over 4 years ago - /u/UbiArcane - Direct link

Patch v2.3 – Season 2 – TU 2

Patch 2.3 introduces several major new features to Hyper Scape as well as a series of improvement to combat comfort. As we explained recently, we are now in the Hyper Scape Lab phase of the Season 2, and we are going to let our players experience certain features while they are still in beta, to gather feedback from our community.

NEW FEATURES

BETA TEAM DEATHMATCH

Patch 2.3 finally introduces the long-awaited Team Deathmatch (aka “TDM”) game mode!

Team Deathmatch is a new fast-paced 6v6 game mode taking place in specific areas of Neo Arcadia. In this mode your goal is to be the first team to score 40 enemy eliminations or be the team with the highest elimination score after 10 minutes, whichever comes first.

In TDM, each time you get eliminated you will respawn at a safe location after a few seconds, and you will keep your hacks & weapons at their current fusion level. Loot can be found all around the map when the match starts and will respawn over time so you can try to maximize your loadout during the match.

Team Deathmatch will be available for several consecutive weeks following the release of patch 2.3, as a third game mode next to Crown Rush Solo & Duo – but based on its success we might extend its availability. At launch TDM will use the Foundry map, but we plan to test new maps in rotation in the following weeks.

Key Mechanics: - The match starts after a short warmup phase, replacing the waiting lobby. During warmup players are free to play and experiment with weapons and hacks before the match starts. - 6v6 mode via multiple squads of any size. Players can join with a squad, or alone if they disable backfilling. - Eliminated contenders do not drop their equipment but drop ammo. - Eliminated contenders Respawn automatically after a few seconds. - Contenders respawn with their previous loadout including Fusion levels to provide a tactical and progression layer to the match. - Loot respawns slowly over time; the loot content is randomized for each new match but stays the same during the match. - Victory Condition: - Score (first team to reach 40 points). - Timer (team with the highest score after 10 minutes).

Important: Team Deathmatch is still in beta. We are already working on multiple improvements, but we intend to monitor it closely and adjust our plan based on your feedback.

TDM Beta Disclaimers: - The mode is still work in progress and may still contain important bugs or exploits. - Game rules & major balancing points could be changed frequently as we tune the experience and address bugs & exploits on the fly. - For now, only one map will be available to play at a time. However, we plan to rotate the chosen maps in order to test several of them (look for official communication for more details during the TDM weeks). - Challenges are disabled in Team Deathmatch for now. - Crowncast features may not all work as expected in Team Deathmatch for the moment.

BETA ARCADIUM (FREE ROAM MODE)

The Arcadium is a new free-roam training mode where the entire city of Neo Arcadia is yours to explore at your own pace.

In Arcadium you’ll be able to practice your parkour and train with different hacks and weapons without worrying about interruptions. Target bots and flying drones will be present in Neo Arcadia to help you improve your marksmanship. Arcadium is a Solo mode for now, but we are looking into making it accessible to a Squad of friends in the future.

You can access Arcadium in the Play Portal under the Train tab or from the Training portal in the back of the HUB.

Key Mechanics: - Solo - No Sector Decay & no Game Events. - Player spawns in the Throne Hall. - All Season 2 hacks and weapons available. - AI Bots/drones spread across The Red Tiger district, and near The Line and Throne Hall. - Bots/Drones Behavior: - Respawn after 1 minute when destroyed. - Flying Drones strictly follow their set path – ignore any obstacles or forces that might slow, stop or move them from their path such as Wall, Shockwave or Magnet hacks. - Do not attack the player. - Do not drop loot on destruction. - Exit/End the mode through menu by going back to Hyperscape.

Important: Arcadium is still in beta. We are already working on multiple improvements, both on AI & content, but we intend to monitor it closely and adjust our plan based on your feedback.

CONTROLLER AIM ASSIST

Improving the game’s aiming comfort is critical to make Hyper Scape more accessible and more welcoming for new players. In this patch, we are introducing a series of controller aiming comfort improvements, in particular on the Aim-assist Adhesion that has been fully refactored.

*Reminder: There is a controller setting to let players reduce the intensity of the adhesion if they wish. *

To maintain balance between Keyboard and Mouse (KBM) & Controller on PC, the level of aim-assist has been increased for KBM players on several weapons.

As always, we will be monitoring the game and your feedback closely to continue adjusting the level of comfort in the future.

HEALTH KIT PICKUPS

We received positive feedback regarding the Candy pickups of Halloween and decided to extend the idea beyond the event. With patch 2.3, health pickups will be added all over Neo Arcadia when playing Crown Rush modes (Solo, Duo, Squad).

Health Kits will instantly restore 20 HP when picked up (note: you can pick them up even when at full health, but they will not increase speed like the Halloween Candies did).

