Jump to content

Leaderboard

  1. Ragir

    Ragir

    Administrators


    • Points

      139

    • Content Count

      1,391


  2. Atway

    Atway

    Recon Unit


    • Points

      62

    • Content Count

      362


  3. tynblpb

    tynblpb

    Members


    • Points

      55

    • Content Count

      381


  4. DareQQ

    DareQQ

    Recon Unit


    • Points

      52

    • Content Count

      693



Popular Content

Showing content with the highest reputation since 04/19/2019 in all areas

  1. 18 points
    Another one! We're racing to get 0.6 done before it hits Live servers, and this one has a few cool fixes and improvements to talk about. Main one is hitreg fixes. Thanks to our community bughunting (Rozmo and Lugresky leading the charge on finding problems), we've isolated and fixed a bug with hitreg that potentially is responsible for 99% of the problems we've had left after the last patch. We still need to make sure and test it properly, but preliminary testing shows great promise. Another one is penetration fixes. We've found that some buildings on Smolensk didn't work with the current system, so we've updated it to take into account how those are built. Thanks to that we should have all the tools to make this system work as intended finally. There's a lot collision and other map fixes in this one as well, along with some minor performance improvements (especially on low settings). PTE 0.6.4 Patch Notes [BUGFIXES] Hitreg fixes - should reduce dusting and head glitches a lot, Fixed battlezone leaving on warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Fixed visible collision for phosphorus grenade, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Heli Drone vs 30mm projectiles fix, Fix character stuck in air when used remote drone, Loading screen fixes for Polyarny and Smolensk, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), [GAMEPLAY] Ammo count balance pass, Adjustment of cap zones - A1, C1, C2 on Smolensk, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates. So each of them has their own characteristic. Also some small tweaks in Ajax damping and handbreak action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, [IMPROVEMENTS] Added missing stairs on Smolensk, Added new map textures, Polyarny and Smolensk Warzone loading screens added, Polyarny and Smolensk vaults fixes, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Multiple collision fixes on Polyarny and Smolensk, Small animation system performance improvements, Polyarny - B1 marker position adjust, Foliage and draw distance tweaks for low settings on Smolensk, [AUDIO] Fixed available strikes radio command playing too frequently, Breathing and heartbeat fix for vehicles, Leviathan engine fix, Repair Station should play a sound when a vehicle is being repaired, Thermite grenade sounds, Regeneration platform fix.
  2. 17 points
    Soldiers! We're proud to present to you 0.6 Live patch. This one adds two (!) new maps, one that you saw already in the form of a prototype and one brand new one. We've got a massive Warzone rework here, with mobile spawnpoints, the leader being able to spawn on their squadmates, helis flying over the heads, bullet penetration being set up on all levels, jamming and UAV improvements, more neutral vehicles on the maps and a lot more. New weapons, new customizations, and maybe most of all: stability and performance. We've focused on making this one as good as we can make it and it shows. World War 3 runs much better now and the instability issues were mostly resolved. This doesn't mean this is as good as it gets, far from it - we can still do a lot and will continue to improve on the performance aspect as well as gameplay. Let's dig in! 0.6 Patch Notes [CONTENT] New Outdoor Warzone map: Smolensk, New Outdoor Warzone map: Polyarny, New Weapon - M4 MWS, New Weapon - SA80 - British bullpup Assault Rifle, New Vehicle - Combat Heli Drone, New Vehicle - Ajax - British Armored Fighting Vehicle, New Vehicle - Typhoon BCV, New Uniform - British Soldier, [FEATURES] New spotting/ping system, Commo rose (radio commands are also converted to the radial menu system), Mobile Spawn Point - a special vehicle that allows all team members to spawn on it, Spawn system improvements, Warzone Overhaul, Bullet penetration rework, New localizable in-menu info slider, [GAMEPLAY] Bullet penetration multiplied by 2, Ammo count balance pass, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates so each of them has its own characteristic, Some small tweaks in Ajax damping and handbrake action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, 30mm, 35mm and 40mm bullets damage tweaks - they will score one hit kill only with a precise shot, Repair Kit is now regenerating main health instead of armor, Added quick options for performance changes, Adding optic mechanics to Lewiatan and Battle Robot drones, Beryl nerf (decreased accuracy, increased horizontal recoil), SA80 buff (lowered first shot vertical recoil multiplier), Shotgun buff (MCS and Vepr received additional damage for 15 and 10 meters respectively), 7.62x39 ammo damage nerf, SMG & Pistol damage buff, MCS damage buff, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, RPG Frag warhead blast radius increased - should be more effective at wounding over a large area, Weapon weight tweaks, [IMPROVEMENTS] New on-screen tips, Added VoiceChat input to settings, Adding new destruction blueprint for Quadrocopter when shot down by player - it should no longer explode when shot down, Radial menu setup for all game modes, Neutral vehicle placement and balance - Warzone maps, BTK info added to every weapon, Fixed menu character scale, Moscow Warzone - fixed neutral vehicle spawn near C1, Changed blood impact scaling with range, Loading screens refresh pass, Added new map textures, Removed and reworked some props on levels to make gameplay and player movement more fluid, Buggy, Quad and Mini UGV's cameras now follow the body pitch and yaw, Various small improvements, Buggy and Quad cameras now follow the vehicle rotation, Increased Quadrocopter's hitbox, Added quality presets: Best Performance, Balanced, Best Quality, Added seetings: fog toggle, Low Shadows setting now disables shadows completely, [BUGFIXES] Hitreg fixes - removed desync between server ADS and client ADS, Hitreg fixes - server-side check fixed, should reduce dusting and head glitches a lot, Fixed aiming offset when changing to side optic while reloading, Improved data management. Should eliminate infinite loading screens and long loading times - more testing needed!, Fixed magazine funnels colliding with the drum mag on the AK15, Armor piercing info + minor SA80 attachment correction, Fixed a problem with Vepr's barrels, Vepr built-in iron sight correction, Cleaned some compatibility between attachments in customization, Fixed disappearing capture point marker while objective has been changed, Better refreshing for color and visibility of markers, Fixed markers update after settings changed, Fixed invisible world position markers, Fixed size of markers when visibility is changed, Fixed marker size when the texture is loaded, AK15 handguard name fix, Foliage for a low quality fix, High magnification scope flicker fix, Lod fixes on concrete slabs mesh (disappearing shadow on LOD), Squad leader border fix, Fixed battlezone leaving on the warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Fix character stuck in the air when used remote drone, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), Fixed 0 health bug after spawning at RCWS, Fixed a bug that made it impossible to use some gadgets, Jamming fixes, Fixed Osprey Chest textures on low quality settings, Fixed a bug that always kicked players after 6th punishment, Fixed a bug that made it possible to use gadgets, strikes and grenades as a passenger in the vehicle, Fixed a bug with incorrect player position while sitting at RCWS, Fixed a bug with being killed by touching vehicles, Fixed too big laser dot size, Fixed problems with a character getting stuck when deploying on vehicles, Fixed problems with spawning on vehicles sometimes sending the player to the main base instead, Fixed cooldown value visibility using Repair Kit, Fixed minimap chunks not updating when possessing strikes, Fixed marking enemies and vehicles on the map sometimes not working, Made punishing players from another team impossible, Jamming yourself no longer provides BattlePoints, Fixed icon showing that gadget is not available, Fixed character noise manager while team has been changed during the game, Fixed character sometimes being drawn after death, Fixed no AWOL message when being in RCWS, Probable fix for auto spawning, MSBS Emblem issue correction, Thousands of map collision, texture, mesh, lightmap and particle fixes, [AUDIO] Tweaks to player movement sounds, Nonverbal pain expressions, Turning footsteps fix, Player suppressors sound is now quieter, Moscow Reverb fix, Weapon mix, Snipers sounds, Forest Reverb, Death expressions, Low Health sounds, Abrams engine fix, Fixed audio for local character on health change, Hit notify sounds for armor types, Jammer noise fix, New sound for medkit drop, Vehicle repair station sound, Fixed available strikes radio command playing too frequently, Breathing and heartbeat added, Repair Station should play a sound when a vehicle is being repaired, Regeneration platform fix, Fixed bug with wrong materials sounds during movement, Some new outdoor sounds for weapons, RPG reload and equip sounds, Lots of minor sound fixes, Distant explosion sounds, RCWS 2D sound, Corrections for footsteps notifies, Better TPP foley, [OPTIMIZATION] Markers optimization pass, Continuous mesh, material and shader optimization work, User FOV setting is no longer saved each time weapon synchronizes, only when it's changed by the user, Added PlayerController caching, Removed unused log in tick, ESC and returning to previous option instead of removing the entire widget, Special modes for different wheels simulation while proxy meshes are enabled (vehicle suspension optimization), Character tick module loading optimization, Removed saving settings to file on BeginPlay() of PlayerContoller, Cached marker pointer, Disabled occlusion checking for restore component, Weapon tick optimization, Disabled calculating weapon targeting blend for simulated clients, Removed unnecessary meshes, Cascade shadow setups, Mesh draw setup, Streaming Layers Setup, Stationary light changed to static, Added loadout local loading, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Small animation system performance improvements.
  3. 15 points
