Jump to content


Popular Content

Showing content with the highest reputation since 08/07/2020 in all areas

  1. 3 points
    Yeah, great idea. Make a huge floating thing that fits only 1(TDM) game mode where half of the strikes will be utterly useless. Imagine amount of modeling work required to be done for this "map" not to look as some kind of fuel tank. For one game mode. Great idea. Great.
  2. 2 points
    For those that haven't seen it yet: https://worldwar3.com/en/2020/08/12/ww3-development-refocused-early-access-purchases-unavailable-from-13-8/?fbclid=IwAR1ehdq06k49RxEkJiNir16e1GVuZNr9idGNMjtcDT-Bh-MyZX-8v5A9ByA So this seems to confirm F2P. This is the awful news we all expected but hoped wouldn't come to pass. There is absolutely no conciliatory in-game content that is worth my $30. I paid for a game, not cosmetic bullshit or XP packs or whatever scam this project is turning into. If the game is going F2P, a refund is the only acceptable compensation. "Any in-game purchases made during the Early Access period..." So WW3 will implement MTX during the EA period? That's quite audacious. Once MTX and F2P are brought into the mix, the primary design ethos becomes player retention, while sensible game design is relegated. These two concepts are largely incompatible with each other. You have to compromise the latter to pursue the former. I was one of the few people who wanted to be an ambassador for this game and defended it despite the hiccups throughout 2018 through earlier this year, but this confirmation has pushed me well beyond my threshold.
  3. 2 points
    The Death Star map in Jedi Knight 2 was actual quite fun ... oh wait but the gameplay was also kinda different with these sword thingies and stuff Too bad! Given that tynblpb has already posted a couple of arguments against this map idea, can the proponents actually give some arguments for it? Gameplay related arguments! - Nothing like "OMG it looks so cool I am Special Forces One Man army taking over an aircraft carrier!!!11"
  4. 2 points
    The Farm 51 and MY.GAMES are working together to ensure that World War 3 is an authentic, engaging, fun experience for new and established players alike. As part of this commitment, we recently announced plans to remove the game from Steam in order to fully focus our development efforts outside of a live environment. From August 13, World War 3 will no longer be available to purchase from Steam. If you already own World War 3 on Steam, the servers will remain open and you will be able to keep playing as normal. To everyone who has supported World War 3 to date: thank you! With the support of MY.GAMES, The Farm 51 is actively developing and implementing major changes to gameplay, graphics, sound, performance and stability, and other game mechanics. World War 3 will be available in the future in a new, improved form, and we can’t wait to share what we’re working on with you. If you want to know more about the partnership between The Farm 51 and MY.GAMES, check out our recent AMA. Stay tuned to the official World War 3 Discord channel and social networks for future updates, and be sure to join the discussion in our forums! FAQ When will World War 3 be removed from sale on Steam? World War 3 will be removed from sale on Steam on August 13th 2020. I already purchased World War 3 on Steam, will I still be able to play it? If you already own the Early Access version of World War 3 on Steam, you will be able to play it indefinitely. The servers will remain open, and you can play as normal. Can we expect any updates before Early Access ends and World War 3 is released? Some improvements and new features may be released for current World War 3 players to test and try out. This may not happen immediately, as we do not wish to share unfinished content. If people purchased the Early Access version of World War 3 on Steam, will they receive anything when the game switches to a free-to-play model? Early Access players will be recognised as ‘veterans’ and receive in-game content worth at least the price they paid for World War 3, if not more, regardless of our distribution model. Any in-game purchases made during the Early Access period will either be transferred to the final release or compensated as in-game currency.
  5. 2 points
    I am really surprised this suggestion has 7 upvotes - like are there still 7 players left who are so new not to see that this makes no sense gameplaywise? That's my favourite part of the suggestion bboth classes use the same hull design. Which means they are of the same size.
  6. 1 point
    Sorry to disappoint u, but u've paid(and we all) for "access" to Early Access version of WW3. And it's up to devs what WW3 will be in the end. Though I too don't like the turn to , as u've said previously in this theme, "corporate dirven" or something like this product. About this quotation. I think the talk here is about the current in-game purchases that were done with in-game currency. Such as camos, weapon parts, vehicle's modules etc. And there were clear signs that devs are going to implement progression system where, I presume, all the aforementioned in-game purchases will be placed in some kind of order for u(us, newcomers)to grind them. And here is that moment, that I, for example, have bought almost everything already and now have 6.5kk of unused currency. And I don't rly want to grind them for the 4th time. So, it's either all the purchases of mine will be transferred or devs are going to give me some amount of currency to buy the things I want, so I will not be forced to grind. I don't think that MTX will be implemented in Early Access version as the devs/mygames are playing spy, and info about MTX is rly crucial for it to be revealed before they try to create hype when promoting. Seeing WW3 now more as the "corporate" product, I self-demoted myself to a mere customer and now don't expect much and now I'm in "try to amuse me" position, as I'm indifferent to progression, grinding and all that stuff that is used in nowadays multiplayer shooters to entertain and keep players occupied. I only need working chassis armor and APS on vehicles to entertain myself, but with as it was said above "corporate" product, no hope 0.9 with promised vehicles/strikes fixing/rebalancing for us to see/try/test. No 0.9 = nothing to wait for. Nothing to wait for = what is the point in reflexing? It is not like we can affect the outcome.
