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Gatzby

October Feedback Roundtable

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Hey Squaddies!

 

The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first.  A recap recap, if you will.

 

Please note that this text is not a planning document, but a transcription of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording . (~40mb.)

 

If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information.

 

OWI Attendees included Fuzzhead, Gatzby, and the tragically beardless Nordic. (And maybe one or two more lurking. =))

 

Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and may represent the opinion of their community.

 

Begin Transmission

 

 

CoreState and World Origin Rebasing

 

CoreState is a new system that has been developed during Alpha 12, and one of the reasons for the length of alpha 12 development. It allows us to turn on and off systems that we don’t need with more granularity, such as disabling very distant updates from other soldiers. This should help relieve some client and server CPU issues.

 

World origin rebasing: the further aware you are from origin, the more scopes jittered. You can get some more insight into what origin rebasing is in this thread: https://forums.unrealengine.com/community/work-in-progress/81424-pull-request-world-origin-shifting-in-mp

 

BB | Oηι Ѕнιηовι: Will it also increase client side performance on the game thread for CPUs?

 

OWI: Yes, it should.

 

Suppression

 

Alpha 12 features the first iteration of the suppression system. Suppression currently includes an increase to tunnel vision increased and some aimpunch under heavy suppression. Currently there is no friendly suppression, intentionally, because it makes playing with a squad an untenable experience.

 

There was a bug in the recent playtest that caused suppression not to impact players within 50m, even with enemies.

 

Suppression does scale, with small arms being the least suppressive. More shooters, or larger calibres, cause more suppression effects.

 

BB | Oηι Ѕнιηовι: Are you affected by bullets that whizz over or passed you within a certain radius? What is the radius? Do bullet impacts count?

 

OWI: Every bullet within 10m of a soldier, regardless of impact or flyby, will cause suppression.

 

[RedCoats] BLITZ: Will HE suppress?

 

OWI: Yes, as far as we know, HE (from vehicles, as they are ballistic) should have the same suppression effect. Explosions will likely still do camera shake.

 

BB | Oηι Ѕнιηовι: Will explosive damage radius from non-ballistics ever be figured in?

 

OWI: The values currently in need to be playtested. There are different values for different calibres. Camera shake is fairly significant, but if it’s not enough, we can look into additional explosion events. We don’t want people to be able to just stand next to an explosion and not be impacted.

 

salt. Steez: Any chance of keeping a minimum range in to keep CQB viable?

 

OWI: Already at 25m.

 

Persistent Ammo

 

Persistent ammo is the system wherein you spawn with the ammunition as you died with, unless you spawn at main base. You will always spawn with a minimum loadout, so no soldier goes in unequipped.

 

BigJimmyHD: Are you thinking about bandages refreshing on respawn?


OWI: Right now, you get both bandages back. Medics get three. We can consider tweaking the amount. We wanted to be cautious with that -- running around bleeding sucks. We’ll probably never have it with no bandages on respawn. You will always get a minimal amount of ammo, currently three mags, or two ammo boxes, and anyone who gets a pistol also gets a pistol magazine, so you will never spawn in with nothing.

 

[S_Fr] Blocks: Did you consider add HAB as a resupply so you don't have to search for an ammo Box?

 

OWI: We’ve been more thinking if you automatically resupply if you spawn, if the HAB has supplies. But that would not make it into a12. We’ve added a confirmation that will help inform you if you will need to rearm on spawn as well.

 

salt. Steez: Consider raising the bandage count, especially considering how frequently players trade shots. It could get bogged down, especially as you frequently tag someone once and have to rebandage, then you’re reviving people.

 

OWI: Noted. Medics do carry 8 bandages now, instead of six.

 

BB | Oηι Ѕнιηовι: Will there ever be partial reloads and ammo priority? (e.g., mags over smokes.)

 

OWI: We want full ammo granularity in, but it may not be in alpha 12. The implemented granularity is partial in that that each item has a cost. Partial rearms are on the to-do list. It is something we need for that system to be fully fleshed out.

 

BB | Oηι Ѕнιηовι: Will there be any prioritization?

 

OWI: Yes, if we get it in initially, it’ll probably be our own logic. Something like bandages, then mags, then grenades -- just as an example. Ideally, we’ll have a full inventory system that allows players to choose what they want to rearm when they spawn some day. For now, we’ve added the ammo cost number to try to help manage rearms.

 

Spawning Changes

 

In the Alpha 12 test, but HABS and rallies had wave spawning. HABs having a wave mechanic was a bug in the test; they are unchanged from a11. The upcoming changes include: two enemy soldiers within 30 m of a HAB will disable spawning. Rally points will have infinite waves until destroyed or replaced. One soldier within 30m of a rally point disables it. The requirements to place a rally will remain the same as A11.

 

BB | Oηι Ѕнιηовι: Why lower ticket cost on radios? What stops spam?

 

OWI: We do eventually want to change the way FOBs work, but weren’t able to get all changes implemented in Alpha 12.  If we see that 10 tickets isn’t enough, that can change, but we do want to encourage FOB building. There’s a “soft cap” on supplies, 20,000 ammo points, same for construction per FOB. Fuzzhead would  like to see a limit to the number of fobs on a map once we change the way they’re deployed, but that will not be in A12.

 

salt. Steez: If the FOB overrun mechanics don’t work out, will you consider another system?

 

OWI: FOB overrun bugs will be getting focused on this week. We do want a more robust system, but the current one was to make sure it would work. Something like the flag cap system could be possible.

 

Tartantyco: Make logistical costs of placing too many fobs too high rather than a hard limit.

 

[S_Fr] Blocks: Will vehicles have the same effect as soldier? So, if you rush a HAB with an IFV with 2 crewmans, you disable the spawn enemy HAB.

 

OWI: Soldiers inside a vehicle will not block spawning. You must exit the vehicle for the FOB overrun mechanic to take effect.

 

BB | Oηι Ѕнιηовι: What is the exclusion radius between FOBs? And build radius?

 

OWI: 300m, 150m build radius

 

|R-B| Calvin Harris: Will firing out of vehicles be possible?

 

OWI: We’d love it, but kind of a lower priority.

 

|FA|Xtremeb3: Why 30 m to disable habs? Will it scale? Sumari, e.g., is very small and it’s very easy to disable a HAB.

 

OWI: It’s not currently scaling to map size. Maybe a game mode where you can adjust ranges for smaller populations, but we’re currently really focused on 4K maps. Smaller maps may be better with smaller populations. Feedback noted!

 

[CCFN] TIllomaticus: Will the wave spawn timer ever be public?

 

OWI: We’re going to keep it hidden (only visible to dead players) right now, but we would like a better display. It’s likely we’re going to see timing become less of a factor with the upcoming changes, but we’ll see in practice and make adjustments. We’re trying to take some emphasis away from the numbers game and put it more toward staying with your squad, working together.

 

The information being hidden is a bit of an initial test as we watch player behavior adjust to the rally changes. Currently a work in progress.

BB | Oηι Ѕнιηовι: A spawn grace period of up to five seconds after the timer would be more forgiving, offer a little more player control, and prevent frustrating easy kills.

 

OWI: We’re not going to implement that initially, but we’ll definitely consider it. Rally points should be deployed with a little more sense and, paired with the overrun mechanic, we’re thinking rallies should see less camping. We do want to avoid people spawning to die immediately.

 

[RedCoats] BLITZ: Has there been any discussion of changing the rally point model  or static so someone can’t just lay down and wait for the spawns?

 

OWI: Currently, no plans for that, but with the 30 m radius, you’ll have to spot it and not get close enough to destroy it. If we see it’s a major issue, we’ll consider changing it.

 

[BB] Arctic Fox: How do people spawn on a rally? Are they clumped or spread out?

 

OWI: Same way you spawn on a rally now, if 7 or 8 people were to spawn at the same time. Spread out. It is editable, to a point, but we have to be careful not to glitch into walls, etc. Again though, the changes should prevent the frequency of this happening.

 

salt. Steez: You can destroy HABs with HE from vehicles now? Is that intentional?

 

OWI: Yes.

 

Vehicle Components and Repair

 

The first iteration of the component system is in, featuring two components. All vehicles will have an engine, some vehicles will have ammo storage. Hitting the ammo storage will either destroy the vehicle or, if the vehicle is protected against it, destroy ammunition. Destroying an engine causes vehicles to slow to a crawl, but they can still move. Components can be repaired with a repair kit.

