Marathon Development Team

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Marathon Development Team

Marathon Development Team

@MarathonDevTeam

News, updates, and insights from the developers of @MarathonTheGame 🐛

Tau Ceti IV Присоединился Kasım 2024
5 Подписки35.5K Подписчики
Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We identified and fixed an issue where runners could equip larger-than-expected stacks of equipment (grenades, ammo boxes, etc.). This has been resolved with a server-side fix. For now, if you hold a stack of equipment greater than supported, the extra items will be lost upon infil. In the future, we will fix the UI error that allows these larger-than-expected stack sizes to occur. The fix that is now deployed will also reduce the rate of anteater errors in-run.
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We are aware of exploits allowing Runners to cancel slides to gain boosts of speed. To maintain competitive integrity and keep the combat sandbox balanced we will be fixing these exploits in a future patch. Pardon our dust!
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Ziegler
Ziegler@Ziegler_Dev·
FYI: Here's the current schedule for Cryo/Ranked. Cryo: Unlocks at 10 AM PT on Friday (first opens on Friday 3/20) Closes at 10 AM PT on Monday (first closes on Monday 3/23) Ranked: Unlocks at 10 AM PT on Saturday (first opens on Saturday 3/21) Closes at 10 AM PT on Tuesday (first closes on Tuesday 3/24) Once again, as we see and learn more we're open to iterating on the schedule in future updates. Good luck you brave souls.
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Ziegler
Ziegler@Ziegler_Dev·
Cryo and Ranked are coming and we're excited to see players battle it out over Tau Ceti and traverse into the big scary moon-like ship in the sky. We've put out a few posts about Cryo, poured through the variety of comments and feedback we've seen so far, and wanted to take some time to explain some of the initial decisions we've made around Cryo and Ranked with regards to weekend scheduling. So without further ado, here's what we have been thinking: We are of course always iterating and are open to looking at other options in the future, but the Ranked/Cryo Archive weekend decision is really built around three points: - Preparing: We acknowledge that players will lose a lot of gear on Cryo and Ranked because it is intended to challenge you to your limits. As a result of that, it's important that Cryo and Ranked feel like an event you can schedule towards, grind gear up to do, etc. The loop of spend time grinding gear to spend it in Cryo or Ranked is reflected in this choice as a weekly cycle. - Economy Talk: We have some great rewards on Cryo that kind of break the bank when it comes to economy and power gain. If we were to look at having it open all the time, we'd probably have to adjust how frequently you can earn these rewards so that we don't flood the game with amazing loot all of a sudden. - Logistics Time: Cryo and Ranked both have entry requirements (gear ante) that are built around the idea of you matching with other players on an equal investment level. They also both have a high level requirement to ensure you've experienced enough of the game to understand the challenges inherent to the game. This inherently makes the amount of people in that queue at any time unpredictable. Both of these experiences also need a consistent flow of players in the queue to make sure matches are full to retain the challenge. To reduce the match times and allow players to find matches quicker, making it a scheduled event means more players will show up during that window and feed the queue pool better. We also acknowledge that there are likely some who cannot participate on the weekend or are excited about the experience and want to no-life it for weeks, and we appreciate that. We'll be looking into what we can do to retain these considerations and potentially accommodate this in the future. Things we may iterate on in the future: - Staggering Ranked and Cryo queues more so they overlap less - Looking at changing the days we do either Cryo or Ranked - Changing the ante values of Cryo or Ranked - Looking at any other conditions (solo experience, crew fill experience, etc.) and iterating on it! Marathon is an evolving game and part of evolving is seeing how this initial launch plays out and adjusting as we go =). Thanks for the feedback, keep it coming and we'll update you when we figure out the next evolution.
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Ziegler
Ziegler@Ziegler_Dev·
The general philosophy behind our upcoming ranked mode is to test you/your crew's skill at the core loop. To us, this is about making sure that the game is about maximizing the value of your run. With this spirit a lot of the rules are built around testing you to think about what you're ante-ing up, how you're using it to get more out than what you brought in. Additionally, we also want to make sure the outcome of pvp interactions and high value events in this mode can be lucrative against your ante, and provide you with the option to get even more out of the session if you take the risk to do them. In other words: in ranked you're gonna be rewarded for taking risks, but taking risks means you also put yourself in danger of losing something. The further you advance in ranks the more you can risk (and in some ways have to risk to advance) and the more you have to lose if your ambitions don't pan out. We're excited to get your eyes, ears, and hands on this feature. Good luck out there :).
NULL//TRANSMIT.ERR@MarathonTheGame

Put your survival skills to the test, climb the competitive ladder, and prove you’re a top Runner on Tau Ceti in Ranked mode.

