Marathon 2025 - Bungie's new AAAA Extraction shooter

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I don't know how munch they changed the ai behaviour but yes, they do respawn. The problem is that the invisibility guy deaggros the ai with the invisibility so he can go in and out without being heard or seen. There's also the "free kit" character who has the ability to be friendly with the ai, so he can also rat.
The free kit character is only available in solos, spawns mid raid and has a cool down for selection similar to a Scav character in Tarkov.

As for the invisibility guy, they could probably fix this by making it so your detection range gets reduced heavily but if you run it increases so the AI stay in the area. Make it so they deagro but are still alert maybe?

Also do we know if you can have multiple of the same character on a team? Because if you can't that at least screws teams up from just all going stealth.

Solos have to also deal with the fact that the cooldowns in the game are supposed to be super long. But yeah invisibility was always going to be a dumb thing to give players in a game like this.

I watched the character trailers with a buddy that I play Tarkov with since we're going to play the beta for this together and we both groaned and bitched when the invisibility came up
 
enemies respawn and will actively hunt you down if they're near enough to hear you
Arc raiders made that the bare minimum bar to clear for PvE
If the ai isnt smart or powerful enough to actively change the result of gunfights between players then theres literally no point in having them at all. Theyre not really doing themselves a favor with how little time they give the ai to actually do anything due to the duration of the gunfights we’re seeing.
 

Drewski interview with the game director, asking questions Bungie kinda haven't answered before

Intent Behind Runner Shells
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Do Runner Shells Match Playstyles
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How Players Create Identity
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Simplicity & Cascading Effects
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Gold Items Power
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Stacking Gold Items
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Weapon Builds
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How Do Weapons Fit In
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Unlocks, Progression & Barter
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More Unlocks & Progression
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Runner Shell Stats
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Rook Unlocks & Progression
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Marathon: Networking and Security​



Tau Ceti IV is a dangerous world where death is certain. That said, we want you to know your deaths are due to your own mistakes or enemy outplays – not because your run was compromised by network issues, cheaters, or the hardware hosting your connection to the world.

No network or security model can guarantee perfection, but we are committed to protecting the Marathon competitive experience and ensuring everyone has their fair chance at exfiltrating with a backpack full of sweet loot.

Overview​

Before we get too deep into the weeds, here’s an overview of how we’re protecting your experience:

  • Marathon dedicated servers are fully authoritative on key combat and looting actions, providing a layer of protection against cheating.
  • New networking systems allow your movement and actions to feel responsive while the server carefully tracks each bullet to its target even with high packet loss.
  • Fog of War limits the regions of a map that individual player clients have knowledge of, limiting the effectiveness of “wall hacks,” “ESP cheats,” and “loot revealers.”
  • We’ve rebuilt our game security stack from the ground up for Marathon, in addition to our extra layer of security provided by BattlEye.
  • If you lose connection mid-run, you can reconnect and continue playing the run.
  • If connection recovery fails due to an issue with Bungie’s server or network infrastructure, we will attempt to return the starting gear to all impacted players.
  • Anyone found to be cheating will be permabanned from playing Marathon forever, no second chances.
  • Product security is never fully solved and we’ll continue to invest in our game security systems.
Would you like to know more? Keep reading for more details.

Dedicated Server Networking​

In Marathon, the dedicated server is fully authoritative over movement, shooting, actions, and inventory.

This new server authority model means that invalid client actions will be rejected without impacting other players’ experiences. This protects the gameplay experience against exploits such as teleporting, unlimited ammo, or damage manipulation.

We paired this model with new systems for client-side prediction and rewind. This allows your movements and actions to feel immediate and responsive in the moment, but the server can correct your view of the world to match what actually happened if it needs to.

Our new high-performance networking model includes server-side adjudication of every hit with per-shot tracking and redundant transmission to reduce the effect of packet loss and ensure that every bullet lands. The dedicated server performs aim compensation with rewind on every shot individually. This allows you to hit shots reliably on enemy players, even when they are moving rapidly in and out of cover, while you are compensating for bullet travel time. It also means that players with a good Internet connection can’t be shot behind cover.

Lastly, we’ve invested in a global network of datacenters to strive to provide players a network experience that is low-latency and responsive for most players worldwide.

Fog of War​

The Marathon Fog of War system runs on the game server to limit the regions of a map that players have knowledge of, based on what they should be able to sense in their surroundings.

This helps keep gameplay secure from exploits that reveal the location of items or the contents of containers. It also helps keep your position hidden from other players’ clients, reducing the effectiveness of “wall hacks” or “ESP cheats.”

Client Security​

In addition to the server-side security measures listed above, we’ve invested in several client-side security upgrades. We use a combination of third-party game security software plus additional proprietary security layers, many of which are new for Marathon. Our security includes both user-mode and kernel-mode components.

Game security is a never-ending arms war with bad actors. This means sharing details about methodologies for protecting our games can inform those bad actors how to defeat them. With that in mind, we hope this high-level snapshot gives you an idea of how we are addressing client security.

Analytics & Detections​

Our servers are constantly collecting data on everything a player is doing. This telemetry is then run through our backend analysis system to look for unusual gameplay patterns and anomalies. Our security analysts are working hard to ensure a level playing field across all supported client platforms and input devices. So even if you see something suspect slip through in the moment, we may catch them later after a deeper dive in the data and issue a ban accordingly.

Connection Recovery​

When you are in the middle of a high-stakes run, losing your network connection can lead to a life-or-death situation. If you crash or get disconnected, your shell will remain in the game world and can be protected by your crew. Restart your network connection if needed and launch back into the game to reconnect to your shell and complete your run.

