Ladder

Ladder inactivity now 14 days

One of the questions asked in today’s Ask Jables 3 Questions was regarding updates to the Planetary Annihilation ladder

PRoeleert: will you guys do improvements to the ranking system in near future? Revise timeouts / let people see full rankings?

jables:  we have designs for making it more robust, but i don’t think you’ll see it in the next few months, as the guy working on that is buried in other items currently 🙁

This led to a further discussion of the ladder and the best way to encourage play, a subject I have covered in some depth. A suggestion was made to increase the inactivity  period from seven to fourteen days. Jables popped away, and by the time he returned it had been done through the power of Uber engineering magic.

Planetary Annihilation PA Chat Ask Jables 3 Questions

So, enjoy a little more flexibility in your requirement to play on the ladder before you disappear.

If you want to participate in the daily jables question time then just pop in to PA Chat sometime between 17:00 and 20:00 UTC. PA Chat has been updated. Courtesy of mikeyh:

  • single listing in rooms for multiple logins (PA / PALOBBY, etc)
  • 1v1 rank league images fade over time once you go inactive
  • web icon for people logged in outside of PA
  • revised help system:
    • shows only commands available to current user
    • specific help for PA vs PA Lobby
  • rank and web status in friends list
  • right click to clear red mention when minimised
  • improved command error messages
  • major refactor of internals

To Do:

  • (re)join buttons when room is closed (I still misspell halcyon at least once a week)
  • /setcolor and /resetcolors
  • /leftalign
  • show last ranked match info
  • uber session timeout handling
  • title bar command links when space available eg /help or /live
  • fix ghost tooltips when user list updates
  • enable friend requests when logged into PA Lobby
  • html help (maybe)

After some more testing the PA Chat code will be ready to split out of PA Stats into a separate client mod that will share identical code with PA Lobby.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Ladder inactivity removal, AI improvements and more in build 76766

Build 76766 has just been moved from PTE to live. Primarily focused on bugfixing and polish, it features some improvements to the AI and a faster and more responsive lobby list. Uber have advised that due to heavy demand they are spinning up additional servers, so if you encounter an issue starting a new lobby or joining a game please be patient and try again.

A key change is that you will be hidden from the ladder rankings if you haven’t played in the last seven days. You won’t lost your rating, you just won’t be visible to other players and will no longer show as having a rank. Once you play a game you will regain a rank on the ladder. For those of you returning to the ladder, or who want to give it a try, be sure to check out our guide to the Planetary Annihilation pyramid, a list of essential skills to master no matter your rank.

You may have seen tvinita in Twitch chat recently if you’ve been watching any player streams. He is the individual at Uber Entertainment responsible for balance, and he’s asking for your feedback on the changes to naval released as part of the previous patch. There’s more planned, so let him know your thoughts.

As ever, be sure to check PAMM for any updates to your mods following this patch.

Leaderboards

  • If player is inactive for 7 or more days, you will no longer show up on Leaderboards

Bugfix/Polish

  • Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).
  • Improved server browser behavior (sorting is now by time arrived instead of by game name)
  • Adjusted start position for Unit Cannon so it looks right
  • Umbrella adjusted for visual improvements
  • New icons for nuke and anti-nuke ammo to reflect current color scheme
  • Naval Umbrella redesigned to better match visuals of land version
  • Art pass for Holkins (land and naval)
  • New build bar icon for Holkins to match new look
  • Server backend perf tweaks
  • Improved support for non English alphabets in directory names
  • Improvements on path handling overall
  • Crash logging improvements
  • Fixed a bug on player surrender
  • AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)
  • Neural net data updated
  • AI will prioritize areas where a commander is present
  • Nav crash fix
  • AI fix for building too many fabbers
  • AI now anticipates upcoming economy income for area builds
  • AI should expand faster
  • AI will no longer believe Dox can attack while underwater
  • Minor changes on how AI prioritizes planets
  • Added stuck detection for AI platoons attempting to use a teleporter
  • AI now will use “Feeder Planets” when available to safely store units and feed them into more dangerous zones of battle
  • Layout polish on Kickstarter dialog
  • Recent contacts in chat list are now sortable
  • Opening new player guide when you are playing against AI will pause the game
  • Water depth parameter in editor
  • My planets now work with custom planets
  • Can now delete more than 1 landing spot in editor

