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Everything posted by Dubs


    Changing spawn timers to something more severe, and also limiting spawn to main, based off of teamkills & respawn function, would affect the game more negatively than positively. Sure it would directly stop the single incident where people use the respawn command to their advantage, but would directly affect majority of cases/incidents, which are completely accidental and in a lot of cases, out of their control. As an admin, I get a nice overview of what occurs in matches. Below I'll list extremely common things that occur, and when I say extremely common, I mean every match, most, if not all of these things occur multiple times. - People going prone next to a tree or rock, they get stuck to said object because something derped with collision. - People getting revived, and getting stuck in walls, roofs and in some cases, under the map or in the terrain/road. - People getting shot by enemy with a grenade in their hand, kills friendlies around them. - People mis calculating grenade throws, and either killing themselves, or again, friendlies around them. - Throwing a grenade, and friendlies gung ho charge into that area and die to the friendly grenade. - Mortar and RPG Frag fire, same thing as above where friendlies run into said area where that explosive is directed, and dying to friendly explosive. - Friendlies not checking map while driving, and run over friendly mines. - Friendlies walking in front of IFV or Tank while shooting, die to muzzle blast. - Friendlies walking behind LAT as they fire, or LAT running in front of people and firing - Friendly behind dies. Ultimately, you would be punishing fair and legitimate players, more so than the few who take advantage of the issue you bring up. A decent portion of players every round, would spend more time looking at a spawn screen/timer or running from main, than actually being useful, because they're punished for an accident or game issue.
  2. Small urban map/make hole in wall

    If a game plans to have major destruction, you have to plan and build your game & it's features around it - So you allow that server side room for it to be viable, which unfortunately means you can't have a tonne of excellent other features, as well as higher player counts without sacrificing performance and the amount of destruction you want. Destruction of buildings/objects have to be replicated on all clients, through the server - Which for Squad means, it would have to be done across 80 clients(soon to be 100) - On top of players, vehicles, deployables, wrecks, bodies, explosions, smoke needing to be replicated as well etc Then there's other things that hog up server performance like hit registration, ballistics, damage systems etc So you could imagine how buildings and objects blowing up all over the map could put a strain on things. In saying this, minor destruction can be a possibility for large scale games, it's just a matter of, if there's performance room available after all major features and systems are added to the game, which decides if they can be added. You dont really have to plan your game around minor destruction. We currently have minor deployables destruction in Squad - And OWI have stated they do want something like destructible doors for breacher kits to be able to utilize. It's just a matter of, after everything important is added, can they add it with minimal performance impact, and if not can they optimize it enough to make it have a small impact on performance.
  3. Fix for bug?: Unable to climb / vault

    There's a current known bug with ammo bags, if you place one and rearm off of it, then pick it back up - You'll be unable to vault for a minute or two. Another issue is if you have high latency/ping spike or if server TPS drops, you wont be able to vault until it resolves. I get it sometimes when playing on East Coast U.S servers(I'm from OCE) and TPS drops, or I get a lag spike.
  4. Ragdoll Overhaul

    Yeh, it's not fun when your'e the victim of the old revive teleport, I always hate getting revived and popping up onto a roof and getting shot instantly lol The overhauled system will hopefully reduce these instances to rare occurrences, or make them cease completely.
  5. Ragdoll Overhaul

    Basically an unfortunate soul at OWI was chained to a heavy surface, given a tonne of coffee - Then was tasked to revise the whole ragdoll system, meaning, digging through the old code and rewriting areas that needed refining/polishing. From what has been said, there's still a few little kinks that need to be ironed out and tested, but ultimately there will be a lot less bodies flopping around like fish, and a lot less teleporting when being revived.
  6. 1 Hour

    I personally prefer an average match length to go between 45 - 60ish minutes for Squad. Means I get to play more than 2 maps in a 4 hour play session. I don't mind the odd 90 minute match, if the round is intense & both teams are being proactive, but if it's a 90 - 120 minute middle cap standoff with no one making moves, I lose interest. Stalemates are a common occurrence now with AAS/RAAS, due to changes in mechanics. It's far more beneficial to get an enemy to attack your defense and get them to throw waves of Inf and Vics at you, since they end up wasting more tickets attacking, than what they gain back from capping the flag. Both sides generally know this, and you end up with two sides not really wanting to commit time to assaulting due to diminishing returns - Unless you're team stacking or the enemy team is that unorganized, that you are able to pull off capping the enemy all the way to main, and get the mercy bleed going.
  7. Helicopters and Jets

    Different engines and different limitations. PR had limited render distance, while Squad has unlimited. PR had limited view distance because of the "fog of war", to hide the limited render distance. Jets couldn't fly high altitude and shoot vehicles 2km+ away. They were restricted to 500m IIRC in PR, unless you edited files to get that 1000m option, which would render all object up to 1000, but reduce performance dramatically(but the 500m view fog still remained). This with jet speed being dramatically reduced compared to their real life counterparts, made it balanced. Meanwhile Squad has unlimited render distance, and fog of war to restrict view distance doesn't really do much, unless you put a super thick layer of fog on all layers with jets, which wouldn't be nice.
  8. Helicopters and Jets