In the event that an error occurs with Bungie’s server or network infrastructure, connection recovery may not be possible. We will attempt to ensure that any players affected by a server error will have their starting gear returned to them. Note: Gear refund only applies to a subset of server error conditions and will not cover gameplay losses due to Internet connectivity or client-side problems.

Economic Security​

Over time you may fill your vault with weapons, gear, and anything else of value you acquire on Tau Ceti IV. We take your investment of time seriously. We will strive to keep your progress safe and protected from item duplication or other economic cheats.

Our Commitment to Ongoing Service​

Networking and security will be an ongoing conversation with the Marathon community. We are committed to making your experiences on Tau Ceti IV fun, engaging, and fair. We will be continuously monitoring the live game and will make frequent updates and investments to our network technologies and security measures.

We are taking a strong stance against cheating and anyone found to be cheating or developing cheats will be permanently banned from playing Marathon forever, no second chances. That said, no system is perfect so we will have an appeals system to monitor for any issues in detection.

Your first chance to play a slice of the final game is coming up soon with our Server Slam starting up on February 26. All of our security tools will be online then, but if you do suspect foul play, please report in game or through our online report form.
 
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So reading through the last couple pages I've got two thoughts
The first is the maps kinda look like a post game Splatoon map with all the clashing neon paint everywhere.
And the second thought: if these are supposed to be expendable "shells" why give them wacky hair styles and faces? Why not do what team fortress 2 did two decades ago and focus on silhouettes?
 
So reading through the last couple pages I've got two thoughts
The first is the maps kinda look like a post game Splatoon map with all the clashing neon paint everywhere.
And the second thought: if these are supposed to be expendable "shells" why give them wacky hair styles and faces? Why not do what team fortress 2 did two decades ago and focus on silhouettes?
The Shells thing was done after people complained about the hero shooter aspect of the game back during one of the alphas.

Basically during the alphas they were called Runners and they were supposed to be characters in their own right.

People didn't care about that and thought it was dumb so Bungie walked it back and changed them to the Shell concept.

That's also why the trailers for the games starting like a few months ago were "darker" in tone and why the maps lighting is a lot less bright

They essentially tried to pivot as far as they can without completely gutting the game.

That's also why the runners weren't adjusted, that and you can still customize the runners to your liking since Bungies still gotta sell those sweet sweet micro transactions
 
So reading through the last couple pages I've got two thoughts
The first is the maps kinda look like a post game Splatoon map with all the clashing neon paint everywhere.
And the second thought: if these are supposed to be expendable "shells" why give them wacky hair styles and faces? Why not do what team fortress 2 did two decades ago and focus on silhouettes?
because the designer is a west coast faggot.
 
Boy they're pushing the shilling hard leading up to the launch (here and on /v/). The desperation is palpable.
 
Intent Behind Runner Shells
Knowing what the opponent can do at a distance due to visual identity is a big reason why people blame the Valorant guy for this 'competitive' aspect of the game. Part of the entire genre is how uncertain everything is, and the tension from not knowing exactly what you are fighting. In Tarkov, you can get a general idea due to some types of armor and helmets being very distinctive, and certain weapon profiles are distinctive as well. But there isn't this immediate notice that 'I am fighting a long range guy' until someone starts shooting at you.
People didn't care about that and thought it was dumb so Bungie walked it back and changed them to the Shell concept.
Nh they just renamed it. Nothing has changed fundamentally with the game, they just changed the names of what they are called.
 
Networking and Security
Bunch of corpo speak for what essentially is standard for multiplayer games. If marathon somehow gets a lot of players
(doubt), they better prepared for the influx of cheaters, otherwise they'll end up like the cycle frontier, an extraction shooters that got shutdown years ago because they got overrun by cheaters and other players subsequently left.
 
Bunch of corpo speak for what essentially is standard for multiplayer games. If marathon somehow gets a lot of players
(doubt), they better prepared for the influx of cheaters, otherwise they'll end up like the cycle frontier, an extraction shooters that got shutdown years ago because they got overrun by cheaters and other players subsequently left.
I think if they do get a decent amount of players that don't refund the game the game won't shut down

Remember the Cycle was ftp, Marathon has a $40 entry fee.

Hell Tarkov has 10k players on steam and is still kicking. Though obviously there are people like me who have it on the og launcher and didn't buy on steam.

I'd still assume across all available platforms Tarkov has like 40k players max.

My prediction is Marathon gets a large player bump from idiots like me looking for an fps to play as well as from Bungie fans who haven't learned their lesson yet, and then it starts dropping in players over the course of the month.
 
I think if they do get a decent amount of players that don't refund the game the game won't shut down

Remember the Cycle was ftp, Marathon has a $40 entry fee.

Hell Tarkov has 10k players on steam and is still kicking. Though obviously there are people like me who have it on the og launcher and didn't buy on steam.

I'd still assume across all available platforms Tarkov has like 40k players max.

My prediction is Marathon gets a large player bump from idiots like me looking for an fps to play as well as from Bungie fans who haven't learned their lesson yet, and then it starts dropping in players over the course of the month.
Tarkov is indie game compared to marathon, it would need a lot more players just to break even on the expenses that they had till launch and the upcoming server costs. Tarkov is also notorius for having a cheating problem, big enough to make people think that the problem is intentional because cheaters keep buying the game over and over again. The price tag doesn't deter cheaters if the game doesn't have good protection.
 
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