UT Pre-Alpha – Ranked Duel Matchmaking

Unreal Tournament hat jetzt Matchmaking! Ab sofort kann man sich im 1vs1 messen und versuchen die MMR-Leiter nach oben zu klettern. Das Ranked Duel Matchmaking ist der Beginn eines der wichtigsten Features. Und das heutige Update hat noch viel mehr zu bieten. Am Spielmodus Flag Rund und an dessen Maps haben die Entwickler viel angepasst. Dazu kommen Balancing-Änderungen an den Waffen sowie von der Community gewünschte Anpassungen an Instagib. Für Aufsehen sorgt die Tatsache, dass man seinen Nickname in Unreal Tournament jetzt nicht mehr ändern kann. Dafür gibt es ab sofort die Möglichkeit Clan Tags zu nutzen. Der Changelog des Updates ist wie immer enorm groß.

Ranked Duel Matchmaking

Vor rund zwei Wochen hat Epic Games die Ranked Duels für mehrere Tage aktiviert. Das diente als Testlauf und half einige Probleme aus der Welt zu schaffen. Nun ist das Matchmaking für die 1vs1 Matches dauerhaft aktiv und kann von allen Spielern genutzt werden. Eventuell muss man zuvor noch das Probematch gegen einen Bot durchführen.

unreal tournament ranked duel matchmaking

Das Matchmaking sucht automatisch nach einem Gegner. Da die Auswahl an Spielern in der Unreal Tournament Pre-Alpha aber noch nicht so groß ist, kann es teilweise zu massiven Unterschieden im spielerischen Können kommen. Trotzdem ist es ein wichtiges Feature für die Zukunft, das auch jetzt schon eine Menge Spaß bringen kann.

Übrigens wurde die Spielzeit der 1vs1 Matches von 10 auf 5 Minuten gekürzt. Die Community nimmt diese Änderung gespalten auf. Allerdings ist diese Einstellung natürlich keineswegs endgültig und kann sich jederzeit wieder ändern.

Änderungen an Flag Run

Wie wir wissen legt Epic Games viel Wert auf den neuen Modus Flag Run. Mit diesem Update wurden sehr viele Detailänderungen durchgeführt, die den Spielmodus weiter verbessern und angenehmer gestalten sollen. Diese betreffen beispielsweise das Nutzen von Rally Points und das Respawnen. Auch an den automatischen Ansagen wurde etwas gearbeitet, damit diese präziser und besser verständlich sind.

unreal tournament flag run

An den Flag Run Maps wurde ebenfalls einiges gemacht. Beispielsweise kommt auf diesen nun die Lightning Rifle zum Einsatz und ersetzt die Sniper Rifle. Am meisten hat sich an FR-Loh getan, die Map erfuhr deutliche Veränderungen am Layout.

Viele Tweaks an den Waffen

Um das Balancing zu verbessern, gab es auch wieder einige Anpassungen an den Waffen. Viele Spieler werden sich darüber freuen, dass die Flak Cannon etwas abgeschwächt wurde. Der Schaden beider Feuermodi wurde reduziert, wenn auch nur geringfügig.

Der Rocket Launcher hat seine Dreizack-ähnliche Streuung zurück, die aber weiterhin durch Bewegungen beeinflusst werden kann. Mit den zielsuchenden Raketen wird weiterhin experimentiert. Wenn diese eine gewisse Nähe zu ihrem Ziel haben, dann wird die Zielsuche deaktiviert. Damit haben die anvisierten Spieler bessere Chancen auszuweichen.

Die Link Gun hat nach dem vielen negativen Feedback beim letzten Mal nun wieder einen neuen Sound für den primären Feuermodus erhalten. Außerdem verursacht das Heranziehen von Gegnern nun 25 Schaden, aber die Dauer wurde dafür reduziert.

Die Sniper Rifle hat nun eine kurze Verzögerung, bevor sie nach Aktivieren des Zooms anfängt näher heranuuzoomen. Dadurch kann der oft gewünschte minimale Zoom zuverlässiger eingestellt werden. Die Verzögerung bezieht sich also nur auf das Heranzoomen. Die Sniper Rifle wechselt natürlich weiterhin direkt in den Zoom-Modus.

