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Showing content with the highest reputation on 02/08/2019 in all areas

  1. 7 points
    0.4 is here! It comes with many improvements in game stability, camera movement and game balance. It also comes with heaps of new content (which is being produced with no relation to bugfixing, artists don't fix bugs!). We've been focusing on fixing the game before creating new problems, but that doesn't mean all work in all departments has to stop - don't worry, we're listening. I'd like to reiterate what has been in the 0.4 PTE patch notes, that due to us focusing on performance and stability, some stuff is moved to 0.5. We think that this is a good decision, because there's no point in releasing more stuff when the game is still not working properly. 0.4 marks the start of our commitment to "quality over quantity" approach - we'll see how it pans out. That all said, dig into those juicy patch notes - you might need a snack and a drink, this is a long one! 0.4 Patch Notes [KNOWN ISSUES] Infinite loading is still happening sometimes, this is most likely related to the ammo problem (synchronization issues). If you can reproduce this issue, send us a video recording of you doing this, it will help speed up the resolution, Some HUD elements are not updating properly, this is because we're optimizing the HUDs, Crouch weapon positions are not finalized, resulting in lasers not aligning well and other visual bugs, [GENERAL] Server browser, New TDM map: Moscow Senate, New weapon: DMG Nine-Milli, New vehicle: Buggy, New outfit: Resistance Fighter, Weapon dropping and picking up is now ready for testing, Chinese localization added, New attachments (pistol silencer is in!), Reworked ballistics system with wall penetration changes, Polish commander VO, [IMPROVEMENTS] Penetration and ricochet setup for all small arms calibers and bullet types, Improved (smoothed) camera movement, Reload animation improvements, Improvements to stats displayed in the customization menus, Held grenade drops after death now, Motion blur strength is now available as slider (0-100%), New collision model in Soldier-Vehicle relation, Improved roadkill mechanic: soldier is now pushed when colliding with a vehicle, Anti-Tank Mine doesn't react to Mini UGV, Punish doesn't work in case of roadkilling allies (this is a temporary fix for vehicle thieves), Commander Voice Language can be changed in Audio Settings, Falling crate with vehicle now can be marked for other teammates, Weapons dropped by dead soldiers can be marked, Updated strikes stats in customization menu, Updated stats for warheads, Weapon sounds polish pass, Removed waiting for players from PTE builds (will stay as it was on Live), [GAMEPLAY] Claymore mines are back, TDM timers tweaks (wait times etc.), Helmet balance pass, Global hipfire accuracy decreased due to lower TTK, Vehicle and strike limit increased, Vehicle armor endurance increased, Environmental penetration and ricochet setup for all small arms calibers and bullet types. Every bullet type has its own distinct penetration/ricochet behavioural pattern that emulates their real-life performance against different materials. Those values are still WIP, Damage model pass - new damage and armor penetration values for all weapons (this is WIP, we will adjust things during PTE based on feedback): All automatic weapons set at 3 bullets-to-kill at close range with further variations based given caliber's range and AP performance, Armors reworked to provide protection (that is: increases the BTK) against specific calibers: HDPE is effective against pistol rounds, Polyethylen against pistol and intermediate rounds, Ceramic against pistol, intermediate and rifle, Steel against pistol, intermediate and rifle with some protection against sniper rifle shots at longer distances, Increased the damage dealt by leg/arm shots to 75% (was 50%) and hand/foot shots to 25% (was 20%) - This was done in order to make the TTK more reliable/predictable based on weapon shot and the armor used by the enemy. Those values are still WIP, Weapon recoil bugfixed which resulted in minor improvements to overall weapon handling, Assault Rifles had their stability reworked to promote more accurate bursts; will be observed and tweaked during the PTE, SMGs slightly reworked in order to adjust them to their newfound close-range effectiveness (especialy SIG was heavily re-done), Screen space for weapons tweaked for the new camera system, there may be a few oddities here to be fixed in PTE and/or once the new animation system goes live, Improved Quad's speed and acceleration, Improved Mini UGV + C4 combo. Now Mini UGV + 1xC4 can destroy IFV, MINI UGV + 2C4 can destroy a tank, UAV FlyEye: price -30% (500BP) UAV Barracuda: price -30% (1000BP), duration + 25%, range + 20%, UAV OTV: price -10%, duration +70%, JAM Reaper: price -15%, JAM X-47B: price 10%, range +30%, Airstrike Hellfire: price -15%, Airstrike Stormbreaker: price -20%, Airstrike Mephisto: price -15%, AA Artillery: increased damage against vehicles +25%, increased dmg against infantry +30%, decreased barrage duration to 10 seconds, decreased spread to 15m, increased price to 3200 BP HE artillery: increased dmg vs vehicles +30%, increased dmg vs infantry +25%, decreased barrage duration to 15 seconds, increased max dmg radius by 30% for each shell, SH artillery: increased max dmg radius by 30% for each shell, increased spread to 30m, increased price to 3200BP, CUAS Loitering Ammo: price -75%, CUAS Quadrocopter: increased unlock value to 10 000, price +40%, Warheads: GTB dmg vs infantry +30%, GTB blast radius -13%, GO1 dmg vs infantry +30%, GO1 dmg vs vehicles +30%, GO1 blast radius -13%, GK-1 dmg vs infantry +300%, GK-1 dmg vs vehicles +80%, GK-1 blast radius -25%, UGV Leviathan: price -25%, HP -10%, operational range +10%, UGV Battle Robot, price -25%, HP +30%, operational range -60%, MBTs: stock price -12%, AFVs: stock price -13%, IFVs: stock price -29%, [OPTIMIZATION] Instanced destructible objects, Warsaw Warzone map optimization pass, Berlin and Warsaw TDM maps optimization pass, Continuous collision, LOD, shader and mesh optimizations across the board, HUD optimization, [BUGFIXES] Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts, Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues), Improved player count calculation serverside, should reduce problems with server overfilling and autorotation, Wall glitching should be reduced greatly, Fixed flying vehicles after dismounting, Fixed calculating global score for the Metagame, Buying a weapon now unlocks all its default attachments, Fixes for strikes collisions with soldiers. Server will now properly close when 0 players is left on them. Many, many smaller bugs fixed, [AUDIO] Doppler effect for vehicles, Gearbox simulation for engine sounds, New hit marker sounds, Fixes for destroypack sounds, Gun sound positioning fixes, Radio barks and request fixes, TDM announcer voice, Level ambient improvements, Polish Commander, Better explosion sounds, Ambient sound fixes.
  2. 4 points
    Witajcie, proszę o swoje przemyślenia na temat aktualizacji 0.4. W kwestii crashy jeżeli ich schemat powstawania jest u was taki sam albo inny dajcie znać Moja opinia: (będzie aktualizowana wraz z ilością przegranych godzin) dźwięki miodzio (ale proszę dajcie możliwość wyłączenia tych dźwięków trafienia, nie każdy to lubi tak więc taka opcja była by wg mnie przydatna) optymalizacja - wydaje mi się lepsza w stosunku do 0.3 TTK - wydaje mi się najbardziej zbalansowany - nie ma sytuacji gdzie jakaś broń ma znaczącą przewagę nad inną (7.62 ma kopa a 5.56 ma szybkostrzelność), gra się fantastycznie i wg mnie lepiej czuć feeling broni (np. Beryl ma kopa ale też odrzut przy dobrej celności, G36 pruje pociskami jak głupi ale celność znacznie gorsza), każdy znajdzie coś dla siebie. Nie zabija się wroga na dmuchnięcie ale z drugiej strony nie trzeba władować w jedną osobę całego magazynka. Najlepszy TTK w historii gry! crashe - jak na razie po analizie naszych crashy, wychodzi nam schemat, że grając solo nie ma się crashy a grając już przez lobby ze znajomymi to gra crashuje dowódcy squadu (patrz niżej) zapomniałem o wyszukiwarcie - faktycznie wyszukiwarka potrafi się zawiesić. Pomimo tego, że serwer jest faktycznie pełen to pokazuje np. 18/20 graczy, przy próbie dołączenia mieli z 2 minuty po czym wyskakuje info "server full" i aby ponownie odświeżyło wyszukiwarkę trzeba znowu chwilę poczekać
  3. 4 points
    We've got a hotfix for you. Some server browser improvements and animation fixes, as well as temporarily hiding TOR sniper rifle from future usage. This is done because we're going to add more mechanics around this weapon and it's not possible to balance it right now. We've also added a Japanese translation to the game and made some audio changes. Here we go! 0.4.1 Patch Notes [GENERAL] Added Japanese localization (in-game and customization menu), Temporarily removed TOR to rebalance it and add it later, [BUGFIXES] Fixed two major crashes, Fixed infinite refresh in the server browser, Fixed inappropriate errors being send to server browser (no more 'server is full' when it's not), Fixed Chinese customization menu localization not working, Fixed DMG Nine-Milli idle crouch animation, Sprint reload animation fixed, Fixed gadget count not refreshing on HUD, Fixed strike deploy masks sometimes not showing up, [AUDIO] New Quad sounds, More differentiated footsteps, Lowered amount of bass in far gunshots.
  4. 4 points
    Me too. I prefer it over the old one.