With this change, the “Health Kit” Game Event will be removed from all Crown Rush game modes.

CROWNCAST TWITCH EXTENSION ON MOBILE

Starting November 20th, the Crowncast Twitch extension will now work on Twitch’s mobile app!

All the features found on the desktop version like Game Event voting and Battle Pass level-up by watching streams will now work on mobile. For a quick refresher on everything Crowncast offers, please check out the overview page on our official website!

COMMUNITY VOTING

We're adding a Voting/Feedback system that will enable us to directly ask specific questions to the community and allow for collection of multiple-choice responses. These will be questions coming directly from the developers which will give players new opportunities to provide their feedback on certain elements of the game and the overall experience.

Developer Notes: Your feedback will help us shape the future of Hyper Scape, let us know how you feel about the game!

SYSTEMS

EXTENDED SEASON 2

With our new frequent Title Updates approach (read more about it in our blog post), we’ve made the decision to extend the duration of Season 2.

This means several things: - We’ll be updating the Game modes lineup that was already planned. Stay tuned for official communications and roadmaps to know when certain modes will become available - We’re removing the end of season timer in the Battlepass - We’ll be extending the Daily Shop rotation and Challenges

As always, we will be communicating any changes and new features ahead of Title Updates to give everyone a glimpse of what we’re working on. Stay tuned for more exciting new stuff coming soon to Hyper Scape!

PLAYER RANKING & DIVISIONS

Patch 2.3 will reactivate the Player Ranking system by making Duo Crown Rush a ranked mode. The current Rankings will be reset to allow players to compete fairly following all the recent changes in that system.

Each of the 6 Player Ranks have now been broken down into more granular Divisions. Each Rank will have 5 Divisions, and each Division will have its own logo allowing for quick comparison between players. As part of this change, the Ranking thresholds have been rebalanced to allow for a wider spread of competition providing more opportunity for progression and player comparison.

Also, the Ranking page is now available from the Hall of Champions in the HUB: You can now view your Top 10 Matches which contribute to your Season Score at any time.

CHALLENGE SYSTEM REFACTOR

As of patch 2.3 the whole challenge system is starting to get overhauled. The current Season 2 Challenges will be replaced by a new rotating Challenge system with reset.

The Weekly Challenges will be completely wiped, and instead players will get one set of 3 Challenges every week to complete. These new Weekly Challenges will be much broader in scope, so anyone can complete them with enough effort (no specific weapon or map locations necessary). They will also change every week as part of a rotating cycle across several weeks, so if you don't complete them when the time runs out, they're gone.

The 3 Daily Challenges will be simplified as well. A lot of our daily Challenges were very specific and didn't mesh well together. After patch 2.3 refactor, the daily Challenge will be based on a series of sets that rotate every few days and put an emphasis on playstyle rather than specific weapons or hacks.

All the existing challenges will be removed and replaced by this new system at patch 2.3, with the exception of the Challenges linked to collectibles that will stay available.

Developer Notes: Sticking to simpler challenges and reducing the number of weekly Challenges to three per week (for a total of 6 challenges maximum) should make it easier for players to focus on what they need to do to get their rewards.

Important Note: the new Challenges are intended to be more rewarding & easier to complete. This update is a first step of the Challenge System overhaul that we will monitor closely in the coming weeks.

TIME-OF-DAY

Several game modes will now feature different times of day each match. This includes all Crown Rush modes (Solo, Duo and Squad) as well as Turbo Mode and Faction War.

Time of Day Ratios: - Sunrise: 40% - Morning: 40% - Night: 20%

Developer Notes: The Morning setting is the typical one you've been using so far. The Sunrise setting, as its name entails, shows Neo-Arcadia as its virtual sun is rising, impacting shadows and light color. The Night setting is the one you've experienced in Crown Rush Solo and Squad during our Halloween event.

WEAPON RETICLE IMPROVEMENTS

  • Weapons’ aiming reticles are now white in ADS (previously red) to improve their readability over the enemy outline & health bar.
  • The hit marker will now only turn red to feedback an elimination.
  • The weapons’ Holo-sights have been uncluttered to make ADS shooting more readable.
  • The ammo counters located directly on the weapon models have been made more visible.
  • Several weapons have received art changes to their hip-fire reticle (Ripper, Hexfire, DTAP, Harpy, Salvo)

Developer Notes: Most weapons have received a series of small visual improvements on their aiming reticles and holo-sights to improve combat readability.

SQUAD FEEDBACK IMPROVEMENTS

  • Squad marker shape was reworked to make it more visible.
  • Squad marker behavior on screen edges has been improved to be less unpredictable.

GAME MENU & SQUAD MENU REFACTOR

The Game Menu has been refactored to prepare the arrival of Crossplay in December. It is now divided in tabs, one for the typical game options and the other for the Squad. As part of the change the Squad menu (previously Social menu) itself has been modified, to give players an improved access to Player Profile Stats and Squad options.