Moving On Up – Improving Planetary Annihilation’s Ranking System

There have been a number of posts on the forum recently regarding the ladder:

I struck up a discussion with top players (Top. Players.) elodea and yaegz, along with stats enthusiast lokiCML about what was really wrong with the ladder (if anything) and how it could be resolved.

The result is Moving On Up – Improving Planetary Annihilation’s Ranking System, an article which covers the following:

  • Glicko
  • Limitations of Glicko
  • The Planetary Annihilation ladder
  • Problems with the Planetary Annihilation ladder
  • The Starcraft 2 ladder
  • Suggested changes to:
    • Improve participation
    • Resolve ladder anxiety
    • Provide better match making accuracy
    • Prevent smurfs interfering with other players’ progress

We hope you’ll take the time to read through this. The intention is not just to point out problems, but to justify why they should be considered problems and then to provide actionable solutions.

Ladder reset incoming with new build to follow [UPDATE: Build 75539 is live!]

capsule_lg

Jables has announced that the ladder is being reset today, with a new build following shortly after. This build contains some small balance tweaks, a number of significant AI improvements, and the new system editor which allows for some pretty crazy planets.

General

  • You are now able to chat after games, even in chronocam mode
  • Added in backer names on more commanders in the Armory
  • More backer names are now in for planets and Galactic War credits
  • Nukes now have a specific effect if they happen in space
  • Jigs have a new custom explosion effect

Balance

  • Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
  • Change to Dox vision from 150 to 100
  • Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
  • Commander torpedoes range reduced from 200 to 160
  • Dox will now correctly fire on factories
  • Nuke damage will now expand out to match the effect

Ranked

  • Leaderboards are now online (found under Multiplayer off the main menu)
  • Players can watch the last replay of the top 10 of each rank in the Leaderboards
  • 3 new custom made 1v1 planets for Ranked play, to replace the old pool
  • You can no longer pause in ranked games
  • Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
  • Penalties are now handled better when a player leaves a ranked lobby
  • A player has 30 seconds to show up for a ranked lobby before the game is abandoned
  • A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
  • Players are now notified when they have a match and are tabbed away (flashing icon and sound)
  • A new and louder sound now plays when you find a match.

System Designer

  • We’ve implemented symmetrical planet creation
  • You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
  • You can now custom place or remove metal spots
  • All System Editor hotkeys can be found under settings and changed if you like
  • Orbiting bodies are not allowed to be more massive than what they are orbiting (currently placeholder fix, will move the orbiting planet to orbit the sun if you move mass above parent planet’s)

UI

  • Lots of small changes to bring more continuity through the UI
  • When first entering game, we have a bar added to give new players an idea of the initial controls
  • Top 3 players from the Leaderboard are now listed on main menu along with their last replay
  • The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

AI

  • Now uses Gas Giants
  • Neural net tweaks
  • Will now build Annihilaser
  • Better handling of platoons
  • All known issues of AI getting stuck now fixed
  • Added a large set of new AI names
  • Now better performance in the late game due to smarter pathing choices

