BoxManLocke
Member
4 wins in a row won't get me a division up, however the following defeat is immediate division down.
What the fuck are you doing, game
What the fuck are you doing, game
4 wins in a row won't get me a division up, however the following defeat is immediate division down.
What the fuck are you doing, game
The Batmobile is my new main. Maybe I would've gotten to champ last season if I realised its potential sooner. Damn it's a perfect car
https://gfycat.com/DependentInbornAfricanparadiseflycatcher
Seriously. It's Sunday evening and I can't play because of this. Unacceptable.It's taking forever to find a Standard game at the moment
It's taking forever to find a Standard game at the moment
Seriously. It's Sunday evening and I can't play because of this. Unacceptable.
Keep at it. When you solo queue you kinda have to read how your teammates are playing and work around them, but this game is best when you have a teammate to grind with. I'd say just focus on improving your play and ignore the wins/losses. They'll come.so is it just unrealistic to get into this game as a solo player now?i thought i was slowly getting better, but now that i'm almost at rank 20 the game has been making things really hard. i'm constantly getting matched up against players well above semi-pro (which i understand, the game has been out for a long time), and it's just loss after loss, and it's rarely close. so now i'm in this cycle where my team immediately goes down (i'm not denying my part in this, but i'm also not a complete disaster out there), and then people just quit. i can't remember a multiplayer game where people quit this often. so then i'm in a position where i either quit, or suffer through the final 4 minutes or a game where we have no chance. at one point i had my win percentage to 50 percent, and now it's in the 30's. just shit game after shit game. even if i suck, you'd think i'd luck into more wins just based on getting good luck in matchmaking.
so is it just unrealistic to get into this game as a solo player now?i thought i was slowly getting better, but now that i'm almost at rank 20 the game has been making things really hard. i'm constantly getting matched up against players well above semi-pro (which i understand, the game has been out for a long time), and it's just loss after loss, and it's rarely close. so now i'm in this cycle where my team immediately goes down (i'm not denying my part in this, but i'm also not a complete disaster out there), and then people just quit. i can't remember a multiplayer game where people quit this often. so then i'm in a position where i either quit, or suffer through the final 4 minutes or a game where we have no chance. at one point i had my win percentage to 50 percent, and now it's in the 30's. just shit game after shit game. even if i suck, you'd think i'd luck into more wins just based on getting good luck in matchmaking.
Are you playing ranked? If so I wouldn't worry about the losses right now, matchmaking is still very volatile as players balance back out to their appropriate ranks. It should be a lot better in a week or two. Hang in there, practice and experience are everything in this game!so is it just unrealistic to get into this game as a solo player now?i thought i was slowly getting better, but now that i'm almost at rank 20 the game has been making things really hard. i'm constantly getting matched up against players well above semi-pro (which i understand, the game has been out for a long time), and it's just loss after loss, and it's rarely close. so now i'm in this cycle where my team immediately goes down (i'm not denying my part in this, but i'm also not a complete disaster out there), and then people just quit. i can't remember a multiplayer game where people quit this often. so then i'm in a position where i either quit, or suffer through the final 4 minutes or a game where we have no chance. at one point i had my win percentage to 50 percent, and now it's in the 30's. just shit game after shit game. even if i suck, you'd think i'd luck into more wins just based on getting good luck in matchmaking.
so is it just unrealistic to get into this game as a solo player now?i thought i was slowly getting better, but now that i'm almost at rank 20 the game has been making things really hard. i'm constantly getting matched up against players well above semi-pro (which i understand, the game has been out for a long time), and it's just loss after loss, and it's rarely close. so now i'm in this cycle where my team immediately goes down (i'm not denying my part in this, but i'm also not a complete disaster out there), and then people just quit. i can't remember a multiplayer game where people quit this often. so then i'm in a position where i either quit, or suffer through the final 4 minutes or a game where we have no chance. at one point i had my win percentage to 50 percent, and now it's in the 30's. just shit game after shit game. even if i suck, you'd think i'd luck into more wins just based on getting good luck in matchmaking.
That's what I did when the Season 3 adjustment hit.Finally got placed in all the modes... Gold in all of them. The matches are so lopsided right now with the season starting. I think I'm going to take a break and let the good players move up so when I try to actually rank up it's a bit more consistent. Right now I might win one or two but then I see those purple wheels and I know I'm in for a tough time. Although surprisingly I've beat a few of them and it makes me wonder how they even got to that rank.
Made the mistake of playing Solo Standard again today...
Perhaps this time I'll finally learn my lesson.
.
placed gold 2 div 1
@ platinum 2 now after a sitting
hate it because no one trusts, still getting somewhere though.
Turn off chat?Edit: Deleted the game. I'm sick to death of the community on this at times. Racism and Homophobia in spades all the while they're the ones fucking up and blaming you for not saving their pass to the other team. I don't even want to bother getting my rank back anymore after dealing with these people for a day.
Community First has long been part of our mission statement here at Psyonix, and its a mantra we are always pushing to improve upon. The happiness of our players will always drive us to grow and influence the decisions we make in Rocket League, which is why I want to directly address the recent issues with our servers, matchmaking delays, and our PsyNet backend.
In regards to both backend (PsyNet) issues, and game server performance, we agree that the server outages and recent lengthy matchmaking times are totally unacceptable. We sincerely apologize to all of our players for the quality of online play, and we are focusing all of our available resources on addressing PsyNets capabilities and performance, and the quality of our game servers.
