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Popular Content

Showing content with the highest reputation since 07/05/2019 in all areas

  1. 29 points
    Finally! We’ve got a 0.7 build that is stable enough and without critical issues, so we can start testing it. Bear in mind, that this is just after switching engine versions and rewriting how our netcode works (more information here), so expect it to crash a lot and to have bugs. The list of known issues is going to be shortened very soon, we’ve just added it so you don’t waste time on reporting bugs we’re already fixing. We’ve got a lot of work to do to get 0.7 to a state that is playable enough to push to Live servers, so everyone that can should help us test this version, especially over the weekend. We’re going to gather a lot of data and we will also be playing to make sure all big issues are fixed next week and only smaller problems are left to iron out. Thanks for being patient, but this change was the biggest one since 0.3, and we want to make absolutely sure that it will be at least as stable as 0.6, and preferably more. Engine update doesn’t come with a lot of content, but it will let us improve the game a lot more in the long run. Now, as for what is in the update, we’re adding daily challenges! It’s still a bit rough, but that’s why we have PTE. You can complete challenges every day and get rewards for them. There’s also new lighting. It’s a lot more realistic and eye adaptation works properly now, but it might need tweaking. Let us know how you like it and what we should change. We’ve also added new VOIP system, because the old one was not good enough. This is also something we need as much feedback on as possible. As usual, send us your crash reports and make sure to leave your feedback on the forums, so we can get to it easily and plan changes accordingly. Thanks for playing! PTE 0.7 Patch Notes [KNOWN ISSUES] Crahsing - set 'Meshes' to LOW to make this less frequent, Packs (Ammo/Health/Equipment) randomly don’t spawn when tossed, UAVs mark dead enemies, Markers show up late sometimes, Players drop copies of their weapon at random, Taking leader by requesting orders is not working, Grenades spawn to the left of the camera, It takes a second to load the weapon into player hands, Crashing and performance issues, No Berlin TDM or Warzone for now (map issues), [FEATURES] Daily Challenges added - this is still an early version!, New VOIP system [Default: hold “~” (tilde - next to 1)], New Unreal Engine version - 4.21, Replication Graph implemented, New lighting, New KIll Screen, New Vehicle HUDs - still Work in Progress, Sight profile preview in the menu - you don't have to play inside a match to see how it looks, [IMPROVEMENTS] Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions), Added VAB - a Mobile Spawn Point variant, so it’s different for each team, Added synchronization status on loading screen for debug purposes, Added location debug info on screen for better bug reporting (community suggestion), Added Vehicle Kill Assist (community suggestion), New Equipment meshes for UGVs, Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical, A lot of adjustments and improvements, Per attachment camos now have icons, [BALANCE] Increased Heli Drone Rockets Battlepoints cost, Decreased Heli Drone HP (600 to 450) - now it’s 1 tandem RPG hit, Decreased Heli Drone rocket PODs' ammo capacity, Vehicles speed, acceleration, turning and HP rebalance - now the differences between vehicles are more noticeable, Attachment prices have been adjusted to better fit the progression system, Attachment modifiers have been reworked to better reflect differences between individual attachments, Weight difference between barrels of different lengths has been increased, Weight difference between magazines of different capacity has been increased, Additional changes coming soon, including a horizontal recoil multiplier on grips, Moved resupply packs to between capture points, [BUGFIXES] Fixed shooting between rounds on TDM, Fixed rebinding X button, Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell, Fixed direction prioritization when exiting a vehicle, Hundreds of other bugfixes.
  2. 17 points
    Here we go again! After the 0.7 technical update, we can now start sharing content we've been working on during the technical work on the engine. Easily the biggest one is the new Breakthrough game mode, about which you can read more here. It's a very dynamic, quick-paced mode, with no time to stand around. Your split second decisions matter and one soldier can win the game with a good plant or last second defuse. It's available on all Warzone maps, some of them in the Large variant - so you'll be fighting in places that are normally not available in Warzone - like the school and train station on Warsaw or shopping mall on Moscow. Important: Breakthrough is going to have the Retreat mechanic expanded in the coming weeks to make it something unique and cool. Supporting this game mode is the new infantry HUD. It's not finished yet, the Strike Bar, Chat, Kill Feed and Score Feed are going to be refreshed as well, but it works a lot better and has a couple new features, like markers on the compass and animated icons with progress bars for gadgets. The respawns are also a lot better finally, but bear in mind that there's a few things coming to the respawning system during the time in PTE that will make this a lot better (like marking people that you can't spawn on and possibly people under fire being marked as dangerous spawns). Let's all test the new game mode, especially when it comes to spawn placement, station placement, possible exploits and overall balance for attackers and defenders. [KNOWN ISSUES] There's no warmup on PTE (so testing is easier) - this means that Breakthrough match balance will be skewed, If clicking Deploy on another player doesn't do anything, keep trying - this means that the game didn't find a suitable spawn for around them. If this happens on a point, report! PTE 0.8 Patch Notes [CONTENT] New game mode: Breakthrough, New Infantry HUD (WIP), Napalm Strike is in, [BUGFIXES] Fixed spawning in a wrong place when there's no space to spawn around selected player, Fixed being able to look inside a building with Mini Done gadget, Fixed lasers staying while throwing grenades, Other bugfixes.
  3. 16 points
    Two in one week? We're getting there! 0.7 is just around the corner, so we need all hands on deck to test it. We invite everyone that can join us to the PTE Party tonight, 10pm CEST - we've had a lot of serverside optimization work done, so we need as many players as possible. Servers are set to accept 60 players per match, so let's have some fun! PTE 0.7.4 Patch Notes [KNOWN ISSUES] Some people might experience not being able to get into the menu, we're investigating, Challenges are completed by default, Some problems with VO (missing from menu, only Englihs working), [GAMEPLAY] Changed reload hold time to change ammo type to 0.4s down from 1.0s, Changed flashbang time to 7s make them more useful, Added per barrel curves intended to alter the damage/distance relation, Added vertical and horizontal recoil as modifiers to weapons, Added map marker to refill stations (WIP), [BUGFIXES] Warsaw Warzone is back in the rotation, Fixed jumpskipping reloads, Fixed being unable to leave MSP after spawning on it, Fixed grenade replication issues, Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn, Fixed crash in inventory system, Fixed JDAM particles, Fixed guided missiles tablet retraction animation after a rocket view, Fixed artillery invisible for owner, Fixed gadget sounds playing multiple times on single use, Fixed Commando driving capabilities, Fixed crash in Vehicle Ammo Widget, Fixed shooting Antitank Turret on Leviathan not spawning explosion particles or sound, Fixed circles drawn on the map after a strike, Fixed Commando Turret gib, Added lowers back to SCAR, Warsaw - Collision fix inside one of tunnels, Warsaw TDM - Fixed stuck point under entrance stairs, Berlin - Collision fixes and range of fire damage fixes, [OPTIMIZATION] Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen, Reduced throwable gadget net update frequency 10 times, Optimized paused connection RPC sending, Weapons will now replicate every 10 frames, [AUDIO] Enemy Tails attenuations improvements, Fix for random lowpass, Fix for player barks jumping channels, [MISC] Lower and muzzle attachments descriptions added, Blocked barrels without front post on M4 ironsight, Added challenge event for order completed by squad mates.
  4. 15 points
    This update is aimed mostly at stability, but we improved some things and fixed a few bugs as well. We've also added more community emblems to the game, available only from a code obtained from the creator / clan. You will have to reapply this code again on Live servers once 0.7 gets there. For safety, don't redeem codes on Live before it happens, it might break your profile. From the gameplay side, we've figured out a way to keep shadows working in dark areas so people don't get an unfair advantage by running low shadows. We did it this way earlier to make lower end GPUs work in WW3 and have better performance at the cost of fairness, but we never intended it to be left this way, and with current performance improvements, we figured that it's time. That said, this change is coupled with disabling per object shadows on low and medium settings to offset the performance hit. In our testing the difference is less than 1fps on low end machines and on both AMD and NVIDIA GPUs, but that needs further testing on different machines. So in short, you will loose shadows on your character, but they will look better overall, there will no longer be an advantage when running low shadows and it won't impact performance noticeably. We've also added a long awaited map rotation to the game. Now every time you end a match, all players that are left in the game are queued for another game of the same game mode, but different map. The system first looks for a game that is not empty, to fill it up, but if the number of players looking is bigger than the number of free slots, it will push everyone to a new, empty game. PTE 0.7.2 Patch Notes [KNOWN ISSUES] Grenades can get desynchronized between server and client and land in different spots, Ammo/Health/Equipment packs still can disappear, [CONTENT] Added a few Community arm patches (hidden by default), [IMPROVEMENTS] Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality, Added map rotation to the ending of the game, [NETWORK OPTIMIZATION] Decreased replication rate for own equipment and capture points, Slowed down with player state replication, Added dormancy for support capture points, [BUGFIXES] Attempted fix for LOD switching related bug that causes ~95% of all crashes (needs confirmation), Voice chat - speaker icon for local talker, BCV and VAB speed and acceleration, Laser dot don't stay on the surface after character death, Fixed rerolling challenges duplicating them, Fixed grenade offset on start of local grenade simulation interpolation, Increased gadgets starvation priority, and lowered relevancy distance, Fixed Moscow loading screen misaligned throbber, Fixed audio engine crash on Berlin TDM, Fixed collision for RPGs on Berlin TDM, Fixed disappearing bushes on Berlin, Fixed some exploit points on Berlin TDM, Fixed broken/dissapearing destroy packs on Berlin TDM, Other minor fixes.
  5. 14 points
    This one is a biggie, with a LOT of very important fixes and improvements, namely for the vehicle hit registration and behavior. We're nearing 0.7 hitting Live and fixing the most important bugs at a fast pace. Currently we're working on making sure the vehicle hit detection works properly (we've seen some issues with the Heli Drone) and that replication is still working well while reducing server CPU usage. Once that's done (and any bugs we find over the weekend are fixed) we can push 0.7 to Live and start on 0.8. [KNOWN ISSUES] Markers are moved to player feet, [CONTENT] Moderator patches added, [BUGFIXES] Fixed hit direction being broken on damage indicator, Fixed a crash related to voice barks, Fixed remote missiles use being delayed a few seconds, Fixed character clipping into walls when using alt, Fixed challenge completed notification, Fixed replication on objects not setup for replication graph, Fixes for SCAR left hand position, Fixed squad list not updating correctly, Fixed valid vehicle hit registration being rejected by server, Fixed replication rate for flying and land vehicles (choppy movement), Fixed teleporting marker of enemy soldiers, [IMPROVEMENTS] Clipping while prone vastly reduced (needs extensive testing), Vehicle hit validation leeway increased.
  6. 12 points
    Just a quick one before the weekend. One information: if you experience crashing a lot, try lowering down Meshes in the Settings. The most "popular" crash is related to LOD loading, which is not happening as often on lower settings. It shouldn't impact game looks a lot, just lower memory usage (it uses lower quality models for objects). PTE 0.7.1 Patch Notes [IMPROVEMENTS] Reduced dropped weapon lifespan to 30 seconds, Added an array for always loaded assets - for making sure markers are always loaded, Added counting vehicle shots fired and hit to statistics, [BUGFIXES] Fixed taking leader by requesting orders, Fixed UAVs marking dead bodies, Fixed not displaying statistics during first launch, Fixed disappearing bushes on Berlin, Rebaked destropacks on Berlin, Fixed exploit points, Removed not ready / unnecessary items, Fixed bug with relational challenge events.