  5. 3 points
    MFG, TZoningHard, u r just everywhere!!! In every f..ng theme there is u, and ur usual "hurr-durr, TTK, brainless and skillless run'n'gun, yada-yada!". I'm f...ng tired of reading forum full of ur whining! I'm really not wanting to open the forum because I know that there will be u non-stop spamming how devs are wrong and only u know what's better for all of us.
  6. 3 points
    Definetely have to agree with @Tweak and @TZoningHard, if the old TTK were to be combined with a hit register that would actually count every bullet you would get a middle ground between the old and the new TTK.That being said, the new TTK does embrace a new gameplay style which I personally do not mind but I do prefer the old one where it took more skill/faster reaction times as this feels rewarding for a much slower gameplay and people just holding corners on chokepoints. Armour - With the new TTK added, a lot of people have stated how the armour doesn't feel correct.I personally agree with this as level IV steel armour barely stops anything in 95 % of the time, so my proposition if we are keeping the new TTK would be to buff the armour to double of what it is now, headshots will be crucial and chest shots will have a 2-3 bullet kill time ( at least on IV steel now it feels 1-2 bullets and you are down on the ground ). On the new map in TDM, Moscow, it feels okay, but also gets kind of spoiled with the new TTK as holding corridors is the way to play it, no advancement in hallways that are held by people who will kill you if they get the first shot/can't be outreacted. The new gun feels and looks amazing but my question is why the SIG hasn't gotten the 50/60 rounders yet ? Both of the guns feel very similar to each other with the SIG getting a bit more accuracy and the MILI getting a higher RoF. Map rotation does not seem to work as it either puts you back in the main menu or continues with the same map. Recoil - Personally I am okay with it, as it does take more control, but definetely not the way to go with the recoil being the balancing factor for the new TTK. Claymores - Quite a fun and interesting addition, they do their own part. The new sound - The new sound and voiceovers do sound great, explosions sound amazing, also the guns sound quite good. Also marks the first time I fell through the map. Overall, a great patch with a lot of good content, fixes, etc, my only issue would be that the new TTK was implemented as opposed to fixing the hit register on the old one, but that is a personal preference. The game is moving in a great direction and I am happy to see what comes next.
  7. 3 points
    Na kilka meczy pod rząd serwery się zwiesiły w przypadku Warsaw Warzone i Berlin Warzone, przycięcie i po minucie/dwóch Connection do WW3 network. TDM na Berlinie i Moskwie bez problemu, również Moskwa Warzone do końca. Nadal na Berlin Warzone z deszczem spadki FPSów duże. Respawn na Moskwa TDM musi być bardziej zróżnicowany / losowy. Mimo wpisania w changelog brak BTR-90. Jest lekki burdel z klasami i odblokowaniami, zdarza się w kustomizacji DATABASE ERROR. Trzeba by te klasy uporządkować w końcu - są sytuacje gdy odblokowane raz item np chwyt działa dla G36 G38 ale nie chce działać dla SIG czy 9mili (bez względu na handguard). Ludzie sporo pisali o problemach z wyszukiwarką - też mi się raz zdarzyły.Nadal pojawia się błąd - nie można respić na dowódcy mimo że żyje i jest w ruchu...
  8. 3 points
    But why you think in this way? We just pushed a big patch which changes a lot since the last one, still improving everything, adding new features and the game is not even finished. You just create a Thread which brings nothing into the game, completely unconstructive topic. Developers, made mistakes and the are aware of that, we must learn from previous mistakes and not repeat them.
  9. 2 points
    Welcome Soldiers ! Please feel free to leave your feedback here regarding patch 0.4, Patch notes can be found in : Best wishes, World War 3 team
  10. 2 points
    I don't know if anyone has already requested this (a search found no hits) or if anyone else is interested, but different ADS sensitivity sliders would be a great feature for me at least. I can't find a sweet spot for both high magnification and no magnification scopes, so I'm having to reduce my mouse dpi with a hotkey whenever I'm sniping. I don't know how difficult it is to implement but PUBG (blech), which is also in UE4, has the feature. Screens attached. Any comments or suggestions welcome. Thanks.