Bei der neuen Lightning Rifle wurden die Werte etwas angepasst. Sie verursacht jetzt mehr Schaden und das Aufladen im Zoom-Modus geht etwas schneller. Allerdings benötigen voll aufgeladene Schüsse dafür nun zwei Munition.

unreal tournament lightning rifle

Übrigens besitzt der Enforcer jetzt unendlich viel Munition. Da man in manchen Spielmodi keinen Impact Hammer mehr hat, konnte es passieren, dass man irgendwan wehrlos dastand, weil alle Waffen leer waren. Dieser Fall kann jetzt nicht mehr eintreten, da der Enfrocer automatisch nachgeladen wird, wenn die Munition ausgeht. Er besitzt danach wieder 20 Kugeln. Eine Nachlade-Animation gibt es allerdings noch nicht.

Instagib spielt sich schneller

Die Instagib-Community wurde erhört und bekam mit diesem Update ein paar kleine, aber entscheidende Änderungen für ihren Lieblingsmodus. Bei Instagib wurde die Spawn Protection entfernt, die Verzögerung bis zum Respawn beträgt nur noch eine Sekunde und der Algorithmus zur Auswahl des Startpunkts wurde angepasst. Außerdem wurde die Lautstärke des Schussgeräusches reduziert.

Kein Sprint mehr, Spielerzahlen in DM und CTF

Eine oft unbemerkte und durchaus fragwürdige Spielmechanik wurde mit diesem Update aus Unreal Tournament entfernt. Bisher war es nämlich möglich durch längeres Gedrückthalten der Vorwärtstaste zu sprinten. Epic Games hat sich nun aber entschieden diese Mechanik wieder herauszuwerfen.

Die Standardeinstellungen der Spielmodi Deathmatch und Capture the Flag wurden angepasst. In ein Deathmatch passen nun acht Spieler. Bei Capture the Flag wurde die Anzahl der Spieler auf 10 reduziert, was auch der gewünschten Anzahl für Wettkämpfe entspricht.

Player Cards, Account-Namen und Clan Tags

Eine Player Card liefert einige Informationen über den ausgewählten Spieler. Im Spiel kann man dieses Feature bereits nutzen. Epic Games arbeitet noch an der Art wie die Informationen präsentiert wertden. In Zukunft wird es möglich sein, diese Player Cards außerhalb des Spiels über einen Browser aufzurufen.

Eine umstrittene Änderung mit diesem Update ist die Tatsache, dass man seinen Nickname in Unreal Tournament jetzt nicht mehr frei wählen kann. Stattdessen wird immer der Name des Epic Games Accounts genutzt. Wer damit überhaupt nicht leben kann, der kann übrigens eine Änderung des angezeigten Namens über den Support beantragen.

Dafür gibt es jetzt auch die Möglichkeit im Spiel einen Clan Tag zu benutzen. Diesen kann man über die Optionen einstellen. Der Clan Tag wird dann auf dem Scoreboard angezeigt.

UT Pre-Alpha Download

Wer das Spiel noch nicht besitzt, kann es über folgenden Link kostenlos herunterladen. Man benötigt lediglich einen Epic Games Account.

Auch das fertige Spiel wird nach dem Release kostenlos zur Verfügung stehen. Die Entwicklungskosten werden über optionale Microtransaktionen abgedeckt.

UT Pre-Alpha Build 22.02.17 Changelog

Major Changes

Significant updates to FlagRun game mode and FlagRun levels.
Players don’t collide with teammates except if both trying to stop in same location.
Turned off sprinting.
Now always use real Epic account names. Added option for user specified clan name prefix on scoreboard.
Improved interactive scoreboard, now enabled when join before match starts.
Improvements to QuickMatch and Ranked Match flow.
Functionality and balance updates to Lightning Rifle, Rocket Launcher, and other weapons.
Instagib changes requested by the community.
Track kill assists in all team game modes.
Default max players for DM now 8.
Maxplayers 10 for standard CTF ruleset.

Levels

FR-Fort
Unified version with door at main entrance (FR-Fort_Door is gone).
Layout changes.
Removed defensive spawn room teleporters.
Fixed incoming alarm firing when rubbing up against the closed door.
Replaced Sniper with LG as default pickup.
FR-Loh
Significant layout changes.
Fixed line up positions.
Added weapon shields for attacker spawns.
Replaced Sniper with LG as default pickup.
FR-Meltdown
Layout updates.
Adjustments to redeemer volumes.
Adjustments to jump pad ledge in tunnel to mitigate player snagging.
Replaced Sniper with LG as default pickup.
DM-Chill
Removed lower playerstart near stinger/armor.
Misc fixes.
Fixed lighting issues present in the Redeemer room.
DM-Underland
Fixed LOD issue with the Douglas Fir asset.
CTF-Lance removed from build.

