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  1. The following clips was all recorded on the same server 1 Round on the 28. January 2019, Server with 68ms Ping what you can see in the top left corner. On BF4 german server I have a ping of 12-13ms, so it isn't really enjoyable to play on a high ping server most time in WW3. I hope in the server browser who will come soon, that we can sort the ping, too. Also more servers for most regions and that we can finally see in the scoreboard the ping of all players in the match. The Netcode problem is, that you clearly hit enemies (blood spatter) but hits don't count or you don't get hitmarkers and that the Time to Death (TTD) feels still too fast (Dying from 1-2 shots, superbullets) It feels that you need 10+ hits to kill an enemy sometimes. Please remove this flinching if you get hit by enemy bullets, it's annoying for good players who can react fast after a hit and could kill him, but the random flinching disturb the aim and recoil control. My Hitmarker infos: White: normal hits Red: armor hits Purple: head armor hits Green: kill hits Another thing is, what I also tested with players on a server, that the Semtex Grenade doesn't stick on enemies and it goes through their bodies.
  2. Build ID: 3540764, version 0.4, English Issues: Team Deathmatch loading screen says "Firendly fire is on" instead of "Friendly fire is on". Hands clip through front rail of PKP in third person, in first person they float below it. Body armor names are incorrect: Level II HDPE and Level III Polyethylen when it should say Level II Para-aramid since HDPE is not a form of armor, it is used in plastic bottles, and Level III UHMWPE (Ultra-high-molecular-weight polyethylene) or Level III Para-aramid. Armor and weapon weights are far too high to be realistic: a Level IV Steel armor plate weighs 35 kg/lbs in-game while in real life it weighs about 5lbs (2.27kg). A PKP in game weighs 21.1 lbs/kg while in real life it weighs 18lbs (8.2kg).
  3. I have read many reviews on steam, and many negative reviews are people that still can't get past the loading screen. I thought it was due to their internet, their poor pc hardware, or old drivers, but it turns out they have perfectly working PCs. I talked to one guy who said, he bought the game during Christmas, and wasn't able to load the game, it just loads forever. This type of stuff is causing us to lose players, and WW3's recent reviews was mostly positive, but now its mixed.
  4. hi guys. i have big problem and i hope you work on it . it's too much use of resources in pc . Ram leak and other issues . any tips for fix this ?
  5. First thing to mention is how great this game feels to play. I was hopeful about this game, but it has exceeded my expectations so far. It really is just as fun and good as most AAA shooters. Obviously, launch wasn't great and some people are still having connection issues. There are also some game features not working due to the server issues. I'm not including those things in my thoughts because they're temporary hiccups that aren't directly related to the experience of playing the game. It does mean we can't comment on progression yet, maybe other things too, we'll see. I'm also going to focus mostly on issues/suggestions, but overall I'm very impressed and can't wait to load up the game again. Highlights: Varied gunplay, really good roster of starter weapons (I'm assuming more will come as development progresses/DLC post release?). Character and weapon customization is outstanding. Map design is pretty great, I'm starting to figure out spots and learn the common fields of battle. Still a lot more to dig into though. This is anecdotal, but it runs pretty well for me. 1440p with a GTX 1080 all maxed settings. 40 - 80 fps. Components stay within reasonable temperatures as well. Issues: I think TTK is slightly too long if we're going for realism. (game is still fun, just pointing this out, wouldn't necessarily be upset if it stays this way). Squad members and/or leaders need more tools/incentives to work together. Giving the player the ability to spawn on squad members would be good. Close range RPG use on humans. Warzone Large isn't 64 players? The most I've seen so far is 44. Steam says I have 8 hours in game, and I didn't spend more than 30-40 minutes the first two days with those loading screens. Different weapon attachments seem to not affect stats differently (maybe server issue?) - and it doesn't seem like there are enough stats per piece, or maybe there's an error and the same stats are repeated per piece when they shouldn't be? Vehicles (especially some) are a bit OP, but it makes sense. Character movement feels unnaturally fast - especially with light/med gear - but the maps are so big I'd be afraid of increasing travel time by slowing down character speed. I haven't experienced hackers, but apparently there are quite a few. Respawn time is too long IMO. It seems like it's 15 seconds total? That's not that out of bounds with genre standards, but it feels long. I'd suggest lowering to 10 total, or having a system like Rising Storm where it refreshes every ~15 seconds but you can get into queue at any point in that time (for example: you die but the queue is at 3 seconds so you only wait 3 seconds for this particular respawn) - this would also further encourage squad/teamplay since anywhere from several to maybe ten-fifteen players would respawn at once. This is very nitpicky, but currently I don't think your walking/running/stepping sound changes when your character moves over a puddle. I honestly wouldn't care much if it's never adjusted, but just mentioning it as something I noticed. Suggestions: It would be cool for a FPS to have day/night and weather cycles. There's some weather on the maps currently, but I believe it's static. I know this is a major task, so I'm mentioning as more of a "wouldn't it be cool." You could have some cool gadgets to deal with difficult weather and thermal/NV for night. Modes other than Warzone. This is almost certainly coming, but just mentioning it. WZ is fun, but varied and interactive experiences are always welcome. Ability to hold breath with snipers to steady aiming while standing/crouching (or when not using a bipod while prone). ___________________________________________________________________________________________________________________________ That's all so far. Feel free to agree, disagree, discuss.
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