  11. 2 points
    Agree with most people here the TTK is way to fast, honestly where it was before imo was perfect except .3 with the hitreg. Armour is now completely useless and with gunfights I almost feel like I die to whoever has the higher rate of firing gun, MG5 now rules Overall the stability, optimisation is so much better, I can easily play warzone now with a good FPS and no issues at all, also had no crashes this patch. Sounds are awesome, claymores are awesome, community is awesome Although the time it takes to preallocate and install a patch drives me insane
  12. 2 points
  13. 2 points
    Mamy dla was aktualizacje techniczna. Poprawiliśmy przeglądarkę serwerów, animacje oraz chwilowo wycofaliśmy bron TOR z wyposażenia - jest to spowodowane zmianami oraz w celu balansowania broni. Dodaliśmy również język Japoński do gry oraz zmiany w audio. 0.4.1 Lista Zmian [OGÓLNE] Dodany język Japoński, Tymczasowo usunięta bron TOR, zostanie dodana później. [NAPRAWA BŁĘDÓW] Naprawiono dwa poważne crash'e, Naprawiono nieustannie odświeżanie się w wyszukiwarce serwerów, Naprawiono niepoprawne wyświetlanie wiadomości w wyszukiwarce serwerów ( "serwer jest pełny" , a nie jest), Poprawiono język Chiński w menu wyposażenia, Naprawiono animacje DMG Nine-Milli kiedy kucasz i nic nie robisz, Poprawiono animacje przeładowywania podczas biegu, Naprawiono poprawne wyświetlanie się ilości użycia gadżetu w interfejsie, Naprawiono poprawne wyświetlanie się strike'ów na pasku interfejsu, [AUDIO] Nowe dźwięki Quad'a, Dodano więcej zróżnicowanych kroków, Obniżona ilość basu w dalekich wystrzałach.
  14. 2 points
    Its common game design knowledge that this low of a TTK does not work well. At least reverse it. The game turned into CoD but worse, you prefire and spay as you turn corners and generally require no need to even aim just spray the enemies down. The game isnt worth playing with this ttk I have to force myself to play so I can give feedback. My KD has gone up a lot and I get longer streaks so its not that I suck at the new TTK its that its absolute trash and ruins any fun people who like to have skill based game play that requires effort. I dont see my self being able to put up with patch .4 the TTK is so horridly bad. Hopefully .5 comes sooner and this direction is reversed. Game is getting more and more casual and this TTK is another step. What happened to a hardcore game all the interviews were talking about, So far I see back peddling and catering to be accessible to as many possible which is a repeat of every game out there that puts the enthusiast out in the cold. I was hoping this game would be different and would take a stand that goes after making a good game instead of seeking to please the large crowd of casuals and hobbyist that dont generally care or play much.
  15. 2 points
    TTK feels pretty good to me right now. 0.4 is a step closer to a more enjoyable experience.
  16. 2 points
    Oj bankjery, bankjery. Nie wiem czy już wolę czytać o sytuacji finansowej F51 czy o tym, że gra umarła
  17. 2 points
    Aktualizacja 0.4 już jest! Zawiera wiele ulepszeń w zakresie stabilności gry, ruchu kamery oraz balansu. Pojawia się także mnóstwo nowych treści (które nie maja powiązania z naprawianiem błędów, artyści nie naprawiają błędów!). Koncentrowaliśmy się na naprawianiu gry, niż na tworzeniu nowych problemów, ale to nie znaczy, że wszystkie prace we wszystkich działach muszą się zatrzymać - nie martwcie się, słuchamy was. Sytuacja wygląda ponownie jak to było przy 0.4 na serwerach PTE że dzięki temu, że koncentrujemy się na wydajności i stabilności, niektóre rzeczy są przesunięte do 0.5. Uważamy, że jest to dobra decyzja, ponieważ nie ma to sensu wypuszczać kolejnych rzeczy, gdy gra nadal nie działa poprawnie. Aktualizacja 0.4 to tez początek naszego zaangażowania w podejściu "jakości nad ilością" - zobaczymy, jak to będzie wyglądać. Jest to dość długa lista, więc popcorn może się przydać, do boju! 0.4 Lista Zmian [ZNANE BŁĘDY] Nieskończone ładowanie do gry, nadal występuje. Jest to powiązane z problemem z amunicja (problem ze synchronizacja). Jeżeli możecie powtórzyć ten błąd, prześlijcie do nas filmik - przyspieszy to wykrycie źródła błędu, Niektóre elementy w interfejsie