• 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

[PREVIEW] World War 3

  • Iniciador de Tópicos Chackall
  • Data de Início
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Hello, Soldiers!

This week we wanted to let you know how things are going and what the current development tasks are going on. It can be pretty obvious for us involved with the game on a daily basis, but it’s easy to forget not everyone spends 50 hours a week working on World War 3, so letting you know what we’re doing from time to time is a good thing.

0.8 Testing
0.8 has been in public testing for a while and the newest gamemode, Breakthrough, has gotten a fair share of feedback. We’re very happy to see that people love the game mode in general, but also see some problems worth addressing. We agree with this wholeheartedly and we’ve started fixing some things.

For starters, the plant/defuse visibility will be increased, so you really know when they happen. Secondly, as we wrote last week, the Retreat mechanic is now fleshed out further: the attacking team won’t be able to rush the next objective until the retreat is finished. We will rebalance the points that attackers and defenders get, move some stations around and fix some bugs that make Breakthrough a bit less enjoyable.

You can catch up on the BRE feedback in this topic and throw your two cents in - we encourage you to do so! The overall 0.8 feedback topic is here.

Some of those changes are already done or are being done, so keep training on PTE so you can help new players once 0.8 hits Live. Yes, help. Not crush.

Vehicle armor poll
Our design team asked the players about the current armor system. The main idea behind this is to know what makes sense for the players and what is still not explained well enough. Because the time for balancing is coming soon, we want to be prepared and know what our players want and need, so we can make better decisions, so log in and let us know where you stand!
https://forum.worldwar3.com/index.php?/topic/10826-poll-vehicle-armors-system/

HUD Improvements
We’re also working on the new HUD a lot, with changes to the strike bar on the bottom, some icon redesigns and implementing feedback we got on it from you. It seems to be a big hit in general, with a few points of contention, which we’re addressing.

Optimization
On the optimization front, we’re starting to move more and more resources into making the game smoother as we’re nearing the 1.0 slowly. This will ramp up greatly before release and we’re expecting big changes in the last patch or two. Right now we’re optimizing the loading order of things (especially levels) and moving more and more things to be loaded asynchronously (or “on-the-fly”), so the freezing related to loading assets when playing (streaming, player or vehicle customization etc.) should be reduced. It requires some changes to the item database, so there’s no ETA, but we’re constantly working on optimizing the game and making it work better.

Movement system
We’re currently still in the process of merging the movement system into the newest version of the game. It will take some time, because since we started working on it, the game changed a lot and we have to make sure we’re not breaking anything and the system works as intended once merged together. It’s more of a tedious and repetitive work, so it takes some time. It’s getting close, and we can’t stress how excited we all are to show it to you. Remember - we can’t wait as much as you do!

Other work

The other work is progressing as always: more vehicles, more attachments, more weapons, more maps, the new UI is progressing nicely - we’re also working on a firing range in tandem. There’s some cool things coming to the player progression, constant bug fixing and so on - there’s a lot of cool stuff coming to World War 3 in the coming weeks and months.

We won an award!
We've also received another award for our game - this time from a polish magazine. The award took a bit to get here, but it finally arrived and now we can present it to you. World War 3 is the Best Polish Game, as voted during the IThardware for Gamers 2019 plebiscite! Thank you for the recognition - the coming year will be even more exciting!
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Next Week
As we wrote in last week’s report, we’ll be creating a community trailer for Breakthrough game mode. Keep recording, make sure you’re ready when we open the submissions up!

One more small thing: November 11th is a national holiday in Poland, so the Weekly Report will be late by about 24 hours, so don’t be alarmed, when the report is not out on Monday.

See you then and thanks for reading!

- World War 3 Team
 
Weekly Report #38 - Last Week in World War 3

Progress update
The development is going smoothly and without major problems since we’ve finally finished work on the engine switch. It’s mainly finishing up things, but also working on brand new stuff for 1.0, optimization and bug fixing.

Breakthrough
Our newest game mode is currently in internal testing after finishing up the required fixes and improvements. The main changes revolve around how Retreat works and the player HUD.

New retreat doesn’t let the attacking team advance until all defenders have left the previous zone. This means that the constant sprint towards next objective will be broken up with some hunting for marked enemies. Both teams want to retreat as fast as possible - but we know some people will be caught off guard deep into the enemy territory.

