E3, but I decided that looking to the past when everyone wants to know the future wasn’t the best idea. And so I’ll tell you a bit about the present – about events going on in other regions and our lovely Regional Managers, who have helped keep me sane while everyone was away. They’ve been putting on some pretty fun stuff, and have been hard at work this entire vacation period and deserve a little recognition. Read more »

Hi everyone! My name is Liz, and I am the new Community Manager for Stunlock Studios and Battlerite. Chris mentioned a couple weeks ago in his last entry that there would be some Dev Blog Lites, and that’s why I’m here! I figured this was as good a time as any to introduce myself, as I’ll be interacting with everyone a lot more in the near future. Chris won’t be vanishing completely though, he’ll still be hanging around and responding to questions as more of a liaison directly between the developers and the community. Read more »

Good day all and welcome to another dev blog by me, your friendly neighborhood Stunlocker Christian. In this Dev Blog we will speak in short about some of the things Stunlock will be focusing on in the remaining time before the Free-To-Play release. And no, I can’t give you any news on that date quite yet, but we’ll be sure to tell you as soon as we can! This post is a bit shorter than normal as there are still details being worked out that I can’t divulge, but hopefully it will still be at least slightly interesting. Read more »

Good day all! Christian here and after a short break from Dev Bloggin’, I’m back to once again share another post with you. This week we’ll talk a bit about how the Summer Mega Patch panned out, answer some questions you might have about it, and the possibilities that have opened up now that the patch is live. Read more »

诸君好!我是Shelt,不知道大家还记得我吗?我曾经写过开发者日志第二期哦!(Dev Blog #2)今天我主要会跟大家介绍一下赛季4的一些更新。在赛季3中最被大家关注的问题之一是一些不太公平的匹配机制,比如水平不够熟练的玩家达到了很高的段位,和连胜奖励的一些问题。

首先我们说一下匹配机制的问题吧。大家都知道Battlerite有几种不同的游戏模式,比如教程、训练场、人机、2v2、3v3排位和匹配,而这些都是我们在做匹配机制的时候都需要想到的。除此之外我们还需要考虑不同的英雄,团队,原型和延迟的问题,当然还有玩家水平,这些都是需要体现在匹配系统里的。当然了,在这些基础上当然是就算打一场不太公平的比赛也要比完全没得打要好。可能有一些玩家不同意这一点,因为在某些情况下可能多等一下更好。

在Battlerite Lite发布以后涌入的一大批萌新对匹配机制是有一定的帮助的。不过即使如此,对于萌新来说也是需要一段时间的练习才能战胜各种大佬。在Battlerite Lite的影响下我们相信在未来一个月还会有更多的萌新加入,当然更值得期待的便是游戏正式免费版的发布。

在赛季4中我们在升级匹配系统中做了一些调整,把更多的主动权给到了玩家手里。在赛季4中,玩家将可以选择在准确配对中排队,这样的话匹配到的对手将和玩家实际段位和水平更相近,但花费的时间更多。玩家可以在排队后再选择准确配对并且不用重新排队,但准确配对只能在排位赛中启用。

接下来让我们看一下另一个比较受关注的话题,很多玩家提出了在排位赛中很容易就达到高段位的问题,认为是赛季3中的连胜奖励造成的。在某种角度来说,这是事实,连胜奖励机制的确让上分变得更加容易,而且比我们预期的效果更强,但是我们认为这里面还有另外一个更重要的原因,那就是定级赛中排位更高的问题。在赛季3中我们对定级赛做了一些大的改变,改变的结果是大家在定级赛后得到排位都要比之前赛季高。这就造成了随着赛季的进行,玩家的整体在排位赛中的段位都上升了很多。

赛季2单排玩家的的排位段位
赛季3单排玩家的的排位段位

(Bronze青铜 Silver白银 Gold黄金 Platinum白金 Diamond钻石 Champion冠军 Grand Champion殿堂)

很多玩家提议以加入连输扣分机制或者去掉连胜奖励机制的方法来避免玩家都集中在高段位中的问题。但是我们认为这两个办法都不足以解决目前的问题。如果加入连输扣分机制的话会影响正常的游戏体验,我们当然不希望在额外的惩罚下流失更多的玩家。在连胜机制下,可以让正在上分的玩家更快的进入到适合的段位里,这样就能更好的避免正常的玩家遇到水平远远高于本身的玩家的几率。

我们目前正在为第4季度做一些改动,以解决前面提到的问题。 首先,我们对定级赛的评分机制进行了调整,这将导致玩家的定级段位会比第3季放置的位置更低。这将有助于平衡玩家的真实水平和更合适的放置玩家的段位。

第二,我们会降低连胜奖励,这样连胜得到的奖励对实际排位的影响会减少,当然如果玩家一直赢的话连胜机制还是会合理的加快玩家上分的速度。比如很多胜率只有50%左右的玩家在排位中本不应该上分,所以在赛季4中我们加入可以检测玩家实际水平的机制,这样胜率不超过50%的玩家就不会因为连胜奖励机制而进入本不适合的排位。当然不排除玩家实际水平得到了进步并且证明自己属于更高的排位的情况。

最后,我们还做了一下小改动以改善比赛中玩家之间的平衡。也就是如果在一场2v2的比赛里如果有钻石和黄金的玩家,其他的是钻石或者白金,那么钻石和黄金的玩家就不会出现在不同的队伍。

好了,以上就是这次开发者日志的所有内容,感谢大家的阅读,祝大家在赛季4游戏愉快!

/Shelt