  7. 11 points
    It's finally here! 0.7 took a while, because we had a lot of internal work on the networking and many changes to the rendering and lighting. We're over those hurdles, and now we can resume the normal operation of patching more frequently and with more content. 0.7 had 11 patches on the PTE and thanks to our community support we were able to test it thoroughly during the last few weeks. Special thanks to those that organized playing together and reported bugs to us via the forum and Discord - we really appreciate your work and we know how much time it takes to test properly! While this is certainly more of a tech update than content update, there's still some new stuff to play with. Let's go over the changes we've implemented quickly, and there are a few of those. First of all, we've switched over our Unreal Engine version from 4.19 to 4.21 to take advantage of the Replication Graph. You can read more about it here. In short, it should let us put more people on each server, lower the latencies and make the netcode even more robust. We've also got a more physically accurate lighting now, which makes the workflow better and faster. We've redone the VOIP implementation. Now you can use the tilde ( ~ ) key for push to talk and bask in the glory of our new VOIP system. There's a cool radio-like effect on it and it really makes you want to roleplay a soldier. Remember! You still have to set it up in Steam, though most options are available from inside the game. You also turn it off completely, naturally. There's also a Challenge System in place now, with daily challenges to complete, for which you'll be earning cash and XP. This is the beginning of a bigger system, read more about it here. New Vehicle HUDs - We've changed the vehicle HUDs for completely new ones - this is the beginning of the complete UI overhaul, with both Customization and in-game HUDs getting a new look to make them more usable and just look better. We've also got a new Death Screen. More information for you to know what killed you and from where: There's a lot more smaller improvements, some of which were greatly anticipated and some of which you didn't even know you wanted. And finally, the Helicopter Drone is no longer the most OP thing in the game! Update 0.7 Patch Notes [KNOWN ISSUES] If you see parts of the level streaming in too slowly, this is the CPU not handling GPU Buffering + level streaming. Disable GPU Buffering to fix this (it will lower your FPS, though!), [FEATURES] Daily Challenges added, New VOIP system [Default: hold “~” (tilde - next to 1)], New Unreal Engine version - 4.21, Replication Graph implemented, New lighting on all maps, New Death Screen, New Vehicle HUDs - still Work in Progress, Sight profile preview in the menu - you don't have to play inside a match to see how it looks, [CONTENT] Added VAB - a Mobile Spawn Point variant, so it’s different for each team, Added an US ARMY uniform, Added a few new Community arm patches (hidden by default), Added moderator patches, [GAMEPLAY] Changed reload hold time to change ammo type to 0.4s down from 1.0s, Changed flashbang time to 7s to make them more useful, ZUNI, FZ233, Hydra rockets - increased ammo capacity by one magazine, decreased blast radius and damage, increased BP price, Reduced bounciness and friction when colliding with the environment and other objects for all vehicles, Fixed acceleration, max speed and climbing for all vehicles, Increased/adjusted HP and front, and side armor thickness (more info in updated menu stats), Adjusted the blast radius curves damage on the edges for explosive ammunition, Fixed 30 and 35mm AP issues, Ajax - fixed suspension behaviour, Attachment prices have been adjusted to better fit the progression system, Added a new parameters to attachments: horizontal and vertical recoil (previously those were combined), Attachment modifiers have been reworked to better reflect differences between individual attachments, Weight difference between barrels of different lengths has been increased, Weight difference between magazines of different capacity has been increased, Added per barrel curves intended to alter the damage/distance relation, Added different damage over distance for different barrel types, Reduced mark radius - it should help with accidentally marking things you don't want to, Moved resupply packs to between capture points, Added map marker to refill stations, [IMPROVEMENTS] Added map rotation to the ending of the game, Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen, Vastly improved vehicle hit registration by implementing a server-side history, Added synchronization status on loading screen for debug purposes, Added Vehicle Kill Assist (community suggestion), Blocked barrels without front post on M4 ironsight, New Equipment meshes for UGVs, Clipping while prone vastly reduced (needs further testing), Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical, Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality, Network optimization - Claymore & Semtex C4, Network optimization - action replicator, Removed projectile distance check because it is checked inside Replication Graph itself, Projectile cull distance setup for Replication Graph, A lot of other adjustments and improvements, [UI] Fixed hit direction being broken on damage indicator, Added location debug info on screen for better bug reporting (community suggestion), Per attachment camos and color schemes now have icons, Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions), Lower and muzzle attachments descriptions added, Added players in lobby info to summary screen, Added armor stats for vehicles in menu and updated the previous to match the current balance, Added counting vehicle shots fired and hit to statistics, Deployment screen improvements, [AUDIO] Voip ducking, new warmate sound, Local player voiceover effect, Friendly gunshots will sound softer now, Added more occlusion to sounds, Many small audio fixes, Soldier bark distance tweaks, Other minor improvements, [BUGIFIXES] Fixed jump-skipping reloads, Fixed shooting between rounds on TDM, Fixed rebinding of the X button, Fixed not displaying statistics during first launch, Fixed a lot of exploit points on multiple maps, Many visual fixes in weapon menu - socket positions, explode positions, attachment categories, Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell, Fixed direction prioritization when exiting a vehicle, Fixed collision for RPGs on Berlin TDM, Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn, Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk, Commando - Fixed driving issues, Commando - Fixed turret gibs, Warsaw - Floating paper fixes, Warsaw - Level streaming fixes, Warsaw - Map holes fixes, Warsaw - Draw distance fixes, Warsaw - streaming volume fixes for TPP camera, Polyarny - Decal scale fixes, Polyarny - Collision / stuck point fixes, Polyarny - Map hole fixes, Polyarny - Streaming fixes, Polyarny - Physical material fixes, Polyarny - fixed collisions on Officers Club and few other buildings, Moscow - stuck point fixes, Moscow TDM - fixed draw distances on low settings, Smolensk - added penetration feature through military nets, Hundreds of other bugfixes. Also, if you wonder why it take so long to update the game:
  8. 10 points
    We will take and share the questions for you, we won't be able to answer everything in one hour but it's not the last AMA and your questions might be answered at a later date if needed. Don't worry too much. Your questions will be answered by Kamil Bilczyński (Kamil Bilczynski), Creative Director and Co-Founder of The Farm 51, and Alexey Larionov(Curtainman), Producer at MY.GAMES. Some questions was answered, supplemented by community managers: [CM] Halth, [CM] Tyrell, [CM] ajem. [CM] Halth: Questions about Roadmap, content and development will be for another time. [CM] Tyrell: The issue is that we wanted to do this AMA fast to answer questions about MY.GAMES partnership. As everyone was worried about it. *** about F2P and P2W *** MY.GAMES do F2P projects. WW3 will become F2P with microtransactions? Who will observe microtransaction. Do the decisions remain with the F51? Or will the publisher dictate pricing? Will prices be regional? Curtainman: The details of the distribution model will be revealed later in 2020. However it’s important to mention that F51 will have full control over development process and the vision for World War 3. Additionally, in any case, we are not going to introduce pay2win elements to the game and we’re adamant in this decision already. [CM] Halth: Answers about "F2P", "partnership" were answered, but we can't answer to a question if we don't have the answer (such as release date) or if it's not related to the current AMA (content and development) [CM] Halth: But the answers will arrive sooner or later [CM] Tyrell: Yep, definitely won't be P2W *** about dates *** To Farm 51: When do you plan to release 0.9 update? Kamil Bilczynski: We will release new updates when they will be ready. Where answers about concrete dates? [CM] Halth: You prefer hearing about a random date then a lot of delay without being sure about anything? Giving hope is nice but if we are not sure about any release date, lying to the community or disappointing you all is a no-no [CM] Tyrell: Hey hey everyone! I get your feeling. As I said at the end of the AMA, I don't think sharing dates for the sake of sharing dates will be a good idea. I remember being very very disapointed when one of my favorite game shared a false date *** about MY.GAMES and partnership *** Will My.Games going to help you in other way than resources and expertise? What role will MY.GAMES have in development? Will they contribute staff, funds or leave it entirely up to F51? Will this deal help accelerate the development of new content like maps and weapons? Does the partnership have any personal consequences on Farm 51's side? I.e. have F51 employees been replaced by MyGames guys Kamil Bilczynski: A lot of questions In general - My.Games will help us in any aspect of WW3, to make this game more bigger and better. Thats why we chose My.Games as our strategic long-term partner for WW3 project new content like maps, weapons will come for sure How did the team and the people over at MyGames handle the significant backlash, angry comments and concerns they got from the community on the forums and discord? Kamil Bilczynski: I’m pretty sure that My Games is a perfect partner for WW3 project Before we sign a deal i had a lot of discussion with them, they really understand WW3 as game and player expectation as well. We have a solid plan how to improving WW3 together - don't' worry Why did you choose WW3 for a game to support if you are a producer of Warface (simillar FPS shooter game). Isn’t WW3 a competitor for your own title? Curtainman: We feel that World War 3 is already a great game and we want to work on it together with Farm 51 to make it even better as well as to attract new players to it! As for the Warface title. we are sure that both games provide unique gameplay experience and won’t interfere much with each other. Will mail.ru related to partnership? How? [CM] Halth: MY.GAMES is the gaming section of Mail.ru , so we are part of Mail.ru What My.Games will give WW3. 3 main items [CM] Halth: You mean what MY.GAMES will bring to the game? I won't consider myself as a "main item" but you got an exemple Help for publishing : Community management, Marketing and other things alon these lines How many years will your (Farm51and My.Games) cooperation last? Curtainman: You don’t usually put an expiration date on things like that, in this regard it’s like marriage:) But seriously, we trust this is going to be a long and fruitful cooperation. Is there a team at my.games now working or helping on the development of WW3? If yes, is there a specific area(s) which they are working on? Kamil Bilczynski: Yes - we are working pretty close together on many key areas! We will share more details about our cooperation when we will be ready to to that...we just starting Any chance for Partnerships or Partner Programs with content creators? [CM] Halth: Oh There will be Partner Programs with content creators (Yeah my words have less impact than Kamil or Alexey, but you can expect it for sure) Maybe some details regarding the partnership? What can we expect [CM] Halth: I guess it's the usual relationship between developers and publishers. Developers makes a good game, Publishers makes it known to a lot of people so it becomes a success Will there be any collaboration with other games that my.games published (for example Armored Warfare)? [CM] Halth: It might be an idea in the future but I guess we will want the game to be released first before proceeding to such a cross-over /collaboration. It's quite difficult especially when the two games are so differents What does my.games see for the future of World War 3? Curtainman: We think that as soon as the game is complete it has full potential to be a hit on Tactical FPS market and even the FPS market in general. As a publisher we will apply our resource and offer all the help to Farm51 to make this happen. *** about steam and access*** Why will the game be "on hold" for purchase exactly? When we loose opportunity to buy a game ? Curtainman: Players who have already purchased World War 3 in early access will be able to play it indefinitely. However, the game will no longer be available for purchase on Steam until further notice. We will certainly reveal full details about that later. Will there be any patches, big and small, before release? Can we update the game and play? How long it is going to stay in EA version? Curtainman: Game will be available on steam but will not be available for purchase until final release. We have some plans to share and test new improvements with players before 1.0 release, but for sure we don't want to show unfinished/untested updates. If people bought your game via Steam in an Early Access Phase for 99pln, what will they get when the game goes f2p and will it be worth the previous price? Curtainman: You'll definitely keep access to the game and you'll receive rich amount of game's content regardless of our distribution solution that is still to be announced later this year. With the professional QA team support from my.games can we still have access as players to the PTE environment maybe a bit before launch?, online players always find more bugs than QA teams [CM] Halth: Players who bought the game will have access to the game during the development so I expect you will be able to be our super wonderful QA What will veteran ww3 players receive during final release? Kamil Bilczynski: All early access players will be recognised as veterans and will receive special gifts when the game launches. Any purchases of in-game content made during the Early Access period will be transferred or refunded as in-game currency as appropriate. *** about game and new patch *** Do you believe that the key weaknesses of the game, I mean optimisation and servers can be finally repaired to satisfy players? Kamil Bilczynski: In my opinion together with My Games we have a much better starting point to polishing and improving the WW3 game and launch successful final release ! How many new maps are your team currently working on? Kamil Bilczynski: You will be surprised (we hope) Will you implement a complete and easy to follow tutorial? Kamil Bilczynski: Yes, we have such a plans Would you consider adding map voting after each round? Would you consider adding map rotation? [CM] Halth: I won't put this question in priority, as it's more of a good suggestion than a question Are we going to get a large "Arma" style map? [CM] Halth: I'm curious too, do you mean a map for a lot of players or more of a sandbox map? What part of development was so far the hardest one? (again without obvious ones i.e. release disaster or 0.3) Kamil Bilczynski: Creating a multiplayer FPS game is a constant challenge, every day...this is a nice story for another long conversation in the future (after successful final release) Will there be any DLC´s? Curtainman: We are certainly planning to release a post launch development roadmap as well as production plan later this year. When can we expect new teased content like animations to turn up? Kamil Bilczynski: When new stuff will be ready to release on live update Thanks to our cooperation with MyGames we will have access to professional QA team, which (we hope) help us a lot on bugfixing stage. Will there be more diversity for character customization? Kamil Bilczynski: I think today we have a lot of the options for character customization comparing to other fps game But Yes - more operators and outfits will come in future If you have any suggestions just send us an email what you want Is there a rework plan for some maps like Berlin, which is quite a weak map visually, compared to Smolensk or Polaryn. Kamil Bilczynski: We are improving old maps in terms of gameplay and visual part - you will be surprised What will be the weight for single player experience vs multiplayer? Kamil Bilczynski: Right now we are focusing on multiplayer..but who knows ? Maybe in the future we will release some pure-hard tactical single player campaign...but right now we are focusing on multiplayer How will be the WW3 protected against cheaters? Nowadays every FPS has tons of cheaters. Curtainman: Yes you’re right it’s an important issue to handle. However, both MY.GAMES and Farm51 have experience in managing FPS games and dealing with this problem accordingly and that’s exactly what we intend to do As far as how exactly it goes, we will reveal the details as soon as they are set, prepared and finalized. *** about consoles and other platforms *** On what conslole will be the game? Ps4 or xbox ? [CM] Halth: Consoles are not on topic as we want the game to be ready and running on PC first (it's in the answers) On what type of consoles do you plan to release the game and when? What is the role of My.game in porting process? Curtainman: We are very excited for the new generation of consoles as well as the possibilities of console release in general, but we want to first focus on delivering the best possible experience to PC players. Currently we don’t have any announcements to share regarding bringing WW3 to other platforms. *** about communication*** What happened to communication over the last three months? Kamil Bilczynski: We were working pretty hard on project and talking about cooperation details with My Games. Is Ragir still working on this game or he is fired? [CM] ajem: yeah, Ragir is still working on this game Can we expect some regular information/communication again or will the development go on "in the dark"? Curtainman: We will certainly keep you informed of our progress. We are going to release WW3 development roadmap and production plans later this year. Will you release past videos, photos, etc. of development from early on, before EA release? Some fun stuff, some serious stuff, both? Kamil Bilczynski: Sure,why not *** about regions *** What are your expectations regarding to chinese market release? Do you think My.games can help with it? Kamil Bilczynski: Definitely, asian market is very important for us and for our strategy a i’m pretty sure that My Games as global publisher will help us to manage WW3 on asian regions The game will become regional? Russians play only with Russians, Chinese only with Chinese, Europeans only with European e.t.c.? Kamil Bilczynski: At this moment we don't have any plans to have a different "region-separations" comparing to today WW3 servers. *** about technical *** To Farm 51: Do you still plan to replace microsoft servers with linux servers? Kamil Bilczynski: Yes, we are considering linux servers as sold alternative for windows servers. RTX and DLSS 2.0, will be support for this? Kamil Bilczynski:Sure, why not - to be honest, we are evaluating this possibility *** *** Can we expect answers to unanswered questions after this AMA? Curtainman: We are going to be posting a summary of our today’s AMA this week and we’ll try our best to add some more info there:) However, you see, some things are still in production or under discussion and we will be sharing them as soon as we can. [CM] Halth: Please note that few questions will be answered later and you will receive a recap of this AMA soon [CM] Tyrell: We will be back soon with the recap from the ama and some more questions answered.