nie aktualizują się poprawnie, jest to spowodowane optymalizacja interfejsu, Pozycja broni podczas kucania nie jest dokończona - świadczy o ty pozycja laserów i inne wizualne błędy, [OGÓLNE] Wyszukiwarka serwerów, Nowa mapa TDM: Moscow Senate, Nowa bron: DMG Nine-Milli, Nowy pojazd: Buggy Nowy mundur: Resistance Fighter, Podnoszenie broni jest możliwe do testowania, Dodany został język Chiński, Nowy dodatek: tłumik do pistoletów, Poprawiony został system balistyczny z penetracja ścian, Dodany Polski głos Commandera. [POPRAWKI] Penetracja oraz rykoszet dla mniejszych kalibrów i rodzaju amunicji, Poprawiony (wygładzony) ruch kamery, Poprawiona animacja przeładowywania, Poprawione zostały statystyki wyświetlane w menu, Odbezpieczone granaty są teraz upuszczane po śmierci, Dodany został pasek rozmycia ruchu (Motion blur) 0-100%, Nowy model kolizji miedzy żołnierzem a pojazdem, Poprawiona została mechanika potracenia przez pojazd: gracz teraz jest odpychany przy kolizji z pojazdem, Mina przeciw-czołgowa nie wybucha przy najechaniu przez Mini UGV, Kara za rozjechanie członka drużyny jest wyłączona (tymczasowe rozwiązanie przeciwko złodziejom pojazdów), Język Commandera może być zmieniony w ustawieniach Audio, Kontener z pojazdem może być oznaczony przez członków drużyny, Upuszczona broń, może być teraz oznaczona, Zaktualizowane statystyki nalotów (strikes), Zaktualizowane statystyki dla pocisków (warheads), Lepsze dźwięki broni, Wyłączenie oczekiwania na graczy, dotyczy tylko klienta PTE (Na wersji Live, nadal oczekujemy na innych graczy). [ROZGRYWKA] Claymore (mina kierunkowa) dodana, TDM - optymalizacja czasu oczekiwania itp. Balans hełmów, Globalna precyzja strzelania z biodra obniżona z uwagi na niższy TTK (Time-to-kill), Zwiększony limit pojazdów i nalotów (strikes), Pojazdy - zwiększona wytrzymałość pancerza, Penetracja środowiska i konfiguracja rykoszetu dla wszystkich kalibrów ręcznych i typów pocisków. Każdy typ pocisku ma swój własny, wyraźny wzór zachowania penetracji/rykoszetu, który emuluje ich rzeczywistą wydajność w stosunku do różnych materiałów. Wciąż trwają nad nimi prace. Model obrażeń - nowe obrażenia i wartości penetracji dla wszystkich broni (Wciąż nad nimi pracujemy, dostosujemy wartości na podstawie informacji zwrotnej podczas testów na PTE): Wszystkie bronie automatyczne ustawione na 3 pociski do zabicia z bliskiej odległości z dalszymi zmianami opartymi na danym zakresie kalibru i wydajnośći AP, Pancerze przerobione w celu zapewnienia ochrony (to znaczy: zwiększone BTK - Bullet to kill) przeciwko określonym kalibrom: HDPE jest skuteczny przeciwko pociskom z pistoletu, Polietylen jest skuteczny przeciwko pistoletowi i pośrednim kalibrom, Ceramic jest skuteczne przeciwko pociskom pistoletowym, pośrednim i karabinowym, Stal jest skuteczna przeciwko pistoletowi, pośrednim i karabinowym pociskom oraz zapewnia ochronę przed karabinami snajperskimi na dłuższych dystansach, Zwiększona ilość obrażeń - ręce i nogi do 75% (było 50%) oraz dłonie i stopy do 25% (było 20%) - Dokonano tego w celu uczynienia TTK (Time to kill) bardziej wiarygodnym/przewidywalnym w oparciu o strzał broni i zbroję użytą przez wroga. Nadal trwają nad tym pracę, Naprawiono błąd odrzutu broni, który doprowadził do niewielkich ulepszeń w ogólnej obsłudze broni, Karabiny szturmowe mają poprawioną stabilność podczas strzałów impulsowych (burst fire), będziemy obserwować i modyfikować w razie potrzeby podczas PTE, SMGs - lepsza skuteczność podczas strzałów na bliski zasięg (SIG został całkowicie zmieniony), Zmieniona przestrzeń na ekranie dla nowego systemu animacji broni, może być kilka rzeczy do poprawki, podczas PTE lub gdy nowy system animacji będzie dodany, Poprawiono prędkość Quad'a oraz przyśpieszenie, Ulepszona kombinacja Mini UGV + C4. Od teraz Mini UGV + 1xC4 może zniszczyć - IFV, MINI UGV + 2xC4 może zniszczyć czołg, UAV FlyEye: cena -30% (500BP) UAV Barracuda: Cena -30% (1000BP), Czas trwania +25%, Zasięg +20%, UAV OTV: Cena -10%, Czas trwania +70%, JAM Reaper: Cena -15%, JAM X-47B: Cena -10%, Zasięg +30%, Airstrike Hellfire: Cena -15%, Airstrike Stormbreaker: Cena -20%, Airstrike Mephisto: Cena -15%, AA Artillery: Zwiększone obrażenia przeciwko pojazdom +25%, Zwiększone obrażenia