    Another one! We've decided to change some stuff again due to player feedback we got yesterday - we all want 0.6 to be the best experience, so one more day is definitely worth it. Some small, but vital changes in this one! PTE 0.6.8 Patch Notes [BUGFIXES] Sometimes another player icon was not visible, Heli-Combat Drone is now on cooldown so you can't spam one after another, Fixed level up screen, Marking enemies and vehicles on map was not working sometimes (again), Probable fix for auto spawn, [GAMEPLAY] Removed some additional neutral vehicles on maps, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, Improved damage dealt by RPG and tank shells vs Heli Drone, Heli Drone HP decreased by 25%, Tweaking Leopard2 speed in reverse and custom turbo force, Tweaks in Abrams speed curve, Tweaking T72 speed in reverse and custom turbo force, Adjusting capture points to enable capturing by vehicles + minor vehicle placement adjust, Buggy and Quad cameras now follow the vehicle rotation, increased Quadrocopter's hitbox, [IMPROVEMENTS] Enabling option where buggy and quad camera takes vehicle rotation in FPP mode, Events for updating settings on ui while Quick Quality has been changed, Warsaw map textures update.
  4. 15 points
    Hey there, we've got a batch of fixes and optimization for you. Let us know if you find any new places that need fixing on our two new maps and let's have fun over the weekend! PTE 0.6.3 Patch Notes [OPTIMIZATION] Removed unnecessary meshes, Cascade shadow setups, Mesh draw setup, Streaming Layers Setup, Stationary light changed to static, Added loadout local loading, [GAMEPLAY] Heli Drone HP nerf 20%, Quadrocopter doesn't deal explosion damage anymore when shot by down an enemy, Bullet penetration multiplied by 2, [IMPROVEMENTS] Rearranging covers on Smolensk, Fixed menu character scale, Thermite & Phosphorus setup, Road fixes on Smolensk, Moscow Warzone - fixed neutral vehicle spawn near C1, Changed blood impact scaling with range, Proper default config for Heli Drone, Baked lights in production quality for Polyarny, [BUGFIXES] Possible menu crash fix, High magnification scope flicker fix, Collision fixed on bus on Polyarny, Fixed streaming for pipes on Polyarny, Lod fixes on concrete slabs mesh (disappearing shadow on LOD), M416 handguard fix, Squad leader border fix, [AUDIO] Moscow Reverb fix, Weapon mix, Snipers sounds, Forest Reverb, Death expressions, Low Health sounds, Abrams engine fix, Fixed audio for local character on health change, Hit notify sounds for armor types, Jammer noise fix, New sound for medkit drop, Vehicle repair station sound.
  5. 14 points
    Here are the patch notes for 0.6.6 on the PTE. We've had some server problems and this patch is a bit late, but we're still going to be okay for the next week. We've added some small features and fixed a lot of bugs and minor issues with maps, collision and other aspects of the game. There was also a small balance pass to even out the weapon usage for 0.6 Live. PTE 0.6.6 Patch Notes [KNOWN ISSUES] Problems with vehicle suspension - those are fixed, but won't be here for the weekend. [FEATURES] Repair Kit is now regenerating main health instead of armor, Added quick options for performance changes, Adding optic mechanics to Lewiatan and Battle Robot drones, [GAMEPLAY] Moved capture zones A1 and A2, balancing team 0 base on Smolensk (this is only a test!), M4 nerf (increased horizontal recoil), Beryl nerf (decreased accuracy, increased horizontal recoil), SA80 buff (lowered first shot vertical recoil multiplier), Shotgun buff (MCS and Vepr recieved additional damage for 15 and 10 meters respectively), 7.62x39 ammo damage nerf, SMG & Pistol damage buff, MCS damage buff, BTK data fixes in menu, RPG Frag warhead blast radius increased - should be more effective at wounding over a large area, Weapon weight tweaks, Smolensk - minor battlezone fix and adding quads near bunker, Attack Heli Drone rotor's core part now can be shot at, Removed the Thermite, Impact and Phosphorus grenades from menu (they're not ready, will be in 0.7), [BUGFIXES] Fixed problems with character getting stuck when deploying on vehicles, Fixed problems with spawning on vehicles sometimes sending the player to main base instead, Fixed cooldown value visibility using Repair Kit, Fixed ranks not working in customization menu, Fixed minimap chunks not updating when possessing strikes, Fixed UCAS-D is removing all player/vehicle markers, Fixed many destroypacks on Smolensk and Polyarny, Fixed many collision issues on Smolensk and Polyarny, Fixed many vault issues on Smolensk and Polyarny, Over 200 minor material, landscape, lightmap, shadow and texture fixes, Fixed marking enemies and vehicles on map sometimes not working, Made punishing players from other team impossible, Jamming yourself no longer provides BattlePoints, Fixed icon showing that gadget is not available, SA80 long barrel weight correction, Fixed character noise manager while team has been changed during game, Fixed character sometimes being being drawn after death, Fixed no AWOL message when being in RCWS, Probable fix for auto spawning, MSBS Emblem issue correction, [IMPROVEMENTS] Removed and reworked some props on levels to make gameplay and player movement more fluid, Buggy, Quad and Mini UGV's cameras now follow the body pitch and yaw, Improved MRAP's performance while climbing hills, [AUDIO] RPG reload and equip sounds, Lots of minor sound fixes, Distant explosion sounds, RCWS 2D sound, Corrections for footsteps notifies, Better TPP foley.
  6. 12 points
    Another fast one, this could be it. Make sure to report any game-breaking bugs you find so we can fix them before 0.6 hits live. PTE 0.6.7 Patch Notes [BUGFIXES] Fixed crashing occuring when calling in strikes, Change damage out of battle zone to current health instead of fixed value, Disabled collision for leaves on trees (fix for rockets blowing up on leaf contact), Fixed UAV noise generation still running while UAV is leaving map, Fixed wrong vehicle icon for squad leader, AK derivatives ironsight fix, Fixed ragdoll not hiding after character is spawned and replication is paused, Marker positions fixed for resolutions other than 1080p, [IMPROVEMENTS] Slight improvement of Responses radial menu to prioritize the "thanks" command, Replaced smaller trees with destroypacks on Polyarny, Loading screens refresh, New minimap distances, Additional neutral vehicles added (BTR and T72), Soldier marker interaction distance is now 150 meters (from 30 meters), Low settings of Shadows is now 0 - means, that low will not display dynamic shadows, Added a setting to toggle fog visibility, Defended point will stay marked as an objective after it's taken by the enemy, Removed cooldown blocking system from repair kit, Weapon dropped on the ground now stays for 30 seconds, [OPTIMIZATION] Attachments are not occluders anymore, Lowered polygon counts on various meshes, Fixed vehicle proxy static mesh calculations while no static mesh present, Foliage cull distance setup, [BALANCE] SA80 recoil slightly reduced, Vepr shotgun close-range damage buff, [AUDIO] G38 toggle firemode sound, Fixed muffled sounds after dying, Vehicle doppler effect added, Fixed vehicles being too squeaky.
  7. 12 points
    Here we go with next bunch of improvements to 0.6 version. In this one, we have focused on improving our new maps (Polarnyj and Smolensk). We were working on performance, collision fixes and general graphic improvements. We have also added destroy packs on Polarnyj. There are also multiple bug fixes. Most important are for mobile spawn point. We're also working on new minimaps. PTE 0.6.5 Patch Notes [BUGFIXES] Fixed 0 health bug after spawning at RCWS, Fixed a bug with flickering scopes, Fixed a bug that made it impossible to use some gadgets, Jamming fixes, Thermite granade fixes, Fixed Osprey Chest textures on low quality settings, Fixed a bug that always kicked players after 6th punishment, Fixed a bug that spawned players in wrong seat on RCWS in Mobile Spawn Point, Fixed a bug that made it possible to use gadgets, strikes and grenades as passenger in vehicle, Fixed gadgets requests from radial menu, Fixed a bug with incorrect player position while sitting at RCWS, Fixed a bug with being killed by touching vehicles, Fixed too big laser dot size, [GAMEPLAY] Adjusted battlezone and base placement on Smolensk, [IMPROVEMENTS] General Polyarny improvements, Vaults improvements on Polyarny, Added destroy packs on Polyarny, New textures for Berlin minimap, New textures for Warsaw minimap, [TWEAKS] Tweaks for camerashakes from MQ8C rockets, 30mm, 35mm and 40mm bullets damage tweaks - they will score one hit kill only with precise shot, [AUDIO] Fixed bug with wrong materials sounds during movement, Some new outdoor sounds for weapons, Better sounds for M4 MWS.
  8. 8 points
    17.05.2019 - 22:00 CEST PTE Server Ladies and gentlemen! It is my pleasure, after looking at the success of the first "Breakthrough" event, as well as a rising interest within the community, to announce that team GiD and F51 wishes to welcome you for a second round of the event. Please read the following rules and information, and if interested, please reply down below. Thank you. Last time we had a lot of fun and I think the majority would agree, however we also had some things not go our way so it was decided to be improved upon. Just like the first game, we focus primarily on having fun together as well as to see how far WW3 could develop. We're not looking for toxicity nor awards. We play for a good, fun time. Also, once again, spaces are limited, please keep in mind. Map and general discussion of the game: The map this time around was chosen to be Smolensk. Also, this time, we will be slightly changing the rules of the game in comparison to the first time, namely, this time two objectives will be attacked simultaneously, points designated in their own areas. (Areas A, B, C). Taking an area requires the attackers to capture both of the objectives in the area (For example, capture of A1 and A2 in the area of A). The defenders have to defend these two objectives until both of the objectives are taken. After taking the area, the defenders retreat to the next area, take both of the objectives, and afterwards, the attacking team may, only then, proceed to attack. The map has been divided with a red line and labelled with text: ZONE A – First area of defending/attacking. ZONE B – Second area of defending/attacking. ZONE C – Third and last area of defending/attacking. NO-GO ZONE FOR DEFENDERS – Defenders are not allowed to move in this area. Sequence of Attacking/Defending: First we wait for everyone to join the server. Afterward, the defending team takes over objectives A1 and A2 and set up their Mobile Spawn Point in area A. The defending team only moves in their area. The attacking team, however, has access to all of the map, as long as any unauthorized objectives are not being taken. After losing objectives A1 and A2, the defenders move to area B. In this moment, the attacking team halts their progress and does not attack nor shoot. After the defenders take points C1 and C2, the attackers may begin again. WARNING – the defending team must remember about moving their mobile spawn point so that it does not occur midgame that they left it somewhere in an area they cannot and or may not access. The defenders move only in the area B. Just like the previous situation, the defending team captures objectives B1 and B2 and set up their moble spawn point. The defenders move in area C (plus moving through area B from the spawn to get to area C) Winning conditions: Defending team – Holding at least a single objective until the end of round time is reached or either side gains 5000 tickets. Attacking team – Taking over objectives B1 and B2 in area C. Game rules: Mobile Spawn Point – It is forbidden to use this vehicle as a weapon. It is to serve only as a spawn point. Both teams are not allowed to destroy the other team's MSP. STRIKES – All are allowed. VEHICLES – All are allowed. Thank you for reading, and once again, reply if you are interested. Biggest thanks to organizers DareQQ and Lugresky for organizing this and letting me handle the EN part, as well as Farm51 for allowing this to happen yet again. Also another thanks to the people who played last time, hope you guys enjoyed yourself and will return for more. Hope to see you there, Polak