  9. 10 points
    Hello, Soldiers! It's been a while, but there are good reasons for it: we're working on some big stuff in the background and we're very excited to share those things with you at a later date. While that is going on, we wanted to make some improvements to the current state of the game, so there are a few big items on the list below. Mainly, the PhysX crash has been fixed. It seems to be a bug in how UE4 handles collision and we can't be 100% sure our fix will cover all cases, but from our internal testing we've had 0 crashing related to this issue. We've also fixed some long standing bugs, like the dark parking lot and some minor issues. There's a few improvements as well, like the new Breakthrough Station sounds, client update speed and the Continue button sending people off to far away lands on a laggy adventure. The last one is just a temporary fix while we work on the matchmaking, so don't worry - it's coming back one way or another. Update 0.8.7 Patch Notes [BUGFIXES] Fixed the PhysX crash, Fixed Warsaw underground parking lot postprocess, Fixed capture point icon going grey on Warzone, Fixed SCAR-H having no sight in the default loadout, Fixed character becoming invisible when possessing Mini UGV or Mini Drone, Fixed repair station not repairing vehicles if repairing was interrupted, Fixed OTV strike granting too many Battlepoints, FIxed damaging enemy vehicle with suicide drone not adding points when the player is not controlling it at the moment, Fixed not being able to place AT Mines, Fixed Semtex grenades not detonating other Semtexes when exploding, Fixed smoke grenade mesh and marker disappearing halfway through the smoke animation, now the mesh disappears in the moment of activation. Fixed the tablet not hiding after using OTV, Fixed claymore explosion not triggering other explosives, and claymore itself, FIxed not being able to edit equipment configs when using special characters to name them, Fixed some meshes that were clipped through by the camera, Fixed the Battle Robot top speed being too high, Fixed mouse cursor if the game finishes while the player was using the tablet, Fixed thermal scopes not working on Berlin Warzone, [IMPROVEMENTS] New Breakthrough sounds, Added XP notification for repairing friendly vehicles, Improved the invisible character situation (it still needs more testing), Problem with "Continue" after match - temporarily all matches end by sending players to the menu, Improved update speed - might be noticeable after the next patch and it's still not 100% there.
  10. 10 points
    Another patch, another bugfixes. Let's check it out during the weekend! PTE 0.7.8 Patch Notes [BUGFIXES] Fixed known server and client crashes, Challenges: fixed winning match by one side while match should have ended with draw, Challenges: fixed double counting repair events, Gadget drones: fixed noise effects while reaching maximum range from controlling soldier, Various minor fixes with players replication, General audio fixes, General vehicle hud fixes, Fixed invisible US Army Pants.
  11. 10 points
    Hey! I hope you still here, Rotation map has been added to our latest patch on PTE 0.7, and it works! Hope to see you in World War 3 once 0.7 comes to live servers
  12. 10 points
    Another one! Packed with fixes and improvements, let's test it thouroughly! PTE 0.7.7 Patch Notes [BUGFIXES] Fixed markers being stuck to people's feet, Fixed orders not showing up on the markers, Fix for invisible gadget packs, Fixed mobile spawn widget crash Disabled bandwith limit for invisible packs, Improved counting players and checking size for dedicated server lobby - possible map rotation fix, Fixed circles on the map after a strike, Fixed server crash from destroy pack manager, Fixed base character material to use cloth, Fixed pad on US Army uniform, Possible fix for squad widget crashing the game, Fix for vehicle destruction crash, Fixed no Armor info on KillScreen, Fixed challenges: Last Resort, Senor Wingman, MacGyver Fixed claymore spawn on client issue, Fixed skinning on US ARMY CHEST, [GAMEPLAY] Reduced vehicles bounciness and friction when colliding with environement, Increased rocket prices for Heli Drone, Deploy screen improvements. [AUDIO] Fix for music cutoffs, Fix for stacking breath sound, More sound occlusion, Friendly gunshots will sound softer now, Many small audio fixes.
  13. 9 points
    Breakthrough game mode supports 10v10 players in every match. At the start, the teams are split into two groups: attacking and defending. Attacking team starts with only one respawn point: their main base. Defenders have all points captured and can spawn on any of them, setting up defenses or just trying to get to the frontlines as soon as possible. Each point represents an objective (a Radio Station) that the attackers have to destroy. They can do it by planting an explosive charge [default: F] and defending it for 40 seconds or by just destroying the Radio Station with normal explosives – RPGs, tank shells, airstrikes, C4 and even grenades. Not all Stations are in the open, so ranged explosive attacks won’t work on some of them. Map is divided into 4 areas (A -> D) with 2 Radio Stations in each of them, called 1 and 2. As an example, here’s a look at Moscow at the start of the game as the defender: The attackers start on the bottom of the map and go through A to D, having to destroy both points before advancing. This means that if the attackers coordinate, they can easily pin down the defenders and let the other squad take one of the points. Every Breakthrough match starts with 15 minutes left on the timer. When the timer reaches 0, defending team wins. Each time the attackers destroy a Station, if the timer was below 5 minutes, it will set the timer to 5 minutes left. This means that in the case of dominance of the defending team, the game will end after 15 minutes, but if the attackers break through, they will still have time to use that momentum to push further. In theory, the game can go up to 30 minutes if the fight is really fierce, but we’ve mostly seen it ending in 15 or 20 minutes. Every time a pair of points is captured, the area becomes locked for the defenders, giving them 60 seconds to retreat to the next defensive position. During retreat, all defenders are marked as long as they stay in the closed zone. After 60s elapse, they will get the out of bounds message. Attackers can only attack the closest pair of points to them, they can’t go further into the enemy territory. Attackers win when all Radio Stations are destroyed and the timer has not run out. Breakthrough works on all current and future Warzone maps, using the Large variants on some of them, so as an example, on Moscow you get to fight in the shopping gallery to the north. All strikes are available in Breakthrough, but scoring Battlepoints is not as quick as in Warzone. This means working with your squad is more important than ever to gain an advantage in the form of strikes, vehicles and other support. Remember to mark objectives as a leader! Breakthrough is fast, dynamic and very intense compared to Warzone, which is exactly what we’ve been looking for for the third game mode. It sits somewhere between Team Deathmatch and Warzone in moment-to-moment intensity but it’s not as simple as TDM – you still need to flank well and think about your approach, because each respawn is costing you valuable time.
  14. 9 points
    Hey, I just wanted to add that Team GiD is giving away 3 GiD T-shirts on top of us giving away World War 3 keys! The rules are simple: All clips that get into the trailer are entered to win shirts, A jury comprised of GiD members and F51 devs will choose 3 clips that they like the best, 3 people get a customized, high quality T-shirt. Good luck!
  15. 9 points
    This one is pretty straight forward! Squads will be randomly assigned the day of the event - The squad with the best total squad score at the end of four full games will each win $25 steam gift cards! Take the next week practicing being the best squad mate or leader that you can be - and see if it all pays off in the end! Link to TSA discord - https://discord.gg/j67fAmP Points will be tallied off the total combined squad score of all four games! Sign ups will be on the TSA discord as it is easiest to ping and communicate there Any questions can be answered easiest on the TSA server! Important note - This event will take place on the NA servers! You sign up on the TSA discord - not the forum! Squad leader 1 - [TSA] Skizix Squad leader 2 - [TSA] RiceLightning Squad leader 3 - xIWaRcRiMeSIxᵀˢᴬ Squad leader 4 - RoKeR420 Squad leader 5 - Unassigned players [GT] TactiGamer [TSA] AIDSMosquito AwesomeDog86 SeaRift (TSA) C_Klein {TSA} LazerShlong NateTheGreat98 NeoOrNeon Obi Gwalbert { TSA } 1dead [TSA]WolfOfSparta SlingRaidz PointShootAction rTr capnh00k NuttyPon Ni?o
  16. 9 points
    True but those games are significantly more hardcore/realistic than what we aim for. We're still adding in features and mechanics that were missing since launch. You may say the game is "losing its identity" but what was at release wasn't even the final identity we aimed for anyway - With mechanics still adjusting it will take some more time before the core experience will finaly solidify. We might have done things differently in terms of launch from today's perspective, but what's done is done. Important thing to note is that we never adjusted anything with the intention of "dumbing down" the experience. Many of the changes you see are us finishing up and slowly polishing WW3. The game lacked a lot of simple quality of life elements, but some of them seemed to add to the gameplay's depth, as silly as that seems. Case in point: Bugged ammo resupply caused a huge need for ammo packs, which led to increased temwork element. Expect a lot of gameplay touch-ups to come once the new movement system is done, we're still iterating and nothing is set in stone. E.g. damage model/armor system will probably get another pass, weapon attachments are currently being rebalanced with bigger customizability and role-fitting in mind, amount and location of supply points will likely be reduced (it's possible they'll be removed from cap points altogether and added as separate points of interest), teamwork is likely to get a closer look as well.
