Evolve Matchmaking Slow? - The Tech Game

Evolve matchmaking taking forever

evolve matchmaking slow

Next Post Next What does absolute dating mean in biology. Stage 2 beta releases today, free on Steam. Please note that due to the change in the badge system, all badge unlocks have been reset. I should of stuck to the pc version but bad back stops me from sitting to long on a pc desk. Returning Players Any player who owned a copy of Evolve previously is now granted Founder status. The Monster will also get a UI prompt whenever the ability is activated.

THE TECH GAME

Persistent Markers This highly requested feature makes it so markers and health bars now remain on screen while using the minimap. Spawn times are set depending on the tier of the Buff. This can be turned on via the options menu. Hunter Skins There are plenty of new ways to express yourself with new Hunter skins ranging from a crazy Chemtrooper wearing pink spandex to a blood-soaked robot. These notes break down every feature that the Turtle Rock Studios team has been working hard on and is proud to share with you today. Elder Kraken Fixed an issue where the camera orientation while casting Chain Lightning would cause it to miss at certain angles.

When a games is this hyped and, hopefully, loved it is understandable that people get a little out of whack. Trust me, 20 years ago, I'd have been right there with you. Even PC players are complaining about matchmaking.

But once more people get into the pool. Be well Symonator and enjoy the game I bet it is gorgeous on PS4! Figured out though, stay in a lobby if you get hunter and you become monster for about games then it swaps you out.

So you can leave at that point if you not a fan of hunter. I too have had the problems discussed in this thread for the PS4. I got the game on launch night and matchmaking was great. The few times I played at night after work it was great. I've made myself top Goliath and enjoy it very much so. I like playing as medic or support if it throws me to them, that's fine with me, that's how the game works. I understand you can't get your pick every game and that's fine as I enjoy both sides.

Since making it higher on the leaderboards, I've wanted to strive to stay that high as a personal goal. So I've been playing around am EST or late after work from am. These times have been the worst. I guess maybe it's because they aren't peak hours? Even though they aren't abnormal either. The game is extremely unenjoyable at these times. Im fine with being whatever class, but when you strip me the chance to pick which medic I want to play as based on the map or monster, and then take away the chance to pick a suiting perk for that said character, I'm left in arena with non communicating players getting bashed by the monster, 1 or 2 still might be bots at this point.

There is no possible way to even think about grabbing a win. I don't mind losing, when I had the whole match to lose with my team.

It's frustrating and not worth the time or money I try and put in to have fun and be one of the better players. I've tried rebooting the game which is hard copy. I've tried backing out etc. The matchmaking just does this consistently from day to day to day. It seems the matchmaking is not working today tue 17th on ps4. Forever searching, i have a feeling it's because of my level? Wildlife will spawn more often and in areas where Monsters can actually kill and eat wildlife. Trapjaws no longer have energy food values.

The Tyrant has been removed until further notice. We are working towards a complete refactor of how the Tyrant behaves in our game. Reavers no longer slow Hunter movement with attacks. Reavers can now climb up cliffs. This basically means our AI team wanted Reavers to take over Shear.

The unseen Reaver is the deadliest. Spawn times are set depending on the tier of the Buff. Limb Damage Removed Bullets will always deal a set amount of damage to the Monster. All bullet-based Hunter weapons have had their damage lowered to compensate for the increased consistency.

Headshots will still deal double damage for bullet-based Hunter weapons. The timing for each map is as follows each map will have a different weather theme: Controller Aim Assist Improvements The new aim assist will latch onto the Monster with greater strength than before. It is no longer a snap onto the target, but a gradual pull towards the Monster. Jetpacks no longer take fuel to climb a wall. Jetpacks will always give a Hunter four boosts when at maximum capacity. Will no longer follow tracks.

Daisy no longer will call in the Dropship after being killed. Only Hunters will start the Dropship timer. This does not apply to the Combat Trapjaw. She still has normal movement attributes. Daisy will grant the movement speed bonus until she is killed.

There are no VFX tied with this currently. On activation, any Hunter in a 30m radius of Bucket will have their class ability recharged at a rapid pace. Jack Repulsor Revision The red beam will no longer drain large amounts of energy when holding it on the Monster. The Repulsor can only be used when it is fully recharged. The reload speed has been improved to go along with this new change. Hyde Toxic Grenade Revision No longer kills Banshee mines, plants, and other various items with the damage over time ability.