Rest of the changes are some point location switches, more pronounced information: big icon that lets you know about a bomb being planted, blinking red light on the Radio Station, a beeping sound and so on.

As soon as we’ve confirmed it working as expected, it will be released to the PTE and later to Live, once the community deems it good.

Progression 2.0
We’ve finalized design of the new progression system and started to implement it into the new customization menu. We’ll have more on how it works in future Reports, but for now let’s say it shouldn’t leave you with millions of dollars on your account and nothing to spend them on. It should also provide challenge and things to do for people that have unlocked everything already.

It’s designed to be fun for both new players and World War 3 veterans - which may sound weird when talking about a game that is yet to be released, but some people have played for over a thousand hours already. This is a great example of a system that will benefit greatly from the game’s time in Early Access, as we’ve seen all kinds of players and we have all kinds of data to base our decisions on.

This will hopefully lead to a progression that satisfies a new player by giving them new tools frequently, but not overwhelmingly so, and will give veteran players ways of still progressing years into the game’s life.

New progression is scheduled around the Customization 2.0, so we don’t have a date on that one yet.

Breakthrough Community Trailer
We’ve already received some submissions for our community-driven trailer for our community-driven game mode, but we want more! The more submissions we get, the higher chance the overall video will be of a higher quality, so make sure to grab some sweet actions and send it to us under contests@worldwar3.com - just remember that videos should be fairly short and of good enough quality; after all, it has to look sick!

The rewards have also been upped in a somewhat unusual way, so get to know more here: https://forum.worldwar3.com/index.php?/topic/10948-breakthrough-community-trailer-submissions-are-open/

We will see you in our next Weekly Report!

- World War 3 Team
 
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Greetings, Soldiers!

This week, we wanted to show you changes we made in the user interface in the last few patches. Current version of the new HUD is available to test on the PTE (Public Test Environment) and we’re testing them together with players interested in helping out - giving us feedback on what’s working and what isn’t.

Since the beginning of Early Access we’re had the same goal in mind - we want the final version to be much better and polished in all aspects. Changes in the user interface are just one of the many steps we want to make to take the game into a better quality product.

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Player HUD - First Impression

The new HUD was completely redesigned with player experience, creating new and better features in mind as well as keeping it a consistent, military and minimalist style. The HUD is divided into two stages and nine regions, where stages are determined by how much focus is placed on them and regions are containers for certain features or information.

This main user interface is also a basis for all other HUDs - we’ve based the Strike HUD redesign on these principals as well and we’ve used the Strike redesign as a proving ground for choosing the best spots for each region and it’s functionality.

Thanks to doing it like this we’ve gotten plenty of information and time to choose how to best utilize the HUD and the segmented design and it will also be useful in the future, as we’re certainly going to be adding new HUD elements and changing how stuff works if we decide it would be for the better.

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Icons and Typography

We’ve created a new style guide for every element included in the main game view. This style is one focused on usability and clarity of information and this change is mainly visible in the typography. All those changes mean that the interface became much more readable and clear to the user. Some of the changes are: bigger and more pronounced important information like ammo count and health, weapon name and mods, world markers or strike icons and costs. Changes like that have a very real impact on how informed the user is about their current situation. New typography will also be used in the new customization UI, which we’ve presented in previous Reports which will bring everything together and make the whole UI connect.

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We’ve also redesigned and improved a lot of the icons in the game. This can be mostly visible in the new strike bar on the bottom of the screen and looking at gadget and grenade icons. We’ve given them distinctive shapes to easily distinguish them from one another and they’ve been given enough space around to breathe and be easily seen by the user. On top of that, each of those icons has some responsiveness, like toggle state and ability to blink, making them much more visible when they’re important. We can animate those properties now, so a gadget that’s freshly off-cooldown can blink to attract attention and inform the player better about its availability.

Each of the stikes now has a distinctive icon that shows not only what the strike is, but also what it does. We’ve also added more clear info on which strike is open to use, what is it’s category, when the cooldown runs out and so on.
Messages

We’ve improved how in-game messages work and look, adding some color and an icon to easily convey the message without needing to really read it. This change will make the information much more useful and quicker to read, improving the overall awareness of the soldier, offloading the cognitive load from reading and instead making them just understand the situation better without thinking about it.