  9. 8 points
    Żołnierze! Z dumą prezentujemy wam aktualizacje 0.6 która wchodzi na serwery LIVE. Aktualizacja wprowadza dwie nowe mapy, jedną już mieliście okazje zobaczyć w wersji prototypowej, a kolejna to znacznie nowa mapa. Wprowadzamy ogromne zmiany w Warzone, wliczając w to mobilny punkt odrodzenia, dowódcy mogący odradzać się na towarzyszach, heli dron, penetracja pocisku jest ustawiona na wszystkich poziomach, poprawki jammerów i radarów, bardziej neutralne zachowanie pojazdów. Nowe bronie, nowe dodatki, i najważniejsze: stabilność i wydajność. Skupiliśmy się na tym, aby ta aktualizacja była tak dobra, jak to tylko możliwe. World War 3 działa teraz znacznie lepiej, a problemy z niestabilnością zostały w większości rozwiązane. Nie oznacza to, że jest to na tyle dobre, aby zakończyć - wciąż możemy wiele zrobić i będziemy nadal ulepszać zarówno aspekt wydajności, jak i rozgrywkę. Zaczynajmy! 0.6 Lista Zmian [ZAWARTOŚĆ] Nowa mapa Warzone: Smolensk, Nowa mapa Warzone: Polyarny, Nowa broń - M4 MWS, Nowa broń - SA80 - Brytyjski karabin bullpup, Nowy pojazd - Dron Helikopter Bojowy, Nowy pojazd - Ajax - Brytyjski pojazd pancerny, Nowy pojazd - Typhoon BCV, Nowy mundur - British Soldier. [DODADKOWE FUNKCJE] Nowy system spotowania i pingowania, Commo Rose (polecenia radiowe zostały również konwertowane na system menu radialnego), Mobilny punkt odrodzenia - specjalny pojazd na którym można się odrodzić, Poprawki w systemie odrodzenia, Poprawiony tryb Warzone, Przerobiony system penetracji, Nowy lokalizowany suwak informacji w menu. [ROZGRYWKA] Penetracja pocisków pomnożona przez 2, Balans ilości amunicji, Zrzuty bombowe otrzymują teraz premię BP za zniszczenie pojazdów, Poprawki prędkości oraz przyśpieszenia w AFV, aby każdy z nich miał swoją własną charakterystykę, Parę małych poprawek przy tłumieniu i hamowaniu w pojeździe Ajax, Dodatkowe punkty za zniszczenie pojazdów - poza Quadem i Buggy, Poprawki obrażeń w pociskach 30mm, 35mm and 40mm - jedno trafienie zabije tylko precyzyjnym strzałem, Zestaw naprawczy zregeneruje tylko główną ilość HP zamiast pancerza, Dodano szybkie opcje zmian wydajności, Dodano mechanikę optyczną do pojazdu Lewiatan oraz do Robota Bojowego, Nerf broni Beryl (zmniejszona celność, zwiększony odrzut poziomy), Buff broni SA80 (obniżono pierwszy pionowy mnożnik odrzutu), Buff shotgun'ów (MCS i Vepr otrzymał dodatkowe obrażenia odpowiednio za 15 i 10 metrów), Nerf obrażeń amunicji 7.62x39, Buff obrażeń SMG i pistoletów, Buff obrażeń MCS, Obrażenia kończyn zmniejszone z 80% do 67% - karabiny snajperskie nie powinny dłużej zabijać jednym strzałem po trafieniu w kończyne, Zwiększono promień wybuchu pocisków RPG - powinien być bardziej skuteczny w zranieniu na dużym obszarze, Zmiany w wadze broni. [POPRAWKI] Nowe skazówki na ekranie gry, Dodano wejście czatu głosowego do ustawień, Dodano nowy plan zniszczenia dla Quadrocoptera po zestrzeleniu przez gracza - po zestrzeleniu nie powinien on już eksplodować, Radialna konfiguracja menu dla wszystkich trybów gry, Neutralne zachowanie pojazdów oraz balans - Na mapach Warzone, Dodano informacje o ilości trafień do zabicia dla każdej broni, Naprawiono skalowanie postaci w menu, Warzone Moskwa - naprawiono neutralny spawn pojazdu w pobliżu C1, Zmieniono skalowanie wpływu krwi z zasięgiem, Poprawione odświeżanie ekranu ładowania, Dodano nowe tekstury map, Usunięto i poprawiono niektóre rekwizyty na mapach aby rozgrywka oraz ruch postaci był bardziej płynny, Buggy, Quad oraz mini UGV - kamery reagują na wysokość i odchylenie, Wiele małych ulepszeń, Kamery Buggy i Quad powinny śledzić obrót pojazdu, Zwiększony hitbox Quadrocopter'a, Dodano predefiniowane ustawienia jakości: Najlepsza wydajność, Zbalansowany, Najlepsza jakość, Dodano ustawienia - włączanie/wyłączanie mgły, Niskie ustawienia cieni powodują ich całkowite wyłączenie. [NAPRAWA BŁĘDÓW] Naprawa rejestracji obrażeń - usunięto desynchronizacje między serwerowym ADS, a ADS klienta(gracza), Naprawa rejestracji obrażeń - poprawiono sprawdzanie po stronie serwera,powinno znacznie zmniejszyć bug'owanie głowy za przeszkodami Naprawiono przesunięcie celowania podczas zmiany na optykę boczną podczas przeładowywania, Ulepszono zarządzanie danymi. Powinno wyeliminować nieskończone ekrany ładowania i długi czas ładowania - nadal potrzebne są testy!, Naprawiono lejki magazynu kolidujące z bębnem w AK15, Poprawione Informacje o przebijaniu pancerza oraz dodatków w SA80, Vepr - Naprawiono problem z lufami, Vepr - poprawki w wbudowanym celowniku optycznym, Niektóre dodatki zostały zmienione aby były kompatybilne z bronią, Naprawiono znikający znacznik punktu, gdy cel został zmieniony, Lepsze odświeżenie koloru i widoczności znaczników, Naprawiono aktualizację znaczników po zmianie ustawień, Naprawiono niewidzialne znaczniki pozycji, Naprawiono rozmiar znaczników po zmianie ich widoczności, Naprawiono rozmiar znacznika po załadowaniu tekstury, AK15 - nazwa nakładki została poprawiona, Efekt graficzny Foliage został naprawiony dla niskiej jakości, Naprawiono migotanie celowników dalekiego zasięgu, Poprawki z poziomami detali na płytach betonowych, Naprawiono obwódkę ikony dowódcy, Naprawiono informacje o wyjściu z pola walki podczas warmup, Naprawiono znikające pojazdy kiedy replikacja jest wstrzymana, Naprawiono punkty bojowe przy zmianie drużyny, Naprawiono efekt opuszczenia pola walki kiedy odradzasz się w RCWS, Poprawki penetracji - nowa konfiguracja budynków, zwiększa skuteczność penetracji, Naprawiono problem z penetracją na bardzo małych przedmiotach ( naprawiono siatkę penetracji RPG), Naprawiono błąd z postacią która blokowała się w powietrzu podczas użycia zdalnego drona, Naprawiono rotacje postaci po przeskoczeniu przez obiekt, Zmieniono obrażenia poza strefą bitwy na bieżące zdrowie (nie można już odjeżdżać w MSP), Naprawiono błąd z 0hp po odrodzeniu w RCWS, Naprawiono błąd gdzie niemożliwe było użycie niektórych gadżetów, Poprawki jammer'a, Naprawiono tekstury w kamizelce Osprey na ustawieniach niskiej jakości, Naprawiono błąd który zawsze wyrzucał graczy po 6'tym ukaraniu, Naprawiono błąd który uniemożliwiał użycie gadżetów, strike'ów i granatów w pojeździe jako pasażer, Naprawiono błąd z nieprawidłową pozycją gracza podczas siedzenia w RCWS, Naprawiono błąd polegający na zabijaniu przez dotykanie pojazdów, Naprawiono wielkość celownika laserowego, Naprawiono problemy z utknięciem postaci podczas wchodzenia/odradzania w pojeździe, Naprawiono problem który zamiast odradzać w pojeździe to odradzał gracza w bazie, Naprawiono widoczność czasu odnowienia zestawu naprawczego, Naprawiono brak aktualizacji fragmentów minimapy podczas używania strike'ów, Naprawiono błąd który nie pozwalał oznaczać przeciwników jak gracz znajdował się w pojeździe, Dodano blokadę karania graczy z innej drużyny było niemożliwe, Zagłuszanie samego siebie nie przydziela punktów bojowych, Naprawiono ikonę pokazującą, że gadżet jest niedostępny, Naprawiono menedżera szumów postaci, podczas gdy drużyna zostaje zmieniona podczas gry, Naprawiono błąd postaci po śmierci, Naprawiono brak wiadomości AWO kiedy jestes w RCWS, Możliwa naprawa auto odradzania, ( będziemy się temu przyglądać ) Poprawki z emblemem na broni MSBS, Tysiące poprawek kolizji, tekstur, siatek, oświetlenia i cząsteczek. [AUDIO] Zmiany w dźwiękach poruszania się postaci, Niewerbalne wyrażenia bólu, Naprawiono dźwięk kroków, Dźwięk tłumika jest teraz cichszy, Naprawiono pogłosy na mapie Moscow, Miks Broni, Odgłosy snajperek, Pogłosy lasów, Wyrażenia śmierci, Dźwięk niskiej ilości zdrowia, Naprawiono silnik Abrams'a, Naprawiono dźwięk przy zmianie zdrowia postaci, Przydzielony dźwięk dla każdego pancerza po oberwaniu pociskiem, Naprawiono szum jammer'a, Nowy dźwięk dla paczek ze zdrowiem, Dźwięk platformy naprawczej, Naprawiono zbyt częste odtwarzanie komendy radiowej strike'ów, Dodano oddychanie i bicie serca, Platforma naprawcza powinna odtwarzać dźwięk, gdy pojazd jest naprawiany, Naprawa platformy regeneracyjnej, Naprawiono błąd z błędnymi dźwiękami materiałów podczas ruchu, Nowe dźwięki zewnętrzne do broni, Nowe dźwięki przeładowywania i wyposażenia dla RPG , Wiele drobnych poprawek dźwiękowych, Odległe dźwięki eksplozji, Dźwięk 2D dla RCWS Korekta powiadomień kroków, Lepsze odtworzenie dźwięków TPP. [OPTYMALIZACJA] Optymalizacja oznaczenia , Kontynuacja optymalizacji siatek, materiału i cieni, Ustawienie FOV użytkownika nie jest już zapisywane za każdym razem, gdy broń się synchronizuje, tylko wtedy, gdy zmieni ją użytkownik, Dodano buforowanie PlayerController, Usunięto nieużywany dziennik logowania, ESC i powrót do poprzedniej opcji zamiast usuwania całego widżetu, Specjalne tryby dla różnych symulacji kół, gdy włączone są siatki proxy (optymalizacja zawieszenia pojazdu), Optymalizacja ładowania modułu znaków, Usunięto zapisywanie ustawień do pliku na BeginPlay () PlayerContoller, Buforowany wskaźnik znacznika, Wyłączone sprawdzanie okluzji dla komponentu przywracania, Optymalizacja broni, Wyłączono obliczanie broni dla symulowanych klientów, Usunięto niepotrzebne siatki, Kaskadowe konfiguracje cieni, Ustawienia rysowania siatki, Konfiguracja warstw strumieniowych, Zmieniono Światło stacjonarne na statyczne, Dodano lądowanie lokalne do konfiguracji uzbrojenia, Usunięto pojawienie się efektów cząstek na grywalnej postaci w celu osiągnięcia wydajności i wyeliminowania freezes(przycinanie) podczas strzału, Naprawiono przycinanie kiedy wchodzi nowy gracz na serwer, Mała poprawa wydajności systemu animacji.
  10. 8 points