  7. 1 point
    So everything we get from the new community managers after months is a repost of information we already received in May? That's everything? Still the same "We wanna do the superduperbest stuff for the game" blabla withouth any detail or actual information?? Nice!
  8. 1 point
    MAXIMUM FAIL... F2P this will get as low as Warface then a free to play Aimbot test range game... Oh you get banned load just new account and continue cos free to play... Oh you get HW banned No problem hardware spoofer or Hw ID Changer come with the Aimbot software. So to me a Small player base means less cheater but free to play The player base needs to be so low that big coder do not have any interest in making Cheats for the game like Helios from AA or Tomas from TM POINT Or the Anti Cheat has to be good like Battleeye... not perfect but the best so far i know
  9. 1 point
    LOL you want retarded map design here are a few ideas for Maps that will not work with WW3 Shipment CoD with 64 players Wet Work CoD with 64 players Crash CoD HiJacked CoD Metro Bf3+4 Locker Bf4 El Alamein Bf1942, Strike at Karkand Bf2 Omaha Beach Bf 1942 oh or maybe fight on the Death Star Oh and btw. i remember there was a gamemode in Bf3 or bf4 with a Aircraft Carrier you can play on and fight on and guess what? NOBODY LIKE THE BULLSHIT OR EVEN PLAYS IT!!! It is like the Community Gamemode Breakthrough 5 people ask for it F51 waiste resources and nobody plays it
  10. 1 point
    XD idk why people still suggest things after no respond from Devs in such long time XD
  11. 1 point
  12. 1 point
    Seriously dude, I couldn't care less. ^^ But maybe the devs do? Couldn't hurt to rally around the few enthusiastic fans the game has left.
  13. 1 point
    Hey Folks Time to wrap up round 3 of Weapons that can enhance WW3 and today we have what almost amounts to a modern Anti-Tank Rifle (though not actually, it's closer to that of a Light Cannon than anything else.) the XM109 AMPR, or as I'm simply calling it for the sake of the post & degree of realism, the M109 AMPR. A nasty prototype weapon created from the Barrett M82 or the U.S M107 .50 BMG and is even stronger in terms of damage dealing capability than the M82/M107. But, that is enough bla bla! If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the M109 AMPR. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The M109 AMPR - Real life information behind the M109 AMPR. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Special Weapons and suggested Special Weapons with the M109 AMPR. Section 3 - Special Features - Special features I think the M109 AMPR should have. Section 4 - Customization - Customization options I think the M109 AMPR should have. ---- Section 1 - The M109 AMPR Introduction & Demonstration Videos of the M109 AMPR. - Still looking for videos over this Weapon. Extra Information sources. XM109 AMPR - TFB XM109 AMPR - Gun Wiki XM109 AMPR - Wiki The Semi-Automatic XM109 AMPR, formerly known as the Objective Sniper Weapon (OSW), is a prototype Anti-Material Rifle/Grenade Launcher created by Barrett Firearms Manufacturing (X being a marking for a weapon being a prototype in the U.S Military.) It's design was based on the battle proven M82/M107 Anti-Material Rifle, using largely the same design makeup to create the XM109 AMPR with the largest change being to the upper receiver to allow the weapon system to chamber the 25x59mm Grenade Round that it fires. The 25x59mm Grenade Rounds currently come in two primary types, High Explosive & Armor-Piercing. However, this ammunition is the same as the cancelled XM307 ACSW (Advanced Crew Served Weapon) project which was designed around creating a 25mm automatic grenade launcher that fired smart airburst munitions. This means that, in theory, the XM109 AMPR can also fire Airburst rounds as well, which when partnered up with the BORS (Barrett Optical Ranging System) ballistic computer, could mean that the XM109 AMPR can accurately place airburst attacks on target wherever the shooter needs them. But, this is a theory right now and overall the current XM109 AMPR Project is currently in a state of Unknown. The project hasn't been officially cancelled nor adopted. When last updated, Barrett was researching ways to reduce the massive recoil of the weapon as the last registry of it was considered beyond Human limitation. So, if the weapon was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to generally similar Special Weapons? ---- Section 2 - Favored Playstyle & Stat Comparisons If added to the game, the M109 AMPR should serve as a bridge between Precision Sniper Rifles & Special Weapons that favors Defensive players above all else. It's damage should stand