Bloodline champions when is rotation
Beside server infrastructure, we have also put a lot of effort into optimizing and developing solid net code. With 7 years of experience working on top-down multiplayer games, we had a good understanding of how we wanted to develop the net-code for Battlerite.
Our goal from the start has been to make Battlerite available to as many as possible. For the netcode, this meant being able to handle a large variety of network environments like high packet loss, highly variable latency as well as just constant high latency.
In BLC, the netcode would fall over if a player had even slight packet loss and it wasn't a great experience to play with more than ms latency. In Battlerite, a large amount of systems are designed around the reality of networks around the world. Our current server infrastructure and a more refined net-code is probably the second biggest reason for the success of Battlerite, especially in regions with developing infrastructure. There was a free champion rotation system.
Players were able unlock new champions by earning and spending virtual currency and you could purchase a champion or a bundle of champions for real money. What we realized too late was that this model was fundamentally flawed for a game like BLC. By limiting access to Champions we made an already content-thin game even smaller. New players could pick up one of four champions and would ultimately face other players with the same champions as everyone had the same rotation.
It grew stale and repetitive very quickly and players quit early as the grind for a new champion was too big. We have not yet decided what model we will use when the game fully launches but know what we want to avoid. It is also worth considering how players will react to how you price your game and what reputation you want to build as a studio. We have been taking a few hits over the years due to the pricing of both BLC and Epidemic.
Pricing of some items in those games have been on a ridiculous scale but those decisions were often out of our hands. With Battlerite we are independent and we can right some wrongs from the past and rebuild some trust. A fair pricing model goes a long way in that regards. With BLC we tried hard to build a strong community.
At that time, we were still 14 people developing our first multiplayer PvP game and we still took time aside to create webpages, we developed and branded our own community forums, we hosted community events and tried our best with the limited resources we had to stay active with the community. Many people in the studio felt that we let everyone down when we weren't able to keep this up due to both political and economical reasons. With Epidemic it was easier. We were actually not allowed to interact with our players via forums or other media.
This is another story of course but one of those interesting aspects of working with a publisher. The good side of this was that we had more time developing the game and we were less emotionally attached to the community which was a good thing for us when Epidemic was canceled. For Battlerite we are solely responsible for building our community and this time around there are no political reasons keeping us away from our players.
We believe in transparency and as we are still a small team 25 people everyone that can and wants to is able to help out.
Answering posts on forums, doing write-ups that explains a features or a decision, helping with support and so on. Everyone in the studio is allowed to talk to our community. This sometimes results in miscommunications especially in language as we only have one native English-speaking person in the office but so far the positive side far outweighs the negative side of this approach. During our launch week, most people in the studio spent almost all their time helping people out that had technical issues, answering questions on forums and streams and relayed important topics to our coders so we could fix it ASAP.
There are always unforeseen technical issues that will occur once you get a lot of people into your game but we were prepared for it and communicated any issue directly via our in-game messaging system. During the launch week we worked around the clock and I think our ability to respond and fix issues quickly were very much appreciated by our community.
I would say that the most important part about developing Battlerite has been our team spirit and production mindset. Throughout the project we have been comparing ourselves with the biggest competitive games and we never settled for less. We had to come up with solutions that enabled us to work as efficiently as possible.
In the end, I believe that the commercial success of Battlerite is mostly due to how much better we were able to realize the game on our second try. Battlerite is the result of 8 years of iteration, iteration and iteration on a top-down action multiplayer game. Sections Close Back. Blogs Close Back. It is important to note that with a system like this we give the players complete freedom to choose what they want to purchase.
When the time comes, information about how to do it will be available in the game itself and on the account pages. During open beta everyone who has pre-ordered will be able to play the game with all the content that is part of the pack they have chosen, be it Bloodlines, skins, weapons, avatars, titles, et cetera.
Players who have not pre-ordered will be restricted to what is given as part of the free to play offer. What are the differences between the different editions of the game that you have planned? Do I need to purchase multiple items to get access to all the bloodlines? That depends on what you prefer to do. After launch each of the bloodlines can be purchased from the in-game store, using either Bloodcoins earned from playing, or Funcom Points you have bought.
It is entirely up to you if you prefer to get access to the Bloodlines that way, or by buying one of the packs listed above. Additional packs may be added at any time. I made a mistake with my purchase. Can I seek support to correct or refund my order?
Will the game be available for all parts of the world at the same time? With that said, at launch the game will have servers in the EU and US, so the gaming experience might not be optimal for people outside of those regions due to latency. Yes, you will be free to choose who you play with. With that said, we have not made the final decision about exactly how this will work. The idea right now however is to put players from different regions on the same server but with different ladders.
Example: You can play together in custom games and create teams with players from both US and EU but matchmaking used for ranked games will be divided into two regions so either you create your team on the US ladder or EU ladder. It is up to the players to decide which ladder they play on. Yes, in addition to credit cards popular payment providers such as PayPal, Paybycash and many others will be supported. Read More. Patch 1. Hey if any Battlerite Testing group mods see this, I'm in the alpha, can I get an invite?
Let me know if you need proof. Emperor Paraka 10 Sep, pm. Though I guess few are still watching this group. What I hope to accomplish with this is that I hope many regulars and other players try to get 1K games played within that Season. Velijah 4 Nov, pm.
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