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Everything posted by Ragir

  1. Ragir


    Moje podejście jest takie, że ludzi nie interesuje kto grę robi i oceniają ją i porównują do innych gier z gatunku, więc czasami warto o tym przypomnieć, że po prostu będziemy siłą rzeczy trochę wolniejsi. Ale dzięki za słowa otuchy, przydadzą się i mam nadzieję, że po tych dużych zmianach gra się odmieni całkowicie na plus ^^
  2. Ragir

    [Breakthrough] 15v15

    This was mainly because of the base layout though, this Moscow spawn has always been problematic, so we'll be doing some changes to it AFAIK. I know testing ont he PTE/internal are vastly different than live and we'll be testing more players on both BRE and WAR soon-ish, since the servers seem to be holding up a lot more. That said, there's an additional problem right now of the low number of players, which is also skewing the current meta and we have to take that into account - most of the players we have right now are very skilled and with 1.0 we hope to water this skill down a bit, and all testing we do now on Live will also be less helpful than it is now. BRE is not done yet either, we're still tweaking it and fixing stuff, some people might not even know where and when to move, so once all the improvements are in, the meta will shift again.
  3. We'll have the timer on the in-world marker as well as on the HUD marker and a few other informational features, like an impossible to miss information about retreating and a few others, we are aware the informational layer needs improvement and we're working on it ^^
  4. I actually really like the hybrid reload idea, I'm going to send it to the design team right now, I don't see any downsides if we make it a double tap on reload - it's an advanced mechanic for experienced players and will make ammo packs more useful, so the teamplay aspect will be improved.
  5. All points that have been captured once (so doesn't work at the start of the match), No available capture point spawns. Will stay for at least 60 seconds, so it doesn't disappear immediately after recapturing one of the points. So if you loose all points, to not get locked in the base, you have the mobile spawn point, squad member spawns and the additional spawn available - I think we all remember the base camping problem we had, I think it's a lot better now
  6. Hello there! We have some fixes to test on the PTE before we feel they're safe for Live servers, so anyone that can - send us your feedback! PTE 0.8.4 Patch Notes [OPTIMIZATION] Asynchronous loading of replicated objects is now working properly (stuttering from loading other players should be reduced), [BUGFIXES] Fixed invisible players, Fixed HUDs changing during Kill Screen, Fixed camera cliping while leaning against corner, Partially fixed auto exposure in thermal scopes, Fixed punishing after suicide, [IMPROVEMENTS] Small improvements in the team manager code, Breakthrough game code and replication improvements, Clamped sharpen to 0-1 range instead of 0-3, Added bCanAttachSemtexAndClaymore flag to mark vehicles to which semtex and claymore should not attach,
  7. Generalnie EAC ma do tego API, z którego mamy zamiar skorzystać, coś w ten deseń na pewno będzie w grze.
  8. The idea was at first to make people shoot more carefully, but as it seems, people just spray and pray anyway, so no point in making the game annoying
  9. I think the best way is to get on our discord and ask the NA crowd tbh: https://discordapp.com/invite/ww3thegame
  10. Ragir


    I think the port range is 27015+, I'm not sure what is the upper limit.
  11. There are always people working on the optimization, on bugs and new stuff, with optimization being more and more important the more we close in on the release. Problem is, that very, very frequently, optimizing the game before the content is done results in having to optimize again after it is done, so we can't really dig into the optimization before most of the game is finished. We try to make it better each day, but the real optimization is scheduled for later (this is all devs working on it full time).
  12. Expect a complete rebalance of everything and changing on how things work in the system with the new UI coming, we've made some big changes to how attachments and weight work, it will be much more fun to customize and will require you to make choices, instead of 'always this sight, this barrel, this grip and some other stuff, whatever'. There's a lot to be done still, so don't hold your breath, but in general, it will be very different. Just so we're clear, we're not limiting the customization options and you will still be able to make triple laser monstrosities if you want, but each attachment will have good and bad, so you'll have to balance them out.
  13. we have some ideas on how to improve this without forcing people to change their appearance, so stay tuned.
  14. Ragir


    Probably not, sorry. Btw, pro-tip: Ctrl+Shift+V pastes text without this formatting
  15. Ragir


