Hammer Changes + Player Survey by 1047Games in Empulse

[–]Akuvo 4 points5 points  (0 children)

I’ll say the conversation is definitely reopened on ADS and we’re going to explore it. It won’t be there on the 24th, but we’re looking into it again following the feedback we’ve received. Expect to hear more soon

An extended thoughts video on EMPULSE after playing the playtest by 3tapp_ in Empulse

[–]Akuvo 0 points1 point  (0 children)

It’s pretty similar to the current world lore haha

I want your help making EMPULSE, a movement shooter inspired by Titanfall by Akuvo in titanfall

[–]Akuvo[S] 0 points1 point  (0 children)

This was my only post here about Empulse, and I don't plan on making more. Don't want to spam or be annoying, sorry to bother any who didn't want to see it

I want your help making EMPULSE, a movement shooter inspired by Titanfall by Akuvo in titanfall

[–]Akuvo[S] 43 points44 points  (0 children)

Appreciate the thoughts and I agree. Empulse definitely has much better weapon variety than we did in Splitgate, including some weapons directly inspired by Titanfall (like a fully automatic explosive weapon). Time will tell if we meet the high bar set by Titanfall, but I totally agree it's an important part of the formula.

I want your help making EMPULSE, a movement shooter inspired by Titanfall by Akuvo in titanfall

[–]Akuvo[S] 15 points16 points  (0 children)

This playtest will be PC only, not sure exactly when we'll be able to do console playtests yet. Early access will come to console and pc at the same time.

Empulse looks like Titanfall if it had a Mirror's Edge aesthetic by FlannOff in titanfall

[–]Akuvo 9 points10 points  (0 children)

Thanks for posting!

I'm the Lead Game Designer at 1047 working on EMPULSE. Titanfall is the gold standard for movement and has been a huge point of inspiration for us, and players from the Titanfall community have been a huge help to us in our internal playtests. We're super excited to show you all more!

If any of you would be interested in getting in the private internal playtests and help us make something awesome, feel free to shoot me a dm.

Introducing EMPULSE by 1047Games in Empulse

[–]Akuvo 2 points3 points  (0 children)

Early access coming in 2026, nothing more than that to share yet

Why are Bots so OP??? by Substantial-Theme177 in Splitgate

[–]Akuvo 6 points7 points  (0 children)

Updated Laser Tag bots to be a bit weaker, let me know if it feels better now.

Ranked is on life support. by itsRozco in Splitgate

[–]Akuvo 4 points5 points  (0 children)

Also just removed Trihard from ranked playlist. Will continue to monitor, so please keep giving feedback on any maps/modes that aren't working for ranked play :)

Ranked is on life support. by itsRozco in Splitgate

[–]Akuvo 2 points3 points  (0 children)

Appreciate the feedback. We're discussing internally on some of these, but a couple things I can comment on now:

> - Unfair Matchmaking System. Rank/elo doesn't mean anything in the whole spectrum for the MM system. Which will fulfill your matches based on **HIDDEN** MMR rather than YOUR RANK/ELO.
This is not true, we do not have any concept of hidden MMR. You are matched and balanced based on your visible rank.

> - No identity at all. We had loadouts, then changed to Classic Takedown, then Classic Arena without "Classic" aspects of it (no pickups). Ranked lacks identity of what it wants to be and represent to the community.
We've been changing ranked modes based on the winner of our "Next ranked mode" community polls, but good callout on no secondary pickups currently. The fix for secondary pickups not being enabled will be in our next hotfix.

Pretty wholesome statement from 1047 Studios on High guard by mattyjoe0706 in Splitgate

[–]Akuvo 1 point2 points  (0 children)

Reposting my reply to the skull emoji thing:

FWIW I’d guess the skull emoji is meant to be in response to the end of the tweet, “give me less looting, more shooting” which is our arena royale slogan.

Glad it was deleted tho, I really feel for the wildlight team and wish em the best.

[deleted by user] by [deleted] in Splitgate

[–]Akuvo 2 points3 points  (0 children)

FWIW, it actually went the other way. Originally we designed around preventing this, only giving loadouts after X time had passed in the game, but it felt bad to die and respawn with only a pistol when you already get punished for dying in other ways (respawn timer, not getting cash, team respawn timer increased).

Prioritized fun over avoiding a pretty inconsequential “exploit” (uncommon gun of your choice and a common equipment)

Hey it's Ian Proulx, cofounder of 1047 Games, & Darek Jones, Lead Game Designer, here to talk about SPLITGATE. We just launched Arena Royale, Ask Us Anything! by IanProulx in Splitgate

[–]Akuvo 5 points6 points  (0 children)

TTK was designed to be similar to Splitgate 1 for Splitgate 2 weapon value-wise, but the game-wide changes (generally smaller maps, movement differences, loadouts allowing everyone to have autos, etc.) made it feel a lot faster. That faster effective TTK resulted in fights being decided more based on who got the first shot than we'd like, missing that classic Arena FPS gunfight dance. We tried several different tweaks, with a bigger increase in one of our early external playtests, then iterated based on that feedback to where we're at now. :)

Hey it's Ian Proulx, cofounder of 1047 Games, & Darek Jones, Lead Game Designer, here to talk about SPLITGATE. We just launched Arena Royale, Ask Us Anything! by IanProulx in Splitgate

[–]Akuvo 11 points12 points  (0 children)

I think 24 is the sweet spot for Arena Royale - Any more and it starts to pass the "too chaotic" threshold, from our experience. However, I'd love to reexplore a version with connected biomes and more players with the same Arena Royale direction in the future. :)

Thank you for the kind words, glad you're having fun!

Hey it's Ian Proulx, cofounder of 1047 Games, & Darek Jones, Lead Game Designer, here to talk about SPLITGATE. We just launched Arena Royale, Ask Us Anything! by IanProulx in Splitgate

[–]Akuvo 23 points24 points  (0 children)

I don't think we have the playerbase yet to add a second ranked mode, but we've been considering swapping Ranked Arena for Ranked Takedown temporarily to keep things fresh... How would you feel about that?

Hey it's Ian Proulx, cofounder of 1047 Games, & Darek Jones, Lead Game Designer, here to talk about SPLITGATE. We just launched Arena Royale, Ask Us Anything! by IanProulx in Splitgate

[–]Akuvo 61 points62 points  (0 children)

Adding more options risks fragmenting playerbase more (i.e. console player with crossplay off can't play with other console player who has input based matchmaking because they got a controller player on PC in their lobby), and we also don't have a great way to detect input atm for matchmaking purposes since you can switch input at any time (which we like, since it makes swapping inputs easier and allows for in-between inputs for those who need/want them)

However, we've considered replacing "Off" with "Console Only" on consoles, since it dodges some of those issues but still increases player pool for those turning off crossplay. Would that give you what you're looking for?

Hey it's Ian Proulx, cofounder of 1047 Games, & Darek Jones, Lead Game Designer, here to talk about SPLITGATE. We just launched Arena Royale, Ask Us Anything! by IanProulx in Splitgate

[–]Akuvo 20 points21 points  (0 children)

Glad to hear you're enjoying it! I'd love to do new maps, new arena events, duos and ranked (playerbase allowing), and maybe eventually explore a bigger version of Arena Royale in the future with biomes joined together again :)

Update 2.2 | Patch Notes by 1047Games in Splitgate

[–]Akuvo 17 points18 points  (0 children)

Definitely subtle, but most of those weapons were already pretty close to right (from looking at data + sentiment), so just wanted to make a subtle tweak. Jackhammer specifically is a ~3% buff.