It’s really important in the newest game mode, Breakthrough, which is very quick and dynamic and required good orientation in what’s happening around.
Summary

We’re constantly improving the HUD system and we’re open to all ideas and improvements, because we’re committed to having a final version of the interface be a world class feature. It’s important to us to merge the informational layer with the military style. This is why we’re taking so much care in making sure all our decisions improve the awareness and information that the player receives. It’s also important to keep it in the military spirit and to make it look good. We’re working hard on pushing patches and we will be gathering feedback on the new HUD from you and reacting to it.

See you next week!
 
Liberaram o patch novo no Steam! A performance melhorou muito no meu pc e ainda está com o modo novo de jogo!

Agora realmente é a hora da comunidade de jogadores começar a voltar para esse game! Acho que os piores problemas parecem terem sido resolvidos!
 
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Here it is! The long awaited community game mode is here. Breakthrough is a dynamic and intense experience that will require quick thinking and steady aim. Teams are split into two roles: attackers and defenders. The goal of the attackers is to destroy enemy Radio Stations by means of explosive charges (plat them by holding F), C4, grenades, strikes or big caliber rounds to advance the match forward. The goal of the defenders is to stop the opposing team from reaching and destroying the Stations.

Match ends when all of the stations are destroyed and attackers win, or when the timer elapses and hits 0 - that's the defenders win condition. Timer starts at 15 minutes and each pair of stations that are destroyed will increase it to 5 minutes. Match can take anything from 15-25 minutes, so stay frosty.

Important: we've temporarily removed Anders from the game. This is intentional as it was the main reason for crashing and instability. As soon as we've fixed the issue, it will be back, so don't worry!

This patch also introduces a few optimizations, mostly in the frame pacing and stuttering areas. As always, keep us updated on your thoughts and send us your feedback - we're reading it all!

Update 0.8 Patch Notes

[KNOWN ISSUES]

  • There are some problems with displaying customization in TDM, we're working on a fix. You will see default customization, but have the proper one in-game.


[CONTENT]
  • New game mode: Breakthrough,
  • New Infantry HUD,
  • New Strike: Napalm,
  • Adding Leopard2 Gepard anti-air vehicle to base spawns on Warzone,

[IMPROVEMENTS]
  • Disabled not being allowed to join when the match is ending,
  • Collimator glass is less dark now,
  • HUD: new in-game chat window,
  • HUD: new strike bar,
  • HUD: hiding armor status icons if armor is not present,
  • HUD: added current soldier weight class,
  • HUD: changed inventory status widget,
  • HUD: added laser/flashlight status icon,
  • HUD: improved kill feed,
  • HUD: added headshot indicator to kill feed,
  • HUD: destroyed vehicles will now show up on the kill feed,
  • HUD: changed icon resolution to sharpen them up,
  • HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD,
  • Many other, small improvements,

[BUGFIXES]
  • Reduced crashing on both client and server side,
  • Fixed invisible packs,
  • Fixed spawning in a wrong place when there's no space to spawn around selected player,
  • Fixed being able to look inside a building with Mini Done gadget,
  • Fixed lasers staying while throwing grenades,
  • Audio attenuation and occlusion fixes,
  • Claymore spawning fix,
  • Fixed destroyable objects not having particles at the start of the round,
  • Fixed some minor issues with mudflaps and other addons,
  • Fixed RPG Nets issues of Leopard 2A6 Body Armor,
  • Fixed wrong gib mesh in Commando turret,
  • Other bugfixes,

[OPTIMIZATION]
  • Fixed some stutters on the render thread,
  • Fixed stutters on the render thread when updating material scalar parameters,
  • Fixes for reloading assets that were already loaded (reduced stuttering),
  • Disabled per frame calculation on multiple objects,
  • Deleted empty skins to reduce stutters,
  • Disabled DoF calculations for vehicles that are far away.


- World War 3 Team
 
Alguem jogando o Game ainda? Peguei hoje e vou dar uma testada hoje a noite pra ver qual é.
--- Post duplo é unido automaticamente: ---

 
Alguem jogando o Game ainda? Peguei hoje e vou dar uma testada hoje a noite pra ver qual é.
--- Post duplo é unido automaticamente: ---
Eu ainda jogo mas ainda não vi como tá o novo update, recomendo dar uma olhada nos server Europeus pois é onde tem mais players
Acho que só vou ter tempo para jogar no fds :sei:
 
Alguem jogando o Game ainda? Peguei hoje e vou dar uma testada hoje a noite pra ver qual é.
--- Post duplo é unido automaticamente: ---
quase todos os dias estou jogando, se quiser add pra jogar.
 