  • Merged Game menu and Social menu into one screen with quick navigation.
  • Renamed Social menu to Squad menu.
  • Updated visuals on Squad menu to prepare for Crossplay integration.
  • Added Player Profile to player select on Squad Menu.

Developer Notes: The goal here is to improve the access to the squad menu page and the stats, as well as prepare the game for the arrival of Crossplay in December.

LOADING SCREENS IMPROVEMENTS

  • New loading screen visuals with a panel containing the game mode rules on the left and side loading tips on the right.

CONTROLLER LAYOUT MODIFICATIONS

  • In response to Community Feedback with this particular layout, the Jump shoulder controller layout has been updated: Weapon swap is now on Y, Melee on Right Bumper, Ping on DPAD up.

QUALITY OF LIFE

CROWNING CEREMONY SKIP BUTTON

  • You can now skip the Crowning Ceremony sequence at the end of a match.

MARKETPLACE IMPROVEMENTS

  • The purchase button in the Marketplace is now a “Hold” prompt button to prevent accidental purchases from occuring.
  • Discounts on bundles are now more visible.

RENDERING & LOADING IMPROVEMENTS

  • Added fast anisotropic specular material highlights, affecting the look and overall brightness of some surfaces such as metals.
  • Improved texture streaming strategies to achieve faster refresh times. You may notice a small delay in achieving full resolution and quality on certain textures such as (but not limited to) UI and ground textures.
  • Improved UI texture quality to ensure 4K/UHD capability even on the lower texture quality settings

BUG FIXES

WEAPONS

  • Fixed the clip size of the D-TAP weapon. New D-TAP Clip size Across Fusion: 15/17/19/21/23 (previously 15/17/18/20/23)

Developer Notes: This ammo changes only intends to fix a glitch in the fusion logic of the weapon, where some fusion levels were not as valuable as the other. It does not change the weapon value overall.

  • Fixed an issue where critical hits (“headshots”) were too easy to do. This fix should reduce slightly the amount of critical hits.
  • Environment damages from the Salvo and the Komodo have been fixed to reflect the damages they do on enemy target.

UI

  • Fixed an issue where Fusion stat gain text was missing for Skybreaker.
  • Fixed an issue where Fusion damage stat gain info was missing for Salvo EPL.
  • Fixed an issue where the Second Chance death icon would not appear in Compass.
  • Fixed an issue causing text on already bought items to be hard to read.
  • Fixed an issue with the critical damage from MAMMOTH MKI not appearing red.
  • Fixed an issue with the "Find Another Match" option in the End Flow not responding when Right Enter is pressed.
  • Fixed an issue where incorrect text was displayed in ping prompts when hovered over in the World Map.
  • Fixed an issue where Reticle did not change with Field of View setting changes except D-TAP, PROTOCOL V and DRAGONFLY.

AUDIO

  • Fixed an issue with Deployment Pod's engine SFX dropping after it starts dissolving above higher buildings.
  • Fixed an issue where Reviving sound is played after contender leaves the tombstone while being revived.
  • Fixed an issue where the dormant Mine sound disappeared after setting second Mine.

ART

  • Fixed an issue with character models missing proper textures in onboarding.
  • Fixed and issue where D-Tap ammo counter display was mismatched on Anime, Autumn, Caster, Slasher and Warzone skins.

CHALLENGES

  • Fixed an issue where Daily challenge 'Get to the Top 15 in any squad game mode' could not be completed in Duo mode.
  • Fixed "fuse fully fusioned items" Challenge to properly progress if you fuse a fully fusioned item from a supply crate .

GENERAL

  • Fixed multiple crashes and improved the general stability of the game.
  • Fixed several text and localization issues.
External link →
over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Dinkin---Flicka

What day and time does this patch go live? Also thank you for TDM! This will hopefully improve the player base and make for a better experience all around! I think all of us look forward to this.

We don't have the official timing yet, but it is planned for November 18th, as the others have mentioned.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by z99zuka99z

hello dews can you add crossplay?

Console crossplay is planned for December 10th. PC is still a work-in-progress!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Tommy_the_Gun

Challenges are disabled in Team Deathmatch for now.

This is a big mistake. Fortnite allows you to complete challenges in team rumble, and it’s fine. Is it way easier? Yes. But who cares? People are playing. It’s great for casuals like me.

If you think this is going to make me play the other modes instead, it won’t. I just won’t play the game at all. I have a lot of games to play and limited time. I haven’t played since Faction Wars was removed, and was looking forward to TDM.

I just wanted to reiterate that the TDM mode is in beta, which means it is subject to changes. Hence the for now part of the note. I would assume once the mode becomes more fine-tuned, the team would be open to adding challenges.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by NotBenoit

Damn you guys are working hard. I just hope I will be able to play the game without crashes now.