Bug Fixes

  • Changing economy after everyone has clicked ready will unready everyone
  • Your rank changes will now immediately update after a match
  • Replaced the messed up “5” in the font
  • Landing zone low rez circles now removed
  • Straight line graphics bug when you look up through atmosphere into space is now fixed
  • Linux should now correctly load all translated locales
  • You should now be able to see the quit confirmation even if the game is paused
  • Nukes and commander explosion damage should now better match the visual effect
  • Fixed some of the instances of jerky movement
  • Orbital Fabbers will now correctly build on planets other than their current planet
  • Fixed failing to detect that the planet we are orbiting (while attempting to move somewhere else) was destroyed
  • Cracks touching water will once again fill with water
  • Commander AA now prioritizes air correctly
  • You should no longer be incorrectly prompted to reconnect to an old game
  • Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
  • Connecting to a matchmaking game should be more reliable

Armory

  • New Commander: Berlinetta

Berlinetta

  • New Commander: Banditks

Banditks

Uber announce date for leaderboards

They’re expected to launch on the 28th November. Absolutely no additional information is available at this time!

It appears that Uber are still deciding whether to reset the ladder ranks once this launches. We at eXodus eSports also hope this will see a change in the map pool to using both a wider variety of biomes and sizes, as well as ones much better balanced than those available currently.

Until these launch we recommend you continue to use PA Stats and the PA Stats ladder for all your ranking needs.

Ranked play is live in stable release 74484

Uber have released build 74484. There are new custom commanders, modded games are displayed by default, but most importantly, ranked 1v1 matchmaking is now in the game. There were some initial hiccups, but they’ve now been resolved so get online and start matchmaking. I’ll see you in bronze!

New

  • Ranked with Matchmaking!
  • 1v1 ranked lobbies
  • Matchmaking
    • Unranked badge for use during preliminary matches
    • After 5 games, Ranks: Bronze, Silver, Gold, Platinum, and Uber (with unique badges for each)

Planetary Annihilation Uber Matchmaking Ladder Ranking

  • New UI flow to support Ranked gameplay
  • Improved region selection dialog
  • 4 new Custom Commanders
  • Following are newly available for purchase
    • Chronoblip
    • Diremachine
    • Stickman9000

Stickman Diremachine Chronoblip

Improved

  • Server Browser shows modded as well as unmodded games by default
  • System import/export (save and load systems that others have created, allowing sharing)
  • Added tabs and work on redesign of System Editor
  • ChronoCam Time bar alerts now use team color when available
  • Added missing loc throughout the UI (still work in progress)
  • Metal planet pole cap and platform mapping improvements
  • Custom Commander texture work for one of our not for sale commanders

Bugfixes

  • Bugfix that was causing servers to hang
  • Random bug fixes for perf and crashing
  • Toggling fullscreen via alt+enter now correctly updates the full screen setting
  • A number of additional server crash fixes
  • Update to localization tags that were showing up
  • Fix for building MEXs over MEXs
  • Fixed the matchmaking bug. 74525 is live. :) enjoy!

Known issues

  • Rank updates can take a bit to update
  • There is no notification sound if you happened to be tabbed away when game is ready
  • Will be doing a pass on systems being used for 1v1

Ranked play is live in PTE 74358 [UPDATED]

PTE 74358-main has gone live and jables has the details for us. It’s available through both the Uber launcher (switch to the PTE build) and Steam (opt-in to the PTE beta).

Please be sure to disable PA Stats while using this build as it produces broken data.

We’re adding known issues as they’re identified.

New

  • Ranked with Matchmaking!
    • 1v1 ranked lobbies
    • Matchmaking
    • Unranked badge for use during preliminary matches
    • After 5 games, Ranks: Bronze, Silver, Gold, Platinum, and Uber (with unique badges for each)
    • New UI flow to support Ranked gameplay
    • Improved region selection dialog
  • 4 new Custom Commanders
    • Following are newly available for purchase (see below for images)
      • Chronoblip (I believe new since last update)
      • Diremachine
      • Stickman9000

Chronoblip Diremachine Stickman

Improved

  • Server Browser shows modded as well as unmodded games by default
  • System import/export (save and load systems that others have created, allowing sharing)
  • Added tabs and work on redesign of System Editor
  • ChronoCam Time bar alerts now use team color when available
  • Added missing loc throughout the UI (still work in progress)
  • Metal planet pole cap and platform mapping improvements
  • Custom Commander texture work for one of our not for sale commanders