przeciwko piechocie +30%, Zmniejszona zapora ogniowa do 10 sekund, Zmniejszony rozrzut do 15m, Zwiększona cena do 3200 BP, HE Artillery: Zwiększone obrażenia przeciwko pojazdom +30%, Zwiększone obrażenia przeciwko piechocie +25%, Zmniejszona zapora ogniowa do 15 sekund, Zwiększony maksymalny obszar do 30% dla każdego pocisku, SH Artillery: Zwiększony maksymalny promień obrażeń o 30% dla każdego pocisku, Zwiększony rozrzut do 30m, Zwiększona cena 3200BP, CUAS Loitering Ammo: Cena -75%, CUAS Quadrocopter: Zwiększona wartość odblokowania do 10 000, Cena +40%, Warheads: GTB dmg vs piechota +30%, GTB promień wybuchu -13%, GO1 dmg vs piechota +30%, GO1 dmg vs pojazdy +30%, GO1 promień wybuchu -13%, GK-1 dmg vs piechota +300%, GK-1 dmg vs pojazdy +80%, GK-1 promień wybuchu -25%, UGV Leviathan: Cena -25%, HP -10%, Zasięg +10%, UGV Battle Robot, Cena -25%, HP +30%, Zasięg -60%, MBTs: Początkowa cena -12%, AFVs: Początkowa cena -13%, IFVs: Początkowa cena -29%. [OPTYMALIZACJA] Możliwość zniszczenia niektórych obiektów, Optymalizacja mapy Warszawa War Zone, Optymalizacja Berlina i Warszawy, Optymalizacja ciągłych kolizji, LOD, cieniowania i siatki we wszystkich dziedzinach, Optymalizacja HUD. [BUGFIXES] Naprawiono błąd z zerową wartością amunicji, gdy gracz miał kilka tych samych kopii broni w różnych ekwipunkach, Naprawiono desynchronizację, gdy serwer otrzymywał 3 lub więcej żądań wystrzałów na raz (Powinno poprawić zaliczanie obrażeń, w sensie Hit-reg) Poprawiona strona obliczeniowa graczy po stronie serwera, powinno zmniejszyć problemy z przepełnieniem serwera i autorotacją, Naprawione błędy w ścianach, ilość glitchujących się graczy powinna być znacznie zredukowana, Naprawiono problemy z latającymi pojazdami, Naprawiono obliczanie globalnego wyniku Metagame, Zakup broni odblokowuje wszystkie podstawowe dodatki, Naprawa kolizji Gracz vs Strike, Serwer będzie teraz poprawnie zamknięty/wyłączony, gdy zostanie na nim zero graczy, Dużo mniejszych poprawek. [Dźwięk] Doppler Effect dla pojazdów, Symulacja zmiany biegów dla pojazdów silnikowych, Nowe dźwięki trafień, Naprawa dźwięku po zniszczeniu paczek z amunicją itp. Lepsze pozycjonowanie strzałów broni, Radio - naprawa rozkazów itp. TDM - wiadomości serwera podczas meczu, Poprawiony poziom dźwięków otoczenia, Polski dowódca, Lepsze dźwięki eksplozji, Naprawa dźwięków otoczenia.
  18. 1 point
    Witajcie, Przede wszystkim cieszę się, że jesteście tutaj i chciałbym wspomnieć, że to wasza obecność nas napędza, aby robić wszystko, co w naszej mocy. To Wy jesteście powodem, dla którego WW3 rośnie w siłe i tym razem chcemy dać Wam jeszcze bardziej interesujący sposób, aby pomóc nam w ulepszeniu tej gry, którą tak bardzo chcecie! Wkrótce będziemy testować nowy tryb gry i szukamy pomocy z zewnątrz, a kto byłby lepszy jak nie Wy sami? Na razie możemy tylko podzielić się tym, że testy zostaną przeprowadzone w lutym, przed końcem tego miesiąca odbędą się co najmniej dwie rundy testów. Testy będą przeprowadzane w terminach i godzinach najbardziej odpowiednich dla nas, aby uzyskać jak najwięcej informacji zwrotnych, więc każdy, kto chciałby wziąć udział, powinien wziąć pod uwagę, że jesteśmy firmą działającą na obszarze EU i każdego z Was będzie obowiązywać NDA (Umowa poufności), na którą będziecie musieli się zgodzić, aby wziąć udział. Chcesz nam pomóc? Odpowiedź w temacie, do którego link znajduje się poniżej. W jaki sposób osoby zostaną wybrane do testów i ilu z was się to uda? Jest to nasza tajemnica Pamiętajcie, komunikacja będzie odbywać się tylko i wyłącznie w języku angielskim! Powodzenia, WW3 Team
  19. 1 point
    I would like the option for players to be able to reposition, hide or resize UI elements in the game, or even develop custom HUDs, as in this mod. The number of times that I've died to the enemy whenever I unwittingly leave my select fire guns (SMGs and assault rifles) on semi-auto has been quite a lot, and it annoys me; it's left me consider using LMGs several times just because they have no select fire capabilites. I can compensate and have been successful with firing quickly with my mouse instead of changing my fire rate when I do find out that I've left my gun on semi-auto, but I'd rather this were no longer an issue for me.