Weapons

Projectiles
All projectiles ignore client side hits on corpses and gibs.
Same team projectiles don’t interact with each other ,except friendly Shockballs destroy each other to avoid getting stuck.
Projectiles that shouldn’t collide with teammates work properly when the shooter dies while in flight.
Lightning Rifle
Increased base beam damage 35-> 45.
Increased fully charged body shot damage 80->85.
Reduced charge up time to 0.8 sec.
Fixed getting headshot blocked by armor notifications for low damage lightning gun headshots.
Removed knockback bug on primary.
Charged lightning rifle shots use 2 ammo.
Chain lightning only off hits to players.
Added Lightning Rifle stats.
Rocket Launcher
Multi rocket alt-fire has trident spread.
Reduced delay between firing loaded rockets.
Reduce seek lock time for RL from 0.6->0.5 sec.
Increased distance that lock indicator shows up for targets from 3800 to 5000 units.
Now have minimum seek distance below which rockets stop seeking, to make it easier for target to avoid them.
Link Gun
Link gun only links to live players for link pulling.
Link pull does 25 damage, lasts 0.3 seconds instead of 0.4.
Fixed link beam not damaging if fire again immediately after starting pull.
Link beam and link primary can now destroy bio goo.
Grenade Launcher
Fixed sticky grenades blowing up on enemy impact.
Alt Grenade explode time once armed is now 5 seconds.
Sniper Rifle
Slight delay before start zooming in zoom mode so can consistently get min zoom.
Can now headshot sliding players.
Flak Cannon
Flak damage adjustments: shard 14->13.
Flak shell direct hit damage 109->103.
Enforcer
Enforcer reload support: reloads a new clip if out of ammo.
Updated enforcer materials to support weapon skins.

Movement

Players don’t collide with teammates except if both trying to stop in same location.
Turned off sprinting.

In Game Menu and Interactive Scoreboard

Start with in game menu active on join.
Streamlined ready up system. Warm up now implies ready.
Minimap now interactive (mouse over) if in game menu is up.
Adjusted chat bar position on in game menu.
Adjusted scoreboard header to fit without overlap when in game menu is displayed.
Show player options menu when mouseover on interactive scoreboard.
Pressing the console key in the chatbox will bring up the console.
Fade the level music back up when the menu is active.
Removed mute, kick, and send friend request from scoreboard dropdown options for bots.
Fixed including bots in kick vote counts.
Removed switch team before match on alt-fire.
Can change teams while in warm up.
In a team game, don’t show the mute state of opposing players when the game is in progress because they are force muted by the server.
Added ELO and XP badges to pre-match line up.

HUD

Can no longer change the angle of the quickstats hud.
Fixed cases where win conditions were not shown on HUD.
Fixed impact hammer reticle being off-center by 6px.
HUD/scoreboard color tweaks.
Fixed persistent killfeed during Showdown warm up.
Health number on HUD stays red when low.

Scoreboard and Minimap

Now always use real epic account names. Added option for user specified clan name prefix on scoreboard.
Fixed issues with scoreboard title panel text overlap.
Fixed drawing score messages on non-FlagRun scoreboards.
Improved showing own position on minimap.
Improved minimap scaling on scoreboard by scaling map to fit better.
Fixed defender base not showing in FlagRun minimap.
Fixed Scoreboard showing incorrect country flag when the player set a new flag before a match.

Announcements

Reduced default spacing between announcements.
Match is starting announcement plays.
Fixed issues with announcements interrupting displayed announcement text.
Added yoink reward message for link pull.

Controls

No longer have controls menu bindings for show buy menu, keyboard turn left, and turn right.
Made some control bindings optional so players aren’t required to update them before leaving controls menu.
Got rid of obsolete hold dodge modifier functionality,

Hubs

Adjustments to how rules are set up to make them easier for hub admins.
Adjusted min player counts for default rulesets.
Fixed server password prompt not appearing when attempting to enter a password protected server.
Non-party leaders shouldn’t be able to start hub matches.
Added checks so if a ruleset is added but has no maps, it will be rejected (with a warning in the logs).
Don’t prefill hub matches with bots, only add bots when match starts if not enough players.
Kill instances filled with idlers at end of match.
Default max players for DM now 8.
Maxplayers 10 for standard CTF ruleset.
Hub matches are not rank locked by default.
Fixed text should be „Rank Locked“ not „Ranked“ in hub match description.
Custom game no longer right justified on create a match main panel.
No default goalscore for custom TDM.

Effects and Rendering

New first and third person armor pick up effects.
New first and third person health pick up effects.
Added geometry overlap sphere for improved depth perception of own shockballs in medium and high detail modes.
New Rally Point effects.
Reduced number of ribbon sections created by jump boots trail system.
Updated Link Beam 3rd person to use updated effect (no more dramatically curving beam in 3rd person).
Turned off shadow casting on weapon sigils and wall torches.
16×16 tile in reflection environment for perf gain on high end pc.
Tightened up requirements for some effects spawning for perf optimization.