    It applies to helicopters, but on a much lower scale. Larger profile & slower - Meaning they're more prone to small arms, large calibers and AA fire. Jets are faster, slimmer, better maneuverability and function far better at higher altitudes. Only real options when it comes to making sure Jets aren't the reaper of all maps, is render distance limitations, reduction of defensive capabilities or buffing AA options. Which is a huge pain in the ass to balance or make work overall.
  9. Helicopters and Jets

    The biggest issue when it comes to jets in any game, is render distance and scale of map. Games with large or unlimited render distance, generally give aircraft a major advantage, which is flying high and destroying every ground vehicle on the map before they even get to be used - Because ground forces won't spot the jet until something go's boom, by the time you get AA assets ready, that jet is sky high again and seeing the next vehicle to be targeted 3km away. While player controlled jets would be cool, it just would take the fun away for ground forces and cause major balance issues - unless they take back their word on unlimited render distance, and minimize it - Which isn't a trade off I would be happy about.
  10. Body Armor

    Have cleaned this thread. Keep these rules in mind when posting on these forums.
  11. January 2019 Recap

    In the test build that was available briefly, a lot of classes had options to what optic was on their weapon, each selection with trade offs. Rifleman could use their factions red dot or optic, as well as iron sights - But choosing an red dot or optic meant you had less utility items and no binoculars. It was only a test build, with a lot of experimental things in it - So I would expect there to be some changes on actual v13 release.
  12. Squad founders- where are they now?

    A lot of founders are still active, just hard to tell in-game, when founder skins are very hit and mess when it comes to working due to a few technical issues - As well as founders not having founder titles displayed on the forums currently.
  13. January 2019 Recap

    By that logic, everyone on the planet has competency issues, because everyone has these moments - Can't do X by Y time, because unplanned/unforeseen Z delayed them. Devs at OWI obviously have deadlines set by their employers, they're just not made public in road-map form with dates. Like I said, to avoid a v7 type of scenario. We are going in circles here, it kind of seems like you want to argue for the sake of arguing and are just ignoring & disregarding everything that is being said. I'm just going to move on. I suggest reading through the AMA here, and whats planned for 2019 here and keep up to date with what's going on in Squad development + the plans. have a nice day.
  14. Ranking System?

    I have cleaned the thread a little, keep on topic please. Keep opinions and personal thoughts on demographics out of it. Fuzzhead mentioned something about a ranking system in their AMA. "This is something that devs are a bit divided on when it comes to specifics, but most of us believe that there is probably a way with a clever implementation that ranks / progression could significantly benefit gameplay and player experience. We definitely would like to have something like that, we just don't have it implemented yet. Our hope is to make the general system for it so we can use it for both Squad and for future games, but it definitely won't be ready at launch. There are a few ideas that I think it would be worth exploring with the system. First is potentially the idea of a "recommendation system" (either for SL's or regular players), and providing rewards for good behavior. The second is finding some way for a ranking system to reward people working together, more a focus on teamwork score in that sense, since ultimately it is the core pillar of the game."
  15. January 2019 Recap

    OWI doesn't give a public road map, to avoid the whole debacle of deadlines, because in development, unplanned bugs and things happen. Allows them to focus on what they're trying to build, and not rush it - Like what happened with v7. Only planned content from kick-starter that won't be in Squad is playable jets, and a sniper role - Which devs have given their reasons to why. Game modes have not been abandoned at all. The code work and foundation built for RAAS, allows for them to complete territory control, as the old code work they had, didn't allow for what they needed to do. Insurgency mode has plans to be reworked too. IIRC, Weapon resting was never promised - Bipods were(Which we have). Weapon resting was a "maybe" and something they'd like in Squad. As stated in the Dev quote above, it's just not viable right now and might be revisited. There was never a planned attachment system - "Light" customization was though and there was no real solid plans of how they wanted to do it. I do suggest you look up leaked v13 footage, where the first iteration of multiple choices for classes was shown. Maybe a break will be a good thing, I have breaks from time to time and refresh my brain from Squad. Maybe you'll be surprised nicely, to what you come back to
  16. If you want to use someone elses, or a companies works/product in your game - You need to get approval from said person/company and get the licence to show you're allowed said works/product in your game. There is usually a monetary agreement involved too. AM General(Company who owns the rights for Humvees) sued Activision for using Humvees in their Call of Duty games, as Activision did not have the rights to do so - No permission, no licence, no agreement. Some games have the licence to use Humvees. Some games don't and might of flown under the radar. Some game developers are cheeky and modify things & rename them so they can't get sued(Like BI does for Arma). Since Humvees are obsolete and aren't making money in terms of sales to Militaries - You can bet AM General is milking every last bit of money they can from Humvees, and are charging a silly amount to obtain a licence to use the Humvee in a game.
  17. Why, Get Rid of First Light ?