  17. 8 points
    Not optimization, not content, not meta/balance changes. WW3's biggest issue to this day, IMO, is the October 2018 launch. Somewhere over 10K people tried to play, and very few could get in. It left a very poor and defining reputation on the game. I still see this issue referenced above all others in forums/reddit when anyone mentions WW3. It was very unfortunate and arguably poorly handled, regarding the launch. But I think it's a real shame that people are ignoring the game because of that. The EA period hasn't been totally smooth, and that hasn't helped. But I really think if that launch issue didn't occur, the game would have grown a decent-sized core community that stuck around. In a gaming industry of billion dollar corporations (and even some indies) compromising their games to sell MTX, ignoring players to chase trends, etc., TF51 is genuinely trying to make an uncompromised game that both they and the players want to play. Black Matter with their WW2 game is doing something very similar. So I just wanted to remind players: Even though launch was poor, even though you may be disgruntled with balance changes or content, even if performance isn't good for you... The Farm 51 are the good guys. Abandoning and ridiculing them is not good for gaming. I know market forces are more powerful than one forum post, but those of you still checking in, please consider this and potentially defending WW3 when you see negative comments on forums/social media. The game deserves critique in certain areas, but it deserves praise in many others and it is very deserving of a second chance. Not confident about this anymore. Big red flags with the my.games deal and that AMA.
  18. 8 points
    Pograłem chwilkę w WW3 i dołożę tutaj kilka swoich przemyśleń (bardziej o całej grze, aniżeli o samej aktualizacji 0.8, bo w tryb przełamania miałem przyjemność zagrać trzy razy, za każdym razem przy niepełnej liczbie graczy). 1) Pozytywne aspekty: a) map design - dla mnie mapy są skonstruowane świetnie. Na każdej z nich znajduje się wystarczająca ilość wolnej przestrzeni, którą mogą zdominować pojazdy/snajperzy, jak i odpowiednia ilość miejsca, gdzie pojazdy nie dotrą/mają utrudnione dotarcie i piechota zyskuje na przewadze. b) nie kojarzę drugiej takiej strzelanki, w której tak przyjemnie strzelałoby mi się z broni. Pewnie składa się na to przyjemny TTK (nie grałem w WW3 przed 0.8, więc nie mam porównania ze wcześniejszymi) jak i sam rozrzut i kilka innych składowych c) przyjemny balas piechoty względem pojazdów- tutaj mam na myśli po pierwsze możliwość uszkodzenia optyki w pojazdach, co jest super zabiegiem, jak i czas reakcji samej wieży czołgowej i podobnych rzeczy w innych pojazdach naziemnych. Dodatkowo poprzez design map, pojazdy nie są aż tak śmiercionośnie, bo nie każdy punkt da się nimi zdobyć, a nawet jeżeli dotrzemy do każdego z nich, to dużej szansy na walkę z piechotą nie mamy w ciasnych korytarzach, gdzie nie ma możliwości na jakiekolwiek manewrowanie nimi. d) customizacja - wiem, że ma być zmieniane całe menu (no chyba że się mylę), ale mimo wszystko to co teraz jest (pomimo błędów jakie posiada) jest bardzo, ale to bardzo przyjemne i rozbudowane. Idzie się w nim zgubić, ale jego obszerność to wielki plus, można tam przesiadywać godzinami. 2) To były te najważniejsze aspekty pozytywne. Jest ich znacznie więcej, ale nie chce pisać elaboratu na ten temat. Będzie jeszcze czas żeby was wychwalać za to co osiągniecie jeżeli dopracujecie to co macie i dociągniecie projekt do końca. Także pora przejść do tych negatywnych rzeczy: a) optymalizacja i poruszanie się- wrzucam to w jeden punkt, gdyż pierwsza część jest zawsze robiona pod koniec projektu, gdzie wszystko jest gotowe co jest dość zrozumiałe (ale zawsze o tym warto wspomnieć, żebyście nie zapomnieli), natomiast to drugie będzie zmienione razem z aktualizacją 0.9. Zapowiada się wybornie po krótkiej prezentacji z tygodniowego raportu, więc trzymam kciuki! Mam też nadzieję, że prócz samego wizualnego aspektu poruszania się ogarniecie takie rzeczy jak blokujące krawężniki, przyklejanie się postaci do pojazdów, cofające się postacie wyskakujące z okna, blokowanie się na skałach (głównie smoleńsk i polyarny), brak możliwości przeskoczenia zwykłych przeszkód (chociażby pojazdy na mapie Moskwa, które są między C1 a C2, jak czołg, który jest niższy niż płotek, a nie da się na niego wejść, aby go sprawnie ominąć), brak możliwości wyskoczenia z niektórych okien, oraz brak możliwości wejścia do niektórych budynków przez okna (głównie mapa smoleńsk)- to dla widoku pierwszoosobowego+ mam nadzieję, ze widok trzecioosobowy również ulegnie całkowitej zmianie, bo chwilowo te postacie biegają jak drewniaki. b) kolizje/poruszanie się pojazdów- praktycznie na każdej mapie gram pojazdami (głównie czołgi), mniej więcej wiem jak już jeździć, żeby poruszać się płynnie, ale początki to było istne piekło. Zaczynając od podjazdów pod strome góry (smoleńsk/polyarny), gdzie w połowie górki czołg staje i nie idzie wyjechać dalej, ale wystarczy się obrócić i wyjechać tyłem, to wtedy w czołgu pojawia się napęd odrzutowy i pod górę tyłem wyjeżdża szybciej niż przodem (no chyba że to tak ma być). To samo tyczy się wszystkich większych dziur/lejów po pociskach, gdzie wjechać łatwo, ale wyjechać się nie da (no chyba że tyłem). Płotki/murki- wiem że ciężki temat, bo UE4, gdzie destrukcja jest prawie znikoma, ale niektóre rzeczy irytują, jak murki na Warszawie/Berlinie/Moskwie gdzie nie da się ich zniszczyć (choć są mniejsze niż te betonowe, przez które przejeżdża się jak przez masło) i pojazd bardzo często blokuje się w dziwacznej pozycji- strasznie irytujące. Kolejna rzecz to kolizje z pojazdami, w szczególności własnymi. Najpierw było śmieszne, teraz już lekko irytujące, jak przypadkowo ktoś w Ciebie wjedzie i nagle łączycie się jakimś klejem w jeden pojazd, którego nie da się rozdzielić. Albo inny czołg przepycha cię na respie, bo też chce się naprawić, po czym dostaje dziwnych drgawek, by zaraz wystrzelić w kosmos . c) błędy (tak wiem, wczesny dostęp, dlatego przymykam na nie oko i staram się robić wszystko, żeby mi się nie przytrafiły)- ale te najbardziej irytujące to: penetracja powierzchni- to generalnie pozytywny aspekt gry, bardzo mi się podoba możliwość strzelania przez cienkie ściany, drzwi, beton, blachy itd., ale żeby nie dało się strzelać przez krzaki na Warszawie, czy choinki na Moskwie albo kabel z prądem między dwoma słupami na polyarnym (przy c2- nad garażami)? Kolejna rzecz, to penetracja powierzchni przez artylerie i tym podobne- schowasz się w blaszaku przy A2 na Moskwie, to jesteś bezpieczny, ale już betonowa konstrukcja obok żadnej ochrony nie zapewnia (oczywiście wszystko do poprawy i połatania, zrozumiałe). Dodatkowo nie raz miałem sytuacje, iż pociski wystrzelone z czołgu wybuchają tuż obok gracza, który wychyla się zza osłony, a mimo to nie zadają żadnych obrażeń, bądź pociski (wystrzelone z armaty) przez niego przenikają. Kolejną rzeczą, która chwilowo irytuje to brak możliwości zniszczenia niektórych pojazdów innymi pojazdami- wczoraj miałem sytuacje na Moskwie, gdzie przeciwnik wjechał respiarką na A2 na piętro- władowałem w niego 13 pocisków z armaty czołgowej, które nie zadały żadnych obrażeń, trochę dziwne. Respiarka stała tam z 10 minut, dopóki, ktoś nie zniszczył jej nalotem, bo RPG też nie działało. Co prawda zdarzyło mi się tak raptem dwa razy na ~30 godzin spędzonych w WW3, ale bardzo irytujące i dające ogromną przewagę przeciwnikowi. Nie da się wprowadzić jakiegoś mechanizmu, gdzie do pozostawionej respiarki da się wsiąść i uruchomić chociażby autodestrukcje, jak w przypadku innych pojazdów? Jeszce jeden błąd bardzo irytujący, to często psujące się pojazdy, na które wydaje ciężko zdobyte punkty- zdarza się że wezwany czołg nie ma gąsienicy i nie da się nim jeździć; po otwarciu kontenera z pojazdem leży on na plecach, by po 5 sekundach wybuchnąć. Albo blokujące się naboje/pociski- zdarza się że nie wiedzieć z jakiego powodu nie da się strzelać z armaty czołgowej/działka przy innych pojazdach, mimo że pocisków jest pełno. d) dźwięki- tutaj na ogromny plus dźwięki z broni/pojazdów, mnie się bardzo podobają, więc gratulacje dla Pana dźwiękowca/ekipy odpowiedzialnej za dźwięk. Bardziej rozchodzi mi się o gościa, któremu nie zamyka się jadaczka (narrator, czy jak tam go nazwać) i ciągle go słychać, dla mnie spory natłok informacji- tracimy punkt X, przejmujemy punkt Y, respiarka zniszczona, respiarka się pojawiła, jesteśmy zagłuszani, dron zwiadowczy dostępny, dron wroga cośtam cośtam, nalot, twój czołg dostępny. Niektóre z tych informacji są jak najbardziej przydatne (typu nalot wroga) ale inne dla mnie pozbawione są sensu, przecież mam mapę/jest HUD i wszystko widzę. Co do dźwięków, zdarza się równeż że niektórych brakuje, jak odgłos niszczenia tych małych betonowych płyt jak rozjeżdża się je czołgiem. Wydaje mi się również, że jak przeciwnik podchodzi od pleców, to nie słychać kroków (jak się porusza kucając, to i tak zawsze coś słychać [przynajmniej jak moja postać się porusza kucając], a tutaj nie słychać nic, przy względnej ciszy otoczenia). e) respy- hm, jakoś ujdzie, przyzwyczajony jestem po BF3, gdzie nie były one jakieś super, no ale zdarzy się zrespić na punkcie i zginąć od razu. Dodatkowo, ten resp, który pojawia się od czasu do czasu w jakimś losowym miejscu na mapie aby wspomóc drużynę przeciwną jest super pomysłem, ale wykonanie całkowicie do dupy. Nie raz jak tak się respiłem to przeciwnik czekał sobie z boku i wszystkich zabijał, bo respiliśmy się w tym samym miejscu f) serwery/rotacja- serwery jak serwery, wiem że do dopracowania, ale chyba nie zdarzyło mi się dograć mapy do samego końca na polyarnym czy smoleńsku, bo mniej więcej po 20/30 minutach gry wywala serwer. Rzadziej się to dzieje na starych mapach, ale jednak też się zdarzy. Co do rotacji, to też trochę dziwne. Nie raz grałem w nocy, gdzie na warzonie było ~20 osób, a rotacja po skończonej mapie rozdzielała nas na dwa serwery po 10 osób. Aktualny system wydaje się okej przy większej liczbie graczy, ale o tym przekonamy się dopiero po patchu 0.9/darmowym weekendzie bądź premierze. Natomiast dla mnie całkiem przyjemne rozwiązanie mają BFy, gdzie po skończonej rozgrywce można zagłosować na inną mapę, bądź mapę losową i wtedy przerzucało by wszystkich graczy na taki serwer. Oczywiście podejrzewam, że może to być dość trudne do napisania i czasochłonne, także liczę na to, ze przy większej liczbie graczy, ta rotacja, która teraz jest zaimplementowana będzie działała lepiej. g) netcode- generalnie bardzo solidny, ale dla mnie największą bolączką jest to, że zdarzają się momenty wymiany ognia z przeciwnikiem, gdzie trafiam w niego 5 razy, on we mnie raz (przynajmniej tak wynika z wizualnego i dźwiękowego aspektu), a jednak to ja ginę pierwszy. Po chwili na killcamie okazuje się, że jednak trafił mnie 5 razy, co jest dość sprzeczne z tym co widziałem i słyszałem. Podejrzewam, że tak zostanie z tego co wyczytałem z discorda, czy może jednak będziecie coś w tym kierunku jeszcze próbowali robić (o ile jest to możliwe)? To by było na tyle, przynajmniej z tych ważniejszych. Oczywiście cała ekipa zasługuje na wielkie brawa, bo projekt wygląda bardzo ambitnie, sam 'szkielet' gry jest bardzo rozbudowany, dla mnie dorównuje to innym produkcjom AAA, przy dużo mniejszej liczbie osób zaangażowanych w jego tworzenie i pewnie przy jeszcze bardziej ograniczonym budżecie. Obyście dowieźli go do końca, bo ta gra naprawdę wygląda solidnie i jeżeli uporacie się ze wszystkimi jej bolączkami to zasługuje na drugą szanse.