Joguei esse modo novo, e como já gostava do modo "Rush" do BF, não tem como gostar desse, já que é o mesmo propósito e o cara ainda pode levar um MTB para ajudar. rs

Agora tenho passado mais raiva no jogo devido a burrice da turma, pois parece que boa parte da turma não se tocaram que quando você destrói o rádio, ele vira um ponto de respawn.

Nisso tem rádio que fica localizado atrás de outra um pouco mais distante, nisso se a turma tentar explodir esse primeiro, o outro rádio que falta explodir vai ficar localizado no meio do respawn da qual ele será atacado pela frente, trás e pelos flancos, mas a turma parecer querer destruir na ordem do mais próximo de onde renasce.

Como a larga maioria só quer apenas fazer "Kill", eles acabam que deixa o rádio mais distante do tiroteio desprotegido, nisso em todas as vezes que joguei ontem, sempre destruía essa posição e muitas vezes o outro time nem se toca que esse rádio está sendo atacado.

O jogo é bom, mas tem poucos jogadores da qual eu só consigo jogar umas 7 a 10 partidas entre os horários de 16h à 19h em dia de semana, depois das 19h o publico somem. Só no Sábado e Domingo é que começa mais sedo da turma jogar.
 
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Última edição:
Joguei esse modo novo, e como já gostava do modo "Rush" do BF, não tem como gostar desse, já que é o mesmo propósito e o cara ainda pode levar um MTB para ajudar. rs

Agora tenho passado mais raiva no jogo devido a burrice da turma, pois parece que boa parte da turma não se tocaram que quando você destrói o rádio, ele vira um ponto de respawn.

Nisso tem rádio que fica localizado atrás de outra um pouco mais distante, nisso se a turma tentar explodir esse primeiro, o outro rádio que falta explodir vai ficar localizado no meio do respawn da qual ele será atacado pela frente, trás e pelos flancos, mas a turma parecer querer destruir na ordem do mais próximo de onde renasce.

Como a larga maioria só quer apenas fazer "Kill", eles acabam que deixa o rádio mais distante do tiroteio desprotegido, nisso em todas as vezes que joguei ontem, sempre destruía essa posição e muitas vezes o outro time nem se toca que esse rádio está sendo atacado.

O jogo é bom, mas tem poucos jogadores da qual eu só consigo jogar umas 7 a 10 partidas entre os horários de 16h à 19h em dia de semana, depois das 19h o publico somem. Só no Sábado e Domingo é que começa mais sedo da turma jogar.
E provavelmente vai continuar assim com poucos players até o lançamento (exceção é o jogo em acesso antecipado ter muitos players)
Todo jogo em acesso antecipado é sofrível o numero de players, resta esperar o lançamento e que todos os problemas (ou maioria deles) esteja corrigido para que os player voltem e permaneçam no jogo.

O modo rush é interessante mas queria ver um pouco diferente, em mapas diferentes ou em partes diferentes do mapa e respawn limitado para defesa e ataque (joguei apenas 1 partida desse modo)

Os desafios colocados no patch 0.7 é uma coisa muito positiva
Skins e personalizações são legais (muitos players gostam)
Otimização aqui complica um pouco, no meu Pc na patch 0.6 era PERFEITO, no 0.7 alguns mapas ficaram bem RUINS, no 0.8 ainda não joguei todos os mapas
Respawn precisa ser corrigido, ainda tem muita áreas que vc nasce na frente do inimigo

Mas de resto o jogo vem evoluindo e a equipe parece estar trabalhando duro
 
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Update 0.8.1 Patch Notes


[BUGFIXES]
  • Warmup widget should now be visible again while warmup is in progress,
  • Potential crash fix in character spawning,
  • Fixed not being able to enter vehicles sometimes,
  • Proper fix for planting through walls,
  • Reward for team switch not applying,
  • Fixed bad configs on TDM - no more lags from weight mismatch,
  • Fixed map rotation constantly choosing Berlin,
  • Fixed HUD replacing deploy screen when player spawned for first time,
  • Blocked bomb planting when retreat is in progress,
  • Damage Type Modifiers for BRE station: nerfed bullet and strikes damage,
  • Fixed destroyed point marker opacity on Breakthrough (won't look like selected spawn anymore),

[OPTIMIZATION]
  • Shadow Quality setup - should improve shadow performance.



