Crucible

Crucible Dev Tracker




10 Jun

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Agreed. We have a task on our backlog to slow them down slightly.

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Originally posted by ZulZah

Thank you for providing that insight from your end and I totally can understand that. I’m impressed with how active you guys are in communication and updates and looking forward to giving Crucible some more time with how you guys are showing care to the game and player feedback.

You bet. :)

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Heyo,

We've got a fix for this. It didn't make it in time for tomorrow's build, but should be in one soon after that.

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Originally posted by ottoginc

I am glad to see that you guys are focusing on the communities worries, at least a couple of them.

I do have to say, it is alarming to see that the issue of AFKing is somehow only arising weeks after launch. This is an obvious one. I do not see how a surrender option is even marginally tied to combating AFK players, when you guys don't even have an AFK option in your report menu. If a single player is AFK, that impacts the match enough to make it a problem, but simply giving up is not a solution. If there's an AFK player in every match, your proposed "first step" literally translates to "Do not play Crucible".

Make a movement/action timer. 1 minute. Give it a display on the HUD that has a countdown. "You are idle. You will be kicked in 30 seconds unless you do something. If you are kicked, you will not be able to join another game until this match is complete." This is not an unusual feature. Definitely add an AFK option in the report menu. That ones obvious too. I...

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Hey otto,

I appreciate your passion and there's no need to apologize for it. We have a shared goal.

To address a point you made, surrender isn't a "solution" for AFK players, it's an escape pod if you end up in a bad match - a final resort. We wanted to surrender for general gameplay anyhow, so it's a two birds, one stone type of situation.

We have AFK detection going in with this build as part of surrender and we're actively working on "what we do" with AFK players once we identify them. As I mentioned above, we want to remove rewards to help disincentivize the behavior to begin with. We're also looking at implementing punishments for repeat offenders and working with our customer support team to ensure that habitual afkers are taken care of.

The leaver option is the right option for reporting players for AFK'ing, but you're right, it's not super clear. I'll pass that feedback along.

As for your comments on voice chat, I answered a...

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Originally posted by ZulZah

Cool update. I am just wondering how were you guys planning for enabling communications before the game was released? As I’m sure the type of game Crucible is, I assume the devs/PMs figured it would be a critical feature. Based on the feedback/reaction of the lack of voice or chat communications, did it speed up plans for it to be released by a drastic amount? Also was there a lot of surprise internally by the reaction of lack of this feature?

Hey ZulZah,

Good questions. We had already started work on voice comms before launch. After seeing the first wave of player feedback we immediately upped its priority at the studio and reallocated developer resources to help get it done sooner. We also made the tough decision to reduce the scope of the initial version, allowing us to get it out the door faster but with less bells and whistles. Like I mentioned in my post above, we felt it was important to get the first version out ASAP.

I wouldn't say we were surprised to see that players want voice chat. We knew it would be a hotly requested feature (which is why we were working on it), but I do think we underestimated how strong the reaction would be. We thought quick comms would be a stronger stop-gap solution, but it's pretty clear that Crucible is best experienced when you can coordinate with your team in real time. It was a miscalculation on our part and we totally own that. Not much we can do about it now oth...

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Originally posted by BarcusBrown

Thanks for the update! Just for clarity sake, when voice chat becomes active at whatever update it gets put out, there won't be an option for Push-To-Talk , and Push-To-Talk will be added later?

That is correct. Push-to-talk will come in a later release.

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Originally posted by Omnifarious

I hope to god you guys have a cooldown on how often Surrender can be called otherwise we're going to see the same salty AFK bitches spamming Surrender votes every 3 seconds when the match isn't going 100% in their teams favor.

It has a 60 second cooldown if the vote fails. We'll adjust the timer if we see it's becoming a problem.

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Hey everyone, your friendly neighborhood Grouch here with a quick update:

We’ve been keeping a close eye on discussions regarding AFK players and their impact on matches. As I’ve mentioned in Discord and a few reddit threads over the past week, we’re attacking the problem in a few different ways, and the very first of those solutions is slated to come with tomorrow’s update. In addition to updates to battle pass challenges, bug fixes, and some minor quality-of-life changes, we’ll be rolling out the Surrender feature. This feature will allow players to begin a surrender vote during a match, and if it successfully passes, the match will end. No need to stick around and keep AFK players company in unwinnable matches. Don’t worry, AFK or disconnected players don’t count in the vote. This is our first step towards handling AFK players and our design team is actively working on finalizing plans for how we want to disincentivize the behavior to begin with (like taking away rewards...

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09 Jun

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Reposting my comment from a different thread:

Managing AFK players is a top priority right now and we've got a few things in the works to address it. Very soon we'll be giving players the option to start a surrender vote so you can get out of bad matches and into your next game as quickly as possible.

We're also looking at ways to disincentivize the behavior to begin with, but we're still finalizing the design on this front so I don't have a ton of detail to share. Making sure AFK players don't earn rewards is an obvious step, as is making sure that habitually afk players are penalized for doing so.


08 Jun

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Hey gamers,

Managing AFK players is a top priority right now and we've got a few things in the works to address it. Very soon we'll be giving players the option to start a surrender vote so you can get out of bad matches and into your next game as quickly as possible.

We're also looking at ways to disincentivize the behavior to begin with, but we're still finalizing the design on this front so I don't have a ton of detail to share. Making sure AFK players don't earn rewards is an obvious step, as is making sure that habitually afk players are penalized for doing so.

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Hey all,

We'll be performing maintenance on our matchmaking system starting tonight at 5:45pm Pacific (02:45 CEST). We'll be taking down one game mode at a time, which means that you won’t be able to queue for that game mode until maintenance for that mode is complete. We’ll be starting with Harvester Command. Once Harvester Command is properly updated, we'll re-enable it and move onto Heart of the Hives. We expect that maintenance for both Harvester Command and Heart of the Hives should take less than 90 minutes. I'll be posting updates to this thread during the maintenance window.

Context:

We're implementing a change to our matchmaking system that should dramatically improve the chances that you get matchmade to regions where you have acceptable/playable latency at the cost of slightly increased queue times. We attempted to roll this change out on June 6 but we ran into some issues and had to roll back to our previous matchmaking configura...

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07 Jun

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Originally posted by Bedtimebuddy07

Thank you so much! We plan to do much more for this game among others on the JVA Nation page. New lil project of ours.

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Originally posted by Cortechs

Don't forget the Weekend Warriors. When I was younger, I would totally play every day and put in some serious hours, but now that I'm older, I have transitioned into more of a weekend warrior.

I do play a good number of hours on the weekend, which makes up for not playing during the week, but this does mean in a system like this, that I will be missing the majority of the dailies, even though I may play as much, or more, than someone who plays casually every day.

I feel you and I’m often in the same boat. I’ll be rebalancing battle stars in future passes to make sure weekend players can complete the pass. In the meantime at some point in the next couple releases daily challenges will get an increase in how many stars they award to help weekend players.

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Originally posted by mooslan

Will the Alpha Hunter challenge be changed to something else?

It will be changed to “play games”. If you’ve already finished the alpha hunters challenge you’ll keep your stars and you’ll be able to earn the stars again on “play games”.

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I love this format and the dynamic you two have together! Your positive energy is appreciated. And thanks for all these reflections, feedback like this is pretty useful.