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Ragir last won the day on April 4 2020

Ragir had the most liked content!

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About Ragir

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    Chief Warrant Officer V
  • Birthday January 31

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  1. 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.
  2. 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.
  3. 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 ^^
  4. @Enigma Ok, so this is kinda a good thing you've found there. As you might've noticed, you get over 200fps at times. This is a well know bug in UE4 that causes it. It's not because of those two settings, it's because you have over 200fps. To verify this, please try this: Set both of those settings back up to 1, Verify that you hit over 200fps and this happens again, Turn on frame limiter and set it below 200fps. If the problem stops, this is exactly what happens. We have plans to fix this UE4 bug, but for now there's not many people that have over 200fps constantly, so it's low on the priority list.
  5. This one is mostly focused on bugfixing and small improvements, mainly in the game stability. We've done some work with streaming data and it seems to help with both crashing and stuttering, but we'd prefer to test it first. PTE 0.8.10 Patch Notes [BUGFIXES] Fixed crashes related to streaming, Fixed Quad and Buggy map limits, Fixed not gaining XP for repairing friendly vehicles, Fixed some minimap markers staying on the map after parent object is destroyed, Fixed canted red dot reticle not appearing after switching from main one, Fixed no punishment points for destroying friendly BCV/VAB, Fixed Battle Robot max speed, Fixed Zuni HE rockets not dealing damage to UAV, Fixed TPP/FPP HUD for Drones, Fixed overlapping HUD when in vehicle, [IMRPOVEMENTS] Compass widget improvements, Gadget refill progress bar will now autohide when not updating, Improvements to air vehicle HUDs, Improved kill list.
  6. I know, I know, it's mostly a joke But you still can call someone an idiot in a funny way, like calling them dingdongs
  7. The main idea behind keeping cap rewards the same for capping enemy points and completing links is basically what's been said: sometimes it's more important to break links than it is to complete them. We've all seen matches that go from 1000 : 4820 to 5000 : 4820, and that's precisely when you want to ignore completing links in order to win the match, you can have 2 links and the enemy only 1, but you will loose if you don't break them. If you have one link and the enemy has 0, you are still winning, so the most important thing is to have more, not necessarily to link all of them. This means that skewing scoring towards completing links might sometimes go against what's best for the team. I personally think that it's frequently more beneficial to DEFEND points rather than attacking them because of this. We only need one link and to keep the enemy from taking it - they'd have to focus their attacks, which is really hard to do, so you need more attackers to take defending point, which frees the rest of the team and bounds the enemy in one spot. We're planning a few changes to Warzone regarding defense (more points!) and, most of all, educating people about how to play Warzone properly. It might seem like a simple case of cap more points, but it's not always as simple and we all know one good squad can easily win the whole game, even if they start out loosing. TL;DR: It's not always best to complete links, we'll have tutorials and we'll increase rewards for defending.
  8. Wouldn't it be much better for the whole game if you explained to them what to do instead of calling them idiots? Overall, just to clarify, we're not doing anything else here, we've been banning toxic people since the game launched in Early Access, we've just streamlined the process of reporting behaviours to the team, nothing more. Up until now, we've been getting reports via email, on Discord PMs, forum PMs and forum posts, and it's easy to just miss them for a few days, so now we've got a form that you send your stuff to and we have a single spot to check for new reports. We're not going to ban people for just trash talking, but some people go way overboard with the insults and are making the game worse for it. We're especially targetting TKs as there's no good system to stop them in the game right now (there was, but then we added a server browser, so matchmaking delays are worthless). This is going to change, but for now we have the reporting form. Nobody gets a permanent ban on their first or even second offense and we're giving out 24/48/72h bans for different things. For example, if you spend a whole match teamkilling, that's CLEARLY trying to make the game worse for everyone else and being intentionally a dingdong, so that's at least 48h. For calling someone's mother names (or generally just being a dingodng again, but verbally), there's 24 and so on. With the chat abuse it's really hard to tell sometimes, so we try to stay on the side of not banning, but sometimes it's clear that someone has to chill out for a day. Let me know if you have more questions about it.
  9. All imma say about this is here, from our internal tracker:
  10. In general, Linux is not a target platform at this time, but that doesn't mean we won't be making moves towards a Linux version later in development. It all comes down to having to keep multiple version of the game in sync, which would slow us down at this moment. I can't promise that and I can't really say if EAC is working to fix the issue on their side, but for now there's no new information to give.
  11. We're happy with the current TTK, but balancing is a whole different game - there's a lot of variables when it comes to weapons and attachments, but even though we just had a quick balance pass a year ago it's still holding up ok. Once more weapons are in and the game is more finished, we'll have another balance pass to make sure things are ok. We didn't want long TTK so you can't just tank bullets and use your aiming skills to win every fight, positioning and good movement are also a big part of it. The idea is that even the best player in the world will get rekt if they just move badly and get jumped. This means that people that aren't so great at pure aiming can still hold their own in a fight and be useful in matches.
  12. Ragir

    Hardware ID ban.

    We can't really talk a lot about how EAC works to make sure cheater creators can't go around the security measures, but it's not a simple IP ban and AFAIK HW bans are just the tip of the iceberg.
  13. I don't think we'll be sharing the internal documentation, mainly because we change a lot of stuff, so I wouldn't count on getting a link to this one, but creating a copy might be something we can do, since this data is public anyway - I'll ask around.
  14. We've always wanted our game to promote smart play and playing as a team and if you do that, you can really change the course of the game, I don't think a stalemate in one corridor is something we're interested in, but this doesn't mean we won't have some spots like on Metro - for now Breakthrough is probably the closest you'll get and sometimes it is an absolute meatgrinder
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