    Bo jednocześnie była promocja na Steamie, to raz, a dwa, nie reklamujemy gry aktualnie, celem Early Accessu było zebranie opinii graczy i ulepszenie gry, co osiągnęliśmy. Mamy dość feedbacku, żeby jeszcze 5 lat grę poprawiać, gra zarobiła na siebie i na dalszą produkcję, co też jest ogromnym sukcesem i dzięki temu możemy zrobić z WW3 coś naprawde fajnego - ale jak to mawiają, nie od razu Rzym zbudowano, robienie gier zajmuje masę czasu, a dodatkowo nie mamy ogromnego zespołu. Reklamowanie gry w aktualnym stanie, zwłaszcza z nowym modelem poruszania się, który całkowicie zmienia grę, jest bez sensu, bo ludzie się odbiją od gry i tylko spalimy więcej potencjalnych graczy. Rozumiem, że cierpliwość jest trudna, ale dobre rzeczy wymagają czasu i nie da się tego ominąć w żaden sposób. Dla porównania: koszt WW3 do momentu wydania w EA = 2% tego, co kosztował BF4 Dla porównania: DICE w 2016 roku miało 640 pracowników, a mówimy tu tylko o samym developerze, do tego dodajmy ludzi z EA, którzy zajmują się wydawaniem. My? Około 100 osób, wydawane z własnej kieszeni i własnym skillem. Dla porównania: Anthem był robiony 7 lat (choć tylko 18m z tego w pełnej produkcji), przez legendarne studio Bioware i co? Sam hejt na start, nawet WW3 w EA zbierało lepsze opinie. To chyba naturalne, że rzeczy zajmują nam trochę dłużej niż innym studiom, nic na to nie poradzimy. Jak umiesz pomóc i masz jakies umiejętności, zapraszamy na rozmowę, zawsze brakuje dobrych ludzi do pracy. Edit: Intro do BF5 kosztowało ok. 12 milionów złotych, a produkcja WW3 do momentu Early Access kosztowała ok. 8mln, może to da jakąś perspektywę o ile różnimy się od innych studiów
  16. The second option is unfortunately out immediately if it was to be used on its own, since if someone is behind a knee high cover, he's basically an enemy, so it would still need another way of recognizing. We'll definitely try to fix this issue, but the main problem is that markers sometimes can replicate too late and you can have someone that's not marked as friendly for a split second, so any marking on them wouldn't work anyway. It's being investigated and we'll have a fix for it for sure, we've tested outlines and the best way of implementing them right now is to activate them only when you aim at someone - this way you don't have the visual noise that comes from all the outlines around you (vehicles would also have to have them), but you still know you're shooting a friendly.
  17. Ragir

    [Breakthrough] 15v15

    Oh we'll try it out on the next PTE party for sure, if there's enough players to do it, but this also isn't ideal as PTE players generally are of higher skill and everything tends to work better with a good team on both sides
  18. Ragir

    [Breakthrough] 15v15

    We've tested it numerous times in the last 6 months and it always became unplayable when there was only one station left and it wasn't immediately destroyed. That's 30 people on one point, which has not only gameplay implications (good luck sneaking in to plant a charge), but also performance implications - this is 50% more players potentially in one spot, and this means at least 30% drop in FPS in those places - we can't afford this yet. Both of those reasons are why BRE is 10v10, and it becomes a mess after around 24 players, we really did test it
  19. Ragir


    Asking the EAC is probably the best way to make sure, I don't know about anyone getting banned for using macros, but that doesn't mean EAC won't do it, so it's best to ask them.
  20. Also, there's a post about the Chernobylite affecting WW3 development here: Spoilers - it was happening even before ya'll knew WW3 existed, so nothing changed. Announcing a project =/= working on one. It's not a cash grab, if it was, we would be gone already and stopped working on the game, we had no team size reduction, no other focus, we're working on WW3 and intend on finishing it and making it as good as we can
  21. We have some changes coming to those maps and we don't want to mess with the old ones - it's very much possible to fix, but this is fairly low traffic area and we'll have some new corridors and stuff added, so it'll get fixed then.
  22. W WW3 damage jest zadawany na serwerze, nie ma możliwości zrobienia haka, który chroni Cię przed obrażeniami, więc jak widać - błąd w założeniach / niewiedza nr 1. Obrót gracza nigdy nie jest idealnie zsynchronizowany, robimy bardzo dużo proszczeń, żeby nie marnować przepustowości i CPU, dlatego cały obrót postaci (X,Y,Z) są wysyłane przez Internet w postaci jednej wartości 0-255. Jest ona podzielona na segmenty, np. obrót w poziomie zajmuje 128 z 256 (0 = 0°, 128 = 360°). Powoduje to niedokładności. Dodatkowo, aktualizacje obrotu są wysyłane jako "Unreliable", klient gry nie musi potwierdzać, że otrzymał dany pakiet, bo obrót zostanie zastąpiony kolejnym, więc nie ma to znaczenia - dlatego nie można polegać na tym, co się widzi u innych w 100% - błąd w założeniach / niewiedza nr 2. Bazując na braku wiedzy na temat można się bardzo łatwo samemu oszukać i wpaść w podejrzenia. Nie twierdzę, że WW3 jest wolne od oszustów, żadna gra nie jest. dostajemy bardzo dużo zgłoszeń na rzeczy, które są ewidentnie tylko zgubionym pakietem albo niezrozumieniem ze strony gracza jak działa multiplayer. Pamiętając, że gry sa ograniczone fizyką, jeśli ktoś jest o 1/4 sekundy od Ciebie, to wszystko, co robi (I GDZIE JEST NAS WOIM KOMPUTERZE!) będzie opóźnione o 1/4 sekundy i tyle. Dlatego czasem dostaje się kulkę za przeszkodą, a czasem ktoś sprintuje i nie widać, że podniósł broń, a już strzela - bo na jego ekranie już to zrobił.
  23. Ragir


    This is related to the texture streaming pool, which will look different in different places, since we don't set the overall texture quality, but the amount of VRAM textures can take.
  24. That dog meme is exactly what was referenced there, there's no anti-religion sentiment behind it, Poland is a very christian country, we wouldn't do something like that, didn't even cross my mind tbh This is 100% a misunderstanding, it was a joke abot that dog - that's why there's "Hello" in the first line. I just messed it up and didn't add "yes, " [EDIT] BTW, read backwards it says "GOD SI SIHT" so it's not that close.
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