somewhere between the TOR & RPG-7, though more towards the TOR above all else. Against enemy Infantry, the AMPR should be deadly on direct impact, and have a small 1.5 to 2.5 meter splash damage radius when using it's stock HEDP rounds (It is firing a grenade round larger than .50 BMG after all.) Against enemy Vehicles the damage should obviously vary between the types. But, AFVs & MBTs should only be damaged by the AMPR if the weapon hits them in the rear with HEDP rounds or if it's using AP rounds for everywhere else. To balance out this weapon it should be Heavy, one of the weaker special weapons (in terms of general damage), high recoil & modest spread to dissuade spam firing, small ammo pool, and should be treated as a AMR (Anti-Material Rifle) which requires players to go Prone before they can ADS with the weapon. In turn the Player gets what amounts to a free (BP cost wise) Light Cannon that can be suppressed, placed wherever they feel is best to take up a position in, doesn't generate a smoke trail back to them, allows some the ability to fire rounds in fairly quick succession for moderately quick multi-hits, and reload the weapon without needing to return to the deployment zone of their team via the Ammunition or Equipment Bag. Now, lets move on to comparing possible stats of the M109 AMPR vs. the RPG-7 and the suggested GM-94 & Spike. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. AMPR proposed and compared stats. AMPR Weight: 31.00 RPG-7: 16.8 (S) GM-94: 17.50 (S) Spike: 28.00 AMPR Recoil: 0.8 RPG-7: 6.0 (S) GM-94: 3.0 (S) Spike: 0.1 AMPR Spread: 0.4 RPG-7: 1.5 (S) GM-94: 2.0 (S) Spike: 0.8 AMPR Reload time: 3.3 RPG-7: 3.3 Seconds (S) GM-94: 4.0 Seconds (S) Spike: Doesn't reload AMPR Rate of Fire: 80 RPG-7: 60 (S) GM-94: 130 (S) Spike: 1 AMPR Caliber: 25x59mm RPG-7: 40mm (S) GM-94: 43mm (S) Spike: Tandem-Charge HEAT AMPR Muzzle Velocity: 460 m/s RPG-7: 300 m/s (S) GM-94: 100 m/s (S) Spike: 150 m/s With this out of the way we move on to special features which is going to be some what short ---- Section 3 - Special Features 25x59mm Munitions - This special Grenade round is all the M109 AMPR fires and should only come in Fragmentation, High Explosive Dual Purpose, and Armor Piercing. Anti-Material Rifle - Should require players to be Prone before being able to shoot while Aiming Down Sight (ADS) just like the TOR will. Three Full Magazines - The M109 AMPR should only have three full magazines (15 rounds in Total) of either Fragmentation, HEDP, or AP. Unique Muzzle Brake & Suppressor - Because the M109 AMPR has a unique Muzzle Brake & Suppressor in real life, the AMPR in game should have them as well to offer some degree of differences. Airburst Munitions - Should the Developers add some form of Airburst munitions in the future to certain weapons, the M109 AMPR should be one of the weapons considered for the Airburst munitions as well for increased flexibility Caliber Conversion - Should the Developers add Caliber Conversion in the game, the M109 AMPR could be converted back down to a standard M82/M107 AMR (Barrett .50 for those that don't know the designations) or visa versa if they want to make the M107 instead of the M109. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the M109 AMPR should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel (Stock) Muzzles M109 Muzzle Brake (Stock) M109 Suppressor Lowers Bipods only (It's a AMR, no point in offering the other Lowers.) Side All sides optional Magazines 5 Rounds (Stock) Ammunition Fragmentation - Anti-Personnel focused rounds. High Explosive Dual Purpose - Balanced Anti-Personnel & Vehicle rounds. (Stock) Armor Piercing - Anti-Vehicle focused rounds. As for bodyparts there is nothing to add since the weapon is still a Prototype. But, the Developers can always get creative with it if they like. And with that out of the way we're done. I hope everyone likes the idea of the M109 AMPR being added to the game, even if not exactly how I suggest adding it. It's rather tricky to find a variety of weapons in this particular category just like Battle Rifles & Precision Sniper Rifles. There is only so many ways one can differ things that explode, or are used to destroy Vehicles, or lob grenades into a target area, and etc etc...Mainly because of both realistic Human limitations & Technological limitations. But, this will wrap up round 3 of Weapons that could enhance WW3. I'm going to take a little break from these posts after this, mainly to get some other suggestions squared away, wrap up my suggestions for the WW3 Metagame, and some other stuff. So, till I see you at the next suggestion post and the future 4th round of Weapons that can enhance WW3... Have a good one folks!