  19. 8 points
    It's time of the year. World War 3 Team want to wish everyone of you Merry Christmas, make sure in that special day you spend time with your loves ones and think about people that can not be here with you. - World War 3 Team
  20. 8 points
    After some time on the PTE, we finally got one. It's still not perfect, there are some bugs, but nothing is game breaking and it should be a lot better than 0.8.2. Let us know and happy shooting! Update 0.8.3 Patch Notes [IMPROVEMENTS] New Icons for Ammo, Equipment and Med packs to increase visibility, Added Spawn Warnings (Suppressed/No space) for Deployment Widget, Added Markers Objectives Border to ignore progress color, Added new HUD animations and information for Breakthrough, New altitude widget sliders in Heli Drone, Suicide Drone Layout improvements, Static part for tilt widget in Heli Drone, Added new animations for Breakthrough messages, Changed some HUD layouts: (strikes position, inventory widget, player status widget), [BUGFIXES] Leviathan should no longer crash the game, SCAR-H should no longer crash the game, All TPP and FPP vehicle HUDs are working properly now, Anders is back after extended maintenance, Fixed detonation timer not working properly on Breakthrough, Fixed not being able to plant charges on Breakthrough, Fixed opacity on capture point display on the map, Fixed progress offset for capture points, Fixed opening ESC Menu with opened scoreboard allowing you to control the player, Fixing repair station (out of battle zone) placement on Moscow Warzone, Deleting problematic blocking volume and fixing boundaries of battle zone in east side of Warsaw on Warzone, Removed an option to change role on Breakthrough, Fixed Mini Drone icon on the map being visible for all players on the server, Fixed character leaning too much when next to a wall, Fixed suppress effect not working correctly, Fix for Commando not dealing damage, Stop peeking location of the pawn to spawn on, when character already spawned, [MISCELLANEOUS] Added holiday flair to the main menu, Added holiday sweaters to customization, Customization - Added missing flag thumbnails, Customization - character skin thumbnails rework, Added challenge modifier for killing enemies with shots in specific bones (no new challenges yet, just an option for us to add them),
  21. 8 points
    Witajcie Żołnierze! Obecnie pracujemy nad aktualizacja 0.8 na serwerach PTE, wraz z nowym trybem Przełamanie (Breakthrought). To nie znaczy że na obecnej wersji na serwerach Live nic się nie będzie działo, głównie wprowadzamy poprawki z problemem replikacji graczy ( wiąże się z tym brak markerów albo nieodpowiednie kolory markerów) no i oczywiście poprawa wydajności. Przygotowaliśmy dla was listę zmian która nadchodzi z aktualizacja 0.7.2. Aktualizacja 0.7.2 Lista Zmian [DEBUG] Dodano TeamManager do debugowania tego co znajduje się po stronie klienta i serwera, ma to nam pomóc w znajdowaniu większej ilości błędów, [NAPRAWA BŁĘDÓW] Wiele poprawek do replikacji druzyn ( brak oznaczeń, błędne kolory ), W silniku Unreal Engine zmieniono jak aktorzy replikują się aby zredukować crash'e serwerów, Naprawiono Serwerowy Crash powiązany z debugiem danych, Poprawki do okluzji dźwiękowej i przestrzenności, Naprawiono brak cząsteczek zniszczonych obiektów na początku rozgrywki, [OPTYMALIZACJA] [UE] Naprawiono ścinki OnVideoBasicSettingsChanged() na wątku renderowania, [UE] Naprawiono ścinki wątku renderowania kiedy aktualizują się parametry skalarne materiału, [UE] Poprawki do przeładowania assetów, które już zostały przeładowane ( zredukowanie ścinek ), [UE] Wyłączono potwierdzanie w kilku aktorach, [UE] Wyłączono obliczenia DoF (depth of field - głębia ostrości) dla zdalnych pojazdów. - Zespół World War 3
  22. 8 points
    How is 12-15 months ending this month? Also, we've always said that if the game needs more time, it will get more time, we are not going to release a half-baked game just to hit a deadline. That said, we're actually pretty muchs till on track, 0.7 took a long time, but we were working on stuff in the background parallel to 0.7, so 0.8 should come out to the PTE relatively soon. We might switch stuff around on the roadmap a bit, but there's a lot of things that you haven't seen that just need a bit more time in the oven. The reason is, that people totally don't understand 'work in progress' and releasing anything that's not perfect is instantly met with criticism, so we have to delay things until we think they're good enough so we avoid this. This means that there's a lot of stuff like Recon, Breakthrough, new maps, movement system, new weapons and strikes and a lot of other improvements still in the works.
  23. 7 points
    As the Title says I would like to hear some news ,and I guess a lot of others too, WE the players would like to hear anything from the Devs of Farm51 or maybe from MY.GAMES!!! Please no old copy/paste news... give players who still have confidence in your product and still play it some news for god sake...they deserve it! Just something like "Yes we are working on movement also performance and the engine...here is some teezer footage....!!! Something like that.
  24. 7 points
    Hello again! We've had some major reworks completed this week, so able to push the newest update your way, with some cool fixes. There also has been some hardware changes on our machines to make sure the game is more stable, so let us know if you have any issues. Update 0.8.6 Patch Notes [BUGFIXES] Fixed Anders PhysX crash, Fixed Quad and Buggy summon limit, Fixed not gaining XP for repairing friendly vehicles (they still don't show up on HUD, but are calculated properly now), Fixed Breakthrough Radio Station being marked after destruction, Fixed Breakthrough Radio Station being marked as objective after destruction, Fixed Breakthrough Station markers interfering with using strikes via map, Fixed Zuni rockets not dealing enough damage to destroy UAV, Fixed UGV summon limit not being counted properly, Fixed some minimap markers staying on the map after parent object is destroyed (Mini Drone, UGV Battle Robot, UGV Leviathan), Fixed canted red dot reticle not appearing after switching from main one, Fixed Battle Robot max speed, Fixed TPP/FPP HUD for Drones, Fixed friendlies appearing on compass widget as red markers, Fixed overlapping HUD when in vehicles, SCAR-H: Fixed wrong default handguard appearing after clearing the CASV handguard, Fixed Screen Space Reflections setting being reset on game restart, Fixed music volume setting being reset on game restart, Fixed debug .dll files being included with shipping build, making playing on Windows 7 crash the game, Fixed Battle Robot with radar map circles staying on the map after BR is destroyed, [IMRPOVEMENTS] Changed some hardware on the server hosting machines - let us know if this helped! Markers rework (this is a WIP, please let us know about any bugs you find), Added "Bombing Kill" and "Artillery Kill" to kill feed icon list, Gadget refill progress bar will now autohide when not updating, Improvements to air vehicle HUDs.
  25. 7 points
    I'm going to have to check this to be 100% sure, but AFAIK only Valve can issue VAC bans, we are issuing game bans. Sorry for the mixup! This one is one me, I'll make sure to fix this in the WR as well. As for my absence, I'm taking some time off community work as it's impacting my sleep and work overall and I need to focus on making sure the game is done, I'll come back as soon as possible ^^
  26. 7 points
    Hey Folks So, I finally managed to find enough free time to begin working on some Map rework suggestions for the new Breakthrough game mode. I really wanted to do this before Breakthrough left the PTE, unfortunately I just didn't have the time to do so, and needless to say the Devs don't work around my busy life (I know, what a magical shock lol.) Anyways! Using a combination of things from my small & large Breakthrough suggestion posts, I've come up with this suggestion to possibly improve the Breakthrough experience on Polyarny. I'm not a digital snake oil salesmen, I'm not going to make "Oh it will cure all the problems" promises. The suggestions are just that, suggestions. What the Developers do or don't do with them is up to them. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Polyarny Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework. Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams. (West - Attacking Team starter Vehicles) VAB Command Vehicle Wolverine IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Polyarny Breakthrough Story (West - Attacking Team) After a successful Amphibious Invasion on the local Shipyard. Western Forces are prepared to push deeper into the Town of Polyarny to expand their control over the region, and ultimately the Kola Peninsula. However, the East will not allow such a major port to fall without a fight and has sent reinforcements to take the Shipyard back. It is up to the Western Invasion Force to quickly secure Polyarny and establish defenses to prepare for the Eastern counter-attack or risk being pushed back into the Barents Sea. (East - Defending Team) With the loss of the local Shipyard, Eastern Defense Forces have been pushed back deeper into the Town of Polyarny, and now stand alone against a Western Invasion Force. Eastern Command will not allow such an important Shipyard to fall though without a fight and reinforcements have been dispatched to support the Defense force of Polyarny in recapturing the Shipyard. It is critical that the Defense Force holds out long enough for reinforcements to show up to counter the Western invasion and push them back out into the Barents Sea. ---- Polyarny redesign Concept Map and Markers. Much like with what happened with Berlin's Breakthrough map, I'd like to see the Attacking Team moved to opposite side of the map, preferably the Deployment zone for the West Team in Polyarny's Warzone map. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, and finally Echo Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in Echo Sector (aka the Red bar) or spawn in their Deployment Zone if they wish to bring Vehicles up to the frontline. Inside each of these sectors you will notice one or more markings in them. The markings are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Solid Colored Bars - Defending Team Spawn Area. A1/A2 - E1/E2 - The general location of the Objective Points in the Sector. The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on Berlin where they can be pinned into their starter deplyoment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (West - Attacking) Alpha Sector Area Spawn after capturing Alpha Bravo Sector Area Spawn after capturing Bravo Charlie Sector Area Spawn after capturing Charlie Delta Sector Area Spawn after capturing Delta (East - Defending) Alpha Sector Area Spawn during Defense of Alpha Bravo Sector Area Spawn during Defense of Bravo Charlie Sector Area Spawn during Defense of Charlie Delta Sector/Echo Sector Area Spawns during Defense of Delta/Echo - The screenshots I took didn't come out very good and I've had a problem getting spawned on the Eastern Team to get the screenshots. Moving on to Objectives now however, things begin to really change. My 2nd biggest complaint about Breakthrough is that it basically feels like a carbon copy of Battlefield's rush right now in regards to Objectives & Objective targets. However, I know the Devs are using the Radio stations primarily because it's easier to move those than what I'm going to suggest. That said though, I do want to see WW3's Breakthrough be as different as possible from Battlefield's Rush. So, at the risk of being metaphorically lynched by everyone, here we go- ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Cache Destruction Objective Target: Supply Cache Objective: Destroy the enemy Team's Supply Cache How to destroy: Plant a Bomb on the Cache or use explosive based weapons & gadgets. Bomb timer: 40 Seconds Note: I would just use the spot the current Radio Station is using. Alpha 2 General location Link Objective Type: Secure & Extract Objective Target: "Experimental" Battle Robot Objective: Destroy the enemy Team's Supply Cache How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Battle Robot being "Secured" a Helicopter Drone will fly down to "Extract" it. Special note: I'm not sure how easy it would be to make a prop using the Battle Robot, so...sorry if I just basically requested a lot of work on top of the coming suggestions of a lot more work. Alpha Sector Story (West - Attacking Team) Alright Team, advance on Polyarny and expect resistance from what remains of the Eastern Forces here. They have been moving supplies into the area in preperation of your arrival and have a strange new UGV there to assist them that doesn't seem operational at the moment. Secure the UGV, destroy their supplies, and get Polyarny under control People! (East - Defending Team) Reinforcements should be here soon, Team. We don't have a lot of supplies left, so make sure to protect your cache, and ensure the new UGV doesn't fall into enemy hands! ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy Radio Station How to Destroy: Plant a Bomb on the Radio Station or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new placement for the Radio Station. Special note: Radio Station should be where the flipped table is in my opinion and if a little extra cover could be placed in there Bravo 2 General location Link Objective Type: Intelligence Secure Objective Target: Computers & Server Objective: Secure enemy Officer Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and then upon hitting F they will begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: Using the pool tables as some degree of cover, I would recommend placing the Objective Target somewhere around where the closest pool table is located. Bravo Sector Story (West - Attacking Team) Good job capturing Alpha Sector Team, but we have a situation. Bravo Team has come under heavy fire in Charlie Sector and are unable to assault the Officer's Club in Bravo Sector. We need you to head in there to secure Intel on local Officers that have recently been assigned to Polyarny and we need you to interrupt communications between their forces. Assist Bravo Team after you have completed your task! (East - Defending Team) Fallback to the Officer's Club and secure the Radio station & Server that are inside of the building! We cannot risk the West capturing our Officers or severing our lines of communications right now. Charlie Team is currently engaged with enemy forces near the checkpoint along with what remains of Bravo Team, assist them once the Officer Club is safe. ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Destroy the enemy MRAP How to Destroy: Plant a Bomb on the MRAP or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Special note: I'm not sure how easy it would be to make a prop using the Typhoon MRAP, so pardon if I just basically requested 6 months worth of work...on top of all the other work I'm suggesting lol. Charlie 2 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy Checkpoint How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: I know this area is pretty far out of the way and the idea of adding more props might cause technical issues. But, this side of the map is kind of rough and hard to really put in a variety of Objective types & targets without making major changes. So, if it wouldn't cause a lot of technical problems, I think adding just a small Military checkpoint here might give the map a little more flavor and character to it. Charlie Sector Story (West - Attacking Team) Great job capturing the Intel that we needed and disrupting communications for the Eastern Forces. Unfortunately Bravo Team has suffered heavy casualties and lost four IFVs during their assault. We need you to push forward into Charlie Sector to destroy what looks like an Armored Command Vehicle and secure the Checkpoint so we can send another team in to assist you. (East - Defending Team) We needed that place secured People!...Fallback to the Command MRAP and Checkpoint to cover for Charlie Team while they retreat with their wounded. We'll try to get Communications back up with Command so we can see when our Reinforcements will arrive. Keep the West from advancing any further, we don't have much left to hold on to! ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Destroy the enemy Supply Truck How to Destroy: Plant a Bomb on the Supply Truck or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Delta 2 General location Link (Outside view) - General location Picture (Inside view) Objective Type: Target Destruction Objective Target: Fuel Supply Objective: Destroy the enemy Fuel Supply How to Destroy: Plant a Bomb on the Fuel Supply or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Special note: I would suggest putting that cable wheel (not sure what to call it) into that far left corner, add maybe some crates or whatever for a little extra cover, and just basically make a stack of army green fuel barrels up against the center of the wall. Nothing too extreme that I can see. Delta Sector Story (West - Attacking Team) Bravo Team thanks you for capturing that Checkpoint and taking out that Command Vehicle. However, HQ reports that enemy reinforcements are closing in on Polyarny and I need People to get into position to intercept them, so no assistance is coming I'm afraid. Push on to Delta Sector Team, Eastern Forces seem to be moving supplies out of the area and into a Supply Truck. Destroy both and prepare for one more assault after! (East - Defending Team) We're losing too much ground here People! Reinforcements are almost here, just hold out a little while longer, and keep the Western invaders from destroying the fuel supply & supply truck that was left in the area. Reinforcements will need both in the push to recapture the Shipyard. ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy S-300 Anti-Air System How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: Alright, going to go a little nuts here. But, I would suggest clearing out all the Vehicles, putting up one of those S-300 models in the center of that slab of asphalt, and then just place other bits of cover around there like Sandbag walls, tank traps, or whatever that wouldn't cause a massive amount of technical issues. Make it look like the Eastern Military just rolled in and claimed the area as their spot. Echo 2 General location Link Objective Type: Intelligence Decryption Objective Target: Command Station Objective: Secure enemy War Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and while holding F begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: And for the last bit of massive work I'm suggesting. I would suggest putting a little cover down in the lower levels of this apartment building. I know the screenshot is of the room I would like to see the objective placed in and not exactly showing anything else. But, I know the room is between the central & right side downstairs entryways. Place might be a CQC nightmare. But, it would more than like be the last objective and could make for a fun CQC slog for the final objective to capture. Echo Sector Story (West - Attacking Team) Alright Team, one last hill to climb before Polyarny is ours. HQ reports that the East has a high value SAM System in Echo Sector and they want it captured in order to effectively engineer counter measures against it. We've also been hearing Eastern Communication going on once even though it's not coming in very clear. Whatever is being said, there is clearly one Radio Station still operational in the area. Capture the SAM System, find that Radio Station, and get us information on what the Eastern Forces are planning! (East - Defending Team) Our Allies will need to ration their fuel supplies thanks to you People!...Fallback, we make our final stand here. Our Anti-Air System isn't fully operational yet and reinforcements are making their way here as fast as they can. Protect our Anti-Air system and keep the West away from our Command Station so that our allies can take them by surprise! ---- Polyarny End Story (West - Attacking Team Victory) Polyarny is ours People and enemy reinforcements will be here soon... Prepare to give them a "Welcome to Polyarny" that the Eastern Command will feel back in Moscow...After this we prepare to move on Murmansk, Severomorsk, and in time...Moscow. (East - Defending Team Defeat) Polyarny is lost...We have failed the East...and now our Allies are speeding their way towards certain doom thanks to our failure this day...The road to Murmansk, Severomorsk, and Moscow is now open to the West... (West - Attacking Team Defeat) All Teams fall back and prepare defenses at the Shipyard! We have failed to capture Polyarny before the reinforcements have arrived...Now we must try to avoid being pushed back into the ocean... (East - Defending Team Victory) You did it! Polyarny's defenses have held long enough and reinforcements are about to arrive! Take up positions People! Command wants Polyarny and the Shipyard back under control by the day's end! And with all of that out of the way, this brings this Polyarny Breakthrough rework suggestion post to an end. I hope you like the ideas I've put forward, or at least like the general idea of Polyarny getting reworked for Breakthrough at some point at the very least. I know I put a lot forward and basically just suggested massive changes to Breakthrough (even though I've already done that once in the Suggestions to enhance Breakthrough - Large changes suggestion post of mine) that more than likely won't happen/can't happen prior to 1.0 release. But, if nothing else, at least Polyarny might be a little more enjoyable on Breakthrough. Next up I will be covering what I think is the 2nd worst Breakthrough map, Berlin, and depending upon the reactions, comments, suggestions, and etc that happen here will determine what I do with the Berlin suggestion post. All that story stuff I suggested is more for a flavor enhancement for Breakthrough, it's not actually needed, I just think it would help make WW3's Breakthrough stand further apart from Battlefield's Rush. If anyone has any questions or suggestion, please ask/post them! But, till the next suggestion post... Have a good one folks!
  27. 7 points
    Na wstępie zaznaczę, że wg mnie przełamanie w takim stanie jaki jest spokojnie powinno trafić jak najszybciej na serwery Live. Rozgrywka jest szybka, dynamiczna i przyjemna. Oczywiście są pewne aspekty gry nad którymi należy się pochylić ale to już każdy ma indywidualne zdanie na ten temat. Nie mniej jednak wpuszczenie przełamania na Live da lepszy obraz na grę niż testowanie jej w kilka osób. Przede wszystkim brakuje mi jasnych informacji kim jestem czy atakującym czy broniącym. Wg mnie po załadowaniu powinien być duży napis, że jestem np. po stronie atakujących. Mi zajęło 3 mecze aby ogarnąć o co biega i kim jestem, brak jasnego statusu w jakim znajdują się punkty tzn. brakuje mi przede wszystkim komunikatów głosowych, że dany punkt został zaplanotowany/rozbrojony. Po zaplantowaniu punktu powinno być "pikanie" które przyspieszało by np. w momencie kiedy zostanie 20 sekund do detonacji, niszczenie punktów za pomocą wszystkiego - jak dla mnie najgorszy element rozgrywki. Np. napalm zdejmuje 90% HP punktu. Inne striki niszczą punkt nawet przez sufit itd. Wg mnie takiej opcji nie powinno być. Rozgrywka powinna być ukierunkowana na zaplantowaniu punktu a nie zrzucaniu strików czy wjeżdżaniu w punkt czołgiem i nieszczenie go w 15 sekund, mobilna respiarka - jak dla mnie zbędny element rozgrywki i niekiedy upierdliwy strasznie. Zamiast tego widziałbym punkty spawnu, które może rozstawić SL i osoby z jego drużyny mogą się tam respić. A obecnie mamy sytuację, że respiarka wjeżdża na punkt a ludzik wysypują się z niej jak cukierki z piniaty, brak jasnej informacji czy dany obszar mapy jest dla mnie dostępny. Nie widać czy mogę tam iść czy nie. Obszary na których znajdują się kolejne punkty powinny być dla atakujących niedostępne, w momencie zniszczenia punktu obrońcy powinni mieć 30 sekund na przegrupowanie i w tym momencie atakujący powinni mieć zablokowaną możliwość przejścia w strefy gdzie znajdują się kolejne punkty. Dopiero po 30 sekundach obszary się odblokowują. Ale w momencie kiedy następuje faza przegrupowania główny licznik czasu powinien stawać i ruszać ponownie dopiero po 30 sekundach, respawny... jeden z gorszych elementów gry. Respawny są stałe przez co atakujący mogą skutecznie je zablokować i przejąć punkt. Respawny powinny być dookoła punktów i broniący powinni mieć możliwość wyboru gdzie chcą się zrespić. Dodatkowo dochodzi kwestia spawnów tworzonych przez SL o czym pisałem wyżej, markery na punktach - moim zdaniem we wszystkich trybach markery powinny znikać całkowicie kiedy znajdziemy się np. 20 m od nich umiejscowienie punktów - nie rozumiem ich rozstawienia na otwartej przestrzeni ale rozumiem, że zostały one tak umieszczone z uwagi na możliwość niszczeniach ich całym arsenałem (z czego bym zrezygnował). Mamy tyle świetnych miejsc gdzie mogły by stać punkty a one stoją w najgorszych. Przykład mapa Polarnyj. Są świetne budynki np. willa z kilkoma kondygnacjami a punkt stoi przy autobusie. Innym razem stoi koło wejścia do supermarketu a mógłby stać na jego piętrze wewnątrz poniżej przykłady To tyle o7
  28. 7 points
    This time we've got a bunch of Breakthrough changes, from the core gameplay to the visual information layer, to let you know better what's happening. It's mainly focused on changes to Breakthrough, but we also have some other changes, too, including some performance updates. This one has two issues we're still working on, but there's no point in delaying it longer - we need more information on those two problems, so let us know if you see any pattern in when the server starts to lag and when packs disappear. PTE 0.8.1 Patch Notes [KNOWN ISSUES] Invisible packs are back, we're aware of them and are working on this bug, From time to time the server is starting to lag for a while, we need more info on this one, After spawning on a Mobile Spawn Point you can get a low HP effect, [GAMEPLAY] Breakthrough: after a successful retreat, Defenders will gain points (10 * seconds left), Breakthrough: after a successful retreat, Attackers will gain the seconds left as additional time for next objective, Breakthrough: attackers can no longer get to the next objective before the retreat is over, Breakthrough: Radio Station will now blink and emit beeping when planted, Breakthrough: added new statistics collection: bombs planted, defused, radio stations destroyed, longest attack, longest defence, fastest plant, successful retreats, retreating enemies killed (not available from the menu yet, but are being counted), Breakthrough: moved point marker position up to no longer block visibility of the stations, Breakthrough: reversed Berlin point order, Disabled an option to skip Warmup on PTE for proper BRE testing, Disabled not being allowed to join when the match is ending, Napalm strike visual overhaul, Allowed joining to server when match is ending, Adding Leopard2 Gepard anti-air vehicle to BRE base spawns, [IMPROVEMENTS] Collimator glass is less dark now, HUD: new in-game chat window, HUD: new strike bar, HUD: hiding armor status icons if armor is not present, HUD: added current soldier weight class, HUD: changed inventory status widget, HUD: added laser/flashlight status icon, HUD: improved kill feed, HUD: added headshot indicator to kill feed, HUD: destroyed vehicles will now show up on the kill feed, HUD: changed icon resolution to sharpen them up, HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD (still work in progress!), [BUGFIXES] Breakthrough: fixed missing status widget on Smolensk and Polyarny, Breakthrough: fixed Radio Station collision, Breakthrough: fixed improper marker text colors, Audio attenuation and occlusion fixes, Claymore spawning fix, Fixed destroyable objects not having particles at the start of the round, Fixed some minor issues with mudflaps and other addons, Removed redundant markers on compass widget, Fixed RPG Nets issues of Leopard 2A6 Body Armor, Fixed wrong gib mesh in Commando turret, [OPTIMIZATION] Fixed OnVideoBasicSettingsChanged() hitches on the render thread, Fixed hitches on the render thread when updating material scalar parameters, Fixes for reloading assets that were already loaded (reduced hitching), Disabled ticks on multiple actors, Deleted empty skins to reduce hitching, Disabled DoF calculations for remote vehicles.