    Hey, we're still 100% commited to WW3 as I outlined in the post @weedtime linked - WW3 team is I think over 3 times bigger than Chernobylite and we've grown since the new year considerably (and I mean the WW3 team has grown). We're still 100% on track for releasing the game 12-15 months after the start of Early Access (like we said before), so 1.0 will be out with everything we wanted it have (and more) late this year or early 2020. We, of course, will push this back if we decide we have something cool to add or there are some major bugs, but overall we didn't change our plans. As for 0.6, it will be out when it's ready, we pushed 0.3 out and it was kinda bad, so it's better to wait a bit and make sure it's solid.
  11. 8 points
    Przepraszam, że nie pisałem tutaj po polsku (bo nie znam języka). W języku angielskim nie mogę wyrazić swojej opinii. Proszę zrozumieć i wybaczyć i użyć GoogleTranslate =3 Во первых, хочу выразить благодарность за организацию и проведение этого event. Было очень весело! В этом сообщении хочу высказать некоторые замечания, предпочтения, соображение по такому режиму в WW3. 1. Правило- защищать точку до момента потери над ней контроля, а потом бросить ее и отступить назад, выглядит глупо. Считаю, что при взятии зон должно участвовать минимум 2 флага. Думаю, что правила подобного режима из Battlefield1 более верные. Там нет карт где нужно было бы оборонять всего один флаг, за которым потеряется зона. Я нарисовал как бы это могло выглядеть на карте Берлин, где, по моему мнению расположение флагов более удачно для такого режима. В случае потери контроля над точкой А1 защищающие должны бороться и пытаться вернуть ее, пока не потеряют точку А2 (Оба флага) Если оба флага потеряны, то зона будет считаться потерянной, и защищающиеся вынуждены будут отступить в зону 2. Przede wszystkim chcę podziękować za zorganizowanie i przeprowadzenie tego wydarzenia. To była świetna zabawa! W tym poście chcę poczynić kilka komentarzy, preferencji, rozważań na temat takiego reżimu w III wojnie światowej. 1. Zasada polega na obronie punktu do momentu utraty kontroli nad nim, a następnie do rzucenia nim i wycofania się, wygląda to głupio. Uważam, że biorąc strefy, powinny w nich uczestniczyć co najmniej 2 flagi. Myślę, że zasady tego trybu Battlefield1 są bardziej prawdziwe. Nie ma map, w których trzeba bronić tylko jednej flagi, za którą zaginie strefa. Narysowałem, jak mogłoby to wyglądać na mapie Berlina, gdzie, moim zdaniem, położenie flag jest bardziej skuteczne dla takiego reżimu. W przypadku utraty kontroli nad punktem A1 obrońcy muszą walczyć i próbować odzyskać go, dopóki nie stracą punktu A2 (obie flagi). Jeśli obie flagi zostaną utracone, strefa zostanie uznana za przegraną, a obrońcy zostaną zmuszeni do wycofania się do strefy 2. 2. Исходя из того, что защищающиеся отступают в зону. Им нужно время рассредоточиться и встать на защиту. (Особенно тем, кто в это время еще сражается (допустим) около точки А1, а им уже в это время надо держать оборону точки B2. Поэтому в battlefield1 есть этап когда нужно убить всех кто остался в захваченной зоне, и уже после их убийства открывается возможность взять другую зону. В правилах event должно быть оговорено, что защищающие должны отступить ( возможно дать им время взять обе точки B1 и B2 а после этого атакующие могут продолжить атаку. Вчера было видно эту проблему. Когда мы с @DareQQ во второй игре были за атакующих, после взятия B1 go rush точку A1. Точка А1 была взята без какого либо сопротивления, потому что там не было вообще команды защищающихся. Это не правильно. 3. Команде обороны, легко держать оборону, когда вход на точку лежит через 1 узкий туннель, а обойти со стороны очень долго. (Я не хочу рассматривать игру через spawn на лидере, так как spawn на лидере, работает только в слаженной команде) Для обычной игры проход через один узкий коридор против слаженной команды - смертельный путь. (Я не очень понял почему для event была выбрана карта Варшава. Которая имеет только узкие коридоры для входа в торговый центр. В предложенной мной идей на карте Berlin, у атакующих будет всегда много вариантов как войти в зону для захвата. По поводу того, как лучше играть с техникой или без я не понял. Но первый заход мне понравился больше. Использование только UAV Reaper Airstrike было интересней чем обычный TDM где запрещено все. 2. Na podstawie faktu, że obrońcy wycofują się do strefy. Potrzebują czasu, aby się rozproszyć i wstać. (Zwłaszcza ci, którzy nadal walczą (powiedzmy) w pobliżu punktu A1 i muszą teraz utrzymać punkt obrony B2 w tym momencie. Dlatego na polu bitwy jest etap, w którym musisz zabić wszystkich, którzy pozostają w zdobytej strefie, a po zabiciu wszystkich mamy możliwość objęcia innej strefy W regułach zawodów należy zastrzec, że obrońcy muszą się wycofać (można dać im czas na wykonanie obu punktów B1 i B2, a następnie atakujący mogą kontynuować atak. Wczoraj widzieliśmy ten problem. Kiedy byliśmy z @DareQQ w drugiej grze za zaatakowanie, po zabiciu B1 przejdź do punktu A1, punkt A1 zostaje podjęta bez żadnego oporu, bo nie było w ogóle zespołu obronnego. To nie jest w porządku. 3. Dla drużyny obrony łatwo jest utrzymać obronę, gdy wejście do punktu przebiega przez 1 wąski tunel i przez bardzo długi czas chodzić z boku. (Nie chcę oglądać gry przez odrodzenie na przywódcy, ponieważ odrodzenie na liderze działa tylko w skoordynowanym zespole). W zwykłej grze przejście przez wąski korytarz do harmonijnego zespołu to śmiertelna ścieżka. (Nie do końca rozumiałem, dlaczego wybrano mapę Warszawy. Ma tylko wąskie korytarze, aby wejść do centrum handlowego. W pomysłach, które zasugerowałem na mapie Berlina, atakujący zawsze będą mieli wiele opcji, jak wejść do obszaru, aby uchwycić. Co do tego, jak najlepiej grać z urządzeniami lub bez nich, nie rozumiałem. Ale bardziej podobał mi się pierwszy bieg. Korzystanie wyłącznie z UAV Reaper Airstrike było bardziej interesujące niż zwykłe TDM, gdzie wszystko jest zabronione. /Added translation by Google weedtime
  12. 7 points
    Hello, Thanks to the kind acts of Farm 51 (Special thanks to the main "Director" Ragir), the Polish community members @DareQQ and @Lugresky have set up an event and are inviting you to the event which will be today at 22:00 CEST. PLEASE READ EVERYTHING IF YOU'RE INTERESTED. I am a middle-man as we need players (Many unexpected dropouts occured) and I have been asked to spread this message to the further community. I did not set this up, however I do warmly welcome and invite you. Also, apologies for the Polish on the images. They are taken from the original thread. "Przełamanie" means "Breakthrough". REMEMBER: The purpose of this is fun and testing of the capabilities of a different game mode. Green area = Area available to attackers. Red area = Area available to attackers AND defenders. Red hatched area = Area available to defenders when they hold C1 and C2. Respawn Broniących = Defender Respawn Respawn Atakujących = Attacker Respawn GENERAL RULES AND GAMEPLAY SET UP: Event "Breakthrough" is based around two different teams (attackers v defenders) . It will be on PTE, Warsaw Warzone and the areas were marked on the map above. Green area is ONLY available to the ATTACKING team. (Defenders cannot move in that area.). Red areas are available to both teams. Around 22 CEST, we are meeting up in discord voice channel to receive the password.. After everyone logs onto the server, the defending team takes points B1, B2, C1, C2 and goes to point C2. Readying phase begins. In the readying phase we do not shoot each other, also both teams have the time to set up their mobile spawn points. After the readying phase, there will be a countdown in chat and the game will begin. DEFENDING TEAM The Defenders must defend their objectives. During defending: The defending team cannot move in the green area and will only move in the first two areas to their point. E.G. If C1 is held, defenders can only move in C1, and C2. If C2 is held, defenders can only move in C2 and B2. As soon as they lose a point, they fall back to their last point, and they can move in that point and the point before that. After taking areas C1 and C2, the defending team cannot move in the red hatched area anymore. After the attackers take point B2, the defending team may capture points A1 and A2 The defending team cannot retake their captured areas with the exception of A2 (This can be recaptured after the attackers take it over, and if it is recaptured and help for 5 minutes, the defenders win) Defenders are allowed to use Jammers everywhere on the map ATTACKING TEAM The attacking team has to capture all the objectives, going in order of the yellow arrows. They can only win by taking A2 and holding it for 5 minutes before the time runs out or either team reaches their max ticket count. The attackers: May move on every area of the map Must take points in the order of yellow arrows (It is forbidden to take a point after the one you are currently attacking and you may not take two points at the same time.) The order is - C1, C2, B2, B1, A1, A2. Have to defend A2 for 5 minutes to win. In this time, the defenders may recapture this objective. If the defenders recapture the area, and then the attackers take it back yet again, they need to hold it for the full 5 minutes again, no matter how long they held it for beforehand. The attackers must only use jammers on the currently attacking area. MOBILE SPAWN POINT: The mobile spawn point can only be used as a respawn point. You are not allowed to use it to kill or wound. Remember to use it only in the areas you are allowed to move in. STRIKES: The following strikes are not allowed. Any fighting vehicles, IFVs, AFVs, Tanks. Any drones; UGVs, quadrocopters and the heli drone. All other streaks are allowed WINNING CONDITIONS: Defending team: Strong defense and holding at least one point until: 5000 points earned by defending team End of time 5000 points earned by attacking team (Points earned by the attackers go against their convenience. It means they must attack each point quicker than the last one, as them gathering 5000 points proves they are not able to capture the points quickly enough.) Attacking team: Win after holding A2 for 5 minutes. If you are interested, you are welcome. Please reply to this post if you are interested. Please note a lot of the spaces are already taken therefore not everyone will be accepted. You will be contacted later if you may or may not make it. REGARDING ORGANIZATION Beginning at 22:00 CEST on the PTE. We gather on the official ww3 discord voice channel. You will be divided into two teams which will go to two separate voice squads. (voice squad #1 and #2). After the division, you will receive the password, which will allow you to join the server. The password has to be entered before the game is launched so don't launch it too quick HOW TO ENTER YOUR PASSWORD Go into your steam library. Select properties under WW3 PTE. Set launch options. Enter password given on discord. Start the game. Enter the server. The password you receive will assign you to a specific role (Attacker/Defender) EVENT We will definitely play two games so that people can get a feel of the attacker and defender position. If we play more depends on the management. First game will be played strictly under the above rules. Second game we will modify to test the abilities with such a gamemode - We lift the ban on score streaks, so you can use whatever the game allows us to. Relating to this, I recommend everyone set up their loadouts ahead of time so they don't leave their team waiting. BETWEEN GAMES I recommend leaving 10 minutes time of break between games. Do not go AFK after the first game, simply turn off the game and you'll receive the second password which will assign you your next role. After you receive it, turn on the game and wait on the WAR MAP screen. You will receive info at the end of the break and then we'll go onto the server REMEMBER WE ARE NOT PLAYING FOR GOLDEN AWARDS, BUT FOR FUN AND THIS IS OUR TEST TO CHECK IF THIS MODE COULD APPEAR OR WORK IN THE GAME. Now some words from me for the end. The above is mostly translated from the original Polish announcement. The original plan was to have everyone on discord but this was not expecting English speaking people to show up, hence this might be changed, or there might be a second voice channel which I will be taking care of. Be patient, it will occur, just maybe not exactly the way it was originally planned. Thank you for reading, and the credit goes to @DareQQ and @Lugresky once again. Wouldn't have happened without them. Many thanks for letting me do this guys. Also another thanks to @Rozmo for being kind enough to pin this. I hope to see you there.