 

Repair kits will restore some mobility (i.e., faster than the crawl), but a repair station will be required to restore full speed. Similar for ammo storage: if it is damaged, you will need to repair for full capacity.

 

Components are located in realistic positions on vehicles.

 

There are effects for ammo cooking off and the crew has some time to escape the vehicle.

 

Turrets and tracks are high priority for the next release.

 

[S_Fr] Blocks: Since tanks are here, will regular factions get mines?

 

OWI: Currently, no. They will remain a unique part of the irregular factions for now.

 

|FA|Xtremeb3: Fuzzhead mentioned the ammo compartment has health. Is there any RNG aspect alluded to in the last recap?

 

OWI: If you hit the ammo compartment, you hit the ammo compartment. Penetration counts too. If it penetrates the armor, it’s all about the hits points of the component. There’s no “1-in-20 chance to destroy it.”

 

BB | Oηι Ѕнιηовι: Do mines one-hit kill everything but tanks and IFVs?

 

OWI: We haven’t been through the logic of every vehicle yet, but the MRAP will likely be an exception to that. Larger vehicles more or less set on fire, mostly dead, and smaller vehicles should be instantly destroyed.

 

BB | Oηι Ѕнιηовι: To clarify, will IFVs, Tanks, etc, get a mobility kill once tracks are in?

 

OWI: Yeah. Things will be better going forward for mines, but that’s not in Alpha 12.

 

BB | Oηι Ѕнιηовι: In tanks with sabot rounds, what’s the point of HEAT rounds?

 

OWI: HEAT will do more damage to a light vehicle, as well as infantry. There is a fragmentation round on the T-72 that is better for infantry.

 

End Transmission

 

And that took us a little beyond the hour. As always, a huge thank you to those who attended. We really appreciate your time, attention, and well-thought responses that help make Squad an even better game.

 

There's also a user-created bullet point report on the feedback roundtable on reddit, if you're looking for a quicker summary.

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Great read as always! :) thx for summary

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TY for recap of recap :P

 

And when did you say A12 were supposed to be released ? :ph34r:

Edited by Nightstalker21

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Question about T-72 model chosen

 

There is a glaring difference in hue between the commanders cupola and the rest of the tank. Will this be addressed in the final version of V12? The cupola is also missing its "windows". 

D692C5878DD25F3F240BB262907DC529FD34DDFE

 

 

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Cupola will eventually be replaced by correct model, it is currently placeholder that will stay for A12.

Texture difference will probably be matched.

 

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Pretty unsettling to hear that all new changes, most notably about the spawn systems, might gonna ruin smaller maps, espicially organized games with low and medium playercount (12v12, 18v18, 24,v24), which was already an established format for most competitive games.

And even just playing current pubs 40v40 on maps like Sumari, Logar, OP FL, which are always good maps to play on, whether server is seeding, or just on already populated server. When big maps have a known reputation of a "server killer" for various reasons such as one team ends up running from distant spawns, while the other just drives from one flag to the other in quick succession. Or just limited amount of people (down to 1) being able to shutdown all enemy vehicles, including logis, all the way to their main base, and things like that,problems that are tide with level/gamemode design, weapon/asset balance, etc. And I would add that persistent ammo and spawn changes will amplify that by a lot, but it's a big topic to talk about on its own.

So, with those small maps going away, and the other  maps and all that "40v40" yet to prove itself as a good (or superior) substitute to that, which if not whether to various balance, level design, gamemode, or other sort of issues,  can just render all those gamemodes have overall lesser quality. Which may turn a lot of people away from the game

Whether because some things were ended up in the game as intentional desing, or non-intentionally, or like its been always some sort of "temporary placeholder" yet somehow getting stuck for a long-long time to get changed, like vehicle/AT balance since v10.

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Well tbh do you really need forward spawns on tiny maps such as Sumari? It's a 3 minute walk usually, really not that much.

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Nice, thanks

 

A little point to start considering for when heli drops are possible:

 

Most tall building models have no access from the roof. A balcony extension or fire escape you can drop onto or rooftop fire access will resolve that. Plant boxes near windows perhaps?

Just some light modelling work :)

 

The battles at the top of towers could be really exciting with some design consideration.

Ropes or deployable ladders maybe?

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