  29. 7 points
    All of the armored vehicles you can call in have two cameras, a more protected gun camera with a lower fov and it is fixed to the cannon and a com camera that has a higher fov and can rotate but it's exposed. There is one more view that is third person and this view is attached to the com camera. My suggestion is to remove the third person view and allow the com camera to rotate 360 degrees. What are your thoughts?
  30. 7 points
    We're aware of this problem and we wanted to let you know why this is and when can you expect some improvements. There are two ways Steam lets developers update their games, one is redownloading every changed file and the other one is incremental. It's important toknow the file structure of WW3 at this time, so let's take a look: We've got a few larger files in our content, mostly divided into maps, items, data and so on, in categories. This is done for speed of development during the time we're changing a lot everywhere. This means though, that all maps are packed into one file (or few of them) and every time something changes on one map, there's a lot of those huge files that are changing. Those are massive, going from 400MB to 13GB per file. 1. Redownloading Let's say we changed a few meshes, added a weapon and switched a few sounds out. If we were to go with the redownloading method, that would mean having to redownload 99% of the whole game each time we push an update, even a relatively small one. 2. Incremental This means that we only update 1MB chunks of each file, only those that changed. It also means that Steam has to repack those files and it resulting sometimes in needing up to 50GB of additional free disk space to update the game. Also, this can take a long time on slow disks. Some people have good connections with no data caps, but for most people this means 8h+ of downloading and possibly no data left to use on other stuff for the rest of the month, this is why we decided to go with the second part, especially since you can just uninstall and redownload the whole game manually if you have one of those good connections as a temporary workaround. The solution to this problem is setting our packs in a way that better utilizes the incremental process, so each map has multiple of them. This, unfortunately, means that a few people have to take at least few weeks to do this, and since we're still adding and changing a lot, all their work would have to be redone once we've got content mostly locked down. This means wasting time and pushing the release date back a long time. We do, however, plan to do this once we're close to 1.0 so the future updates that don't touch everything at once don't take as long.
  31. 7 points
    Good read, we're basically in line with most issues you guys point out to us, so I think once 1.0 hits you'll be happy. I know some features and bugs have been in the game for a long time, but this has reasons: mostly queuing of the work. If we jump between tasks, this makes the whole process less efficient overall, so there are basically two ways we can go about updating the game: 1. Jump on anything that is the problem at this moment and waste a lot of time, possibly moving the 1.0 release date 6 months back, but having more people during the development. This sounds like a good idea on paper, but we have to take into account the fact, that more and more games will be coming out and someone could just make something similar to WW3 in the meantime. Other thing is that making games is *expensive*. In general, the word in the industry is, that on average you have to spend around $10k per developer per month. That's salary, hardware, software, licensing, building costs like electricity bills, air conditioning, rent etc. This is of course a lot lower for Poland, where we're located, so let's say that's 1/4th of that, $2,5k per month per developer. We've got around 60 people working on WW3 right now, that's $150k per month, so moving release date by 6 months is around $900k. Those are of course massively skewed calculations and are in no way real (I don't have the data even if I could share it). This means that possible after launch support relies more heavily on the day one sales and makes the whole thing less stable, since costs are going up. 2. We're going according to plan and fixing stuff in bulk - so when we have animation problems like looking through walls and overall movement clunkiness, instead of patching and fixing it constantly, we know we're going to replace the whole thing in the future, so we're leaving it as is for now. This means the game is broken longer in some areas, but also gives us more time to polish it up and make sure the optimization at the end of the production won't suffer. It also means more money for advertising and possibly hiring more people to work on the game. As you can see, it's not just the case of us 'not fixing old bugs', it's a very difficult balance to strike. I'm not saying we're doing it perfectly, by any means, but there are reasons for this. Hope this clears some things up, @me if you have any questions
  32. 7 points
    The way grenades work now is a bit wibly wonky bonky and I've seen some people complain about the way you throw them. We can't even lean to a side and then throw them, even if we could it would be way too many buttons to press at once. Most non gaming keyboards don't even allow you to press more than three keys at the same time (especially old ones in my experience). I think grenades would get a lot better if we could first hold the grenade in our hand and then throw it. No rush, no cooking grenade in your hand and a bit more time to aim and maybe even lean to a side before throwing it. Having the grenade in your hand before throwing it also adds the option to left or right click, which in turn should be used for throwing upper hand and underhand, respectively. Adding the left hand with the thumb sticking out as an aiming tool would be great to have as well. This would make throwing and aiming grenades a frick ton easier. Keep the "G" key as a secondary "quick throw" key for, well, throwing grenades quickly without having to put your gun down all the way.
  33. 7 points
    Another batch of fixes is coming! PTE 0.7.5 Patch Notes [CONTENT] US ARMY PANTS Visible in menu now, [BUGFIXES] Fix respawning on MSP, Added new challenge conditions checking, Fixed throwable gadgets updating to infrequently, Fixed a bug with wrong loading screen in map rotation, Fixed calculations of wheels colliding sum in land wheeled vehicles - wheel collision should work properly now, Added missing refill station marker, Berlin - collision fixes for random window frames. Berlin - Fixed collision settings for part of a building, Berlin / Berlin TDM - Multiple additional collision fixes, Moscow - stuck point fixes, Moscow TDM - fixed draw distances on low settings, Polyarny - fixed collisions on Officers Club and few other buildings, Smolensk - added penetration feature through military nets, Warsaw - streaming volume fixes for TPP camera, [AUDIO] TPP shots attenuation tweak, Added RTPC ThreatLevel that lowers volume of ally footsteps and shooting sounds, Fixed no sound in menu, Better attenuations, Another fix for barks jumping channels, Minor audio optimizations.
  34. 7 points
    Another one! This one has a lot of bugfixes and we hope that it will make the game a bit more fun. We're still working on fixing some of the most annoying bugs for 0.7, but overall it's coming along nicely. We've also added new challenges - let us know if they work and if some of them are too annoying to complete! Important: Warsaw Warzone will be unavailable in 0.7.3 due to lighting errors, but it won't impact testing and would push patch back if we were to fix it! PTE 0.7.3 Patch Notes [KNOWN ISSUES] Warsaw is missing from the Warzone playlist, There is still some grenade desync, White box instead of hit data texture, Spawning on MSP's can result in getting stuck, JDAM strike has the upcoming napalm particles, Resupply packs are still disappearing sometimes, Shotguns are OP, Some vehicle HUD bugs are present, [BUGFIXES] Switching a weapon by picking it up sometimes triggers a gunshot, Fixed a crash related to Audio Components, Crash fix for FSlateApplication::ForEachUser(), Changed replication priorites and merged replication graph priorites, Fixed DistanceRelevantCharacter replication issue, Fixed vehicle HUDs drawing on top of Quick Map, Fixed projectiles dormancy, Fixed character replication pausing too soon, Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk, Fixed IFVs acceleration, max speed and climbing, Sound positioning fixes, Rocket 'penetration' fix, Fix for music lowering volume randomly, Fixed Moscow TDM missing loading screens, Fixed bug with not sending match end event on TDM, Fixed bug with not saving TDM kills and deaths in player statistics, Random map rotation on TDM fixed - Warsaw will now be randomized as well, Fixed PSS emblem, Fixes is SCAR lowers, Many visual fixes in weapon menu - socket positions, explode positions, attachment categories, Fixed phantom bullets and repeated reloading after picking up weapon with different ammo type than default, Fixed Seat Widget taking color from settings when it shouldn't, Warsaw - Collision fixes, Warsaw - Floating paper fixes, Warsaw - Level streaming fixes, Warsaw - Map holes fixes, Warsaw - Draw distance fixes, Polyarny - Decal scale fixes, Polyarny - Collision / stuck point fixes, Polyarny - Map hole fixes, Polyarny - Streaming fixes, Polyarny - Physical material fixes, [GAMEPLAY] Increased MBTs, AFVs, and IFVs HP, Decreased IFVs rear armor thickness, Moved Helicopter Drone to CUAS category and updated it's stats, Adjusted AJAX's suspension, Tweaked summary screen time (30 seconds) and looking for new server time (30 seconds) for all game modes, [IMPROVEMENTS] Network optimization - Claymore & Semtex C4, Network optimization - action replicator, Added armor stats for vehicles in menu and updated the previous to match the current balance, Voip ducking, new warmate sound, Local player voiceover effect, Removed projectile distance check because it is checked inside Replication Graph itself, Projectile cull distance setup for Replication Graph, Barks distance tweaks, [NEW CHALLENGES] Basic Training: Spotting: Spot 10 enemies, Basic Training: Vehicles: Destroy 5 vehicles, Basic Training: Healing: Heal 5 allies, Basic Training: Ammo: Resupply 5 allies, Basic Training: Drones: 5 drone kills, Top Gun: Kill 10 enemies with flying drones, Airwolf: Kill 10 enemies with the Heli Combat Drone, Morning smell: 10 airstrike kills, Every Breath You Take: Spot 10 enemies, Senor Wingman!: 10 enemy kills from RCWS, Got your back: Spawn on leader 25 times, Float Like a Butterfly, Sting Like a Bee: Kill 25 enemies as a LIGHT soldier, Regular Everyday Normal MFer: Kill 25 enemies as a MEDIUM soldier, Juggernaut: Kill 25 enemies as a HEAVY soldier, Whether It Storms Or Snows: 10 Tank kills, Steel Hail: 10 AFV kills, Support the Troops: 10 IFV kills, Last Resort: 10 kills on last healthbar, Tremor: Kill 5 enemies with RPG.
  35. 7 points
    You pretty much nailed the first half, except the servers went to shit. No offence F51 Would mostly agree with this; but only in close quarters battles. Shotguns reign supreme and high fire rate is a must. But somehow it feels like enemies can see me before I see them. Low TTK is not casual at all, Games like COD have an insanely high TTK on some weapons Long range is pretty much random, bullet spread is small but definitely there, scope sway on high magnifications is too high and proning / bipods don't change that as if now. For me, I play on EU servers and have always 50+ms ping even though I live in the Netherlands, right next to where the servers are supposed to be. But I still feel like I get behind a SOLID wall from a building and then still get hit through said wall (I can see the tracers coming through the wall) But I can probably blame all the American players who migrated to EU servers according to this servers are located either in England or maybe The Netherlands People learned that it's more effective to aim above the armor or shoot you in the back. Yup, almost no one follows objective and gadget orders. Can't wait for Voip to be ready. It's on every flag, because people wouldn't give you ammo/health/equipment. Still in development and they are looking for a better alternative What strike? Hellfire to Mephisto costs range from 1500 BP to 6k (formerly 8k)... But I do agree I see a whole lot more Hellfire strikes since the Free Weekend, since that strike is in the default loadouts and people thought they were good/fun. Everyone carries RPGs nowadays, tanks feel claustrophobic in all of the maps imo. Same as MBTs (Tanks) IFVs and other armor, the heli drone is supposed to be supporting the team, it's not very effective on it's own. Drones can be easily taken down, but only if EVERYBODY shoots it. Well the game is still good, but somehow lost it's touch. Teamwork is absent, everyone runs around going only for kills instead of objectives. I also would like to see more content drops and teasers of what's to come for the next patch. A new weapon is only interesting for a while. It's the main reason I'm so active on the suggestions forum, I love fantasising about new weapons, strikes and mechanics and how they would impact the game. Dev Streams would also be very interesting and would also be useful for answering some questions in the chat and communicating with the community.