---------------------------------------------------



O jogo realmente melhorou muito com esse ultimo patch
Só não me desce essa separação de servidores (o progresso fica separado tb), hj acho que isso é o pior pq tb divide os players

Se unificar o servidores acho que iria melhorar muito o numero de players.
Mas independente gostei do que vi nesse ultimo Pacth (para mim ainda falta melhorar animações, sons e fazer pequenas modificações em alguns mapas)
patch 0.7 foi o período que menos joguei
 
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Great shooting and movement is the heart of any good multiplayer first person shooter experience. World War 3's shooting system has been favourably rated by most players, however this was not the case with our movement mechanics. We heard your feedback loud and clear, and decided to improve it in order to make the final release a polished and well-received game. We hope you'll come to notice the constant stream of improvements coming to WW3 in many areas, since it's a part of our development philosophy - listen to player feedback and constantly improve your game, learn from mistakes and never give up on polishing and the fixing process. Today we present a first peek at our new movement system we've been working on very hard this year.

The new system (not on public servers yet) is much more playable and responsive than the previous one. It merges TPP and FPP animations into one interactive, parametrised, flexible and complex system. We've spent months building it from scratch, learning and tweaking as much as possible since we understand how important it is to the final FPS experience.

Our new movement system is built on three key pillars:

Responsiveness [be responsive not clunky] - we've heard a lot of complaints regarding the overall clunky nature and feel of the old movement system. This time we made sure you'll have total control of your actions and movement which - while slightly less realistic - results in much better gameplay.

Smoothness [be smooth and playable] - several improvements of the new system might be seen as trying to blend fire and ice - we managed to improve the movement while not getting rid of body awareness. We made sure to make the core part of the new system feel smooth and fluid while also implementing solutions such as making the weapon visible while sprinting, blending the TPP and FPP animations to give you more control over the character, adding new animations for heavy rifles or launchers, improving the weapon switching animations and much, much more.

Flexibility [be felxible at work] - the new system gives us unprecedented possibilities to do basically anything we want with the movement mechanics, which is a totally new thing for us in this respect. New movement system was built entirely in-house, so we know how to fix bugs and overcome problems as they arise, which was not possible while using the "basic" UE4 systems.

We firmly believe we're on the right track to something great, and that the combination of the new movement system and our tried and tested shooting mechanics will bring us to an entirely new level of quality impossible before. Further stress-tests and fixes need to be done on a daily basis until we release it, but today we can honestly say that our effort finally pays off.

WEAPON SCREEN SPACE
The position of a weapon on screen is absolutely crucial for the kind of experience we want to deliver - it connects players with the game world and provides feedback of what the characters are doing and what’s going on around them. Using an efficient positioning tool we were able to rethink how we show you our guns and where they're supposed to be on the screen. We used the Fibonacci curve to identify the most aesthetically pleasing location and tilt for the weapons, while making sure that the weapon models will look as good as possible (including new textures and PBR lighting improvement). You may also notice that the weapons feel slightly bigger - we can assure you that we aim to keep the proportions as close as possible to real life. The screen spaces are also more uniform within classes and weapons of similar size, which results in a more clear and coherent presentation. Extra attention was paid to all the weapons aiming directly towards the middle of the screen with a laser sight attached.
Weapon position based on Fibonacci curve

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Weapon positions in practice


REALISTIC DEPTH OF FIELD
To increase immersion we adjusted the blur and depth of field effects for iron sights and red dots. We now feature two different blur settings, one for the weapon’s base hipfire position and another one solely for aiming. Thanks to this we can set up both effects independently and offer both a natural, crisp look of the weapons when firing from the shoulder as well as a realistic depth of field effect when aiming down sights.

New adjusted the blur and depth of field effects in use


IMPROVED SPRINTS
One of the most significant challenges of the new movement system was fixing and improving the sprint and vault animations for both first person and third person views.

Some of you have reported that you don't particularly enjoy the fact that the weapons disappear during sprint, while others considered it alright, seeing it as a more realistic and reasonable approach. To be honest we were testing a lot of different concepts before the Early Access release, but our former movement system wasn't flexible enough to make all the necessary improvements. This is why this issue was put on freeze. Please remember that we've always been trying to blur the lines between realism and fun, adhering to our 'playable realism' approach.

