tibermoon

tibermoon



19 May

Comment

Originally posted by Rebelpilot

So you know, I finished it tonight!

https://photos.app.goo.gl/D2ZtY2gU5MZwnHHHA

Awesome. :)


01 May

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Originally posted by Rebelpilot

We were just talking about this in 5 mans but didn't realize it was a puzzle. May have to get it.

Also how are you /u/tibermoon? It's been forever!

Yeah, I haven’t done a jigsaw puzzle in decades, but obviously I had to pick these up. :) Looks like they’re on Amazon as well.

I’m doing all right, thanks! Hard at work on Iron Man these days.

Post

So I was at Toys ‘R Us this weekend and stumbled across two Ravensburger Star Wars puzzles. Puzzles with strangely familiar c*ckpit designs…

External link →

15 Nov

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Originally posted by mechwarriorproject

Not only ruined the game but ruined Star Wars forever. Maybe even science fiction.


31 Oct


17 Jun


30 Apr


10 Apr

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Awesome. May the Force be with her. :)


07 Apr

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Originally posted by GoatHumper

I have a question hopefully Charlemagne/Tibermoon can answer: will there be any attempt to fix the 50 SR penalty on non-player-fault disconnects?

More generally: players that don't willingly disconnect from matches can still get hit by the 50 SR penalty, which is obviously unfair (and harsh, when grinding rank)... is there anything that can be done to fix this without outright removing the dodger penalty?

Specifically, I'm thinking of game crashes and server-side kicks as unfair sources of the leaver penalty. I'm still of two minds regarding leaver penalties being applied on network disconnects where neither party is at fault (the shit happens factor), but I'd be OK with that being left as-is.

Hopefully they read this and can offer up a response...

Unfortunately there's no way for the game to recognize the difference between "you hit ALT-F4" and "your ISP just exploded," so for this sort of thing our options are either have the leaver penalty or don't.

Based on the overall negative impact we saw on the community when we did not have the leaver penalty, current inclination is to leave it as is. It's not perfect, but seems to cause much more good than harm on balance.


02 Apr

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Beautiful. Well done, pilot!


19 Mar

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Originally posted by EA_Charlemagne

Just to clear this up, I meant our spare time at work. So, between tasks and such. Not off-hours.

Further clarification: Although we don’t work on game updates outside of work hours, we DO spend our off hours as caped crusaders defending the city from evil. It’s actually the main reason Montreal has such a low crime rate. True story.


03 Mar

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Originally posted by Boardwithpedals

Continued support is appreciated, thank you! (Hope you enjoyed the Cal Cup)

I'm guessing we're more likely to see more balancing next week?

Yup, the Cal Cup was awesome. Not sure if my highlight was seeing B-wings in the field or the Finals going to game 5 with a NR victory. :)

We're looking at some further balance tweaks, yes, but no ETA to share right now.

Comment

Some context on this: Last week's changes resulted in a dramatic improvement in dogfight match quality (far fewer blowouts, better faction balance, etc) BUT came at the cost of making the avg matchmaking time for dogfight longer than we're happy with.

Today's changes move the "Quality vs Speed" slider back the other direction a few notches, but not as far back as it was 2+ weeks ago. We will observe and see if additional tweaks are needed.

Notes:

  • Ranked Fleet Battle matchmaking rules are now slightly more lenient at the 2 minute mark (i.e. slightly faster MM on avg)

  • Dogfight matchmaking rules are now significantly more lenient, starting at the 1 minute mark (i.e. avg MM time should now be faster than last week)

  • As always, choosing random faction for dogfight = faster matchmaking


02 Mar

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Thanks for the heads up, folks. This is currently under investigation.


25 Feb

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Originally posted by StonesideAF

Did you also do something to the matchmaking in Dogfights? I was playing today and the matches seemed a lot more balanced. I didn't have a single match were I was hammering on newbs, it was all similar level sweats...

The only problem was that I was waiting quite a bit longer to get into a match (queing with one buddy) He's got good stats 4.25 K/D and like Level 80 something and I'm a 2.85 K/D level 160.

To be clear, the matches were awesome but we were waiting 5-7 minutes with a few that were even longer. I don't mind you keeping me away from clubbing newbs. That's fine. But waiting that long to get a match definitey had me stop playing earlier, today, than I would have.

I appreciate you endlessly trying to improve this game before you stop tending to it... Just reporting what I experience. Also really appreciate how quickly you guys respond to people on twitter. Ian and Charlemange both responded the other day when the EA server had a few hiccups.

Yes, yesterday's MM change should result in better dogfights (but, yes, longer wait times on average) and slightly shorter avg wait times for fleet battles. No changes have been made to coop MM, as it doesn't have any skill-based elements.

We will continue to monitor and adjust further if needed (if the dogfight MM changes prove to cause too big of a tradeoff in terms of wait times, for instance).

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Originally posted by Cascades_Climber

It will backfill if someone leaves during the initial 120sec ship selection phase before match start. And the issue is it fills with literally anyone it can find.

That was indeed true. Until the change we made two weeks ago. It now accounts for MMR when backfilling. It’s not weighed as strongly as it is on initial game creation (since we don’t want you timing out waiting for someone to backfill if we can avoid it) but it’s definitely a factor now.


17 Feb

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Originally posted by geofurb

Can you tell us what time it was pushed to live? Wondering if I was rusty from a week off or if the extra boost cost has tweaked my T/D boost+drift chaining.

It was around 10:30 AM EST. Any online (not solo/practice) match started since then should have the changes, since the changes are pulled down upon match launch.

Comment

Originally posted by factoid_

Will that ever change? I get that you don’t necessarily want to devote resources to patch releases, which are a big deal, but practice mode is a valuable tool for testing loadouts and it would be a shame if it didn’t reflect actual game stats.

Maybe once you’re done with all your balance tweaks they could be made into a single patch to incorporate into the offline code?

Very unlikely, sorry. By and large the team has moved on to their next projects, so full patches are no longer viable (see our recent news post). That’s why we’re using this backend-based approach for these balance and MM updates—it’s not nearly so resource intensive, which fortunately allows us a little bit more time to fine-tune the experience. :)

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Originally posted by coolv1bes

How long (roughly) will it take to propagate to the live servers? People in matches are still seeing the old values and are curious what the time-to-live is.

Merci beaucoup!

Already live everywhere as far as I know.

Comment

Quick Clarification: These balance updates are done via the backend rather than a "patch," which means that they only apply online. So you'll see them in a dogfight or PVP fleet battle, but if you try practice mode or solo fleet battles you won't see the change.