Now has the ability to break sneak pounce grapples on impact. Will destroy any items on explosion, but not with the damage over time. Monsters Feeding Damage Threshold Monsters must take a set amount of damage before eating is cancelled. The closer Hunters are to the Monster, the lower the threshold. The further away Hunters are to the Monster, the higher the threshold. General Monster Changes Armor and health adjustments: Stamina has been increased for each Monster.

With the removal of in-combat stamina, each Monster now has a set Stamina value at all times. Energy required to Evolve: Stage 1 energy required to stage up is now 21 energy. Stage 2 energy required to stage up is now 25 energy. Contextual Combat improvements Monster Melee Combat Further improvements to the contextual combat system allow Monsters to have more consistent melee attacks while in combat. You still have three at Stage 2, but you only have two at Stage 3. Overall, it is still 9 points to spend through the Stages.

Restructured ability upgrade system. Level 1 abilities still give you basic function and enough damage to break through Hunters. Armor Channeling in the Dome Monsters rapidly regenerate armor while in the Dome after not taking damage while standing still for seconds,.

Once activated, a UI prompt and sound will play to notify both sides that the armor channeling has begun. To break the armor channel, a Hunter simply deals damage to the Monster. Our goal with this feature is to allow Monsters to reset the fight in their favor.

Wraith Decoy Rework Decoy no longer will make the Wraith invisibile. Upon activation, the Decoy will spawn and attack the nearest target. The Decoy no longer disappears if the Wraith uses abilities or melee attacks. The Decoy will fight alongside the Wraith during combat. It has a set health value and timer. If either reaches zero the Decoy will disappear.

Now lowers the jump height and jetpack dodge distance and slows the speed of jetpack flight as well. When in the launched state, they are invulnerable until they land on geometry or close to a Hunter. This is the armed state. Mines home in on the target and explode on impact once a target is in range. They are vulnerable in this active state. Banshee Mines now have 3 mines at each level. Whenever Goliath leaps or uses leap smash, tracks will appear below Goliath.

Bug Fixes One of the big focuses for Evolve: General Fixed a crash when playing with Very High graphic settings with Nvidia graphics cards. Fixed various crashes caused by: Goliath, Wraith, and Behemoth. Fixed various crashes when joining late as a Hunter. Fixed a crash when joining on Hank while the AI was using the shield projector. Fixed a network issue where players would connect to random lobbies when transitioning from custom matches.

Fixed a crash that could occur after the party leader leaves a custom match during gameplay. Fixed a network crash that would cause the Monster player to crash out during a multiplayer Hunt match. Fixed a crash after clicking continue in the post round results after an Arena match. Fixed an issue where restarting a game before the Hunters landed from the dropship would cause all Hunters to float in the sky. Fixed an issue where Hunters would not get knocked back while ledge grabbing during gameplay.

Fixed an issue where the spectator camera would create collision that would block abilities from Monsters and Hunters. Fixed an issue where certain in-game sound effects were not properly playing for the Observer client.

Fixed an issue where players set to no preference could sometimes get Monster over a player who had their priority set to Monster. Hunters Fixed instances where the Dropship would not drop Hunters in the closest respawn zone to their teammates.

Fixed an issue when Sunny activates hot swap while using her jetpack booster, the screen would break into 4 bright white quadrants. Fixed an issue where Sunny could deploy shield drones through collision. Fixed an issue where the Lightning Gun would not work properly at close range. Fixed an issue where Crow could not zoom in with the Kinetic Rifle while holding a charged shot.

Fixed an issue where the capacity perk would not increase the reload time of charge based weapons. Fixed an issue where if a Hunter was healed while trying to spawn in the dropship they would not die and spawn in the dropship.

Fixed an issue where if a Hunter was shielded while trying to spawn in the dropship they would not die and spawn in the dropship. Fixed an issue where taking over a Hunter bot as a player could sometimes push the Hunter through the world.

Fixed an issue where Hunters movement speed was slowed while walking up an incline. Fixed an issue where the Lazarus device would not revive players if used when the player entered the death state. Fixed an issue where Hunter UI icons would disappear during combat. Fixed an issue where Lennox would cause Tech Sgt. Fixed an issue where background reloading would take twice as long if a Hunter switched weapons before fully running out of ammo.