The number of monthly active Rocket League players has jumped roughly 40% over 2016 in the first few months of this year alone. While our player population continues to grow at a healthy pace, we need to do a better job at scaling up our systems and internal processes to handle this kind of growth. We are growing so fast, both as a company and as a game, that we are racing to fill new positions on our Online Services team (that's the group at Psyonix that builds and maintains our backend systems -- which makes this a good time to mention our Careers page, for those of you who want to come work on Rocket League with us.) We are effectively becoming an Online Service company, as Rocket League is primarily an online game, and we continue to grow in size and scope. Growing this team is one of our top priorities as we approach Rocket Leagues two-year anniversary in July.
IMPROVING THE PSYNET DATABASE
Our Online Services team continues to work on the PsyNet database; if you have hopped into Rocket League recently and seen, in red letters, Cannot Connect to Rocket League Servers where the Playlists normally live, youre seeing the PsyNet DB gone awry.
Issues with the PsyNet database started spiking around the same time we had a free weekend on Xbox One last month. We have seen more and more of you playing Rocket League online, and this has led to new issues that hadnt appeared as we scaled our capacity up to this point.
Further complicating the problem has been outages and performance problems within the Google Cloud infrastructure, which we use to power PsyNet. Some of our downtime has resulted from unexpected slowdowns on database operations that led to a death spiral, but ultimately do not appear to have been caused by our own usage or overhead. At the end of the day, however, we need to own our own games performance. Heres what weve been doing to address these issues:
Since the February outages, we assigned additional dedicated staff from our Online Services team to database stability and reliability. They are hard at work on changes like separating high-traffic features like Player Trading and Scraper API access used by third party sites from our core services. This will reduce load on the PsyNet database and reduce exposure to outages during peak hours. We definitely dont want to keep you off the pitch on weekends or holidays.
We are working closely with Google engineers to investigate the disturbances to our database performance from outside our cloud instance.
MATCHMAKING SERVER DELAYS
Issues with matchmaking delays have only become apparent in recent days, going back to the Dropshot release last week. Our matchmaking server has periodically fallen into a problem state with a huge backlog of match reservations -- there are empty servers for you to play on, but PsyNet isnt putting you into the servers fast enough. This causes the extreme search times being reported on social media.
As this is a new problem, we are still investigating the root cause. We have made changes in the interim to reduce the likelihood of it recurring, but more substantial improvements will be made throughout 2017.
DEDICATED SERVER PERFORMANCE
The last category of server issues deals with problems when actually connected to a dedicated game server. This is most commonly reported as in-game lag spikes or hiccups independent of the players ping to the server.
This problem is particularly difficult to identify because so many issues factor into a users experience with a dedicated server. Local connection problems can cause packet loss or an unstable connection despite a steady ping sample. Individual ISPs can have routing issues to one of our server hosts that causes unusually high ping that we have no control over.
However, these outside factors do not mean there are not legitimate issues at hand, and this is another set of problems we need to own. After reports of instability in January, we significantly expanded our hardware investment in Europe, US-East, US-West, and Oceania to reduce our dependency on virtual servers. For those who are unfamiliar with the term, a virtual server exists in the cloud and can be rapidly spun up in quantity to meet demand. While virtual servers are not inherently bad -- and many games successfully and heavily rely on them -- we werent confident in their recent reliability.
For context, we do not view virtual servers as a cost-saving measure, but instead as a way to scale to unexpected demand. It takes time to order and deploy hardware servers, and without a virtual solution, players would be forced to wait in long queues to get into an available server if demand spiked above our capacity.
We ordered enough hardware servers to satisfy demand above our then-peak population to ensure a good experience for everyone. For a time, this seemed to have a positive impact, but the concerns have resurfaced since our latest update.
We are addressing the issues with our game servers on a few fronts:
We are doing our own profiling as well as working with our server providers to investigate this issue further and seeking a resolution as quickly as possible.
Part of this profiling is completing a performance pass on Dropshot, as we want to ensure the best server performance possible when youre playing our new game mode. Some of these improvements will be coming in our next patch -- a hotfix we hope to deploy in the very near future.
We are also working on improving our internal metrics to detect and isolate these problems more efficiently and rapidly.
Finally, while we have already invested in new server hardware in Europe and North America, we are continuing to investigate new hardware options in other regions, including Asia, South Africa, and Central America.
Growing pains are just that -- painful -- and we cannot thank our players enough for sticking with us as we continue to grow. Some of the issues we face will be addressed shortly, including those in our next hotfix; while other projects, like growing our Online Services team, will take more time to bear fruit. We thank you for your continued patience during this time, and as always, we welcome your feedback on Reddit, Facebook, and Twitter. We promise to do better by all of our players in the future.
The number of monthly active Rocket League players has jumped roughly 40% over 2016
Turn off chat?
"I think weve shown over time were a community based company, and so what were doing first is seeing what kind of impact that would have and who needs it and who wants the game and well go from there," Dunham said. "Luckily the platforms only been out for a month, so we have plenty of time to look to see how its doing and what our audience wants."
More server issues.what were doing first is seeing what kind of impact that would have
Feels like things are starting to settle down in ranked. I was having a pretty rough time at the season launch between teammates constantly quitting or getting stuck with people who didn't even have the absolute basics down. Currently in gold 1 div 5 solo standard and its nice to have proper matches now.
Haha, that's awesome.>solo standard
>gets jacob from nrg
"okay thats not that bad, if I get through him I'm set"
>with 2 diamonds, my team is triple platinum
psyonix pls
>okay next match maybe
>denial esports
At least I can learn off these matches lmao