  20. 1 point
    Can Confirm again, on Berlin i played 3 warzone games today and every time I went to repair the stock LEO or T-72 it would not repair. When I called in my custom T-72 I had to continually drive on and off of the platform until it would start repairing. in some cases, i'd have to do it around 10 times before it started to repair and rearm the tank. Hey Weedtime, If It helps I have a couple videos of this happening i could upload using my custom T-72 on Berlin. Don't want to beat the dead horse too much though lol.
  21. 1 point
    That was impressively quick
  22. 1 point
    Thanks for the report.
  23. 1 point
    Along with the known server browser issues, After not being able to join the only warzone match that was happening on the server browser, which showed 37/40 players, I used the quick deploy option set to Warzone and this is the error message I received. "Steam Ticket Cancelled" https://imgur.com/a/OmATaej
  24. 1 point
    Build ID: 3540764, version 0.4, English Issues: Team Deathmatch loading screen says "Firendly fire is on" instead of "Friendly fire is on". Hands clip through front rail of PKP in third person, in first person they float below it. Body armor names are incorrect: Level II HDPE and Level III Polyethylen when it should say Level II Para-aramid since HDPE is not a form of armor, it is used in plastic bottles, and Level III UHMWPE (Ultra-high-molecular-weight polyethylene) or Level III Para-aramid. Armor and weapon weights are far too high to be realistic: a Level IV Steel armor plate weighs 35 kg/lbs in-game while in real life it weighs about 5lbs (2.27kg). A PKP in game weighs 21.1 lbs/kg while in real life it weighs 18lbs (8.2kg).
  25. 1 point
    We aware of the problems, the first bug should be fixed now.
  26. 1 point
    Server browser - Love it, happy to have it in the main game even though it has it's issues. Though one issue I have with it is this strange bug where the game constantly spams me with "this lobby is full for X reasoning" no matter how many times I hit the acknowledge button. I'm going to assume this wasn't picked up on because of the low player count on the PTE, thus finding a full game lobby wasn't a problem, and so running across this issue just wasn't happening. But, issues aside, I'm happy it's in. New TDM map: Moscow Senate - Like the map, just not a fan of the game mode. I really only play TDM when Warzone isn't played. But, of all the TDM maps, I like this one the best because it rewards a more methodical mindset. Though one issue I will say is that there isn't a lot of action that takes place in the center of the map where the large yellow crane has crashed against the Senate, but I'm going to chalk this up to simply; why go outside when there is more cover on the inside? In the end though I love the map, but hate the game mode. New weapon: DMG Nine-Milli - I wish it's ROF was a little bit faster and recoil a little higher to really emphasize on the fact that it's suppose to be a Close - Very Close Range gun. But, I overall dig the gun and consider it a welcome addition to the game. It's adorable as all get out as well which is just a pure bonus. New vehicle: Buggy - I'm going to assume this is purely in a first pass phase and will be updated later to feature some modifications like adding a open air mounted GPMG, HMG, and etc to make the Vehicle really stand apart from the Quad Bike. If this is generally the final pass, it's very meh as it feels like a slightly more expensive, extra seating, faster Quad bike. In short - A slightly more expensive Vehicle that gets dumped on the side of the road. New outfit: Resistance Fighter - Can't go wrong with new outfits unless we start seeing Disco suits, Afros, and enough godawful nonsense that would make a CoD kid smile. Wish I could actually buy it though, but overall it looks cool. TTK Changes - I personally really like the faster TTK. But, I also come from a FPS background where I played games like Battlefield, ArmA, Rising Storm, and etc. So I'm use to fast TTK FPS games and this is just basically putting me back in the environment I know. So, no complaints on my end beyond maybe the Hit Registry needing a little more tweaking. Overall though good work. Still more to test to gauge how I'm generally feeling about the patch so far. But, I'm definitely enjoying 0.4 more than 0.3 by a long shot, so in my opinion this is a step in the right direction so far.
  27. 1 point
    I also have big issues with allocation and installing
  28. 1 point
    This happens on Berlin TDM too, I checked.