Bugfixes

  • Bugfix that was causing servers to hang
  • Random bug fixes for perf and crashing
  • Toggling fullscreen via alt+enter now correctly updates the full screen setting

Known issues

  • Rank updates can take a bit to update
  • There is no notification sound if you happened to be tabbed away when game is ready
  • Will be doing a pass on systems being used for 1v1
  • Game count is currently broken
  • Right now the update to your rank can be delayed. At the end of a game the rank you see is often the rank you started the game with and not your new rank. Even after you return to the main menu it might still show the old rank. This is something being worked on.

Update

74416-main has been pushed to PTE. It includes:

  • A number of additional server crash fixes
  • Update to localization tags that were showing up
  • Gaf system has been removed from 1v1 Matchmaking
  • Removed Game Count / Players in Game stats
  • Fix for building MEXs over MEXs
  • Added a re-queue button to the end of matches and make sure provisional ranking status shows up the first time you play as well

Ranked matchmaking coming to PTE on Monday

Demonstrating the internal build on his latest stream, Brad Nicholson gave us a sneak peek at Uber’s official matchmaking system. More importantly, he announced that it will be landing in PTE on Monday. No time was specified but expect something friendly to PST.

Planetary Annihilation Uber Ranking

What we know so far:

  • Five placeholder matches before you get a rank
  • Ranking badge displayed by your name on the menu
  • Five ranking levels
    • Bronze
    • Silver
    • Gold
    • Platinum
    • Uber
  • Queuing will show
    • Average time to queue
    • Current games
    • Number of players in a game
    • Number of players queuing

Elodea provides a breakdown of the latest ladder maps

Thanks to Elodea for providing this detailed breakdown:

Hey guys, today is a big day! Team Genesis has been eager for some time now to share our latest set of competitive maps balanced for 1v1. It hasn’t been all smooth sailing, so we apologise for not being able to get them out to you any earlier. We know you’ve been putting up with the old unbalanced ladder maps for far too long!

Today we finally reached a point where we were happy enough with the quality of the maps to push the button. This update features a new 900 radius planet, larger than anything we’ve previously been comfortable to say was suitable for 1v1. So have a play on it and leave your feedback! This will be the last update to the 1v1 map pool – detailed changelog and map information below.

While the pa stats ladder will become unsupported in a few weeks due to Uber’s official ladders coming online, we’re still going to be working hard to support future community or exodus tournament events so your feedback still matters. If you feel we are missing certain important aspects of PA gameplay in our map sets, or if you think we could have done something better etc. we would love to hear what, why, and how.

Also want to leave a big thanks to Cola_Colin for creating PA Stats online and supporting the ladder for as long as he has. I doubt the competitive community would be anywhere as large or established if not because of him.

20/10/2014 – Pa Stats Ladder Map Changelog

  • Rebalanced mex for all maps
  • Added new maps Clarke, Faceoff, Capital N, and Dust of Doom (thanks stuart98).
  • Tug of war pathing issues fixed. Both edge spawn options have been changed to now have secondary paths around their respective lava ponds to minimise the effectiveness of contains from the middle spawns
  • Station 3 crevices reworked to minimise possible pathing issues and create more interesting lane gameplay
  • Caledonia reworked to allow more emphasis on naval control and land bombardment type gameplay.
  • Taxman reduced to 2 spawns only, meaning you are now guaranteed that your opponent will spawn on the other island to you.