  14. 1 point
    Welcome to the first installment of the World War 3 Devlog! Following the announcement of our new partnership with MY.GAMES, we still have some exciting news for you - let’s jump in. Strategic Partnership We know we have been a bit quiet lately, but there’s a good reason for all this silence - finding good partnership is not easy if you are looking for one. This took a long time and we had to keep it under wraps until we could tell you about it. We are very excited about our new partnership with MY.GAMES, an industry leading publisher with a global reach and years of experience, specifically with online multiplayer shooters. We have talked with many potential partners, but it was MY.GAMES that seemed to understand World War 3 the best, which was the most important thing for us. It’s crucial to work with someone you can trust, who understands games, how they are developed, and what makes them work. That kind of partner can be a valuable ally instead of taking control and not knowing what to do with it. Creative Control The most important requirement we had for working with someone was retaining control over what is being put into the game. We know our game best, and we wanted to make sure it is not being changed for any reason than to make it better for our players. You can read more in our official press release, but these words from Kamil Bilczyński, Project Lead and Creative Director of World War 3, tell the story best: “We are happy to announce the partnership with MY.GAMES and benefit from their wealth of experience in publishing multiplayer shooters. Our collaboration with MY.GAMES ensures that we can take a truly global approach to publishing World War 3, while remaining faithful to our original vision for the game as we work on enhancing its core gameplay, polishing mechanics, and pushing the boundaries of the overall scale of the project.” The point about us retaining creative control is one of the most important ones. This partnership lets us focus more on the game itself, the gameplay, the overall experience, while the experts take care of publishing, marketing, community management, customer support, and backend infrastructure. Of course, this does not mean that we will be excluded from these areas - we will cooperate on all fronts. The second major point is the time for polishing and optimizing the game. Thanks to the partnership, we will have more time to make sure World War 3 is the best game it can be. We all see the big potential in our game and we are sure that the MY.GAMES support will help us awaken this potential and realize our vision fully. The Farm 51 and MY.GAMES AMA To share our excitement about this partnership, we hosted an AMA for our community on May 12. You can now find the transcript on the official website here. In summary, 2020 is shaping up to be a great year for World War 3. With the additional support from MY.GAMES and us being able to focus on the game side more, we hope to see our game flourish and become one of the top shooters on the planet. We are still working hard on bringing you more content and updates, and we are not going anywhere any time soon. If you’re here reading this article, it’s mainly to learn more about the future content. Without further ado, here is the 2020 roadmap. 2020 Plans Asian Theater of War So far, World War 3 has been limited to Europe, but that was never the plan. This year we are expanding into new territories and adding new maps and gear from Asia. More information on the specifics of the Asian theatre of war will be coming later in 2020. New Maps, Strikes, and Weapons Apart from the themed Asian Theater of War content, we will also update the game with more content from all around the world. More toys to play with, new vehicles to drive around in, and new things to drop on the enemy. We are also planning to look back at existing maps to implement some of the feedback we got from you to make them a better experience for everyone, and better places to fight. New Movement System The already-previewed movement system is crucial for us in terms of gameplay and pushing forward with more content. We have done a lot of work in preparation for expanding the game and we are really happy with how it turned out. New movement system will elevate World War 3 in terms of gunplay, the movement itself, animation quality, and future expandability. Real-time Weapon Customization A lot of our players asked about the mid-match weapon customization. This will be now possible with a new real-time weapon customization system. You will be able to switch weapon attachments in and out depending on the situation around you. New UI and HUDs We are tirelessly working on updating the HUDs and developing new Customization UI – we hope that both of them will make the game feel much better. Our goal here is to make them easy to use when dealing with the new complexity of customization systems. We are also working on tuning it to give us more options to expand and improve in the future. New Progression System The main goal of this change is to give all players something to do each time they log into World War 3. It does not matter if you are a new player or you’ve been playing the game for thousands of hours, there should always be something meaningful for you to do and the new progression fulfills this goal. Overall Polishing and Performance Improvements With the core gameplay being near complete, we want to focus on making sure the game is as fun and playable as possible. While we have been constantly working on this during the Early Access phase, with more and more features being completed, we can put more resources and people into the polishing work that needs to be done. Fixing bugs and polishing, balancing and overall optimization are things that will benefit the most from the additional time we have thanks to our partnership with MY.GAMES. We wanted to say a big thank you to everyone that supported us during Early Access. We know it’s not always easy to trust a company and developers, but we are making games because we love them and we want the best for you, us, and the gaming industry as a whole.
This leaderboard is set to Warsaw/GMT+02:00
  • Create New...