HiRezAjax

HiRezAjax



02 Nov

Comment

Originally posted by DumpsterDriving

While some players have expressed they would wait infinite time for a more even match we have done experiments and most players would rather play rather than be bounced from queue pop to queue pop.

If the concern over rolling over the queue more often is that players would have to wait the full queue time again, then why not have "unlocked" queue times like in LoL? I understand that would probably be a lot of work to implement, but it seems like a valid solution to this issue.

We had that type of queue for many years. Players were generally unsatisfied with it. Its not that hard to implement as we've had them before, so we could re-enable them. Weve actually posed this question to the community before and it was pretty unanimously struck down.

Timed queues have 2 main advantages

  1. players know exactly when the queue will be ready
  2. its very easy to understand what the threshold is for players in a match - its exactly the best people we have at the time the queue pops

The old type of queues were unpredictable in timing and in matchmaking, and wouldnt solve for an extreme low pop issue such as this.


01 Nov

Comment

Originally posted by ShankieTheWizard

Edit: I understand the averages are about balanced but at the same time no one is genuinely happy with a end result like this. I also know that region plays a role in the player base the system has to pick and choose from, but if I’m waiting in a queue for 5 minutes it should be able to matchmake teams better than this.

We have investigated many reports just like this one and the result is always the same - These are the only 10 players in the queue for that region on that mode at that time. Here is how Ranked matchmaking works:

  1. the queue pops
  2. all players who are in the queue are ordered by MMR from top to bottom, best to worst
  3. matches get made from the top down - best 10 players are match 1, players 11-20 are match 2, etc (with some departing from this strict list based on pre-made parties or people who were already rolled over once before)
  4. We always give a match to the best players (top10)
  5. Players can be rolled over to wait again - "more time is needed to find you a match" - this can happen anywhere down the list depending on where bad MMR gaps are, but we never roll over the top 10, intentionally (see below)
  6. Once the 10 players are selected, then they are split between Order and Chaos to have the closest average MMR between the 5 player...
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28 Oct

Comment

Originally posted by theKeltz

The only thing i can think of is the fury tried to walk through your tower for a brief sec because it had aggro on someone, and it probably has priority over player walls so it canceled the 'wall' that is the ult. and then promptly lost all aggro and went back to it's spawn.

I know the titan, for example, will end a ymir wall early if they collide so the titan can path through it so I assume the fury must have some similar pathing priority system.

this is the correct answer. Jungle bosses immediately destroy all player made walls - fury destroyed your pao lao, this is working as intended.

Comment

yes she does, giving your ally a passive power buff is still a passive.


20 Oct

Comment

Originally posted by BadSpartan97

since when? why would you do that?

it was implemented last update to increase to increase the amount of game experience required before players can enter ranked

Comment

Originally posted by BadSpartan97

BadSpartan PC and ranked joust and conc. weirdly duel works...still wont play that mode XD

you do not have enough masteries. you now need 20 gods at rank2+ to play ranked

Comment

can you share your in game name, platform, and queue you were attempting to join to help us troubleshoot this issue?


19 Oct

Comment

Originally posted by SOHuskyBRO

So is the mute feature fixed yet?

yes this was hotfixed early in last patch - but please do let us know if anything seems to be not working as intended with mute features in todays patch


28 Sep


31 Aug

Comment

this effect is not intended, and will be fixed soon


24 Aug

Comment

If you own the season pass and its not showing as owned, just relog and the skin should be acquired.

If you don't own the season pass youll nee to purchase that to unlock each new gods "Ascended" skin


11 Aug

Comment

From 8.4 Patch Notes: (and nothing more has been said or shown since then)

  • This map is planned to launch in Q4 2021.

  • This new map is being designed to feel like both the Siege Rework and the Clash Rework, but at the same time. We are aiming to create a mode that both Siege mains and Clash mains will enjoy playing.

  • When looking at the problems with Siege, the team noticed that many aspects of Clash could be applied to help improve it. Clash had similar issues to be solved using Siege mechanics.

