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Everything posted by Ragir

  1. Yes, we're waiting for all the texts to be finalized and in-game so we can send them out for translation in bulk. This was is most efficient, though it results in some misspelled or missing stuff (though it's not just the Russian translation, all of them are messed up, even English and Polish ones).
  2. There are some TDM maps in the works, we'll go back to the big maps and carve those up after 1.0, so we can add them quicker and with more reliability. Some of them were also tested and didn't work very well, so keep that in mind.
  3. We're not currently pursuing adding Ai to the game, and Ai controlled vehicles would require a big revamp to the levels and how we build them. Also, having the UGV play for itself would make it one of the best strikes in the game. Love the idea, loved the auto titans in Titanfall, but it's not possible to do for now without major reworks.
  4. We've decided to split the funtionality of SD and Quadrocopter, and make SD a dedicated inti-vehicle weapon and Quadro an anti-personnel one, so this is intended. The damage values will surely be changed, but that's how it should work.
  5. I'm not really sure if this is possible with UE4 without major reworks, and while it's a pretty cool idea, the number of players that would benefit from this is lower than the number that would benefit from, let's say optimization or bugfixing, like @nubbits said. It's definitely not in the cards for the short term future.
  6. Ragir

    Rental servers

    This feature was always planned, but it will probably not be here for 1.0. We're using Zeuz.io as our hosting provider, and those guys are a sister company go G-Portal, which is a very well known hosting service for custom servers - so it's very possible to work with them on this feature. But first, we want to have the game done and ready, so we can start parametrize it, add an API for communication and start building tools for admins. This is going to take a lot of work and time, so it's not being worked on right now - but it's not forgotten at all.
  7. Yes, but probably after 1.0. We have a limited anount of time and resources and we plan to use them to benefit the most amount of players, and better optimization is one of them. If you really want to stress your machine, once we fix the resolution scalling (thanks, Epic), you will be able to run the game at 8k on 1080 monitor in glorious 5fps
  8. This is related to how we're spawning and closing down servers on demand. We try to always have 1 game ready for each combination of gamemode + map, bo with currently limited amount of machines (to save costs while the playercount is low), sometimes not all options are possible. This will be fixed in the future, but for now there's a simple workaround: load into an empty server, exit it immediately. This will end that game and spawn a new one from the list. Eventually it will open the one you want. I know it's not ideal, but this is currently the only sure way of doing this - as I said, it will be remedied when 1.0 hits.
  9. We're planning on updating BRE this week, it should be a bit different, let us know what you think, your posts are always high quality
  10. We don't want melee to be a viable way of fighting people, people are not knifing each other normally (apart from some very specific instances, I'm well aware of the dude that knifed 5 people in a cave, no need to send the article). Additionally, having an instakill button is not something we want. DICE had the same problem, so they added and anti-instakill button later. The basic idea is, you have to melee someone 3-4 times in the front to take them down or 1 time in the back. The hit window is very small (which is going to be fixed up a bit), but that's also going to fluctuate a lot with ping. If we make it too big, people with good ping will melee others from miles away (you've seen it in other games for sure), so we decided that the best way is to just keep the melee as useless as possible. Btw, that flying off is a bug we're intentionally leaving in for now, because it's hilarious
  11. This is absolutely helpful, the designers and testers are working on that 30mm bug (can't reproduce for some reason), so we can definitely use your help in this.
  12. Zdaję sobie sprawę, że to dziwne, ale nasz kod nie może tutaj mieć nic do rzeczy,b o nie jest odpalany w żaden sposób, coś musi być nie tak ze Steamem albo to jakiś obskurny bug, który się nikomu nie pojawił do tej pory. Ewentualnie, bo byc może Steam słabo to pokazuje, brakuje miejca na dysku. Zeby zrobić aktualizację gry potrzebne jest prawie 2x tyle miejsca - więcej info tutaj (nie do końca o tym, ale wyjaśnia to wymaganie): https://forum.worldwar3.com/index.php?/topic/10709-dlaczego-aktualizacja-zajmuje-tak-długo-czasu/
  13. Ragir


    Publikujemy posty na Steamie średnio co 3-4 dni, ekipa nie zmiejszyla się, a powiększyła od premiery w Early Access, wszystko idzie zgodnie z planem, nie ma stresu. Polecam poczytać nasze cotygodniowe raporty na stronie: https://worldwar3.com/news/
  14. We've seen this issue a few times before, it seems to be a problem with Steam reporting server list to you. We're displaying everything we get from Steam, and we've seen some players having problems with this. To validate this is indeed the problem, please do the following: Open Steam (duh), Go to View -> Servers, Click "Change Filters" on the bottom and select WW3 in the "Game" dropdown, See if you get at least 60-90 servers on the list:
  15. Ragir

    IR lasers

    We've had some discussion about this feature and it's being considered, though probably won't make it in before 1.0 if we decide to do it.
  16. All of those are being considered
  17. Ragir


    We are reading them and we are implementing changes based on player suggestions. The map rotation is currently in 0.7, but it's not finished, we're tracking down the issues with it. As for the Heli Drone, it's been nerfed to the ground and will be balanced back up rather than the opposite. You can read more here:
  18. Obawiam się, że to jest błąd Steama lub uszkodzony dysk, nie jesteśmy w stanie nic zrobić po naszej stronie, jako, że nasz kod działa dopiero po zainstalowaniu gry, wszystko, co się dzieje przed - nie mamy do tego dostępu
  19. Since we have server rotation now, we'll let people join when this message is displayed.
  20. Ragir

    true pharaoh

    All this means is that making games is pretty complicated and you never know what will come out of it - which is why most big publishers release the same thing year over year
  21. That's what makes me think it's the latest optimization work
  22. Tutorials will come and are already planned, some are being done, both in video and text versions - the problem is that we have to have the game finished, so we don't have to waste time on redoing them if something changes.
  23. Ragir

    true pharaoh

    Anthem from a well established studio took 7 years to make, making games takes a long time and even vastly more experienced developers with more funding and people than us can't do it faster - that's all.
  24. As you can see, the round timer is frozen - this is a good indicator of lost connection. This might be on your side or the server crashed - if it did, we've got the crash report and we'll fix it. Thanks for the report!
  25. There are some performance improvements in the current 0.8 build on PTE compared to Live version. Sometimes the change in performance is related to less stress on the servers on the PTE (there's more than 1 game on each machine). Sometimes it's the player count - number of players is the biggest FPS change in the game right now, so if someone is playing with less players on the PTE and then comes to Live, it might change a lot. That said, as you say it's on an empty server, we're constantly working on optimization and it might be some of this work showing in the 0.8 patch.
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