Damage Numbers

Damage numbers now show damage dealt, not modified by health left.
No damage numbers for targets shot in a safe zone.
Outline damage numbers.
Damage number display time proportional to amount of damage.
Slower alpha out for damage numbers.
Adjusted red hue of damage numbers.
Color damage numbers gold if damaging armor.
Include UDamage multiplier in reported damage numbers on HUD.

Sounds

Adjusted footstep volume.
New link primary fire sounds.
Removed udamage pick up ambient sound (the sound when it is on the ground, not the sound when held by a player).
Increased redeemer explosion sound range.
New Lightning gun sound effects.
Halved volume of CTF scoreboard score update sound.
Fixed some rally point sound effects not playing from dedicated servers.
Don’t play rally broken sound un-attenuated for all defenders.

Editor and Mod Support

Added blueprint callable function EnableWeaponSwitching(). Call after calling DissallowWeaponFiring(true) to re-enable weapon switching without enabling weapon firing. Requested functionality for Elimination mod.
Added a gamestate notification when async loading is complete.
Added the ability for gamemodes to specify assets to always load instead of async loading them.
Hold references to objects async loaded to avoid thrashing in network games
Initial camera placement property on UTWorldSettings allows LDs to specify a good camera location for camera before connection process is complete.
PIE implies ?dev=1

FlagRun

Increased min time to power up rally point to at least 1 second after FC steps off and back on.
Defender short respawn delay now lasts until 2:30 left in the FlagRun round, down from 3:00.
Attackers always take 5 seconds to respawn unless quick spawn to take advantage of ending rally.
Players don’t auto-call for rallies after dying until 45 seconds into the round.
No longer have rally cooldown. Attackers are able to rally once every time a rally point is powered up.
Added failsafe for zeroed gradual flag return positions.
Make sure to never go to free cam when out of lives.
Increased time can keep flag carrier pinged by maintaining visual on him after targeting him.
Added support for pending rally points so current rally point isn’t cleared if powered when new rally point starts charging.
Fixed rally charging notification if flag gets picked up on rally point.
Kick idlers at the end of flag run rounds.

FlagRun Announcements

Fixed clearing rally message when rally ends.
Updated door announcements.
Added successful FlagRun defense reward announcements.
Added Ace reward for killing all 5 enemy team members in FlagRun (all dead at once).
Changed „Enemy Rally!“ to „Enemy Rally Activated!“
Updated player callouts for FlagRun.
Defenders get directional incoming lines for enemy flag carrier entering base (incoming left, incoming low, etc.).
Different message for defender standing on unpowered rally point.
Make sure rally ended message interrupts „Press E to rally“.
For players that join FlagRun match in progress, announce whether attacking or defending.

FlagRun HUD

Don’t draw erroneous round/role info on FlagRun HUD during warm up.
Show round number and role on FlagRun HUD.
Show round number in FlagRun score message.
Show rallypoint thermometer whenever there is still some charge.
Different thermometer color for RallyPoint when charge is depleting because flag carrier not touching it.

FlagRun Intermission

Kill rally cam if at intermission.
Don’t try to play end of round instant replay for recently joined player.
Fixed hard to kill highlight detail
Group Taunt prompt shows up for top defender after a defense round win.
Focus on last killer after annihilation or successful defense round.
Show replay after annihilations or successful defense.
Fixed own mesh anim pose getting set to standing at end of round.
Freeze particle effects for intermission shot.
Fixed timer messages playing during instant replays.

Engine

VR plugins disabled again because of issues with SteamVR auto launching and using resources.
Hack to workaround bShouldCaptureMouseOnActivate being stuck on true under certain alt+tab timings.
Fixed perf slow down trying to draw player name with special characters in it.
Fixed Mac issues with viewport sizing and mouse capture.

Bots and AI

Fixed an issue with building paths near doors and jump pads that caused the AI to think they are smaller than they are.
Fixed bots getting stuck on Enforcer burst fire mode.
Bots inside spawn protection volume with visible enemy stay there and shoot spawn campers.
Bots targeting spawn protected enemies back off until the enemy exits the spawn protection volume.
Added ‚viewbot‘ cheat – cycles through bots.
Fixed AI attempting to use paths that require jumping but through which it cannot fit without crouching.
Check for large pawn sizes when building jump and swim paths.
Possible fix for bot rarely getting stuck on jump pad when hunting enemy.
Fixed bots on defense grouping up too close together during initial assault on some maps in FlagRun.
Added defense points to FR-Heist and rebuilt paths.
AI using jump boots reassess their landing point for air control.
Fixed a bug that caused bots intercepting enemy flag carriers to guard too far ahead of the FC’s predicted path, often resulting in them camping the flag base way too early.
Fixed team doors not generating correctly sized paths in some cases.
Give humans priority over bots when both are touching flag simultaneously.