    OPFL was one of my favorite maps too, saw it grow from a forest(When the map was originally called Forest), to a forest with shipping containers, to a forest with containers and concrete structures + a radio tower, to eventually what it became when it became OPFL. A good map to have some fun in-between large maps. There's good reasons to why it was taken out of the game though, here's the reasoning to why. Quote from Axton(Mapper) "For those curious, OP First Light was removed for a few reasons, the foremost of which was that it has become extremely dated and hard to maintain from a technical perspective over the years. It was never meant to be a production-level map, rather a testbed that got morphed into one. We also had concerns about its performance and stability, as it was so far behind the other maps that our current performance metrics were no longer useful to judge how it would play. Lastly, there were concerns from a gameplay perspective, with OPFL giving what we felt was an experience not up to par with what we want from our current maps, specifically in public play. We plan to upload OPFL as an 'official mod' on the workshop, and once modding 2.0 releases to the public it will be treated as a white listed mod, allowing licensed servers to run it. As it stands though, we didn't feel it had enough value to justify the size it added to the game, and the upkeep it demanded from our developers. In the future there are a few people internally who are interested in remaking it from scratch to a higher level of quality, but other projects take priority for the time being. Hopefully you guys understand " And a quote from IronTaxi, which the topic is touched on briefly in what Axton said above. "what if they made a bigger badder map some day based on op first light? wouldnt that be preferable?! "
  18. January 2019 Recap

    A quote from Fuzzhead(Game designer) from the AMA on reddit held recently. "Weapon resting is a complicated system that is not currently in the pipeline, its not due to us not wanting the feature though. At some later time we may decide to revisit its implementation but as of right now we are not actively developing a system for weapon resting. At this time we cannot use the current system for bipods, as that system relies on a button press for setting the bipod, which is very economical way to implement in regards to the cost to the server tick. A weapon resting system we would need to be more passive and always doing these checks for appropriate rest, which would be alot more expensive to the server tick, and not practical in the current implementation." Here's the reddit thread, where developers recently answered a lot of questions. https://www.reddit.com/r/joinsquad/comments/amso6y/psa_squad_developers_will_be_doing_an_ama_right/
  19. January 2019 Recap

    Squad is an ambitious game, it's quite complex in the grand scale of things - So of course it's going to take longer, especially when you consider development team and budget scale into the equation, compared to AAA companies. OWI is doing fine, a few wonky patches here and there, but they're still here working on the game. Unlike 1000's of other early access games that are abandoned 6 months into the development, or are in a complete broken state for years. Also, IIRC - Rag-doll physics are being reworked, meaning revive teleporting and jiggling bodies will be a thing of the past. I think the issue is, you're expecting Squad to play and function as a complete game, when it's not. Maybe take a break and come back to Squad when it's further a long in it's development.
  20. Bad hitreg and camera placement

    It's via the v11 SDK. The issue with the head sticking out and camera being at a different orientation became most prominent in v12, In v10 we had the invisible lean bug and I'm assuming after correction patches were release to fix that, the aforementioned issued occured.
  21. January 2019 Recap

    OWI has stated they have more than enough profits to complete Squad, and then some. Big companies are more in the 200 - 300+ mark. OWI has grown since it first started, which was around 15 devs, then grew to around 30 during when the playable alpha builds first started. At the time, half the dev team was part timers and a couple freelancers, with the other half full time. Since then, if I remember correctly, the team has grown to about 50 developers. For helicopters, maps need to be bigger to support their addition. For big maps we need 50v50, so there's more boots to fill the space. For 50v50 we need server side performance improvements. Before doing major work on server side stuff, need all the main systems in squad to know exactly needs to be worked on fully, or they would be forced to revisit and optimize things repeatedly(waste of time & resources) On top of that, OWI has to finish their flight model and physics side of things. There's a priority list and things are getting ticked off every big release.
  22. Bad hitreg and camera placement

    The issue in the video you show is from initial v12 release, it was improved significantly v12.1. The hit reg Issue you're talking about I run into from time to time - I'm pretty sure it's an animation synchronization issue, as it only occurs if the enemies weapon is in the weapon lowered animation. On his screen it'll snap to his weapon being being brought to the ready, while on your screen it still displays the weapon lowered animation.
  23. January 2019 Recap

    Dragging hasn't been forgotten, it has been mentioned quite a lot of the past few months. Right now, it's most likely going to be something added after 1.0 Full release. A lot of questions about things were answered in the most recent Q&A on the SQUAD Youtube channel, as well as the AMA on Reddit. https://www.reddit.com/r/joinsquad/comments/amso6y/psa_squad_developers_will_be_doing_an_ama_right/
  24. Future plan of expanding team size?

    UE4.21 has the things fortnite brought to UE4 IIRC, which should help on the server side stuff. OWI are currently doing the UE4.21 integration for Squad. Comes with a replication chart and few other nifty features, which should help identify and fix/optimize things.
  25. Future plan of expanding team size?

    To my understanding, it comes down replication, which causes an array of issues. A lot of deployables, vehicles and players in a small area causes server performance issues, which when server health drops, starts to affect client performance due to server side limitations. They've tested 50v50 servers a couple times over the years, the most recent test(a few months back) had decent client results, but server side it still needed work. It's just a matter of getting all systems in complete, then optimizing to create enough overhead to allow 100 players servers. It's not an easy task, but it should be doable.