Finally, after getting the new movement system up and running we managed to find a good solution after lots of discussion and brainstorming. It has proven to get rid of past problems and blend in with the body awareness system, while improving the overall movement dynamics.

This results in a proper balance between realism and gameplay, movement and gunfight feel smoother and more fluid. The gun is always a reference point for your movement direction, but you still feel your physical body in close combat engagements. We have also added turbo-sprint, which allows the players to quickly change position should the need arise. It lasts only for a few seconds, but used correctly can turn the tables in any situation.

Sprints showcase – normal sprint, turbo-sprint and crouch sprint


Weapons feature different animations depending on their class and player stance. Now you'll be able to immediately tell whether you're sprinting normally, crouching or dashing - all by just looking at your weapon.

IMPROVED VAULTS, SLIDES & CLIMBS
Smooth vaults, slides and climbs are very important in any good multiplayer FPS, because they give players freedom to use the environment for their advantage and they are an integral part of the movement experience. Those movement actions need to be as smooth as possible to keep players engaged in the actions they are performing, not bring them out of the combat. The mechanics of advanced movement options such as vaulting, sliding and changing your position to on-back prone have been completely redone to accomplish such a task. Some of these actions needed to be tweaked many times in order to improve the overall fluidity, since when they were too fast or too slow, they felt artificial and clunky in comparison with the rest of the new system.

Vaulting in action


Reworked sliding


Transitions between poses


You can also vault-slide over longer obstacles such as tables or sandbags with your guns blazing - we haven't decided yet it will stay in game, but it give us a lot o fun and is quite useful in gunfights ;)

Volt slides test


SPECIAL MOVEMENT - TOR ANTI-MATERIEL RIFLE
We managed to carry out our long-delayed plan of implementing dedicated movement settings for special purpose weapons the like of anti-materiel rifles. These extremely cumbersome sniper rifles are designed for long-range, stationary fire support against light and medium vehicles, eliminating auxiliary vehicle modules (cameras, RCWS etc), as well as against infantry behind heavy cover. Previously, without any special mechanics the TOR - our first anti-materiel rifle - was impossible to balance. It was essentially a cheap one-shot kill against infantrymen every single time. We decided to remove it for a while and now we reintroduce it as the first weapon of its' unique class.

TOR AMR special movement preview


Anti-materiel rifles are carried with the barrel pointed downwards since they're too heavy to be efficiently used while standing or moving. In order to be able to take aim and fire you need to go prone. This results in a brand-new niche: an anti-materiel sniper, a very distinct role on the battlefield. This playstyle requires a lot of patience and spatial awareness, which better reflects the real-life tactics for a special purpose weapon.

We're also considering to add a proper bipod mechanics, so you could be able to brace your weapon against an obstacle or a window.

MOVEMENT STRESS TEST
Finally, here's a sample of our improved movement system in action. It's still very much a showcase video, but it should give you an idea of what to expect. This stress-test was created to test any possible kinds of player movement under different gameplay circumstances - for your information, this stress-test is not as easy as its looks on the clip, but it's a very good sample, which shows the overall improvement in comparison with the old system.


As you can see the long and hard development was well worth the wait - at least we hope so. This overhaul made World War 3 feel like a whole new game now - we believe it is one of the most significant improvements to our project and we really don't want to screw up this time. We have a lot more to show but today we wanted showcased a key (in our opinion) improvements who make a major differences between the new system and the old one. Last but not least - new system was already tested online internally in last few weeks and the results were very good :)

All this was made possible by your constructive criticism and feedback - we're humbled to have such an amazing community and none of what you’ve seen could be possible without your feedback and help!

Merry Christmas and Happy New Year from the whole World War 3 team, thanks for staying by our side!

We won't have a weekly report until January, so see you then!

- WORLD WAR 3 TEAM
 
Tá aí um jogo que eu quero voltar a jogar novamente.
Aguardando o lançamento do versão final com todas as melhorias e mais.
 
Tá aí um jogo que eu quero voltar a jogar novamente.
Aguardando o lançamento do versão final com todas as melhorias e mais.
Jogo evoluiu muito no ultimo Patch, nem parece a versão 0.5 que comecei a jogar
Esse patch das novas movimentações tb será muito bem vindo, só quero que melhore cada vez mais e mais.