Quickmatch and Ranked Match

Made QM search wider for other players.
Fixed quickmatch not being joinable on party join.
Auto bot skill adjust support in quickmatch.
5 minute time limit for ranked duel. Lose faster, win faster, grind faster.
If you cancel out of a quickmatch, return to the main menu.
Take away ranked session countdown until all players are in, clear InactivePlayerArray to avoid giving early quitters penalties.
Award a ranked win if other player quits a duel.
Added DM-Lea to Duel map rotation and ranked playlist.
Added Polaris to Quickmatch CTF list.
Added Underland, Outpost23, Unsaved, Backspace, Salt, and Batrankus to Quickmatch DM list.
Automatic region detection for matchmaking. Only NA and EU valid at this time.
New match start up system unified for hubs and quickmatch. Wait for desired player count to join up to 8 minutes, then start filling in with bots.
Custom matches number of combatants option specifies max players and how many human players to wait for before starting.
Fixed turning off bots and no longer use map optimal counts to set bot fill

Basic Training

New CTF tutorial video.
Adjusted bot counts in gamemode training matches.
Store the tutorial mask in both the progression file and profile (for offline play)
Added code to look at the coins collected and if the player has collected all coins assume the tutorial is unlocked.
increased Stinger room size in Weapon Training a little bit.
Fixed tutorial progression not working for players who had already played through training.
Fixed no achievement appearing after completing Movement and Pickup tutorials.
Added a reward teaser to the basic training menu.
Auto bot skill adjust support in training matches.
Achievement toasts for completing FlagRun and Showdown training.
Only require movement tutorial completion to show single player on front page.
Removed collision from the signs in the Tutorial maps.
Added training room for the Grenade Launcher.
Adjustments to weapon bases and entrances to be more visually understandable.
Increased the height of the port-holes in Flak Room.
Added „shoot from here“ markers on the ground of the Shock Rifle room.
Adjusted tutorial audio voice over levels.
Improved Jump Boots room in the pick ups training.

Networking

Removed cosmetics and taunts from login url, replicate to server using RPC.
Line-ups use replicated properties instead of RPC for setting the clients, to make joining during a line-up more reliable.

Player Card

Now have externally generated player card with information presented as web page.
This will allow players to eventually view player cards outside the game.
Character model/etc are pulled from the player’s profile if they aren’t in the same server space.
Player cards can now be viewed in the hub even if the viewed player is in an instance.
Fix for Player Card not displaying seasonal stats in hubs.

UI

Reduced size of top menu bar.
Changed NA and EU to North America and Europe in the menus.
Changed „offline“ to „single player“ in menus.
Added information about rewards earned in challenge match description.
Made the single player challenges highlight when hovered/selected.
Fixed maximize button.
Made the panel for friends full screen so it can close properly.
Fixed the alignment of the youtube login box.
Removed fragcenter from menus until we can redesign it.
Added a way for games to restrict the context menu on Chromium plugs in since in fullscreen the window switch will cause a minimize.
Force quit player settings when matchmaking dialog comes up so that world travel won’t break rendering.
Make message prompt appear when player selects „Find a Match“ while logged out.

Misc. Gameplay

Track kill assists in all team game modes.
Continued iteration on Flag Invasion PVE mode.
Fixed changing duel spawns at start of match after they had already been rendered on the client.
Limit how often momentum is applied to dead bodies, to address projectiles passing through a ragdoll body.
Fix team balance to pick team with most bots if prematch join
Actors destroyed by server as part of startup now properly propagate into client side demo recording/replays

Instagib

No spawn protection.
Respawn delay only 1 second.
Modified spawn selection algorithm.
Reduced volume of instagib fire sound and fixed its attenuation settings.

Parties

Display warning dialog if party leaving was due to matchmaking failure.
Close the matchmaking dialog if player leaves the party during a search.
Try to put players on same team as their party when JIP or balancing.
When a non-leader manually exits an instance, remove them from any parties they are in.

Quelle: epicgames.com

mousesports präsentiert Pro-Team mit frag^m und hypno 2on2 TDM Apprentice Cup am 5. März
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