The latest patch for Bungie's new extraction shooter, Marathon, is here--and with it, Bungie is making its stance on movement exploits clear.
Patch 1.0.5.2 includes a fix for a movement exploit that allowed Thief players to cancel her slide animation by pulling out her Grapple Device, while still retaining momentum. (An example of the exploit in action can be seen here.)
In the 1.0.5.2 patch notes, Bungie explained why exploits like these aren't something the studio wants to encourage.
"One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost," the studio said in a blog post sharing the patch notes. "That cost can be an ability charge, heat buildup, or increased risk, but it must exist and be understandable to an observer."
Bungie added that although unexpected movement exploits like Thief's slide canceling certainly make for entertaining social media posts, it's bad for the game's overall health.
"Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon," Bungie added. "To set expectations early, we will be looking at any future movement exploits through the same lens."
As acknowledged by Bungie, Marathon has a number of mechanics in place to prevent players from running into every situation with guns blazing. Players can overheat from running around too much, making poorly planned enemy engagements quite risky. But there are also environmental features like rain and small bodies of water to help players cool off. Still, it seems that Bungie wants to make the message clear early on: Marathon isn't Apex Legends, and players aren't going to see movement exploits encouraged--let alone legitimized.
Marathon's 1.0.5.2 patch notes are listed in full below:
Developer Note: One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost. That cost can be an ability charge, heat buildup, or increased risk but it must exist and be understandable to an observer. Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon. To set expectations early, we will be looking at any future movement exploits through the same lens.
Source
Patch 1.0.5.2 includes a fix for a movement exploit that allowed Thief players to cancel her slide animation by pulling out her Grapple Device, while still retaining momentum. (An example of the exploit in action can be seen here.)
In the 1.0.5.2 patch notes, Bungie explained why exploits like these aren't something the studio wants to encourage.
"One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost," the studio said in a blog post sharing the patch notes. "That cost can be an ability charge, heat buildup, or increased risk, but it must exist and be understandable to an observer."
Bungie added that although unexpected movement exploits like Thief's slide canceling certainly make for entertaining social media posts, it's bad for the game's overall health.
"Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon," Bungie added. "To set expectations early, we will be looking at any future movement exploits through the same lens."
As acknowledged by Bungie, Marathon has a number of mechanics in place to prevent players from running into every situation with guns blazing. Players can overheat from running around too much, making poorly planned enemy engagements quite risky. But there are also environmental features like rain and small bodies of water to help players cool off. Still, it seems that Bungie wants to make the message clear early on: Marathon isn't Apex Legends, and players aren't going to see movement exploits encouraged--let alone legitimized.
Marathon's 1.0.5.2 patch notes are listed in full below:
Marathon Update 1.0.5.2
Combat
Runner Shells
- Fixed an issue allowing slide cancel animations to keep momentum when either pulling out equipment or Thief's Grapple Device ability.
Developer Note: One of our core philosophies for Marathon is that rapid repositioning and aggression must always have a meaningful cost. That cost can be an ability charge, heat buildup, or increased risk but it must exist and be understandable to an observer. Unbounded movement, while expressive and clip-worthy, is ultimately unhealthy for the pace of play we want to maintain for Marathon. To set expectations early, we will be looking at any future movement exploits through the same lens.
Contracts
- Fixed an issue where players could end up locked in a room during the Introducing: NuCaloric
- Fixed an issue where disabled contracts could not be rerolled for free.
- Fixed an issue making the objective points visible for all Runners on the map when one Runner is on RUN/HIDE [Part 1/6].
Zones
Dire Marsh
- Fixed an issue where the Anomalous waypoint activity was appearing below the map even when the event was inactive.
Outpost
- Adjusted the combat area for the Tox Warden:
- Tuned the layout to reduce the number of hiding spots.
- Tox plants now react correctly to player presence.
- Fixed an issue where the final exfil would spawn in the same spot every time.
Pinwheel
- Destroyed Wing entrance has been re-opened.
- Improved overall loot rewards.
- This includes the quality of loose loot and small containers.
- Updated encounters to match reward quality.
- Changed the security credentials needed to access the locked room in the Hub.
- Added bulletproof glass to the Hub room.
Cryo Archive
- Fixed geometry in Vault 6 that allowed Runners to fall to their death.
Armory
- Fixed a crash that could occur when opening the Armory.
- Fixed a bug that was causing low framerate on Armory tabs with many items.
- Developer Note: Traxus operates beyond scale.
Codex
- Fixed an issue in the Ranked Challenges section causing Diamond to show before Platinum.
- Fixed an issue with the Requiem for a Cyborg challenge so that it progresses for all players in a crew after a successful Compiler kill.
UI & UX
Keybinds
- The ESC key will now exit the keybinding menu instead of exiting settings.
- Added an option to clear keybinds in the settings menu.
- NOTE: Non-English languages will show this setting as blank. This will be fixed in a future patch.
Text Chat
- Fixed an issue causing loss of control for a few seconds after using an IME keyboard in text chat while in a run.
Localization
- Fixed an issue causing certain Codex entries to appear blank when viewing in Chinese.
Source