Hey everyone!
Just like last time, we're here to give you another "between updates" update on Skullgirls while we work on our 3.3 update.
So let's dive in!
RIFT BATTLES
In 3.2, we introduced some substantial matchmaking changes that were designed to make sure that players weren't matched up against players with a collection that is significantly stronger than their own. This has been pretty successful in the low to mid-high Rift Ratings! (1000 ~ 1750 RR)
However, we're aware of some problems with collection based matchmaking at the top of the ladder around 2000 Rift Rating and higher. We've noticed that some players have been able to sneak into Diamond tier despite never facing off against other Diamond tier players because their collection strengths are too far apart. This also prevents extremely skilled players from climbing far into Diamond tier if their collection is too weak.
Rest assured, we’ll be taking steps to address these issues as soon as possible. Much like Prize Fights, Rift Battles will continue to evolve until they’re in a good spot. Thanks in advance for everyone’s feedback - it’s essential to making the mode as compelling as it can be!
We're also keeping an eye on how much time Rift Battles demand out of a player each week. As such, we plan to reduce the number of matches required to qualify for season rewards.
CATALYSTS
We've gotten a pretty good chunk of feedback about Catalysts so far, but we could always use more! Just a reminder, it would be great if players could chime in with their thoughts in THIS THREAD if they would like their feedback to be read and considered for future updates. New threads will be read, too!
Feedback from Discord, Reddit, Facebook, Twitter, Channel 0, YouTube, MySpace, Pictochat (especially room C), Skype, Steam, Snapchat, etc, is usually not logged, and it is not read by the entire team, unlike our forum. If you want us to see your feedback, please make sure it's somewhere on this site!
In 3.3, we are planning on making some tuning changes based on the feedback and behavior we’ve seen thus far. We'll have more details about any Catalyst balance changes in our 3.3 update notes.
Thanks again to everyone who's shared their feedback so far!
MASTER STORY MODE
As mentioned on our social media, one of the highlights of 3.3 is MASTER difficulty arriving to story mode. This is going to be some of the trickiest content we've produced yet!
We’ve designed these modifiers to be challenging even for those of you with extremely late game collections. In pursuit of that, many of these nodes will enforce Fighter restrictions that will take you out of your comfort zone and really test the breadth and depth of your Collection. We want this content to be challenging, so hopefully it takes longer than an afternoon to beat (although I’m sure some of you will somehow find a way to do that anyway).
Even if you can't power through every node with your favorite maxed out Diamond, we hope you all have a lot of fun with it! We'll be looking at doing MASTER difficulty for Origin Stories in the future.
FILIA'S ORIGIN STORY
We know how much everyone is looking forward to our next Origin Story, and we're doing everything we can to complete in a timely manner without sacrificing quality. This is a juicy one!
Full transparency - in light of all of the dependencies required to get an Origin Story in, there's a very real chance that Filia's Origin Story may be pushed back to 3.4. That said, we’re doing our darndest to get everything sorted out ASAP. We'll have a better sense of where things stand once we're closer to our release and our update notes go up.
SERVER STABILITY
After the 3.2 update released, our servers took a pretty noticeable performance hit! We immediately started working with our backend partners to scale up our server resources to meet the demand of the extra traffic we were seeing. Although this (mostly) addressed the major issues most users were facing, we know there are still intermittent server errors and connection issues that continue to bother a number of our players (especially those outside of North America).
Unfortunately, those remaining issues aren't as simple as "add more servers". If it were that simple, we would have taken care of it already!
As such, we’ve made a significant investment in upgrading our backend infrastructure to help ensure tip top server performance moving forward (starting with the release of 3.3) but this will likely be an ongoing effort over the course of the next couple of releases.
That's all she wrote for today, but let us know if you have any questions about any of the above, or something we may have missed.
As a reminder, we'll be at Combo Breaker on May 24th demoing our work in progress Sync PvP game mode! Hope to see you there!