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NULL//TRANSMIT.ERR
NULL//TRANSMIT.ERR@MarathonTheGame·
The Marathon Discord is now 400,000 strong. Thank you! You’ve made this community special — and we can’t wait to keep building it with you. This is only the beginning. Join the fun: discord.com/invite/maratho…
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We just updated the 1.0.5 Patch Notes with a couple items that got missed. Should be easier to find your friends to crew up now. ➡️Fixed an issue where Runner Connections were not showing properly when scrolling if players had a large number of friends. Opportunist ➡️Added a 3.5 second cooldown to the perk activation.
NULL//TRANSMIT.ERR@MarathonTheGame

x.com/i/article/2033…

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_sani
_sani@EatRatLove·
@MarathonTheGame Hoping acknowledgement on the issue that the system where SA players would be matched to NA on periods of low server population broke rendering the entire region unable to play for mot of the day, please you've been so transparent and it's been so frustratng @MarathonDevTeam
_sani tweet media_sani tweet media_sani tweet media_sani tweet media
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Ziegler
Ziegler@Ziegler_Dev·
Alright everyone we're going a bit rogue here. We have a bit of an experimental feature that's in development we want to test and we'd love for you to help. As of Wednesday morning 3/18 at 10am PT, we'll be enabling a limited time duos queue on Perimeter only to test how the game plays with crews of 2 at a wider scale. Important things to note: -- It will be on Perimeter only for now. -- The test will last about 2 weeks (but we might cut it off early or elongate it depending on what's going on). -- You can only enter duos with a premade group of you and another friend. (no matchmaking solo into duos). -- You will be matched with other duos only. -- You can select "Perimeter - Duo" from the zone select screen to access it. (not the final intended ux flow right now) -- Some things will be a bit jank. Just a note: this is a bit of an experimental feature so we expect to learn some things along the way and make changes to future versions of this. This likely won't be the final implementation of how it would look and flow in the game, but for now it was easiest way for us to get it to you all to help us test. We're excited to run this experiment with you all. Pending what we learn, we're hoping to expand duos as a queue in the future and we wanted to take this first step sooner than later so we could understand how it affects our game better before investing a lot more time in fleshing out the feature. Additionally, this is unlikely to be the last experiment we run, so look forward to more as we continue to evolve Marathon. FOR SCIENCE!
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
@Epic_Amans Will pass along this feedback. Make sure you check barters—there are sometimes good deals like 3 shield chargers for 1 Sparkleaf.
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Amans ☕️☕️☕️👊
@MarathonDevTeam Can you make patch kits and shields cheaper in the armory? Hate wanting to go out with all my purples and blues but not having any health items.
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
Next week, we are planning to make a change to free up a little more space in your Vault. We've seen the feedback on some stack sizes not feeling large enough and will be making the following change: ➡️ Consumables, Ammo, Salvage, and Grenades will now have larger stack sizes in the Vault. We're also adding some additional Vault filters for keys and backpacks in this update.
Marathon Development Team tweet media
TheTacoTim@TheTacoTim

I played 10+ raids in Marathon last night, and only died once.