  13. 7 points
    100% agree, loved Smolensk even without the textures. Was my favorite map to play by a decent margin. Comments like this are unproductive and a waste of time. They only serve to flaunt your anger and make you feel like your feelings are expressed justifiably. You're entitled to a view, but phrasing it like this helps no one. " Blind support and excuses for mistakes made by developers got the games industry where it is today" Bullshit. Publishers noticing Chinese mobile gaming MTX schemes is what got the games industry to where it is today. That, combined with the fact that in the early/mid 2000s gaming as a market started growing rapidly and capitalists began to sink their teeth into it (I'm not anti-capitalism at all, just saying this is how it happened). Developers over-promising or outright lying IMO didn't really start until the late 2000s and then it got a bit rampant in the 2010s. Making games is very complex and as technology improves, that difficulty actually increases because it allows developers to do more complex things in games. Developers have a vision in mind for a game and they advertise that vision, and the product sometimes falls short of that vision. Sometimes that advertising is purposefully misleading and a lie (Anthem), but sometimes it is genuine. And TF51 have clearly shown they are a genuine developer. They aren't beholden to a publisher, they don't appear to have aggressive monetization schemes, and they maintain direct contact between developers and players. Honestly, I can't understand why they get so much criticism. Sure, launch was a mess and the Christmas patch probably did more bad than good, but this dev team is working really hard and making improvements and still brainstorming ideas. I believe it was said about 50 people work on WW3, do you know how many people made the newest BF or CoD games? I don't know an exact number, but it was certainly in several hundred area, if not more. All of that being said, I don't agree at all that TF51 has lied or misled anyone. "Early Access/Alpha "actually it is a solid excuse for certain issues in the game. It is still in development, EA allows gamers to be part of the development process AND THEN once it's released you get the game for no further charge. You are not buying the game now, you are buying the right to be part of the dev process and then you get the game when it's done. Video games of this nature are rarely polished or perfectly playable while in development. Most major games really come together in the final ~6 months of development, sometimes less than that. People throwing vitriol at the devs for not delivering a finished and polished product a year before official release, is ridiculous. Uninstall the game and come back in several months or keep playing and giving your feedback. But coming to the forum to say "devs are bad game is dead" is a waste of everyone's time and these developers don't deserve that.
  14. 6 points
    17.05.2019 godz. 22:00 serwer PTE Somsiedzi i szwagry! Z uwagi na sukces pierwszej edycji „Przełamania” i rosnące zainteresowanie ze strony społeczności, Ekipa GiD oraz The Farm 51 pragnie zaprosić wszystkich na drugą odsłonę eventu. Jak w przypadku poprzedniej rozgrywki skupiamy się przede wszystkim na wspólnej zabawie połaczonej z poszukiwaniem rozwiązań mogących rozwinąć WW3. Mapa i ogólne omówienie rozgrywki: Mapa na której odbędzie się rozgrywka to Smoleńsk. Tym razem zmienimy trochę zasady rozgrywki w porównaniu z poprzednią odsłoną eventu – mianowicie jednocześnie atakowane będą 2 punkty jednocześnie w poszczególnych strefach (strefy A, B, C). Przejęcie strefy następuje po przejęciu przez atakujących dwóch punktów w poszczególnej strefie (np. Przejęcie punktów A1 i A2 w strefie A). Obrońcy mogą przejmować utracony punkt do momentu kiedy jednocześnie atakujący nie zajmą dwóch celów. Po przejęciu dwóch stref obrońcy cofają się do strefy następnej, przejmują dwa punkty i po ich przejęciu drużyna atakująca może dopiero rozpocząć atak na kolejne strefy ataku. Mapa została podzielona na strefy oznaczone czerwoną linią oraz opisem: ZONE A – strefa pierwszej obrony/ataku ZONE B – strefa drugiej obrony/ataku ZONE C – strefa trzeciej obrony/ataku NO-GO ZONE FOR DEFENDERS – strefa w obrębie której nie mogą poruszać się obrońcy Kolejność obrony/ataku: Na początku rozgrywki czekamy aż wszyscy dołączą do serwera. Po tym drużyna broniąca zajmuje punkty A1 i A2 i ustawia swój mobilny punkt respawnu w obrębie strefy A. Drużyna broniąca porusza się tylko w obrębie strefy A natomiast drużyna atakująca może korzystać ze wszystkich dostępnych stron. Po utracie punktów A1 i A2 obrońcy cofają się do strefy B. W tym momencie drużyna atakująca czeka ze wznowieniem ataku. Po zajęciu punktów C1 i C2 przez broniących, drużyna atakująca może rozpocząć atak. UWAGA – drużyna broniąca musi pamiętać o przestawianiu swojego mobilnego punktu respawnu, tak aby się nie okazało, że został on pozostawiony gdzieś na poczatku rozgrywki w strefie A i nie można z niego korzystać. Broniący poruszają się tylko w obrębie strefy B. Analogicznie do poprzedniej sytuacji. Drużyna Broniąca zajmuje strefy B1 i B2 i ustawia swój mobilny spawn. Broniący poruszają się tylko w obrębie strefy C (plus przejście przez strefę B z respawnu w celu dostania się do strefy C) Zasady zwycięstwa: Drużyna Broniąca – utrzymanie co najmniej jednej strefy do momentu: zakończenia się czasu rozgrywki, uzyskania przez jakąkolwiek ze stron 5000 ticketów Drużyna Atakująca – jednoczesne przejęcie punktów B1 i B2 znajdujących się w strefie C Zasady rozgrywki: Mobilny punkt respawnu – zabronione jest wykorzystywanie tego pojazdu jako broni. Służy on tylko i wyłącznie jako punkt odrodzenia. Obydwie drużyny mają zakaz niszczenia wrogich pojazdów odrodzenia! STRIKE – wszystkie dozwolone POJAZDY - wszystkie dozwolone Jeżeli jesteście chętni prosimy o wpisanie się w komentarzu i obecność na głosowym discordzie podczas eventu! Liczba miejsc ograniczona! o7
  15. 6 points
    KLAN [GiD] powstał w odzewie na rosnące poczucie zaniepokojenia i wzrost aktywności spekulantów udowadniających wszem i wobec, że nasze World War 3 umarło. Dla naszej grupy najważniejsza jest dobra zabawa i fakt, że pomagamy w rozwoju naszej rodzimej produkcji. Każdy z członków [GiD] uważa (i nie ma od tego wyjątku), że gra nie umarła z prostej przyczyny: NIE MOŻE UMRZEĆ TO CO JESZCZE SIĘ NIE NARODZIŁO Nasza grupa nie uznaje i gardzi: czitami glichami makrami robieniem chlewu na czacie w grze bezpodstawnego wyzywania innych graczy od cziterów Jeżeli chciałbyś do nas dołączyć skontaktuj się z kierownikami tego grajdołka: @Ryuk @DareQQ @Lugresky Znajdziesz nas na oficjalnym discordzie WW3 oraz na grupie steam: https://steamcommunity.com/groups/gameisdead Oficjalni członkowie Klanu: @Ryuk @DareQQ @Lugresky @ZwierzaK @Mike4r @BadMrBaloo @Born on the 4th of July @juju @GaceK @GanjuhA @AKATOVSKY @Dj-Saba @Bruce3e @Slw @ViteKuuu @wacek1986 @fikost @Sqicky
  16. 5 points
    Друзья! С радостью представляем вам Обновление 0.6! В нём вас ждут не только две новые карты (с одной многие из вас уже знакомы в виде прототипа) для существенно переработанного режима Warzone, но и Мобильные Точки Спавна (МТС), возрождающиеся на членах отряда Лидеры, пролетающие над головами вертолёты, установлённое на всех уровнях "проникновение пуль", улучшенные беспилотники, джаммеры и многое другое, включая новое оружие, новую кастомизацию и, вероятно, самое долгожданное - повышение стабильности и производительности! Нашей целью было выпустить максимально лучшее для текущей стадии разработки Обновление, и, кажется, мы её достигли. World War 3 теперь работает значительно лучше, практически все проблемы, связанные с нестабильностью, решены. Разумеется, это не значит, что всё стало идеально - мы продолжим улучшать как производительность, так и игровой процесс. Ну а сейчас давайте посмотрим, что у нас сегодня: Обновление 0.6 - Список изменений [КОНТЕНТ] Новая открытая карта для Warzone: Смоленск, Новая открытая карта для Warzone: Полярный, Новое оружие: M4 MWS, Новое оружие: SA80 - выполненная по компоновке «булл-пап» британская штурмовая винтовка, Новая техника: Боевой Беспилотный Вертолет, Новая техника: Ajax - британская боевая бронированная машина, Новая техника: «Тайфун», Новая униформа: британский солдат. [ФУНКЦИОНАЛ] Новая система споттинга (вкл. ping), Роза команд, Мобильная Точка Спавна (МТС) - спецтехника, в которой могут возрождаться члены команды, Улучшенная система спавна, Обновленный режим Warzone, Переработанная система проникновения пули, Новый локализованный в меню информационный слайдер. [ИГРОВОЙ ПРОЦЕСС] "Проникновение пули", умноженное на два, Баланс количества боеприпасов, Авиаудары теперь получают бонусные БП (батл-поинты) за уничтоженную технику, Доводка скорости и ускорения для всех БТР - теперь каждый из них имеет свои собственные характеристики, Небольшие изменения в поведении/управлении Ajax, Дополнительные очки за уничтоженный транспорт (за исключением Квадроцикла и Багги), Изменения урона для 30мм, 35мм и 40мм снарядов - "one hit kill" (убийство с одного попадания) только при точном выстреле, Ремкомплект теперь восстанавливает основное здоровье вместо брони, Добавлена опция быстрого изменения настроек производительности, Добавлены механики для оптики орудийных систем Левиафана и Боевого робота, Нерф Beryl (снижена точность, увеличена горизонтальная отдача), Бафф SA80 (снижен множитель отдачи при первом выстреле), Бафф дробовиков: MCS и Vepr получили