If you continue to crash, I'd definitely suggest reaching out to the Support team if you haven't already.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by GirlWithABush

When does TDM come out?

November 18th!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Notonyourside

Still no fully customizeable binding, just presets.:(

Still being worked on!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by MagswapGaming

I'm literally begging you to just try out a 10 second delay and remove the health kits.

The team would like to see how the new TTK stabilizes with Patch 2.3 with the impact of the health pickups. Changing the delay is a topic we have been monitoring closely, while the team is working to find a balance between skilled players being unstoppable and newer players. We are looking into it and will keep you posted once we have an update!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by ___UPTHEOPPS

Nice, now the horrible weapon balance comments can be deflected with “you should have grabbed a health pack” so cool how the winner of a gunfight is gonna be determined by who’s closer to a health pack. Who the f**k is making these decisions Lmaoo

Tdm gon be fire tho, great job on that ubi Fr, nice work

The team needs a bit of time to measure the impact of Patch 2.3 before they look into further balancing changes, but they do plan to bring a balancing update soon. Hence community feedback is incredibly important once the patch does go live, so the team can reflect on what you all have been providing and match it with the data they have.

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by SnesySnas

Well i guess this seals the deal, we're keeping the long-af Health Regen delay

That sucks, but i hope the medkits being a permanent thing will make sure that loss isn't as big

I mentioned this above, but the team would like to see how the TTK stabilizes after Patch 2.3 goes live with the introduction of the Health Pickups. This does not mean that the Health Regen delay will never change. The team has been monitoring this discussion closely and is working to find a balance for the large skill gap. This discussion is definitely on the team's radar and we will provide updates when we can!

over 4 years ago - /u/UbiMorning - Direct link

Originally posted by Equal-Ad5586

Im tired of stroking the devs ego to maybe get a tiny scrap if what this game used to be.

I and many other have given constructive (in some cases extremely detailed)criticisms of this game, filled out surveys given BY YOU and somehow every patch gets worse and worse for quality of life. yes we finally got fov sliders, yes we finally got tdm...but what the point of all that when the game feels so unbalanced and uninviting to play now?

I had the time I did with this game and it used to be fun and I thought I would be playing this game for way longer. However, Im just so done with this game.

I wish this game well and hope it finds its way, but Im done.

Feedback is certainly not being ignored. I completely understand the frustration at the turnaround time on things to be implemented, like FOV sliders on Console and TDM. The reality of the situation is these types of tools take a lot of time to implement. The team is incredibly hardworking to the point where the entire structure of the team has been reorganized to help create teams specifically specializing in pushing certain content. That's all explained in our Lab blog post.

I've touched on various things in other comments but I'll combine them here as well.

Regarding balancing changes: We do have a balancing update planned soon. However, the team needs a bit of time to accurately measure the impact of Patch 2.3 before further changes are made. Statistically speaking, it takes about a week for a new meta to form and settle. The team appreciates the verbal feedback the community has given both through the surveys provided and extremely detailed feedback from posts. The team then pairs that up with the data provided to get a general idea of how it is performing overall before looking into solutions. This process in general takes a few days for accurate data to generate and to allow players to voice their thoughts.

Specifically regarding lack of changes to health regen: Again, the team would like to see how the new TTK stabilizes after Patch 2.3 arrives, which includes the Health Regen pickups. This is a discussion the team is definitely aware of and continues to keep a close eye on its impact across the community as a whole. The team is attempting to find a balance between skilled players being unstoppable and new players being able to scrap some kills/learn. As I told the others, we will keep you guys posted on this topic once we have more information to share.

Regarding the game being uninviting: We have a whole team dedicated to the onboarding process for Hyper Scape. Things like Free Roam and TDM are just the first iterations of these modes and the first step towards the team's plans. We are very eager to see the community's thoughts on TDM and Free Roam in terms of the new player experience.

over 4 years ago - /u/MrEricPope - Direct link

Originally posted by Tommy_the_Gun

I get that, but why even disable them now? Is it more work to enable them? Anyway, thanks for the communication, it’s appreciated!

Probably could have worded it better, it's not that their disabled, it's that this is a brand new (beta!) build of a mode, so we don't have any challenges built or designed for TDM at this point.

over 4 years ago - /u/MrEricPope - Direct link

Originally posted by DIABOLUS777

> the level of aim-assist has been increased for KBM players on several weapons.

aim assist for MnK?!?!

Yes, since launch we've had per-weapon aim assist parameters for all controller types that allow us to tweak the efficiency of each gun. We know aim assist in general, and especially in this space of M+K is controversial for some, but I did want to clarify that it's been in the fabric of the game from the start. Note: This aim assist is not the same as the adhesion assist that is present on controllers.