~ Hidden Variable ~
Just like last time, we're here to give you another "between updates" update on Skullgirls while we work on our 3.3 update.
So let's dive in!
RIFT BATTLES
In 3.2, we introduced some substantial matchmaking changes that were designed to make sure that players weren't matched up against players with a collection that is significantly stronger than their own. This has been pretty successful in the low to mid-high Rift Ratings! (1000 ~ 1750 RR)
However, we're aware of some problems with collection based matchmaking at the top of the ladder around 2000 Rift Rating and higher. We've noticed that some players have been able to sneak into Diamond tier despite never facing off against other Diamond tier players because their collection strengths are too far apart. This also prevents extremely skilled players from climbing far into Diamond tier if their collection is too weak.
Rest assured, we’ll be taking steps to address these issues as soon as possible. Much like Prize Fights, Rift Battles will continue to evolve until they’re in a good spot. Thanks in advance for everyone’s feedback - it’s essential to making the mode as compelling as it can be!
We're also keeping an eye on how much time Rift Battles demand out of a player each week. As such, we plan to reduce the number of matches required to qualify for season rewards.
CATALYSTS
We've gotten a pretty good chunk of feedback about Catalysts so far, but we could always use more! Just a reminder, it would be great if players could chime in with their thoughts in THIS THREAD if they would like their feedback to be read and considered for future updates. New threads will be read, too!
Feedback from Discord, Reddit, Facebook, Twitter, Channel 0, YouTube, MySpace, Pictochat (especially room C), Skype, Steam, Snapchat, etc, is usually not logged, and it is not read by the entire team, unlike our forum. If you want us to see your feedback, please make sure it's somewhere on this site!
In 3.3, we are planning on making some tuning changes based on the feedback and behavior we’ve seen thus far. We'll have more details about any Catalyst balance changes in our 3.3 update notes.
Thanks again to everyone who's shared their feedback so far!
MASTER STORY MODE
As mentioned on our social media, one of the highlights of 3.3 is MASTER difficulty arriving to story mode. This is going to be some of the trickiest content we've produced yet!
We’ve designed these modifiers to be challenging even for those of you with extremely late game collections. In pursuit of that, many of these nodes will enforce Fighter restrictions that will take you out of your comfort zone and really test the breadth and depth of your Collection. We want this content to be challenging, so hopefully it takes longer than an afternoon to beat (although I’m sure some of you will somehow find a way to do that anyway).
Even if you can't power through every node with your favorite maxed out Diamond, we hope you all have a lot of fun with it! We'll be looking at doing MASTER difficulty for Origin Stories in the future.
FILIA'S ORIGIN STORY
We know how much everyone is looking forward to our next Origin Story, and we're doing everything we can to complete in a timely manner without sacrificing quality. This is a juicy one!
Full transparency - in light of all of the dependencies required to get an Origin Story in, there's a very real chance that Filia's Origin Story may be pushed back to 3.4. That said, we’re doing our darndest to get everything sorted out ASAP. We'll have a better sense of where things stand once we're closer to our release and our update notes go up.
SERVER STABILITY
After the 3.2 update released, our servers took a pretty noticeable performance hit! We immediately started working with our backend partners to scale up our server resources to meet the demand of the extra traffic we were seeing. Although this (mostly) addressed the major issues most users were facing, we know there are still intermittent server errors and connection issues that continue to bother a number of our players (especially those outside of North America).
Unfortunately, those remaining issues aren't as simple as "add more servers". If it were that simple, we would have taken care of it already!
As such, we’ve made a significant investment in upgrading our backend infrastructure to help ensure tip top server performance moving forward (starting with the release of 3.3) but this will likely be an ongoing effort over the course of the next couple of releases.
That's all she wrote for today, but let us know if you have any questions about any of the above, or something we may have missed.
As a reminder, we'll be at Combo Breaker on May 24th demoing our work in progress Sync PvP game mode! Hope to see you there!
~ Hidden Variable ~
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