Minhas reclamações são 2
-Som - que já foi falado que será melhorada
-Mapas - queria mapas com um pouco mais de possibilidades


Jogadores com o passar dos patchs vão voltar

Tem que lembrar que o jogo era para ser 32x32
E hj é 16x16 (os mapas foram reduzidos) e na minha opinião deveria ser um jogo 20x20 acho que assim a disputas ficam mais "organizadas"
 
UPDATE 0.8.4
e22d4beb5c9a95eb6fd0320b3c6c62b2ab6e8a10_960x311.png


First one after the break! The biggest problem right now is the random server disconnects which should be fixed in this patch, but we can't be sure as this is a bug that isn't manifesting in internal testing. Let us know if 0.8.4 helped!

Update 0.8.4 Patch Notes

[BUGFIXES]

  • Possible fix for disconnects (needs further testing),
  • Fixed a server crash,
  • Fixed client vehicle ammo not reflecting the real value on the server (reload bug),
  • Fixed F5 crashing the game,
  • Fixed Scar-H rail not accepting attachments,
  • Fixed other players rubber banding shortly after respawning,
  • Fixed text messages overlapping on the Breakthrough HUD,
  • Fixed incorrect widget position of Squad List Widget,
  • Fixed missing vehicle HUD for 1st person on some vehicles,
  • Temporary fix for death markers (skulls) being left on the map indefinitely,

[IMPROVEMENTS]
  • Switched drone and air vehicles to new HUD system.



ba2299903872351b7d1d450e7ca71eac4548299c.png


Greetings, Soldiers!

We’re glad to be back after the holiday break, to start this new year with renewed energy and passion. Since last Weekly Report, we’ve had a lot of positive feedback, along with some questions from the community, some of which we’d like to answer.

First of all, we’re really happy with the response we got, we’ve put a lot of work into the new movement system and we’re sure we can get it to a standard that wouldn’t be looked down upon even in a AAA title. There’s still some work to be done with it, but it should be out for PTE testing (at least in some capacity) soon.

We’d like to share with you a few videos about the last Weekly Report:

BigfryTV (EN)


Mestre (PL)


TactiGamer (EN)


Abel Green (EN)


You had a few questions as well, and some of them came up again and again, so we thought it’s a good place to answer them so there’s a singular place to point people that are interested. A few of you asked about the third person animations, which weren’t shown in the last Weekly Report. Those are also brand new and those changes include stuttering while vaulting, and adding cooldowns to laying down and crouching to eliminate spamming of those actions.

The previews you saw do not represent the final quality and it’s safe to say that we will be tweaking them and making adjustments even after the animation system is in your hands.

One of the design goals of the new system was better performance for both client and server, so it should add some FPS back. It probably won’t be a massive difference for most people, but it’ll be there and it will benefit low spec PCs the most.

Humble Winter Sale 2020

For those that don't know, we've joined the Humble Winter Sale 2020, where you can grab a copy of our game for a discounted price. The game is 33% off, so a solid chunk of the initial price! If you want to purchase World War 3 for yourself or for a friend, you can do so here:
https://www.humblebundle.com/store/world-war-3

Once again, thanks for the feedback, comments and questions and see you in the next Weekly Report!

- World War 3 Team.
 
51277b9dadb15df624d1783efb726a8675e75632.png


Greetings, Soldiers!

Today we’re going to provide you with a brief insight into our damage model. We’re glad that most of you are satisfied with our current TTK (shoutout to Admiral4000 and his buddies), and at the same time we hope that showing you the inner workings of our system will be an interesting read.

Final player damage in World War 3 is a sum of a couple elements:

  • Bullet caliber - each one inflicts a certain amount of base damage
  • Barrel length - long barrel is more efficient on longer distance, while short barrel is geared towards CQC.
  • Distance from target - the further the target, the lesser the damage
  • Helmet/Armor class - heavier/better material = less damage
  • Shot placement - based on hitboxes and their multipliers
  • Bullet type - armour piercing (AP), hollow point (HP) and full metal jacket (FMJ) bullets have different damage multipliers as well

In this article we’ll analyse perhaps the most frequently used assault rifle caliber - the NATO 5.56mm cartridge. It’s what the M4, M416 and one of your favourites - the SA80 is chambered in.