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josu
josu@josuVEVO·
@MarathonDevTeam PLEASE keep it how it is in backpack fighting a team with 50 shield charges in 2 slots is going to be miserable
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We have fixed an issue where Rooks were able to load into a run and immediately exit, and they would still receive a bonus sum of credits. This is a server-side fix and does not require you to restart your client. You're going to have to try harder than that, Rooks.
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We have seen reports from some players wanting more performance out of their high-end PC setups. For launch, our team prioritized performance for low- and mid-spec PCs to ensure as many people as possible are able to play. But we also want performance to feel amazing on high-end hardware. Near term: We’re working on a guide to help you get the most out of the hardware you have today. Long term: Improvements benefiting high-spec PCs. We want to be transparent that this will take some time and won't come all "at once" in a single season. We understand that for competitive shooters, performance is always going to be important. Like other critical technical systems, such as game security or PC hardware compatibility, it’s an area we will continue to advance over time.
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Marathon Development Team
Marathon Development Team@MarathonDevTeam·
We've seen your feedback about the increased range at which you can hear other players in combat and are closely monitoring how it affects your runs. We recognize that this was an overcorrection and will pull things back in a way that maintains your ability to hear each other's actions, but not at a distance that feels excessive. We're still aligning on how to ensure the best player experience, and will deploy changes in an upcoming update.
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Ziegler
Ziegler@Ziegler_Dev·
Shout out to everyone for giving us active feedback on the patch notes and changes! Re: the audio broadcast distance change, we originally wanted to give everyone more info in the map and make it easier to make choices around audio: where people are, what's happening on the map, whether to run towards or away from danger, but we're hearing we overdid it a bit and looking to pull back the range in an upcoming patch. This change should till give some of that benefit but at a distance that feels more comfortable and intuitive to everyone. Keep the feedback coming! Even if we're not actively changing something about it right now, I can assure you it's being catalogued and looked at (we have a big list).
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NULL//TRANSMIT.ERR
NULL//TRANSMIT.ERR@MarathonTheGame·
Marathon update 1.0.04 is live: ITEM ECONOMY 🔹Increased the number of Med Cabinets and Munitions Crates that can spawn on Perimeter 🔹Increased the amount of starting ammo in MIDA, CyberAcme, and Arachne free Sponsored Kits 🔹Reduced the frequency UESC Grenadiers drop EMP grenades COMBAT 🔹Fixed an issue where players could sometimes die instantly in confinement events 🔹Fixed an issue where the shield break screen effects could constantly play when you had a heal over time effect and a damage over time effect on you at the same time 🔹Increased the range gunfire and explosions can be heard from WEAPONS Thermal Scopes 🔹Reduced visual clarity on targets with thermal scopes 🔹Adjusted max distances for thermal highlight: 🔸Pistols: 40 meters (down from 55) 🔸Rifles/LMGs/SMGs: 60 meters (down from 65) 🔸Precision Rifles: 80 meters (down from 100) 🔸Snipers: 100 meters (down from 180) Overrun AR 🔹Increased default ammo capacity by 5 ROOK 🔹Fixed an issue where backpacks could be deleted when exfiling with Rook 🔹Fixed an issue where Rook’s position was not being displayed on the map screen. 🔹Increased CyAc reputation gain from exfilling with Rook 🔹Rook will now have the same Faction reputation bonus for exfilling that solo players receive 🔹Rook’s WSTR shotgun will now spawn as Compromised (Compromised items require use of a Matter Fixative during the run to exfil with the item) UESC 🔹Reduced health of most UESC enemies and shield hp of UESC bosses by a small amount 💡DEVELOPER NOTE: With this change we hope to alleviate some of the resource burden in both Solos and Crews when it comes to engaging UESC in combat. The goal here is to allow your bullets and meds to go further without reducing too much of the UESCs bite. We see the feedback loud and clear that players appreciate the friction that our UESC combatants provide and we have no plans to change that direction. CONTRACTS 🔹Increased default distance objective nav points appear from 10m to 20m 🔹Introducing NuCaloric Contract: Fixed an issue where enemy Crews could receive NuCal contract VO audio and subtitles from a long distance away 🔹Introducing Traxus Contract: Reduced the difficulty of the UESC Commander encounter OUTPOST 🔹Temporarily disabled switches access route to the Broken Wing on Outpost 💡DEVELOPER NOTE: We are temporarily disabling the "Broken Wing" entrance into the Pinwheel while we make some tuning changes to it. In its current state it trivializes entrance into the Pinwheel. We are making some tweaks to maintain the spirit of the "silent" entrance while better matching the risk / reward of the Pinwheel. Runners can continue to take advantage of all other ways into the Pinwheel (including the additional silent method) in the meantime. REWARDS PASS & STORE 🔹Fixed an issue where Silk balances were not updating correctly without restarting the game 🔹Fixed an issue where bundle prices could be displayed incorrectly 🔹Fixed an issue where cosmetic items might incorrectly say "Savings" when they are full price 🔹Increased the LUX bundle from (1000 + 100) to (1000 + 120) STABILITY 🔹Fixed a rare issue that could cause dedicated server crashes 🔹Fixed several issues that could cause client crashes GENERAL 🔹Fixed an issue where doors would lock preventing players from finishing the new player intro mission 🔹Updated the description of Perimeter (Beginner) on the Zone Select screen 🔹Fixed a bug where the Text Chat window could get stuck open 🔹Fixed a crash that sometimes occurred when attempting to use an IME Keyboard 🔹Fixed a crash that sometimes occurred when typing quickly with an IME Keyboard 💡DEVELOPER NOTE: Some issues may still remain with third-party IME software and we are continuing to investigate. Windows built-in IME may be a temporary workaround for users who are experiencing issues while we work on a permanent fix. 🔹Adjusted the location of the IME keyboard to be closer to the Text Chat window 🔹Players will no longer see an extended black screen during the map load sequence
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