  36. 6 points
    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.
  37. 6 points
    There should be no need for any partnerships for WW3 according to what the devs have said in the past. Multiple times in this forum the devs have come out and said that they have enough money to get this game through to 1.0 and advertise it when people voiced concerns about the game. What's happened? There's no way the Chi-na Flu bled the funds dry. Were the funds mismanaged? Was it a bluff / lie to not scare any potential buyers / gamers away? Or is it something else? I ask because like many of you out there I bought and still support the game and deserve answers. People that bought and no longer support it still deserve to know as well. Not only have I put a little bit of money into buying this but more importantly I've invested a good bit of time (not as much as some though). I originally thought the partnership was for bringing WW3 to multiple platforms at launch. Then I remembered seeing where the devs said in the past that they wanted to see how the game did after launch on Steam before deciding to bring it to multiple platforms. So partnership can't be for that. I'm honestly not currently upset with the partnership. I just don't see true point of it through what the devs have said. If what has been said is true then there is no need to make the game F2P or adding micro transactions into it or whatever My.Games plans on doing to possibly ruin a game with great potential. I only say that about My.Games because of their track record.
  38. 6 points
    Hello Soldiers, This one is a small one, but also important. We have spoken in our latest weekly report, about merging Master Servers into one, to give our players accessibility to use all servers with their main profile so no progress will be lost. Keep in mind that playing in different regions will have an impact on your ping, more about that here. Update 0.8.5.2 Patch Notes [IMPROVEMENTS] Region Merge ( All regions and profiles has been merged )
  39. 6 points
    Who wants stupidiest content?
  40. 6 points
    Po łatce na PTE zaczęliśmy dyskutować na temat prędkości poruszania się naszego żołnierza. Osobiście uważam, że postacie na wersji Live poruszają się zbyt szybko (w szczególności light) a znowu na obecnej wersji PTE (0.7.3) - ciężki żołnierz porusza się jak w smole i jest praktycznie niegrywalny. Mam pewną propozycję z jaką chciałbym się z Wami podzielić: Proponuję aby każdy z żołnierzy niezależnie od tego czy jest lekki czy też ciężki poruszał się z jednakową prędkością (np. prędkością średniego żołnierza z wersji Live). Zapewne myślicie, że to rozwiązanie jest bez sensu gdyż nie daje przewagi graczom, którzy rezygnują z pancerza na rzecz mobilności. Nic bardziej mylnego, gdyż od naszej wagi zależała by długość możliwego sprintu. Aby to działało do gry musiałby być dodany system staminy. Stamina jest niezbędna do sprintu naszego wojaka i przykładowo mogło by to wyglądać następująco: lekki - może poruszać się sprintem przez 25 sekund średni - może poruszać się sprintem przez 15 sekund ciężki - może poruszać się sprintem przez 10 sekund Oczywiście prędkość sprintu byłaby taka sama dla wszystkich klas a jedyną różnicą był by czas.
  41. 6 points
    Hey guys, So I've noticed that for as long as I've been in the WW3 community, people have discussed the merits of different game reload systems. Having thought through this myself, I have my own suggestion. Although it has the potential to be a bit clunky for new players, I think there are good reasons for it. The idea I propose is to have two different types of reloads available to a player. A player can either do a "tactical" reload, in which case their ammo count remains the same, or a "speed" reload in which case they lose all the ammo left in that magazine but reload much faster. (This doesn't change your maximum ammo capacity or anything). The main idea of this system is to give more choice to players and have another gameplay element that may require mastery. This feature will also be much more important to people using high capacity magazines. The reload time for a drum mag would be high enough for a tactical reload that players may end up trying to survive on the last few rounds in the drum, and will have to time their reloads, raising the skill requirement for larger size magazines.
  42. 6 points
    Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned! PTE 0.8.2 Patch Notes [KNOWN ISSUES] Invisible packs are back, we're aware of them and are working on this bug, From time to time the server is starting to lag for a while, we need more info on this one, After spawning on a Mobile Spawn Point you can get a low HP effect, [IMPROVEMENTS] Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret, Breakthrough: defenders can no longer go back to retreat zone after leaving, Breakthrough: Zone placement improvements, Breakthrough: minor spawn fixes, Breakthrough: Reversed C and D points on Smolensk, [BUGFIXES] Breakthrough: Fixed a bug that sometimes prevented retreat from ending early when all defenders left the zone, Breakthrough: Fixed wrong Leopard version in the base on Polyarny,
  43. 6 points
    We are well aware that there's an opening, we're still working hard on making the game as good as possible and we're nearing 1.0 version. The focus is gradually shifting to bugfixing and optimization, there's a lot of cool new stuff coming, so I'm personally pretty calm about 1.0 being awesome ^^
  44. 6 points
    english subtitles as always https://www.youtube.com/watch?v=hdwWtysT8k4
  45. 6 points
    Some time ago you disabled minimum amount of players to start a battle. Can you please add some more tools for PTE. Like: -ability to switch teams (as we have "very smart" mechanics to fill teams, I can join only team0 while testing something alone. To join team1 I need at least 1 player on the server) -ability to use strikes for free (to test some strikes I need to capture all points, and sometimes its not even enough) I know that it could turn PTE battles into freaking mess, but maybe there is an option to implement it? Maybe separate servers with no rules? @Ragir
  46. 6 points
    Hi, comrades! I do not know about you, but sometimes I want to pin down some of my teammates. Some of them, instead of capturing objects and carrying out orders, rush at the other end of the map and hide in the bushes. And very often it is the lack of a well-coordinated game that influences the final result of the whole match - we lose on points. Many tactically-oriented games lack centralized control. That someone helped the troops in choosing a priority goal. I propose to add to the game «Сommander screen». The idea is not new, but it is always relevant in games like the WW3 genre. I must say that I have prepared the concept of «Сommander screen» and tried to do it in the style of the game the pics will be below. But first, I would like to draw attention to the role selection screen that appears in front of the deployment screen. Role selection Icons of different styles, if you have a shield for the defenders, it means that the attackers must have swords. Or, if you have a rifle, then there must be a means of protection, for example, body armor. I propose to start from the classic and understandable identity of all - whoever comes to us with a sword, he will die by the sword. That is, use a sword and shield. {deploy-screen1.jpg} → https://www.dropbox.com/s/9khxrhw6vfn9oud/deploy-screen1.jpg?dl=0 I also propose to remove the information about the percentage of "attackers" and "defender". It seems to me that this is unnecessary information that does not affect the gameplay. Role selection screen - Commander. Not everyone can become a commander. To do this, you must be quite an experienced fighter and understand the tactical and strategic features of the world of WW3. Well, or just to reach the level of "Colonel" {deploy-screen.jpg} → https://www.dropbox.com/s/zq8xwfmmzvgywjh/deploy-screen.jpg?dl=0 Commander Opportunities A commander may provide various support to all Troops on the battlefield: to send out supplies and equipment, to cause artillery on the area and conduct optical-electronic reconnaissance of the area, and also perform tasks for the electronic suppression of the enemy. Tactical capabilities for units The squad commander may request from the commander: to explore a specific area of the drone; request the dumping of heavy equipment, supplies and medical care; specify the target for the artillery strike; {WIP-section} As long as the Commander has his supply points, he can send various support to his fighters, including heavy vehicles. If Commanders play on the server, then the cost of equipment for other players increases: if there are two Commanders, then the cost increases N times; if the Commander is one (second bot), then the cost increases 2N times; if there are no Commanders, then the cost does not change. Accordingly, for Commanders, the cost is reduced by X if one and 2X if two. Thus, the importance of the Commander and the obligation to fulfill his orders will be justified - if you want to get a tank, then follow the orders! Salaga … {/WIP-section} Information and disinformation When one of the Commanders tries to reset his team’s support, the other will have a chance to interrupt it by trying to guess the square where help will be dropped. Before dropping support, both Commanders will receive a notice of intelligence interception. If the Commander guesses the square, then the other, optional: «Received intelligence information is correct» — the dump area is highlighted by the reconnaissance drone. You can, for example, cause an artillery strike or a bomber to prevent the enemy’s supply and / or destroy. «The enemy misinformed us» — the guessed area was false, the enemy Commander wanted to distract us (for example, from dumping heavy equipment elsewhere). Two times in a row in one and the same area can not reset support. However, if misinformation was used and the trick was over, then you can once again try to send support to the same square. {war-map.jpg} → https://www.dropbox.com/s/uq7cmvzwps0lgny/war-map.jpg?dl=0 Commander position The commander must every N-minute to change its deployment, so that the enemy could not detect it and destroy or drown. Why is that? Because the battery of your portable command module was filled with coffee and you had to redirect all the power to a short-range antenna, and to always receive an operational report from the battlefield, you need to be almost on the front line. So it goes
  47. 6 points
    It's funny when people who act like they're the best (when they're not) say things and act like children thinking their opinion is facts and logical when there is no facts or logic behind what they're saying. The direction where you died from is a good thing. If you think it dumbs the game down then stop camping. After you kill someone you move and change positions. I've been doing fine since early access release - present because I've adapted. It seems some "great" gamers can't and want it to be how it's good for only them specifically then come here to bitch and complain, why? Because your not as good as you claim? I think it's that but this is just my opinion :).
  48. 6 points
    For now we just seperated (today in fact) horizontal and vertical recoil modifiers for attachments, and we'll be adjusting the grips and muzzle devices so that some of them will be more specialized in what they improve. So you should be able to find attachments cominations which will make the guns more enjoyable for you to play. Muzzle devices, grips and barrels will have bigger and more varied effect on weapon behaviour. We'll probably add pros and cons for each so that they will make one thing better but another worse, and it's always a tradeoff. We'll be taking a closer look at weapon behaviour this fall once the new anim system is in place. We'll probably dig up an ancient build from 0.2/0.3 era, compare the feeling and see what changed.
  49. 6 points
    They never said they are gonna be the same; light is gonna be slower and heavy a bit faster, that's it. (please don't use cancer for this, very unnecessary) What are you talking about? CoD has had flinch in every game and do you see people complaining? It'll just create a slightly bigger skill-gap and makes it a bit more realistic, you wouldn't just stand still when you got hit by a bullet would you. Randomness? You shouldn't spray and pray my dude, aim then shoot. If the recoil is too much then take a smaller magnification scope. Well I'm sorry this game isn't being tailored to your preferences, if you want that please go make a game yourself. The devs are doing their best and people like you who just shit on every little detail they don't like doesn't help anyone in the slightest. As they said, every change will first be tested on PTE and they move on from there; if people don't like the way the extra flinch impacts the game, they'll either scrap the idea or rework it. The devs are not just doing things blind and they are definitely not deaf when it comes to feedback, you'll just have to polite and concise. For playerbase, they haven't even started promoting the game big time with advertisements or anything.
  50. 6 points
    To be honest I miss the times where the Squadmates could spawn on the squadleader but the squadleader could only spawn on flags/base. It gave so much value to the squadleader and loosing him had really a impact for your push. Thats how frontlines developed. Once your SQL died you had to start the push anew. Now the SQL is the first to go in and the disposable one because he can spawn so fast on anyone anyway. And you can't just wipe a squad by killing him. They will just keep comming as long as just 1 guy stays alive.
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