  • The two maps occupy a similar gameplay space in SMITE: Higher Combat, Lower Strategy – but with real lanes, towers, and jungle objectives. These design conclusions are what compelled us to merge them into one map. As the merging of the best parts of each map is such a primary goal – the name Slash will be sticking.

  • It will feature both Maya and Egyptian environments – each tied to the respective bases.

  • ...
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10 Aug

Comment

Can you DM me the "Support Ticket ID" number or at least the player IGN you are trying to report? So I can see what happened.

Looks like you followed all steps correctly and if the player really said what you are describing, I would expect some form of ban to be handed out. Thanks


09 Aug

Comment

Originally posted by MrRadioNewVegas

In a video with fineokay, Clumsy (one of the devs) made a comment on this sort of thing in regards to Mulan. He noted that an obvious buff to Mulan would be to have her 1 animation be much quicker. It would make her damage come out faster and she would be less likely to be interrupted. The problem is that sort of animation is done that way for both style and substance. It would look pretty comical if she moved a whole lot faster in that animation. So they look elsewhere in terms of buffs. There is also something to be said about players being hit by abilities being able to have a chance to react and respond. There is an argument to be made that some abilities taking longer to come out can be better for balance or just for making abilities look cooler and more fun.

Essentially, there are a great deal of gods that get better if their abilities are faster but there are several reasons they are hesitant to do it. There are balance and style implications. Hades 3 having a delay ...

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This is absolutely correct. I think OPs title is a bit extreme - this is not ignored by everyone.

We on the design and balance teams discuss this all the time, and we are generally hesitant to make these changes for a few reasons, some of which you already listed correctly. Some other things id add

  • Players absolutely underestimate how huge of buffs these are. We have seen this across many different data points in SMITE history. Making an ability easier to hit - faster animation speed, larger hit area, etc is one of the biggest buffs we can give a god. The increase in win% is often much larger for these types of changes even when compared to larger damage buffs and cooldown buffs. Zhong is already seeing pro play. Hades is one of the winningest gods in the game (except pro play) - we specifically discuss and choose not to buff in this way all the time

  • We also have recently become much more open to these buffs. Apollo, Anhur, and Neith were fe...

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06 Aug

Comment

Originally posted by AzraelKinslayer

We can blame the tutorial for that.

Since you play Neith in the beginning, and the tutorial then recommends buying Med, some people just never stop doing that.

the tutorial does not prompt you to build meditate anymore btw (but this certainly could still be part of it from the old days)

Comment

Originally posted by Darth00Revan

I played a Ranked match, lost, and am now at 1554 MMR. It was displaying 1600 MMR before the game. Smite ID: FrenchyFry

The match IDs of my most recent games are:

1178041954 - Loss: Game I played just now to confirm MMR

1177940285 - Win: Game where I was reset to 1500 and won 100 MMR

1177883481 - Win: Game where I last had my correct MMR

I don't know how it all works or how much you guys keep track of the MMR, but if it could be brought back to that third game I mentioned, it'd be cool haha but yeah let me know if any more information is needed!

Comment

Originally posted by MallyFigrew

I just played a game and my mmr has still not fixed.


04 Aug

Comment

Originally posted by W_Shep

Yeah, so I played another ranked game and we won handily, and I'm still around 1500 mmr. I've still yet to recover the random 300 I lost from one game this morning. The match ID I just played was 117799757

thank you for testing this - i will share with the team right now

Comment

Originally posted by W_Shep

So if I queue another ranked game, win or loss I should re-coup the mmr (+ or - the amount for that game) that I lost by getting reset?

my assumption would be (if its fixed)

  • play another ranked match

  • this should queue you back in the MMR level you had before

  • then you would gain/lose the usual amount

Comment

Originally posted by W_Shep

Mine got reset too, and it says I lost 336 mmr for the game. I played 3 more games after that and it still kept the mmr loss. The match ID was 1177978676 IGN Wolmy

This match was played before we attempted the fix. I'll need more recent check