  29. 1 point
    Id love to see a different TTK modes such as Hardcore or F**K Me Im Dead Already!? Mode. To me it seems a bit quick on TTKs. Overall feel of the game is nice but feels one-sided for some reason. Id like Claymores to have more range of detection and detonation being that one of those IRL could take out half the building. I think strikes are where they need to be with so many going off on a full server but they could have a price range depending on how many people are on to liven things up.
  30. 1 point
    I have many of the same opinions as I do from the PTE release of 0.4 onwards (especially regarding guns and TTK). To summarize, I dislike the nerfing of the SMGs (the SIG's increased reload time, and the considerably intense recoil and/or spread of the Glauberyt and the DMG in full auto), but I welcome the decreased TTK. I also welcome a few of the strikes being cheaper as well. I would like to highlight that, because of an increased number of players from the release of this patch, server performance issues have resulted for many users regardless of their system specifications. This has been an issue on maps such as Moscow Warzone and TDM, where forty players on the former can and has caused considerable performance issues, even leaving players' games frozen (in the case of one user whose system includes an NVIDIA GTX 960M as their dedicated graphics solution). Moscow TDM has been annoying for me with high player counts and/or high player density (i.e. at least three or four players close together in a small amount of space), as I would see my frame times reach at least 40 ms - this was while I was playing on EU servers and admittedly had a few other tasks in the background). I resolved this by turning down anti-aliasing settings from high to medium (which reduced frame times to a level that is closer to typical performance for me on a Ryzen 5 2600, 16 GB system RAM and an RX 570 8GB graphics card), but I did not like how the game looked with such a setting.
  31. 1 point
    BTW-90 was in for testing purposes, it will be in-game as a respawned cheap non-customizable vehicle at player bases, hopefuly soon.
  32. 1 point
    Yeah it's bullshit I don't wanna play Moscow 4 times in a row. Still yet to play Warsaw on 0.4 even tho I've been in like 10 games
  33. 1 point
    Yeah, I believe that this might not be exclusive to the game and this may be an issue related to Steam. But yes, the workaround I've been using is to kill the Steam process via the task manager.
  34. 1 point
  35. 1 point
    Unpopular opinion here I guess. I still find the idea absurd to have a PTE while the game is early access and clearly in early stage of development (if intended or not). The game peaks right now at less than 500 players online at the same time. There are limits at which you can actually test stuff properly and I think we are below this limit. The state of the game is not the cause because we lacked a PTE. This was caused by a rushed release and then developers going into panic mode and rushing out patches.
  36. 1 point
    In regards to the FPS drop when getting hit with a Jammer Strike, I cannot say I've experienced this, so I cannot make comment beyond simply - Doesn't hurt to look into it for any problems. As for the removing of the JDAM strike I'm frankly against this. But, I do believe everyone's reasoning should still be heard and considered. So, why remove a Strike entirely from the game instead of simply looking into improving it and how exactly does it not fit the game in your eyes?
  37. 1 point
    I think cost of strikes should be a bit higher. Not as they were on 0.3 but a bit higher, because now, the artillery strikes are almost non stop I am for such a craziness on a battlefield but I think it went a bit too far Keep up the good job
  38. 1 point
    ttk to fast currently, needs to be increased a little bit
  39. 1 point
    No Man's Sky is dead? Yet it has over Two thousand concurrent players. Just because a game isn't averaging in the tens of thousands doesn't mean it's dead. Sure WW3 only averages in the hundred and that's because the game is still an infant with a lot of work ahead. Look at DayZ. That game has been trash for years, but with updates and the devs realizing they need to fix their game it eventually became popular and populated again with over seven thousand concurrent players. If you don't see the promise that WW3 and the devs have to offer than all I got to say is, Good Luck Charlie.
  40. 1 point
    Developer here from the r/WorldWar3 and r/WorldWar3Community team! Happy to give a helping hand, anytime. PC Specs: Thanks for the hard work, Garrus V.
  41. 1 point
    Gut shots definitely don't help the generally inconsistent feeling TTK.
  42. 1 point
    What do you think about wow now?
  43. 1 point
  44. 1 point
  45. 1 point
  46. 1 point
    Me as well ready ! I have vacations / holidays I was in pretests under NDA - no problem with that
  47. 1 point
  48. 1 point
    Yoah, dann sag ich auch mal danke für das Unterforum, mal schauen ob das sich auch lohnt Und an die Mods (m/w/div) ein freundliche Danke schön und alles Gute
  49. 1 point
    Hi @Roland shooting range is on roadmap
  50. 1 point
    3 small suggestions for the customization shop; 1. After purchasing the selected items, i´d love the items to get attached directly after so you don't have to attach them again 2. An option for direct buy; to get rid of those unnecessary extra clicks when buying a single item example pic : 3. when selecting something, dont reset the scrollbar.
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