Smite

Smite Dev Tracker




07 Feb

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    Xienen on Steam Forums - Thread - Direct
I posted this on a similar thread in the SMITE 2 discussions:
People, the remaining SMITE 2 team is still bigger than the SMITE 1 team was for many years of its life. Times are tough in the game industry right now. There are so many good studios that are going through layoffs or flat shutting down. This layoff was to ensure the continued future of SMITE. Layoffs always suck, but this one hit me so much harder. Sooo many truly great people had to be laid off. To honor their massive contributions, those of us remaining are going to work that much harder to make sure SMITE has a long future.

06 Feb

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    Xienen on Steam Forums - Thread - Direct
I have confirmed that your SMITE 1 link to SMITE 2 was completed successfully.
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This sh*t makes me so furious it's insane.

Imagine being such a talented, dedicated, and positive employee and getting laid off with no warning or heads up like you're nothing to the company.

And not just Lermy, everyone else affected by the second round too, kinda like everyone on the first round of layoffs as well.

Utterly disgusting to the max level. Stew and every single higherup in HiRez deserve to be completely financially ruined for how many people they have affected with their sh*tty ass decisions.

Awful awful awful


04 Feb

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This was actually added a few updates ago! In settings under Usability you can find a Photosensitivity option that you can toggle.

Under Video settings we also have opacity sliders for self, ally, and enemy VFX that you can use to tone down effects.

Hope this helps!

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Game Modes
  • Ranked
    • All 3 ranked modes are now Hard Reset. We are planning to do routine Soft Resets throughout the year. Keep an eye on patch notes for updates!

Items
  • Buffs
    • Duality
      • Increased Passive Damage from 25% to 30%
    • Hydra’s Lament
      • Increased Physical Power from 30 to 40
    • Rage
      • Increased Passive Physical Power per stack from 3 to 5
    • Spear of Desolation
      • Decreased Cost from 2350 to 2300
      • Increased Passive Ultimate Cooldown Reduction from 6s to 10s
    • Spear of the Magus
      • Decreased Cost from 2400 to 2300
    • Typhon’s Fang
      • Increased Passive Magical Power from L...
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01 Feb

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Originally posted by woolyninja4

She definitely doesn't need this. She is already a top mid lane pick.

Literally didn't read my post, I didn't suggest a single "solution"

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Just wanted to start a discussion about Hecate 3 as it's been irking me for a while now.

The idea that it only shields magical damage is cool on paper, and was cool on her release, but in practicality, especially with gods being entirely magical or physical, it's extremely unreliable as a shielding effect.

The fact that an ability does next to nothing depending on the composition of the enemy team is a really messy mechanic. Applying the shield only to see that the ally is chased by two physical gods feels very bad as someone who plays Hecate a lot, as it's not a matter of skill, but rather just pure luck of who's engaging in the chase.

Additionally, the shield itself is very confusing to apply and receive. The health bar shield is slightly more purple than the regular shield variety. In a massive team fight I don't really have time to colour pick the shield colour in paint to determine whether or not I'll live and whether or not I need to use an active item...

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Originally posted by -Srajo

Makes sense theres 0 chance they are getting good data from a god release with aspect release.

They could also add aspects with the god releases just for already existing gods in the future. Like instead of hunbatz aspect add the ares aspect or a new mulan aspect and after rama add hunbatz aspect.

Why wouldn't they get any good data? That's just silly - they have shown that they can track god's based on the build they do, something like an aspect is not a problem for them lol.

If anything, it gives them direct info on how to buff/NERF a god or their aspect immediately next patch


31 Jan

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The crew is investigating this now! Appreciate the report.

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Did find the issue that was causing this this morning and submitted a fix. May take a bit for a hotfix to pop up that can take this fix but should be fixed in live soon.

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Originally posted by Ozzy_chronik

Just add a mechanic so people can join matches that are already started with no win/loose effect. Plenty of games do it and it works just fine. Way better than sitting in a lobby waiting like a spud

That's also another awful idea in a MOBA - again, that works for other games but there's a reason why you don't see it here, in LoL, or other examples.

By doing that they would:

a) mitigate the consequences of allies leaving therefore implying that leaving is not as bad

b) Increase player frustration of joining a match in progress on a losing side, or on a winning side where the game is like 1 minute from being over

c) Decrease team synergy if people picking end up picking bad or trolling themselves.

All of this to avoid a simple solution - if you aren't gonna be there to pick a god, you shouldn't be in the queue.

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Originally posted by Ozzy_chronik

The matchmaking is that bad you kinda don't wanna leave the cue in my opinion.

Instead of giving penalties when people don't pick a god in time how about they force players in with a random choice if the timer reaches zero, that way the match continues, everyone wins. Then they don't have to hand out penalties for stupid reasons.

Random choice if the player is not there is a terrible idea in a moba - it's not a FPS like Paladins where it doesn't matter as much.

You're rewarding players for not being there on time. What if you had to leave for a longer time and the match loaded you in, and now your team has to play as 4 instead of 5 players. Would you want to be in a team like that, or a game that encourages such behavior?

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Originally posted by Ozzy_chronik

I was in a cue for about 30 mins the other day, got up to go for toilet and when I came back I had a 4 hour penalty.

I was pissed

No offense but that is partially a problem - you weren't ready to play the game therefore you shouldn't have been in the queue.

You can always leave and rejoin, no?


30 Jan

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Because MOBAs depends on each member of the team being there, anything less is wasting other people's time in matches that can go up to 40 minutes long.

Queueing is the same, wasting 5 minutes of people's time.


29 Jan

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Originally posted by BaconBadd

Not currently, no. The only things we know are planned for maps are a sort of Conquest overhaul, and at some point, a new, dedicated Assault map.

Even the dedicated Assault map isn't confirmed - as they've said they feel fine with the current one.

Edit: I stand corrected lmao - I remember a comment going into detail how it's very resource intensive to create a new map for little to no benefit and how the conquest map serves its purpose for assault too, but I wasn't aware of newer plans to change the map.

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Everyone's focusing on how you shouldn't reward allies for dying but I think the bigger problem is that you should never be punished for playing well and getting a kill. It's the same problem devs had with Perse upon her release - why should the enemy team be punished for successfully outplaying her by risking dying to a ghost of her?


28 Jan

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we released a hotfix this morning that fixed an issue with Vulcan's Turret/Thumper not working with various Items!

Patch Notes here

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Originally posted by Quiet_Log

I dont understand why most people jump on the new thing, I expected the other way around, for smite 2 too have 2-3 k players and the majority to keep playing 1, i expected more resistance.

You say you expected more "resistance" as if something bad has happened, when in reality most players saw the S2 announcement and went "oh neat i get to play smite but better"


27 Jan

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Several things here that are obvious even without access to smite code:

  • Rebuilt from the ground up does not mean every line of code is written from point 0. Old code often times is used at least as a reference point. Some things are different, as S2 most likely uses GAS, which would require most of the gameplay logic to be done in a completely different way, but the general point still stands - references are important unless you wanna spend a week trying to think of a way to do something that has already been done.

  • The Susano issue sounds more like it relates to the logic of the networking code itself, rather than it being connected to Susano. Networking is DIFFICULT, and rubberbanding like that is extremely common of an issue, especially in an early phase of the game.

  • Also, keep in mind, just because a bug looks the same and has the same repro, doesn't mean the root cause of it remains the same.

Tldr game dev is ...

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