дополнительный урон на 15 и 10 метров соответственно, Снижен урон для калибра 7.62x39, Увеличен урон пистолетов и пистолет-пулемётов, Бафф урона MCS, Урон, наносимый конечностям, снижен с 80% до 67%; урон по рукам/ногам снижен с 60% до 57% - снайперские винтовки больше не должны «ваншотить» по конечностям, Увеличен радиус взрыва осколочного снаряда РПГ, Корректировка веса оружия. [УЛУЧШЕНИЯ] Новые советы и подсказки на экране, Добавлен Голосовой чат в настройки, Введена новая схема уничтожения для Квадрокоптера при сбивании игроком - он больше не должен взрываться при подбитии, Радиальное меню для всех режимов игры, Нейтральное расположение и баланс транспортных средств на картах Warzone, BTK info для каждого оружия, Исправлен масштаб символов в меню, Карта Москва, Warzone - фикс спавна техники рядом с C1, Изменено отображение крови на дистанциях, Обновлен экран загрузки, На картах добавлены новые текстуры, Удалён и переработан некоторый реквизит на уровнях, чтобы сделать геймплей и перемещение игроков более подвижными, Камеры Дрона, Багги и Квадроцикла теперь придерживаются тангажа и рысканья, Различные небольшие улучшения. Камеры Багги и Квадроциклов следуют за вращением транспорта, Увеличен хитбокс Квадрокоптера, Добавлены предустановки качества: Best Performance (Лучшая производительность), Balanced (Уравновешенно) и Best Quality (Лучшее качество), В настройках появился переключатель тумана (fog toggle), Выбрав Низкие тени (Low Shadows) в настройках, они будут полностью отключены. [ИСПРАВЛЕНИЕ ОШИБОК] Фикс регистрации попаданий - удалена рассинхронизация между сервером ADS и клиентом ADS, Фикс регистрации попаданий - исправлена проверка на стороне сервера, что должно значительно снизить количество различных глитчей, Исправлено смещение прицела при смене боковой оптики при перезарядке, Улучшено управление данными - должно побороть бесконечные экраны загрузки и длительное время загрузки (необходимы дополнительные испытания!), Исправлен конфликт с барабанным магазином у AK15, Информация о бронебойности + небольшая коррекция аттачментов для SA80, Фикс проблемы со стволом Vepr, Коррекция механического прицела у Vepr, Убрана некоторая совместимость между аттачментами в кастомизации, Исправлен исчезающий маркер захвата точки при изменении цели, Улучшение цвета и видимости маркеров, Исправлено обновление маркеров после изменения настроек, Исправлены неразличимые маркеры мира, Исправлен размер маркеров при изменении видимости, Исправлен размер маркера при загрузке текстуры, Фикс обозначения цевья AK15, Фикс листвы на низких настройках, Устранено мерцание прицелов с большим увеличением, Фикс исчезающей тени на LOD, Фикс отображения Лидера отряда, Исправлено покидание боевой зоны на разминке, Исправлено исчезновение техники при приостановке воспроизведения, Исправлены фантомные БП (батл-поинты) при смене команды, Исправлен эффект покидания боевой зоны при возрождении в RCWS, Фикс Проникновения - новый сэтап здания, повышение эффективности, Устранена проблема с Проникновением для очень маленьких объектов, Исправлена ошибка, когда персонаж зависал в воздухе при использовании дистанционно управляемого дрона, Устранено забагованное вращение персонажа после перепрыгивания чего-либо, Изменён урон вне боевой зоны на текущее здоровье (вы больше не можете уехать в MSP), Исправлен баг с "0" HP после возрождения в RCWS, Исправлена ошибка, которая делала невозможным использование некоторых гаджетов, Фиксы радиопомех, Исправлены текстуры разгрузочного жилета Osprey на низких настройках, Устранена ошибка, когда игрок получал «кик» после 6-го «паниша», Исправлен баг, дающий пассажиру в технике возможность использовать гаджеты, страйки и гранаты, Исправлен баг с некорректным размещением игрока, сидящего в RCWS, Устранён баг убийства от соприкосновения с транспортом, Исправлены слишком большие точки лазерного прицела, Устранены проблемы с «застреванием» персонажа при дислоцировании в технике, Устранены проблемы, когда при возрождении в технике игрок иногда отправлялся на основную базу, Исправлено видимое значение времени восстановления при использовании ремкомплекта, Устранено необновление фрагментов миникарты при использовании страйков, Фикс проблемы с неотображением пометки врагов и техники на карте, Наказание (паниш) игроков из другой команды теперь невозможно, Джамминг самого себе больше не приносит БП, Фикс значка, показывающего недоступность гаджета, Фикс менеджера звуков персонажа во время смены команды, Исправлена ошибка, при которой персонаж иногда прорисовывался после смерти, Исправлено сообщение «no AWOL» при нахождении в RCWS, Вероятное исправление автоматического возрождения, Исправлена ошибка эмблемы MSBS, Тысячи фиксов коллизий, текстур, сеток, освещения, частиц и т.п. [ЗВУК] Доработка звуков движения персонажа, Невербальные выражения боли, Корректировка части звука шагов игрока, Заглушающий игрока звук стал тише, Фикс реверберации на карте Москва, Улучшено общее сочетание звуков оружия, Звуки снайперов, Лесная акустика, Выразительные звуки гибели, Звуки малого количества здоровья, Фикс двигателя Abrams, Исправлен звук при изменении здоровья персонажа, Звуки попадания для каждого типа брони, Фикс шума джаммера, Новый звук для сбрасывания аптечки, Звук станции ремонта техники, Исправлено слишком частое упоминание о страйках в радиоэфире, Добавлены дыхание и сердцебиение, Станция ремонта техники должна воспроизводить звук во время ремонта, Фикс регенерационной платформы, Исправлен баг с неправильными звуками во время движения, Некоторые новые звуки оружия на открытом воздухе, РПГ - новые звуки перезарядки и снаряжения, Множество мелких исправлений звука, Отдалённые звуки взрывов, Объёмный звук для RCWS, Корректировка оповещения о шагах, Улучшение «фоли». [ОПТИМИЗАЦИЯ] Оптимизация маркеров, Продолжающаяся работа над оптимизацией мешей, материалов и шейдеров, Пользовательская настройка поля зрения (FOV) больше не сохраняется с каждой синхронизацией оружия, а только тогда, когда это будет изменено самим пользователем, Добавлено кэширование PlayerController, Удалён неиспользуемый лог в тике, ESC и возврат к предыдущей опции вместо удаления всего виджета, Специальные режимы для симуляции различных колес, когда задействованы прокси меши (оптимизация подвески техники), Оптимизация загрузки модуля персонажа, Удалено сохранение настроек в файл на BeginPlay () (PlayerContoller), Кэширован указатель маркера, Отключенная проверка окклюзии для компонента восстановления, Оптимизация оружия (tick), Disabled calculating weapon targeting blend for simulated clients, Убраны лишние меши, Настройки каскадных теней, Настройка прорисовки меша, Настройка потоковых слоев, Стационарный свет заменён на статический, Добавлена загрузка локальной выгрузки, Убрано появление эффектов частиц на играемом персонаже для улучшения производительности и устранения фризов при стрельбе, Исправлено зависание при загрузке на сервер нового игрока, Небольшое увеличение производительности системы анимации.
  17. 5 points
    First, compliment you for the optimization and the ability to play on lower-end computers, with low settings there are a lot more of FPS. However, I have big doubts about new vehicles that appear on the map. For half a year, we tested the balance between infantry and vehicles then suddenly there are extra vehicles on the map for free. That made game a WoT instead of FPS. One team dominated the game and I was running with RPG throughout the whole game. The new players when they come on Live will get out after one such a match and they will not come back. Heli drone should not appear on Live for now, because it will also discourage new players, especially that they will not know how to knock him down. Or just reduce HP to 50%. Maybe designers should play this game more or join a discussion on this the forum. Najpierw pochwala za optymalizacje i możliwość grania na słabszych komputerach, przy niskich ustawieniach sporo więcej klatek. Mam natomiast duże zastrzeżenia co do nowych pojazdów które pojawiają się na mapie. Przez pół roku testujemy balans pomiędzy piechotą i pojazdami a tu nagle pojawiają się ekstra pojazdy za free. Zrobił się dzisiaj WoT zamiast FPS jedna drużyna zdominowała grę, ja przez całą rozgrywkę biegałem z RPG. Nowi jak przyjdą na Live to wyjdą po jednym takim meczu i nie wrócą. Heli drona bym nie wypuszczał na razie na live bo też zniechęci nowych graczy, szczególnie że nie będą wiedzieli jak go strącić, chyba że zabierzecie mu z 50% HP. Może designerzy powinni więcej pograć lub włączyć się w dyskusję na forum.
  18. 5 points
    Right now the only one that botters me is the Tab stopping you, I love watching score while I run towards objectives etc, but now it stops me, and its an habit i keep doing it anyway.. lol
  19. 5 points
    Waited a long time with this, but here it as like a special delivery cake. I think this is the first time, that it'll be mostly positive from me, so you got something to be excited about! Hit Registration & Gun Play After Hit Reg being "better" (but not fixed) you start to notice some differences in weapons and certain weapons become more of a value and are an alternative to use now. There is still some weapons, that are seemingly stronger then others. I've noticed a pattern, that is whenever a weapon is "too op" - it will get more recoil as part of a nerf. This makes usually only very little difference and you can still say that weapon is a god damn super sayagin. Anyway having more options to choose from also makes it more fun to play. Support weapons don't really have a place in the match at the moment. There's a problem, where the weapon is so heavy that you can't use anything else, but in close combat they'll be very hard to control (talking about MG5). So all you do is sit back and relax, hope that somebody crosses your screen, which is not a given thing, due to the speed of which objectives change. All in all the weapons are playable and most shots do hit the target - it's a massive improvement. Foliage & Vegetation The Foliage or more precisely all those bushes is like the only reason why i would prefer to play Warsaw and other maps, instead of Smolensk. I like how everything looks super awesome, but i'm having a really hard time spotting things and half of the gun fights happen behind me. The reason: When i stand next to a plant it covers the entire screen completely. In other games you would stand next to a plant and it gets semi-transparent - i am sort of missing this here. You could argue with "realistic", but it's not. If you'd stand next to a bush you don't focus on the bush you'd focus on something behind it - Finger to Nose thing. This is a little problem that makes a big difference for me. Sounds & Footsteps From not hearing anything to being able to hear somebody move trough a building - big plus here. I would like to see more "disadvantages" like when you crouch and walk slowly you shouldn't be louder then somebody shooting a weapon in the distance which currently is the case. Depending