RUCKBALL Patch Notes — May 24, 2019
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
You have been more than 5000 to join RUCKBALL community on the first weekend. Thank you all.
Unfortunately, the launch wasn't as smooth as we had expected. As you know, until we have the funds to pay for game servers, RUCKBALL multiplayer will be based on a peer-to-peer system. It works very well when players are close and have a reasonably powerful computer, but it can become terrible when both conditions are not met.
The problem is that we have overestimated the average game configuration of our users, which has had the effect of ruining the fluidity of some games. Fortunately not everything was bad, and we were able to watch some exceptional matches.
It was really frustrating for us to know that some of you couldn't play RUCKBALL in good conditions. So, we've been working on that this week. From now on you will no longer be automatically paired with other players, you will be able to create or join ongoing games which will allow you to play under the best conditions.
Do not hesitate to join the most efficient servers for your comfort of play. If you play with your friends, let the one with the most powerful configuration host your games.
In addition, some of you have encountered freezes, others had problems with their key bindings. We hope that the last patch will allow a return to normal.
You can read the patch note history here: http://ruckball.com/ruckball-patchnote-history/
Thank you for joining us in such large numbers, it gives us strength. See you in the arena, 19h00 UTC !