Fixed an issue where Hunters could not use their class ability while pounced. Fixed an issue where Hunter jetpacks would not use all 4 bars of energy while jetpack boosting. Fixed an issue where Parnell would have a double reload after using Super Soldier. Fixed various issues with the Hunter hot-swapping system. Markov Lightning Gun for example. Fixed numerous instances where Hunters would fall off the wall while slow climbing. Monsters Fixed how Harpoons interact with Monsters to create a more consistent and responsive system for both Hunters and Monsters.

Updated all Monster contextual combat hitboxes to prevent missed attacks. Removed incap grapple from all Monster attacks. Fixed an issue where sneak pouncing a Hunter into certain geometry would cause them to fall through the world. Fixed an issue where Monsters could not climb when close to the edge of the dome wall.

Fixed an issue where staging up would not allow the Monster to spend their 3 points in abilities, freezing them in place. All Monsters should no longer be affected by destructible objects. Fixed an issue where Hunters would teleport behind Monsters while sneak pounced. Fixed an issue where the Monster ability select screen would disappear after evolving. Fixed an issue where Monsters after evolving would have 4 undefined abilities. Fixed an issue where players could not back out of being Monster after they selected it during custom lobbies.

Fixed an issue where Spotters would sometimes not play the alert sound when a Monster is in close proximity. Goliath Fixed an issue when activating Charge after using a traversal would freeze Goliath in place. Fixed an issue where Leap Smash and Traversal would get caught on destructible objects. Fixed an issue where Rock Throw would get caught on collision while in the throw animation.

Fixed an issue where Goliath would have a drastically shorter leap smash when activating the ability near certain ledges. Fixed an issue when using Warp Blast where the explosion was not centered on the Wraith.

Fixed an issue where Abduction would not grab any Hunters if Wraith passed through a destructible object before reaching the Hunter. Fixed an issue where Warp Blast would not pass through destructible objects. Fixed an issue where certain interactions with Harpoons and Abduction where it would cause the Hunter camera to shake rapidly if a Hunter was grabbed by Abduction. Fixed an issue when Wraith would use abduction at a short range and cause the Wraith to lock up in the abduction state.

Kraken Fixed an issue when using traversal and melee attack at the same time Kraken will not activate a traversal, but would still lose a traversal. Fixed an issue where Aftershock was not properly tracking damage dealt in the post round screen.

Fixed an issue where Banshee mines would get stuck inside Hunters if casted within a certain distance. Fixed an issue where Hunters could dodge through Banshee mines while they were active. Fixed an issue when staging up as Kraken, the roar animation would show through walls.

Fixed an issue where Lightning Strike would knockback Hunters but deal no damage. Elder Kraken Fixed an issue where the camera orientation while casting Chain Lightning would cause it to miss at certain angles. Fixed an issue where Elder Kraken Lightning Strike was not doing damage when Hunters were pressed up against certain destructible objects. Fixed an issue where Death Spiral would spawn a few meters behind Elder Kraken.

Behemoth Fixed an issue where the Roll Traversal could deal multiple instances of damage to Hunters. Fixed an issue where Tongue Grab would grab corpses instead of Hunters it was targeting. Fixed an issue where Fissure would fire off before the animation fully played.

Fixed an issue where AI Behemoth would cast rock wall below itself. Fixed an issue where Behemoth did not have the correct 9 second evolve timer. Gorgon Fixed instances where Spider traps would not move after capturing a Hunter. Fixed an issue where Gorgon would get stuck on a Hunter after using wall pounce. Fixed an issue where Gorgon would use multiple traversals during a melee attack causing wasted stamina. Fixed an issue where the Damage Amp would not be removed from Gorgon after using Mimic.

Fixed instances where Gorgon Spider Traps would keep players grappled after the trap was destroyed. Discuss what you think about the Release Notes in the thread linked below!

Iamges: evolve matchmaking slow

evolve matchmaking slow

Stage 2 is now smoother, shorter, and more focused on getting players the information they need before going out into the wild for their first Hunt.

evolve matchmaking slow

Even though they aren't abnormal either. Fixed an issue when Sunny activates hot swap while using her jetpack booster, the screen would break into 4 bright white quadrants. If a Hunter is incapped or if you have 2 strikes and are killed it will add 10 seconds to the dropship timer.

evolve matchmaking slow

These notes break down every feature that the Turtle Rock Studios team has been working hard on and is proud to share with you today. The further away Hunters are to the Monster, the evolve matchmaking slow the threshold. Overhauled Menu Structure Streamlined our egolve flow so you can get into games faster than ever. I read posts like this https: Evolve matchmaking slow through the Evolve: