• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[TÓPICO OFICIAL] Hell Let Loose

Olha ai rodrigo o tanto que os caras são ruim... principalmente o do nosso time kkkk


Se não fosse o AT nem tinha destruido o sherman
 
Developer Briefing #111 - The MG34 Preview!

Hey everyone,

Welcome to Dev Brief #111!

This week we're previewing the MG34 and explaining how it'll fit into the German Machine Gunner's roster!

The team also have an update on where we're at in regards to tackling the current VOIP issues in-game.

Oh and before we get stuck in, you'll also notice that the map we're showing you the MG34 on isn't from the Western Front...


The MG34

The MG34 will be coming to Hell Let Loose in Update 9 for the German Machine Gunner role.
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A key aspect when introducing new weapons to Hell Let Loose is considering the difference this weapon will make to the battlefield, and how it will be meaningfully different to whatever is currently available. This is often based on the historical usage of the weapon, technical difficulty in achieving a significant difference (i.e. if the functionality is not something that exists elsewhere in the game and must be custom built) and then lots of testing and feedback with the community.

The issue with having a very low time-to-kill within a game like Hell Let Loose is that bullet damage values more or less stay consistent from weapon to weapon - with the largest factors being reticle shape, recoil strength, recoil pattern, ammo counts and loadout availability.
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As a result of this, we’ve designed the MG34 to possess its real life rate of fire (while fast, noticeably slower than the MG42), and also a slightly lower recoil value - enabling greater precision and control. In addition to this, it has a smaller belt size, but a number of belts that matches the ammunition count on the MG42.

While the MG42 is used for pouring huge amounts of lead down range into an enormous “beating zone” (which is what ultimately made it such a unique and fierce weapon) with a large belt size, the MG34 is for more considered and focused fire at the sacrifice of overwhelming fire.
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When looking at the spectrum of weapons available to the German forces during WW2, the MG34 was the backbone of the army for the entire duration of the war before being challenged by the MG42 in the later years. As such, we feel that it is appropriate to replace the MG42 with the MG34 as the Standard Issue loadout for the German Machine Gunner role. Fear not though, as the MG42 will be available as the first unlock for the role at level 3.

We also want to note that while we won’t ship the MG34 with a select fire mode, we’ve revisited select fire mode functionality and will be looking at introducing it in the future for all weapons with the setting available.

We’re excited to show off the distinct characteristics of the weapon’s fire sound and functionality below in one of our coming Eastern Front maps! Please be aware that both the texture quality of the MG34, the casing fx, as well as the map are still work in progress with more to be done!


VOIP/Vivox

We want to quickly follow up with the VOIP issues some are still experiencing in game. We are in conversations with our VOIP provider Vivox to resolve this issue as soon as possible. Several fixes have already been made but we want to make sure any final aspects are resolved.

If you do experience VOIP loss, please let us know in the #voip_troubleshooting channel in our official Discord. Some players are managing to reconnect to VOIP by disconnecting and reconnecting their mic/headset. Let us know if this works for you.

Once again, thank you all for your patience and support whilst we investigate this frustrating issue.


Onwards to the weekend!

That wraps up this week's Dev Brief!

We've got lots more to share in the coming weeks, including an updated Roadmap and a community video Q&A so watch this space!

Have a great weekend everyone.

We'll see you on the frontline.
 
eu ja reinstalei esse jogo umas 3 vezes tentando dar chance pra ele mas fica dificil sempre morro e nao sei nem da onde veio o tiro.
 
eu ja reinstalei esse jogo umas 3 vezes tentando dar chance pra ele mas fica dificil sempre morro e nao sei nem da onde veio o tiro.
Isso é normal
Essa é uma das maiores reclamações
A maior é Eu não consigo ver ninguém ....
Vc só vai aprender jogando, esse aprendizado demora, mas vem com o tempo
E não adianta tentar jogar Hell como se joga outros fps
 
Última edição:
Isso é normal
Essa é uma das maiores reclamações
A maior é Eu não consigo ver ninguém ....
Vc só vai aprender jogando, esse aprendizado demora, mas vem com o tempo
E não adianta tentar jogar Hell como se joga outros fps

tipo eu to deitado num arbusto impossivel de me verem, de repente booooom headshot.
 
Hei pessoal, to querendo começar no jogo. Ainda vale a pena e tal, tem muitos jogadores online ainda?
 
Hei pessoal, to querendo começar no jogo. Ainda vale a pena e tal, tem muitos jogadores online ainda?

Para quem gosta do estilo vale muito. Curva de aprendizado pode ser grande. sempre tem muita gente online.

Nao e BF nem COD, nem SQUAD, nem Insurgente. HLL e outro estilo
 
tipo eu to deitado num arbusto impossivel de me verem, de repente booooom headshot.

Se vc tiver com gráficos alto o inimigo usando preset low o arbusto dele será menor que o seu rsrsrs
 
tipo eu to deitado num arbusto impossivel de me verem, de repente booooom headshot.
Bom, dependendo da distância e do arbusto/grama, ele não renderiza.
Ou renderiza menor se o inimigo estiver com opções gráficas no low.
250 metros é perfeitamente possivel matar o inimigo, e nessa distância vegetação não renderiza direito.

Hei pessoal, to querendo começar no jogo. Ainda vale a pena e tal, tem muitos jogadores online ainda?
Eu jogo basicamente todos os dias (horário da noite, já passei das 900 hrs).
 
eu ja reinstalei esse jogo umas 3 vezes tentando dar chance pra ele mas fica dificil sempre morro e nao sei nem da onde veio o tiro.

Ixi, se ta achando ruim, nem ai gostar do Post Sciptum :haha:

A primeira vez que joguei o Hel leto loose eu também não curti, mas dei outra chance e acabei me amarrando no game.
 
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Developer Briefing #112 - Hotfix & Development State of Play!

Hey everyone,

Welcome to Dev Brief #112!

This week we're doing our weekly post slightly earlier than usual to coincide with this morning's hotfix.

So, get ready for patch notes, an update on the current VoIP situation, a development state of play from Max and the opportunity to submit your hot topics for our upcoming community Q&A.

Oh and there's a little uniform reveal for our next faction...


Hotfix Notes

We’ve released a small hotfix to address some servers not being shown in the browser. As this was a low risk fix we are able to do this by itself and you should see more servers to choose from now in the browser!

VIVOX/VOIP

We’ve been in constant communication with our friends at Vivox and are working hard with them to establish the cause of the VOIP loss in game. While several issues have now been addressed in the back-end (specific server VOIP dropouts), we feel we are getting close to a fix for the disconnect/reconnect issue.


Community Q & A - Ask your burning question!

With the first roadmap of 2021 just around the corner we wanted to again give you a chance to ask that one burning question you may have. Although we won’t be able to answer them all, we will do our best to consolidate them and give you as detailed of an answer as possible at this current point of development.

Please fill out this form for your one burning question!

We look forward to going through your questions and sharing our answers with you soon.


Development State of Play: Quality of Life, New Content and Beyond

A Message From Max


Hi everyone,

As always, the team is working across a huge amount of quality of life fixes, bug fixes, crash fixes, optimisation, new content and planning into the future.

We thought we’d take some time to quickly address the hot topics currently in the community and let you know where we're at with them:

Tank MG Hit Registration

Currently the tank is using a cheap version of hitreg that initially was designed and suited to the pre-ballistics form of the MG (linetrace). It was designed to be as cheap as humanly possible, due to the then incredibly high volume of fire that tanks could put out.

The basic thought was that continuous saturation of fire was a quick way to degrade the tickrate of a server incredibly quickly - causing lagging, rubber banding etc. After adding the ballistics model to the tank MGs, we thought in testing that the old hit reg would continue to function as well as it always had. However, we've seen since the update that there are some very strange things occurring when different angles are reached from both the player capsule (the networked position of the player on the server) and the way the hit prediction works for the MG rounds fired from the tank.

We've tested several fixes for this and each one has introduced other weird effects, so the outcome we're going to push for is implementing the infantry hit reg solution (from the handheld firearms) onto the tank MGs. While this is certainly do-able, the time it takes to do this will mean a significant rework and re-test of all vehicle mounted MGs in the game. It's on our list for the next update, but isn't something we've been able to hotfix.

HE Shells

While we limited the total insta-gib range of the HE shell, we've noticed that there are several issues occurring where players are landing shells very close to the enemy (ie within the killzone) and they're walking away unscathed.

We've investigated ways to fix this, and have reworked a huge amount of the way we trace damage from an explosive source. In testing, we've seen that landing shells can sometimes have damage occluded from the blast by tiny portions of the landscape geometry and other small props. The damage then reflected outwards and wouldn't hit the area of the player that would trigger the damage. While we've made tons of changes and custom fixes to most explosives to negate this (satchels, grenades, arty), there are still complexities to add and refine - especially on our heavy weapons projectile weapon type.

As a result, we've re-written the way in which we trace damage for the heavy weapons, both making some aspects of it more expensive on the netcode, but we've also made efficiencies in other places too. As a result, there should be no more accurate shots failing to kill your target. Obviously though, this is something we'll continue to monitor after we roll this change out in U9.

Grass Issues

Since this was spoken about recently, we’ve optimised much of the engine code that handles this and are seeing significant improvements across the board. The engine now longer force-unloads the grass, and instead keeps it culled when the player dies which then allows us to bring it back in on spawn very quickly. We’re very excited to roll this out in Update 9.

Armor Issues

There are tons of these and each dependent on the vehicle, the player and the expectation of what should happen. We've got lots of detailed feedback across this from clans and the community more broadly, and we've broken each issue down into a bug to be worked through (and many already are). There are some easy ones to fix, and then there are some tough ones to fix. Physics are always exceedingly painful - especially when using them in a way that needs to be incredibly lightweight.

The main thing here is that we're working on aspects such as: manoeuvrability, hit boxes, damage effects, shell non-pen effects, weird hitbox issues causing single shot kills, bouncing/floaty physics, offset reticles etc. The list is really long and often the moment you tweak any aspect of the physics, lots of strange things happen. In any case, we're working through the feedback as efficiently as possible to get as many meaningful changes in for U9. We should also note that we’re still building out the base armor roster for the game - including bringing in the more unsung heroes like the Pz4 and Stug, alongside the stock Sherman variants.

Metagame

We’re currently looking across all feedback and have been thinking deeply about how we will adjust the metagame in order to better enable off-set attacks on Strong Points, without returning to the previous ninja Garrison metagame.

Optimisation

This is ongoing over the course of development as we work through a ton of issues and overhaul the fundamentals. Now that many of those overhauls are complete, we've been able to make some big leaps forward, with more to come. The weapon overhaul and grass changes have increased performance, as well as other optimisations.

Tutorial and Tips

These are key for us, but they've also been on the back burner while we work out what the actual meta and functionality of the base game is before we start creating tips (that would soon become outdated the moment we changed something). The need for this and good localisation is ever more apparent, and something that we're prioritising more and more.

Localisation

With the growth of several new communities, we’re introducing improved localisation for all languages (with updates to the now long out-of-date text currently in the game) and adding certain languages. This will include iterative updates to the in game Field Manual.


Thank you all for your continued support, feedback and patience. It really goes a long way! Now, we'd like to give you a first official look at a uniform from the Eastern Front...


Russian Summer Field Uniform 1940-1943
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1. SH-40 (Steel helmet-40)
2. Summer field uniform 1940-1943
3. Tarpaulin boots
4. Universal ammo pouch
5. Mosin rifle ammo pouch
6. MPL-50 (small infantry spade-50)
7. Сable pouch
8. Small sapper ax
9. Sapper tool bag
10. Sidor (Duffel bag) with satchel charge.

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That wraps up this week's Dev Brief!

We hope you like what you've read and seen today! The team are looking forward to going through your questions for our Community Q&A and we're keen to give you some answers, so if you've got something you'd like to ask us make sure to get it submitted!

Have a great weekend everyone.

See you on the frontline.
 
Hi @everyone

I Just wanted to give you an update with the current in-game VOIP situation and thank you all for being so patient as we work to fix this. VIVOX have been working hard and have made several configuration changes to resolve the loss of comms some of you are experiencing.

VIVOX will be continuing to make a few tweaks over the next 24-48 hours as we lead into the weekend, but are already noticing an improvement and are seeing no mass drop events since these changes were made.

VIVOX have multiple people monitoring this and will continue to do so throughout the weekend. It would be great to let us know if in the weekend you are still experiencing loss of VOIP, or if your VOIP experience is now better. You can report this in the #voip_troubleshooting

I want to personally thank the entire community for your patience as we have worked tirelessly with Vivox to resolve this as quickly as possible. Apologies for the time this has taken, we remain cautiously optimistic but hopefully we are now on the road to recovery. We will endeavor to update you on this after the weekend, once we have heard back from our friends at VIVOX.

Thanks again!

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Kursk????????

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Developer Briefing #113 - Community Q&A!

Hey everyone,

Welcome to Dev Brief #113!

This week we're hosting another Community Q&A where we'll be answering some of the hottest questions that you've sent in to us!

On that front you sent us over 1,500 questions in a week! This totally blew away our expectations so thank you. The team went through them all and picked 25 that we think you'll appreciate having the answers too!

Before we dive into that though, Black Matter Community Manager Spono has the latest update on the VoIP situation:

A Vivox / VoIP Update from The Great Spoondini

Hi everyone,

I Just wanted to give you an update with the current in-game VOIP situation and thank you all for being so patient as we work to fix this. VIVOX have been working hard and have made several configuration changes to resolve the loss of comms some of you are experiencing.

VIVOX will be continuing to make a few tweaks over the next 24-48 hours as we lead into the weekend, but are already noticing an improvement and are seeing no mass drop events since these changes were made.

VIVOX have multiple people monitoring this and will continue to do so throughout the weekend. It would be great to let us know if in the weekend you are still experiencing loss of VOIP, or if your VOIP experience is now better.

I want to personally thank the entire community for your patience as we have worked tirelessly with Vivox to resolve this as quickly as possible. Apologies for the time this has taken, we remain cautiously optimistic but hopefully we are now on the road to recovery. We will endeavor to update you on this after the weekend, once we have heard back from our friends at VIVOX.

Thanks again
Spono


Your Questions, Our Answers!


Will Hell Let Loose be supported after you leave Early Access?


Yes. Leaving Early Access simply represents a consistent level of quality and optimisation across the game that we’d be happy to call a starting place for all the work to come. It is not a sign that we’ve “finished the game” and are going to move on. Once we leave Early Access, the team is poised to expand and continue as we always have - with the same or slightly larger flow of work as we’ve always had (too fast and it becomes hard to quality control and too slow and the game will feel stagnant!). We have to implement campaign mode, more forces, expand the ones we have, expand weapon and equipment offerings, add new mechanics (flamethrowers and mortars to name a few), add completely new map types, refine the metagame, continue to balance, support the competitive side, continue to optimise, add more vehicles and much more. Many of the most popular games on Steam are titles that have been out for more than five years!


What do you think about adding more complexity/variety to the AT weapons in the game, i.e. magnetic mines/charges, single-use rockets, AT grenades, etc.

This is ultimately where we want to go with the anti-tank capability. We feel it’ll be much more interesting to have a varied series of mechanics that can be used to take down different vehicles than just firing a ton of rockets at them. Ultimately the armour array is still quite undercooked. The current “medium” tanks in the roster will be replaced by the most populous mediums of the day (namely the Pz 4 for the Germans, the T34 for the Russians and the stock 40mm Sherman for the US). As a result we’ll be rebalancing the AT role to encourage different styles of play.


Are defined "Front lines" the desire of the design team or are you looking at adjusting the linear nature of sectors within maps and garrison placement? - Whilst the changes in U7 (?) were to address "ninja garrisons" with fixed lines I now see garrisons and outposts seemingly dropped in near identical locations every time.

Unfortunately the sector system (the hard squares) was a legacy implementation that has been hard to move away from, as it governs so much of the metagame. Ultimately, the key design goal is to create an organic frontline (that ideally can wrap around into the first active red row) without reintroducing the spawn bombing of the ninja garrison mechanics (where players drop the attack Garrison within the enemy SP and spawn the entire team there).


Can we expect more loadouts for the Spotters (please add satchel charges for them) and Snipers (G43 with a scope and bolt action rifles without optics)?

Yes - there’s really no limit to the loadouts we’re keen to create and implement. They’re hugely flexible for us to alter, balance and expand and it’s the key way we’re able to introduce new gadgets. Expect everything you’ve suggested and much, much more as more forces enter the game.


Do you have any ideas about new abilities for commanders? Like air strike with Stuka or rocket strafing run with P47?

Definitely. The Commander array was designed to allow us to continually expand their abilities - something that’s very easy for us to do. Expect to see Stukas, rocket strafes, nebelwerfers and more. We’ll be balancing adding these to each force in future updates.


Would it be possible to implement a way to increase/decrease command channel versus squad channel voice volumes? Also a way to equalize voices? People who increase their in game mic volume end up sounding "boomy" whereas others are almost impossible to hear.

This is something we’re discussing with Vivox at the moment, as we’re limited on the outputs. We’d love to be able to treat each channel with a different SFX filter to better distinguish them, as well as allow you individual volume control. Often the question comes up as to why use Vivox at all, given the relative issues or inflexibility. The key answer here is that other titles force the game server to carry all voice traffic. Vivox takes all our voice traffic off our game server - allowing for a much higher tickrate (networking accuracy) in game - even with 100 players all in one small area.


Are more options planned for placed weapons like the current Pak-40. I was imagining one of those 20mm flak guns or an HE mortar. Side note- you guys are awesome, absolutely amazing dev team, seriously ya'll rock.

Thanks so much for the support! Our plan is to introduce a flak position as a deployable that can be upgraded to various levels, with different functions. We’re also looking at allowing you to upgrade the AT guns similarly. We’re also going to be introducing mortars and deployables too (and most likely HMGs). There’s still a lot more to come!


UE5 may be in your hands early this year. (remember the amazing demo) So what do you think UE5 can bring to the game? Destruction maybe? More dust? ect. Keep up the good work, and be proud of what you are doing. cheers Jimmi.

UE5 is still quite a Pandora’s Box of potential complexity and features, but one we’re really excited to open up. We’re going to seek to move to it depending on the benefits in order to future-proof the title. If that lets us achieve greater performance, atmospherics or even destruction then you can bet we’ll be very keen to explore if these can be brought into HLL.


Will we also see incendiary grenades and/or molotov cocktails?

Yes! We’re actually very excited to properly add fire to the game. It will most likely be later this year, but we want to bring incendiaries in with infantry and vehicle mounted flamethrowers. Molotovs, incendiary grenades - even incendiary rounds are on the table.


It seems that developing a historically accurate flamethrower would be extremely difficult to implement. How is the team doing with this upcoming weapon, is there anything we should know, what steps have you taken to ensure its accuracy, and when do you foresee it coming to fruition? Thanks!

Funnily enough a lot of the flamethrower code already exists in the game - we just need to generate some of the FX and the work around setting up the weapon from an animation perspective. We’re going for a fuel/gel mix model - allowing you to consistently throw straight lines of fire over 20-30m (we’ll be testing the ranges). The idea is that it’ll be a way of clearing buildings at range with a high risk and reward factor. Exposing yourself to concentrate the flame, but highly effective at clearing tight spaces.


Are there any plans to add more vehicles, things like Tank Destroyers, Armoured Cars etc?

Yes, these are all planned and much more!


Will there be further tweaks to the gore system, eg. bullet dmg and stuff like bloodpools forming under dead bodies?

Yes, this is something we want to continue to refine and polish. It’s still using a lot of visually imperfect elements that we want to tighten up and make much better looking.


With the inclusion of the eastern front and what I'm assuming, more subclasses. Will you try to balance the amount of classes to each faction? IE will Germany have 2 machine gunner classes while Russia and America only have 1?

Due to the way our backend works, we’re keen to keep the number of roles in the game at 14, as expanding this will cause huge continuously multiplying complexity. As a result of this, we really see the loadouts available to each role as a way of expanding functionality across a team, and weighting it in a particular way.


Are you guys looking into adding maybe a 1 to 2 minute preparation phase before a match starts? To give people a little time to plan the attack, and to figure out what roles are needed in a squad.

This will be arriving in Update 9!


Back during the backing process of HLL, adding in the Pacific was a potential goal that wasn't met. With the success of the game so far, do you think the Pacific may be added into the game sometime in the future? Thanks for everything, and keep up the great work!

Let’s just say, if things continue as they are then we’d definitely be looking at introducing it.


How do you figure out how to balance between realism and more "game-y" elements of gameplay?

It’s always a very tough balance. It usually requires us boiling down the expectation of a feature or weapon and then considering how that could be best represented on the battlefield in a way that compliments or modifies other existing mechanics. A good example is the artillery. We felt it was important to capture the total power and devastation of it on the battlefield, and to do so we needed to introduce some limiting principles - namely, the need for teamwork in both placing marks, working with a loader and minimal game-feedback that you’re being successful. We’ll always begin with what the absolute most realistic implementation would look like and then work it back to suit the gameplay. Fundamentally it has to feel fun and to perform as close to expectations as possible - paired with an appropriate learning curve and devastating side-effects. If artillery was incredibly easy to fire then we’d have to lower it’s lethality - causing grenade-style explosions. If we make it too powerful, then we’d need to complicate it to the point where it was very inaccessible to use - lowering it’s presence on the battlefield. That is always the balance we consider - “who will want to use this?”


Are there any particular development processes you use as a small development team to release such a high fidelity game? It amazes me that such a small team can produce such a high fidelity game, arguably better than what many AAA studios have released over the last few years and as a games developer myself I like to know how the small studios get ahead.

Really appreciate the kind words - they’re a huge encouragement to the team. Realistically, I think finding the right like-minded team-members has played a huge part.


What feature are you most excited about from the future roadmap?

I think Campaign mode will tie each battle together in a really meaningful way that will give greater context and reward to the efforts of each player on the battlefield. I’m also very excited about the Eastern Front and the sheer breadth of the combat that will start to roll through the game. That you could be leading a tank column across Normandy in one battle to be hacking someone to death with a shovel in the living room of a tiny Russian Izba in the next, to dropping artillery on a rocky desert outcrop in the next battle.


Do you collect stats of every player's efficiency such as kills/times killed throughout his 'career'? Would be interesting to have a look at that not just for one round but in total (all plays) to review personal progress. Thanks

We do collect stats, and we’re going to build out a stat page in a future update. We’re keen for players to be able to see where they’re improving or efficient, and we also feel that the data will help us make better informed decisions around balance and gameplay.


What is the plan for a campaign and what is it's status?