Map Listing

PA Stats ladder maps

Dust of Doom

  • Author: Stuart98
  • Biome: Desert
  • Radius: 550
  • Metal Count: 110
  • Description: Standard 1v1 desert with more metal than average. One big lake edging on 3 spawn positions might present naval opportunities for players.
  • Spawn Count: 4

Dust of Doom Spawns

Taxman

  • Author: Taxman
  • Biome: Lava
  • Radius: 600
  • Metal Count: 94
  • Description: Two islands divided by lava. Heavy focus on air gameplay and some artillery options.
  • Spawn Count: 2

Taxman Spawns

Tug of War

  • Author: Elodea
  • Biome: Lava
  • Radius: 596
  • Metal Count: 95
  • Description: One straight landmass surrounded by lava. Two edge spawns and two middle spawns. Simple and straightforward to understand, with some opportunities to sneak around and flank your opponent from behind.
  • Spawn Count: 4

Tug of War Spawns

Cross Back

  • Author: TheWrongCat
  • Biome: Lava
  • Radius: 500
  • Metal Count: 50
  • Description: Circular layout provides interesting chokepoint and map control gameplay. Try not to get boxed in!
  • Spawn Count: 4

Cross Back Spawns

Water World

  • Author: Elodea
  • Biome: Tropical
  • Radius: 650
  • Metal Count: 111
  • Description: No land in sight and water as far as the eye can see. Get ready for gratuitous amounts of ships and air.
  • Spawn Count: 6

Water World Spawns

Dustbowl

  • Author: Elodea
  • Biome: Desert
  • Radius: 520
  • Metal Count: 101
  • Description: Many interesting chokepoints and zoning possibilities, but can just as readily also descend into an all out brawl
  • Spawn Count: 4

Dustbowl Spawns

HoneyPot

  • Author: Elodea
  • Biome: Lava, Lava, Ice
  • Radius: 450, 450, 700
  • Metal Count: 41, 41, 379
  • Description: Multi-planet spawn system with two low metal lava planets orbiting one high metal count Ice planet.
  • Spawn Count: 4, 4, 0

Honey Pot Spawns

Station 3

  • Author: Elodea
  • Biome: Ice
  • Radius: 600
  • Metal Count: 108
  • Description: 3 land spawns and one naval spawn make for different gameplay each time. Land spawns operate in a triangle, with some secondary routes between spawns. You could also send special forces dox around through the water to attack from behind your opponents base.
  • Spawns: 4

Station 3 Spawns

Clarke

  • Author: Captain Conundrum
  • Biome: Desert
  • Radius: 900
  • Metal Count: 249
  • Description: Super huge planet with some water and a bunch of lanes for land movement. No-one really knows how to play these big maps properly yet so have fun!
  • Spawn Count: 6

Clarke Spawns

Systeem X

  • Author: Mot9001
  • Biome: Moon
  • Radius: 500
  • Metal Count: 66
  • Description: Classic fast paced moon gameplay. Fights will usually always be very scrappy
  • Spawn Count: 4

Systeem X Spawns

Capital N

  • Author: Mot9001
  • Biome: Metal
  • Radius: 600
  • Metal Count: 72
  • Description: Because the spawns are on opposite sides of the equator, this map tends to feel much larger than it actually is. Capital N plays slower and much more macro paced than your standard moon. Also has alot of interesting movement options and bridge chokepoints.
  • Spawn Count: 2

Capital N Spawns

Faceoff

  • Author: Elodea
  • Biome: Metal, Metal, Moon
  • Radius: 500, 500, 270
  • Metal Count: 109, 109, 0
  • Description: This is the multi-planet spawn orbital version of Capital N. As per popular request, you can annihilaser race, compete for the 3rd halleyable moon to destroy your opponents laser controls, or just plain out invade from orbit and ignore the super weapons altogether.
  • Spawn Count: 2, 2, 0

Faceoff Spawns

Caledonia

  • Author: Max
  • Biome: Earth
  • Radius: 596
  • Metal Count: 93
  • Description: Earthlike planet with a lot of water and water metal. Some interesting land movement options as well if you want to ignore all that. All spawns are vulnerable to naval bombardment to some degree however.
  • Spawn Count: 4

Caledonia Spawns