on your concentration level you can develop a 360° all round awareness without even touching the volume controls in the settings. Still i like the improvements and besides that there is not much to say. To make it from good to perfect it needs some disadvantages and more sounds on different materials. Spawn Points Oh boi this is a big thing. Now spawning on a vehicle isn't exactly something new. You would just remove that ability and put it on a special vehicle only. To my surprise it doesn't actually make a huge difference. The thing is, that you can now safely park the vehicle and benefit from it, but if you parked a tank somewhere you would loose more then you'd gain, so that's done okay. You have the odd ghost spawn, that's kind of confusing but the vehicle is not to powerfully, you can easily destroy it with rockets and c4 if you find it. Spawning on squad mates is an okay thing, but it creates an infinite loop of re-spawning that gets kind of frustrating. I'll have an entire section for this. Most of this stuff is okay to me and it seems a good job. Spawn cooldown Following the section above - there is no real control over where and when people can spawn. I remember a while back it was said "no revive system!", but the current spawn system is exactly that, just you have a death screen. You kill any person and he'll respawn at his squad lead or team members. When you take an objective it doesn't feel like a big success, more like a little grind, because you gotta kill the same people over and over. I would like to see a bit of a cooldown. If you are squad leader and spawned on squad mate he won't be able to spawn on squad lead until you're dead. If you are squad member and spawned on squad lead he won't be able to spawn on you until you're dead - but can still spawn on all other team mates. Limiting "infinite lives" to "two lives" seams reasonable to me or what do you think? I was also thinking about the mobile spawn point and maybe you should be able to spawn only when somebody has actually entered the vehicle, but in the end i think this could be a bit to much. Ether way it doesn't feel like an accomplishment when you successfully strike an objective, as people are back up in a matter of seconds - frustrating. Unmanned Aerial Vehicle 3D Markers with the UAV is simply to much. This is one hell of a wallhack and should be completely removed. The UAV was good the way it was and pretty much everybody shares the same opinion. Not much to say other then please remove. Solid Walls The majority of paper walls has been fixed, but the roofs were left out behind. A lot of buildings have a paper roof, where artillery and airstrike just goes right trough. An Example is the small building in Smolensk West side bottom at Charlie 2. This building provides no cover at all from anything above - i'm not sure why. There is more buildings like this all over the map, but it's kind of hard to identify those. At least you can effectively cover from bullets now, so that's a good job. Comm Rose Yeah much wished by many players, but really i don't like it. Why can we not have a game menu option to choose our preferred communication radio layout? The comm rose is just completely blocking the screen and also a bit confusingly designed. If i could select things with the mouse, without moving the view then maybe i would use it, but the way it is now i just really don't like it. Performance On all maps you can play with solid stable fps - it's great. At the start of 0.6 i've had a few crashes every now and then, but at 0.6.4 i did not crash once. I can play a full match without stuttering, crashing, laggs, hit reg, etc.. Very very good. I think this can bring back a lot of players, when they can actually play a match again. Gadgets I didn't actually try all strikes and gadgets, i focused on mainly testing the "unwanted" ones. So the C4: You can throw it a good distance, but it's not overly great. It's okay and then it's not. 3 C4 to the back of the tank did not even do 50% damage, which is a shame. Most of the times this gadget feels like a complete waste, especially when nobody is running equipment pack. The ability to use it after respawn and that it can kill smaller vehicles makes it semi usefully. I've been running a lot with C4 and got a kill here and there, i was able to lay a booby trap (haha he said boob yeah right right). It's okay but it needs more damage to the back and less damage to armored sides. If you can kill a fully upgraded tanks with 3 rockets, but not 3 c4 then there is not much point. The Mini drone. This was actually quite usefully, but: If you are in F9 mode you have no HUD and if you press F9 it doesn't come back ether. It just stays off until you respawn. It seems to happen with all vehicles not just this. The reason i don't use it is because i can not exit the god damn vehicle. I would love to just exit, move a different position and then link up again by pressing 3, but if i want to get out i have to crash it into a wall which takes more time then i want it to. The Equipment pack - It just has the lowest battle functionality of all gadgets. This doesn't mean it has no use at all, it is in fact extremely usefully. Just you can't do anything with it, when you're in trouble. All other gadgets you can use in certain situation, but the equipment pack you just throw randomly and nobody gonna use it anyway, because nobody needs it and when you need it you won't find one. Summary The best Patch yet. The game gets playable with some nice little features and the bugs are less then ever. It's been really enjoyable to play on the PTE. Most of the people agree on the "bad things" and i really hope, that this will be noted and changed - The company kind of has a bad reputation for not changing broken stuff, until 100s of people cry about it.
  20. 5 points
    A little short notice but awesome idea!
  21. 5 points
    I don't think there's any free weekend planned for the nearest future. We want to do them, yes, but the game has to be in a much better polish state before that. I don't want to give any dates but I think we're still a patch or two (maybe more) away from that. So yes, free weekends are coming, but only once the game is in a polished enough state for that.
  22. 4 points
    https://steamcommunity.com/sharedfiles/filedetails/?id=1739485311 I f...ng finished it! Started before the 0.6 and when all others were playing I was typing. No more! I'm free! I can play WW3 all I want!
  23. 4 points
    I've said this in the Steam forums as well. With 0.6 patch, the game is so stable and smooth. Sure, there are still rough edges that will get ironed out as the game evolves but I think F51 showed everyone that they are committed and serious about building a great game. There are plenty of players all day long now in the USA after 0.6 patch. Very nice! If F51 keeps this up, I am sure we will have a CLASSIC shooter in our hands that will define the future of other shooters. Thanks F51! PS - I am very dismayed with all the FAKE NEWs being spread by people who don't even own the game. If they play 0.6, I'm sure they'll realize how great the game has become.
  24. 4 points
    Hey there, thanks for playing the newest update and having fun! We've decided to quickly fix some of the issues we've encountered in the 0.6 Live patch, so let's go! 0.6.1 Hotfix Patch Notes [BUGFIXES] Fixed locking inputs (weapons and strikes) when game failed to open radial menu, Fixed a crash related to repair kits, Fixed a crash related to out of bounds timer, [TWEAKS] Land vehicles can't be damaged from environmental hit below 40 percent of health.
  25. 4 points
    WSZYSTKICH ZAINTERESOWANYCH INFORMUJĘ, ŻE TERMIN EVENTU ZOSTAŁ PRZESUNIĘTY Z DNIA DZISIEJSZEGO NA PIĄTEK 17.05.2019 O GODZ. 22.00! @alepasztet@Dj-Saba@borys217@Gesiek@[PSS] Sknera@juju@Rozmo@Zielus@[PSS] BLADY@[PSS] Yosuto@Ragir@Premedeus@weedtime@Grzegorz023012@Rybon@Bobek19712@weedtime@Yarg0th
  26. 4 points
    Mag size will determine how fast do you resupply them - Say, taking a 30 round mag from the bag would take 4-5 seconds while a 10 round mag 1-2, which could make a life or death difference in a rapid CQB encounter when you're low on ammo. We'll be rebalancing attachment weight to increase the difference individual selections have, and it's pretty probable we'll make 10 round mags absurdly light to give you some reason to take them. As per ways to replenish ammo: We already have ammo bags (which do not define your class/abilities/weapons like in other games so there's less of a reason not to take them if you need them), drones can have ammo bags on them, you can take extra ammo before game starts, helicopter drones can drop ammo bags, and there's talk of adding additional options as well. We did think about adding them in crates on points but there's already a fun dynamic when often a team that captured the area fills it with supplies to restock, we wouldn't want to take away from it. The ~120 ammo pool caused you to almost never run out of your bullets or be forced to switch to secondary and given the amount of options we have we decided for a radical reduction. There were a lot of teamplay mechanics that did hurt because of that. And yes, everyone was/is running around with med packs - Possibly because no one needed ammo packs. Do you know we have equipment packs as well? By now they restore a lot of stuff but we'll probably be moving explosives and rare ammo types (e.g. Tor) there as well to make players using such weapons be more commited to their actions (e.g.: if you want an RPG in your squad, you need someone with an equipment bag). We're trying to promote teamwork using soft changes like this, we'll see how it changes the game, if it won't work we'll look for other options. We are willing to rework how gadget selection works to increase utility of some of them but given how much of a major and invasive change that would be we'll try simpler changes first to increase diversity - We do appreciate we're one of the very few games when everyone wants to be the healer but a squad 80% full of players with med packs is not the sort of teamwork we're working towards
  27. 4 points
