Rating System Overhaul

Die by the Blade

Vanquish your foes with a single strike in 1v1 weapon-based fighter Die by the Blade. Dive into a samuraipunk world and wield a range of traditional Japanese weapons to determine your moveset. Outwit your opponent in intense, tactical battles and master the art of the one-hit kill!

[img]{STEAM_CLAN_IMAGE}/35811916/db5cee9c095a5678ab7e80df58603bafc818116e.jpg[/img] Hey fighters! ⚔️ "Our newest update, [b]1.0.5,[/b] among many other changes, also aims to bring more accuracy and fairness to how player skills are assessed and ranked. Here’s a detailed breakdown of the changes to the rating system:" [list] [*] [b]Accuracy-Based Rating:[/b] Player rating now incorporates an "accuracy" metric, which increases with the number of games played in ranked modes and decreases over time. [*] [b]Impact on Ratings:[/b] Due to this new system, player ratings will initially decrease for everyone after this update. [*] [b]Live Rating:[/b] A new stat called "Live Rating" has been introduced in the backend. This time-adjusted rating will be accessible in the next update. Live Rating reflects your rating decreased by the duration since your last game. [*] [b]Rating Display:[/b] The game uses recorded ratings for leaderboards and player stat screens. After each match, your rating is recalculated, which may result in a decrease even if you win. This is expected and is due to the difference between "Live" and "Saved" ratings, as the game readjusts accuracy. [/list] In addition to this significant change, today's update brings many other changes, which can be found in the patch notes ⬇️ ⚙️UPDATE 1.0.5. PATCH NOTES⚙️ - Combo system overhaul - Removed movement direction from all combos - Perfect parry now affects attacker's stamina as well - Reimplemented lighting for multiple levels. This should also increase readability of characters a bit. - Fixed issue with leaderboard not showing the proper kill count - S2 Attacks are now blockable - Roll attack is now a bit faster - since it's S2 as well, it is now blockable - Parry time is now increased to make it easier to perform in high ping scenarios - Players can no longer move when parrying - S3 attacks are no longer effective in tracking the enemy - can be countered by dash/rolls - Stances can now be mapped to key/input - this should allow support for any (non-axial) input method - Attack type as well as attack time are indicated using lens flare effects - white = attack can be blocked, red = attack can't be blocked - Players with more uncertain ratings (new players) will have lower ratings - Added open-Discord button to the main menu