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Showing results for tags 'pre-alpha'.
Found 10 results
ParaPlays posted a topic in General DiscussionHello to all fello Squids. I am ParaPlays and over the course of Squads journey I and other backers have seen massive changes since pre-alpha. Graphics, ui, Gameplay, Audio, fx, everything, in fact many of us remember fondly when the game was in pre-alpha and we only got to play every two weeks on a weekend. (Over 2 years ago) As the game has improved and grown, I thought it might be interesing for new players and lovers of Squid to see just how far we have come, and for the backers to reminice about the good old days. ##Devs.. This is not self promotion as my channel is now closed, de-monitised and I no longer create any content. Where it all began.... Date: 26th of June 2015 Squad releases a kickstarter campaign to launch to squad. I was amazed and signed up straight away as did many other people. The game was not even playable at this stage. The trailer: ---- Date: 28th of June 2015 A new video releases by the Devs, by this time the community was hyper ventalating, could this be the sucessor to Project Reality and Arma? The trailer: ---- Date: 24th of July 2015 - PRE-Alpha for Backers. This was played on a weekend only every two weeks, there was no prone, no medical, sights were different, map and UI was basic, no vehicles, the game was in it's very intial stage, but the small community of backers really got to know each other, many of the people you see on the forums were there, and everybody was loving it. Those two weeks of absense were terrible. The very First footage of the game in it's initial relase: ---- Date: 1st August 2015 - First implementation of prone For the sake of not making this thread 100 videos long, this might show you just how the game has progressed, day one of prone adding and it didnt go too well. The footage: ---- Date: 2nd August 2015 - Ladders By this stage the devs were churning out new features and gameplay changes, ladders were in, but there was a few issues. The footage: Date Oct 29th 2015 - ALPHA 2.0 Insurgency mode introduced, new scops and attachments implemented 1.0, AK varients first added, new Incendary nades. m249 finally had a redo dot. The talk through ---- Date: October 30th - Halloween Special - All infantry had pumpkin heads (Most us of loved it) Footage: ---- Date 5th December - 2015 Version 3.0 is released and with it.. Russians and Malitia and introduced, We get v1 of Fools road, we get the soon to be made much larger Sumari Bala, which was a very small close quarters map. Tracers and Explosion effects were new and shiney, coloured smoke for 203, Audio reverb and animation updates. Still no vehicles. First time Jenses range was playable, in its v1 stage. ---- If people are interested I will follow this on for 2016 and show you the other releases, just thought it might bring back a few tears of joy for the backers and be of interest to newer players to have a quick ganders of just how far the game has progressed. Thanks to all the Devs and the community for making Squad what it is. ****ing Awesome. com PP.
Hey all, now that i have a steady stream of Squad videos planned I am creating a thread where i will post all my squad related videos for your entertainment! I'll be monitoring this thread pretty regularly so any comments or questions for me can be posted here as well. Latest Squad Video: Squad Trailer: About Squad: More Squad Videos Here: https://www.youtube.com/playlist?list=PLyTOOAGaZluQ__OvhL58nGf6LSNJHRLGj
ParaPlays posted a topic in General DiscussionJust a couple of videos to show newer players just how far we have come with Squad. Different audio, UI, No Prone, limited kits, different scopes, flying carpets. First video is from 24th July 2015 and the games looks different to what we have today. 2nd video shows the very first implementation of prone, yes! we had no prone before this stage: August 1st 2015 The future looks very bright for Squad, and I think sometimes with so many people demanding new features etc, we have become a little spoilt with just how far we have come.
I've been jumping from one board to the other to find a good topic to unload my feedback couldn't find anything universal therefore this topic. We can all unload our impressions about week 2 in this thread maybe? Anyway. - FOBs: Spawn rate is ridiculous, it's like insta-spawn. In one of the games, a guy yelled in all chat "HOW ARE WE SUPPOSED TO CAPTURE A FOB WITH INSTA-SPAWN" and he was right. Also, their placement mechanics need improvements too. I think right now it's 2 grid between FOBs? If it's so, it should be 3. Like, the game starts, everyone is so tactical and all until someone places that FOB and people start dying, it's like WWI, people rushing and dying one after another, teamwork drops, people don't care if they die or not, I mean why would they, they have a FOB just one grid away in which they will spawn in 5 seconds. - Hit detection: Really troublesome. I think this is one of those issues that should be on top of the fix list. - Server crashes: I had 1 server crash in the first week, I already crashed 3 times in two days. - Foot steps sound: Could we maybe increase them a little bit?
WARti0k0ne -BG- posted a topic in QuestionsThere seems to be some more or less questionmarks of the games current functionalities. 1. Is there a way to destroy enemy RallyPoint? 2. What is the correct point of aim with Acog? 3. Is there a list of console commands around? 4. Is there a list of keyboard keys used 5. When is the time for keybinding config page update. 6. What is rough function of different VOIP modes and distances 7. What are current damage models roughly 8. Is the tilde key for console character driven in engine.. Can it be rebinded easily as it is problem with certain keyboard layouts (country specific) as you know. 9. Do we get list of known bugs when we enter to closed-alpha 10. What are the differences with current moving stages and how they effect on stamina, aim, recoil and noise
length of closed pre-alpha? separate "mailbox" between early access players and non-players for developers
Vinny1001 posted a topic in QuestionsHi, I have the commander pledge on kickstarter. I have seen the timeline posted on the kickstarter page, as well as this topic: http://forums.joinsquad.com/topic/1704-assumptions-about-alpha-access-question/ My main question is how much time do we get to play in the closed pre-alpha access? Will it just be open for the weekend, week, a month, all the way until game release? Or will we just get to keep playing as the game gets developed and keep playing until release? If so, will we then just get updates whenever the developers push them out during the closed pre-alpha and keep helping test? --- Since we are early testers, is there a way that the developers can see our opinions, suggestions, and bugs over people who don't have the game yet? This would be good to separate people giving suggestions on improvements or information on bugs/crashes for who has the game and who doesn't. Maybe create a separate email or a way to contact the developers on the website for people who have earlier access so they can mention bugs, improvements to what's in game, and so on. Just a simple example, lets say it's noticed that early access players think a car should have better traction for the game, so we'd suggest it should, but then someone who doesn't have the game yet may say the car shouldn't have better traction. I think it'd just be more efficient for the developers to have some sort of mailbox to get the early access peoples' opinions separated from the people who don't have the game just yet so they can crush bugs and or fixes/improvements, rather than having everyone just on a forum that the developers have to look through. Thanks for any help, sorry if the whole "suggestions" part of this topic was useless haha just a thought. --- Oh another quick question. The commander pledge receives 2 keys for closed pre-alpha all the way up to the full game on release, but which key will contain the weapon skins? Or will both? (I think it's just one key that gets the skins, correct me if I'm wrong). And if it's just one key that contains the weapon skins, how will we be able to tell which key contains the skins? Thanks!
MoronicAcid posted a topic in Feedback & SuggestionsTitle says all.
MoronicAcid posted a topic in Feedback & SuggestionsI tested using two smoke grenades, a control grenade, and a delayed one. I threw the delayed one first underhand, made a 180 degree turn, and threw the control underhand. I waited until the control deployed a adequate smoke screen, and made another 180 degree turn. I noticed that the delayed grenade only starts deploying smoke as soon as I look at it. I was able to reproduce this bug twice so far.