    So I've spoken with @Ragir about that (a week ago?) last time and it's been done for a reason - Teamwork, but as you say it won't going to work: unless you play all the time with your mates. I personally play since the EA only with med-packs, because I had enough ammo before I died and always I managed to find some, but it's never been too much. 120 overall ammo for rifles was reasonable, not too much not too low. You can choose drum mags, but I noticed, they really slow when reloading and give additional weight, so I back to standard ones. Maybe stupid solution, but set max amount of carried mags (4-5), each mag will have a certain weight? You will choose how much you want to carry. You can't force people to play with ammo packs if they don't want, there definitely will be more gadgets which you can choose in the future and then what, people can't use them, because game force them to play with ammo packs, maybe it seems ridiculous but ammo is the main thing in this game.... A good idea is also to let people carry two gadgets at the same time, for example, First Aid Kit you can put in one of the 15 pockets which you have on your uniform, backpack with ammo you can put on the back, there is huge difference with sizes of it in real life, why it has to be exchangeable? Otherwise, this backpack which we carry all the time seems to be empty, what we putting it there now - Tablet and Syringe? it's huge, we can load a lot more in there. Anyway, I think it's Designers team is responsible for this, so maybe @Borreh will say a couple of words. I will mention this issue in reports @tynblpb
  28. 4 points
  29. 4 points
    PLAYERS ARE ON STANDBY. As soon as the game is stable on live servers players will slowly return, also they have to keep up the optimization and launch free weekends asap.
  30. 4 points
    Thanks Wolf for suggestion. I think we can consider that option on the next event. Stay tuned for info! Pomysł Wolfa wydaje sie ciekawy. Mysle, że można by spróbować czegos takiego. Co do wczorajszego eventu... dzięki wszystkim za udział i pomoc w organizacji eventu.
  31. 4 points
    Dziękuję wszystkim za udział Było mega! Do zobaczenia przy następnych eventach.
  32. 3 points
    a ja mam jedynie uwage/prośbę o większą dyscypline na czacie głosowym i w grze
  33. 3 points
    Heyo, we're still not 100% sure about when the animation rework will be finished, we've got it working 90% and we're redoing the animations now. The new system smooths out the camera a lot, especially during vaulting (it's weirdly smooth now) and when moving (you'll notice some weird camera movements after you turn or stop, jitters in camera when crouching and laying down etc.). It's now working, but we need some more time to redo the animations to use ones from the mocap sessions. Might be 0.7, might be in a few months, I can't say for sure, nobody knows.
  34. 3 points
    Всем привет! Друзья, спасибо, что играете в новое Обновление и за тот позитив, с которым вы его встретили! Мы здесь решили быстренько подправить пару проблемных моментов и выпустили небольшой хотфикс, вот он: Патч 0.6.1 - Список изменений [ИСПРАВЛЕНИЕ ОШИБОК] Исправлена ошибка с блокировкой кнопок 1-9, связанная с новым радиальным меню, Устранён краш, связанный с ремкомплектами, Устранён краш, связанный с таймером «за пределами поля», [ПРАВКИ] Наземный транспорт не получает повреждений от столкновения с окружающими объектами на карте (деревья, здания и т.п.) ниже 40% здоровья.
  35. 3 points
  36. 3 points
    So far performance are great, game is running smooth and maps are fine Now: WHY ON EARTH YOU WENT BACK GIVING US ONLY 2 CLIP OF AMMO, spawning with 60 ammo... and bags giving only like 8-9 per cycle, we told you we hated it back in the days, we didnt want to focus on that YET YOU FREAKING PUT THAT UP. Also PLEASE ADD A MAP ROTATION ON SERVERS, we are locked on 1 map, if a server as a map, it stays on it.. FFS Other than that it is a great patch.
  37. 3 points
    No cooldown for heli or it starts after respawn (should start after heli is destroyed). Otherwise in some cases you can call 2nd one right after the 1st one is down
  38. 3 points
    We just reduced the limb hit multiplier from 80% to 67 (gives ~2 shots more to kill than hitting body) and hand/foot to 57% (again 1 bullet up from hand/arm). We decided to go without exact percentages because they were too obtrusive to get a head around since different weapon have different AP values. The system was simplified in the following manner: If the armor is "effective" against the given type of bullet, it stops it from penetrating, thus increasing your BTK. If it is not effective, then the bullet penetrates as if there was no armor. "Somewhat effective" is an edgecase scenario for some stronger bullets that do not ignore the armor but deal huge damage anyway due to their sheer stopping power. You also now get exact BTK values per gun in the weapon customization menu. Edit: They may still be a bit bugged at the moment (some stats may not align with in-game values) but we'll do a cleanup soon.
  39. 3 points
    RPG and high calibers shells' effectiveness against Heli Drone will be improved in a matter of a day or two along with cooldown fix.
  40. 3 points
    In BF1942/Vietnam there were crates with ammo and medicine. Why don't add something like this to thw WW3 but with 1 condition: crates with supplies are unlocked only if ur team holds both parts of the CP. These boxes can work as supply crates. More reasons to attack and hold control points. And what to do with 10 rounds mags then?.. But, since nobody uses them we can always forget about them.
  41. 3 points
    Cześć @Vatax Co do twoich pomysłów mam dwa odmienne uczucia. ODBLOKOWYWANIE ULEPSZEŃ DO BRONI POJAZDÓW - wg mnie takie coś nie ma zwyczajnie prawa bytu w obecnej wersji gry a tym bardziej w trybie WZ. WW3 ma to do siebie, że jednym z filarów tej gry jest szeroko pojęta customizacja broni, pojazdów etc. STRIKI i BP które zdobywamy są już pewnego rodzaju nagrodą za nasze poczynania na polu bitwy. Tak więc nie widzę podstaw do wprowadzenia takiego systemu. Ewentualnie jako osobny tryb jak np. Gunmaster w BF-ie ale osobiście mi ten tryb nie przypadł nigdy do gustu. LOSOWE ZADANIA - co do tych, które miały by się pojawiać podczas rozgrywki... no raczej też jestem na nie. Teraz ludzie nie potrafią skupić się w wypełnianiu rozkazów dowódcy a gdyby jeszcze dodać do tego inne zadania to już mamy całkowity chaos. Bardziej widział bym tutaj system indywidualnych wyzwań w menu, które możemy wykonać grając w grę np. pomóż w przejmowaniu/obronie punktu, wylecz członka zespołu etc. - takie które dodatkowo kreowały by teamplay
  42. 3 points
    Haven't met them yet
  43. 3 points
    I know tons of players including myself that once TDM was released we played nothing else and if TDM servers werent populated they wouldnt even play the game as Warzone has alot of running issues for alot of people. I feel this game mode has been a bit neglected and really is the most promising mode for alot of players. With 0.6 coming to the live servers soon I feel this will bring a few people back to TDM as the game is now alot more like it was pre-christmas patch. Is there any future plans for TDM? Also some good ideas were said recently that a TDM/Domination mode would be absolutely amazing. I love the faster, high action gameplay and hope we get some players back Also we have had a name change on twitch as people kept thinking we was a rap music page and I am now under the name of crispeay thanks!
  44. 3 points
    Panie, okazja jak passat za 500zł na allegro, odpuszczając sobie to jak igranie z diabłem.
  45. 3 points
    I'm with you that 0.6 can change that, <Removed>, the game suited tdm so well and like I say I think they underestimate the amount of people that played the game only for this game mode. New maps would be a great start, also introducing the mini map into it, but like you say ideally we need the player base first. TDM would be a perfect test base to start dropping bots in so people can atleast play /NDA weedtime
  46. 3 points
    Wg mnie punkty przejęć na tych dwóch mapach są rozmieszczone zbyt chaotycznie i powodują one zbytnie rozproszenie walk na sporym obszarze działań. Posłużę się przykładem mapy Polarynyj. OBECNE ROZMIESZCZENIE PUNKTÓW: Takie rozlokowanie punktów powoduje chaos i zamieszanie na polu walki. Tak na prawdę nie można się skupić na danych 2 punktach a w obecnej formie bardziej przypomina to bieganie w kółko - wystarczy biegać dookoła mapy aby nabijać sobie punkty i nie natrafić na opór wroga. Na dwóch nowych mapach nie ma jasno wyznaczonej linii frontu. Punkty są rozmieszczone w ten sposób, że zazwyczaj przejmuje się punkty nie parami a pojedyncze, które nie dają nic do rozgrywki. PROPOZYCJA ZMIAN: Myślę, że warto by się zastanowić nad jasnym określeniem linii frontu co powodowało by bardziej intuicyjne zajmowanie punktów ale również powodowało by intensywniejsze starcia nacierającej piechoty. Taki schemat jest wg mnie najbardziej optymalny i pozwoli na uporządkowanie rozgrywki Powyższa mapa ukazuje z czym mamy do czynienia w chwili obecnej a jak mogło by to przykładowo wyglądać przy nieco innym rozmieszczeniu punktów. o7
  47. 3 points
    Ciekawe sugestie, przekażemy je naszym Level Designerom.
  48. 3 points
    Je suis David, Médecin de jeux professionnel. Si vous avez besoin de soins c'est avec moi! Je suis aussi pour le moment un des meilleurs joueurs de World war 3
  49. 3 points
    We'll be focusing on balance once most of the core features are in place. Probably around summer (estimate, don't quote me on that). Before that we'll probably still be doing the wide-range iterations like the BTK/TTK tweaks. Once that is done we'll focus more on fine-tuning a system that works to be as balanced as possible.
  50. 3 points
    We've decided to focus mainly on Weekly Reports because the previous method of delivery - individual posts and communication via forums, Steam and in game - resulted in a lot of chaos when one developer would say one thing and a different one something completely different, simply because someone wouldn't be up to speed on the latest decisions/developements (which can happen rapidly). In the end there was not a single main method of communication and we decided to fix those with the Weekly Reports. Some people were even wondering if anything was happening at all because unless you took your time to read our forums, Steam, Discord etc. you wouldn't have any clue what was going on with the game. And believe me, reading comments like "is anyone still working on this?" while we continue to work our arses off (there was no change in production tempo since the EA release - if anything there's even more work to do now than was before) is pretty disheartening. So we're putting those out to make sure everyone knows what's going on behind closed doors. Obviously there's some stuff we can't talk about yet so it may sometimes sound like the updates are a bit rephrasing themselves but nothing there is written to hide a lack of progress or anything like that. And lastly - They're written by different members of the team (ones responsible for each update's topic) so we don't have a single person chugging those out 24/7, if that's what you're thinking. As for the OP: If I understand correctly (I didn't get enough sleep lately so forgive me if I'm wrong), you're wondering why we wrote the same thing twice? That's because the first update mentioned we were do change our engine in the future, and the later one said we are doing that now (which is the future from the POV of the first post). Unless I'm misunderstanding something? Sorry if I am.
This leaderboard is set to Warsaw/GMT+02:00
×
×
  • Create New...