We’re designing Campaign mode to become the default system of map rotation from server to server. Within it, we’ll pit Allies against Axis across a world map, allowing you to experience the full scale of conflict as you press for global victory. Essentially, a campaign will begin on a server and the first 5 minutes will be a both teams observing a world map of different territories. We’re thinking through the exact mechanics at the moment, but want to introduce an element of risk and reward to decision-making in this screen. Will you choose to open your campaign by attacking in the “Beaches” territory (choosing between Utah or Omaha), or will you decide to begin in the far east as the Russian forces? We need the design to be flexible enough to allow us to continually add maps, as well as introduce variety and different stakes to each battle. We want resources to be fixed, so that failing to maintain a good balance in one battle will affect the next one. In addition, the choice you make over whether you choose to attack on Offensive mode, defend on Offensive mode or fight a Warfare battle will similarly change the reward for victory or defeat. We have a huge number of variables that we’re excited to introduce - we’re currently just working over the design to make sure that it’s both compelling, competitive and balanced. It also needs to be able to house all current and future content. In any case, it will be a very, very large update post-launch as it’ll be a very significant addition to the game.


During early access it's hard to decide if you want to implement new features to bring new players, or fix bugs to keep existing players interested. How do you plan on balancing those two objectives?

It’s definitely always a difficult balance. New exciting content brings in new players and allows us to keep the lights on at the studio, but at the same time we always need to make sure we’re dealing with the bugs and less fun aspects of the game that are causing issues for the community. We’re reaching a point now though where there aren’t many surprises within the course of development. We’re finalising some aspects of optimisation and technical processes that will make development much smoother when it comes to fixing bugs and performance. Eventually we hope that we’ll reach a point where all the fundamentals work seamlessly and we can spend time widening the game.


Update 8 has been great! Especially the updates to the support and engineers. What unit type do you think needs more love the most next and what additional infantry loadouts & customizations do you have planned for the future?

Really glad you’re enjoying the additions! Ultimately we’ll be rotating through the most under-cooked loadouts to add more and more to them before circling back to the start. Initially we were so busy with overhauling key parts of the game that many of the loadouts became just different mixes of existing guns. We’re going to be increasingly moving away from introducing loadouts with existing elements, and use them how they were designed - as a way of introducing entirely new functionality (be it weapons or gadgets or equipment).


Do you ever expect the game to have tanking only maps? Would be kind of cool!

We’re keen to keep the ruleset for HLL as fixed as possible, with the main variable being the maps and forces present. That said, we know that some maps are better for infantry and some are better for vehicles. While we’d never limit the players or force playstyles in a certain direction, we’re going to be introducing some famous tank battles. It’ll become obvious once you’re in the battle why armor played such an important role in open, rolling terrain!


Night combat, do you have any plan to do any current maps but with night variants? If so, would flare guns also be looked at both as illumination and anti tank/infantry variants?

Yes, we’ll be bringing in a night mode in the future. We feel it’ll need flare guns to brighten up longer ranges and give unique purpose to the night environment. We don’t want to introduce a night time mode that just encourages players to increase their gamma!


Are there any plans to introduce rifle grenades? (spigot-type grenade launcher / Schiessbecher) + thank you for your work so far! :)

Yes, we’re very keen to introduce this to the game in a future update!


Getting Up Close and Personal!

Dedicated melee weapons are on the way! We'll be sharing how they work and more in an upcoming Developer Briefing.

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They say keep your friends close and your enemies closer...


That wraps up this week's Dev Brief!

We hope you enjoyed our latest Community Q&A session, let us know what your favourite questions and answers were in the comments as we'd love to hear what you think!

Have a great weekend everyone.

We'll see you on the frontline.
 
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Tem bastante br jogando?
Mais jogadores que Post Scriptum e menos que um Squad da vida

Jogo todas as noites, é basicamente o único multi que jogo hj em dia (mas por hora estou sem VGA :nooo:, vendi para fazer o up, mas terça devo estar na ativa novamente :awesome:)
Jogo possui alguns clans que são bem receptivos, ensinam novatos que querem aprender (mas é um jogo simples), marcam treinamentos e combinam confrontos (como esses que postei alguns posts atrás)
Agora em Fevereiro se tudo der certo irei participar de mais uma partida "oficial"
 
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