The base damage of the 5.56mm caliber is 31, which means that killing an unarmoured (or lightly armoured) enemy takes 4 shots (3x31 = 94, + 1 shot to finish ’em off).
We can control the damage of any caliber by using a simple, table based tool - just like this one:

lyyxZLn.png


As you can see the damage curve goes down at 9000 Unreal Units (basically centimeters), or 90 metres from the shooter. You can check the damage curves out yourself in the customisation menu - once you choose your barrel, you immediately know at what range it’s most efficient.

4zvqQ68.jpg


What this particular curve shows you is that there’s no damage falloff until the 90 metre mark. After this mark the damage decreases to finally reach 26 at the 105 metres mark.

The performance of a long barrel is more consistent, meaning that the falloff is less steep - it goes from 29 at 0 to 90 metres down to 28 at 105 metres, making it a better choice for long range combat.

Short barrels work the other way around - they provide you with increased damage sub 90 metres (in this case: 33), but the falloff after the 90 metres mark is the steepest of all - it falls to 23.

Quite simple so far, right? It would be, if you always scored a clear hit to the guts followed by a proper splatter of blood.

usxH0b4.jpg


This, however, is not the case because now the armours, helmets and hitboxes come into play.

kijoQt2.jpg


At this point we’ve got 3 classes of helmets and 4 classes of armours. The general idea is that the heavier a piece of armour is, the more protection it provides. To give you an example - the lightest, HDPE armour won’t do much good against a powerful rifle cartridge, but it will slightly decrease the damage inflicted by a 9mm pistol round. You can always check the performance of a particular armour plate or helmet in the customisation menu.

We’ve performed detailed calculations for every armour and helmet class to make sure proper balance is achieved and retained. Our calculations take into consideration the caliber, bullet type, distance… Literally all the stuff needed to properly design a convincing, well-balanced damage model which - in times of need - is easy to rework or improve.

SdNpJEa.jpg


What you can see on this screenshot is how we handle hitboxes and collisions. The armour protects most of the torso, so shooting the centre of mass (as one usually does on a real battlefield) requires you to take the armour into consideration.

miPEf7O.jpg


mLAFbmM.jpg


Here you can take a look at how we control the damage modifier for different parts of the body. These are the current values, which we’ve decided upon after lots of testing and in-house discussion.

Using these multipliers it’s easy to count that if the base damage of a 5.56mm bullet is 31, then a headshot to an unprotected head will inflict 93 damage, while a shot to the arm will result in ~21 points of damage. That’s precisely what the game does, when your character gets shot. This info is readily available to you on the killscreen each time you get fragged. The last, decisive hit is marked in red.

blgQL7F.jpg


3x21 (shots to the left arm) = 63, 1 shot to the armour plate = 26 (the plate deflected 5 points of damage), 1 shot to an unprotected part of the body = 11. 63+26+11 = 100, meaning you just got fragged.

The last thing we’d like to mention today is the bullet type. At this point there’s three of them, each available as additional ammo within the customization menu. You’re free to take one magazine of this ammo onto the battlefield anytime.


  • FMJ: full metal jacket bullets are the standard ammo used in WW3. They retain the base damage of a particular caliber, while penetrating the armour at 20% efficiency.
  • AP: armour piercing bullets retain the base damage while their armour penetration value is increased to 40%
  • HP: hollow point ammo penetrates the armour at only 10% efficiency, but does increase the base damage by 20%, which in the case of the 5.56mm bullet would mean it’ll do not 31 but around 37 damage to and unprotected area of the body, effectively decreasing the amount of bullets needed to kill from 4 to 3.


Carefully timing your shots, proper aiming and the right choice of weapon, barrel and ammo should provide you with a satisfying kill no matter the situation.

We hope you enjoyed this brief look behind the curtain of our damage model, thank you for staying by our side - good times are coming for World War 3, so we please stay with us in the future!

See you in the next Weekly Report!
 
Esse jogo ja esta bom para o pc?

Tem muitos br jogando?
 
Esse jogo ja esta bom para o pc?

Tem muitos br jogando?
Bem poucos
Servidor NA estão sempre vazios
Servidores Europeus sempre encontro partidas mas um ping alto (220)
Ontem joguei algumas boas partidas
Geral está pedindo para inserir BOTs no jogo mas os desenvolvedores não vão colocar

Pela quantidade de de mudanças que estão fazendo a versão 1.0 vai ser quase um outro jogo (acompanho cada anuncio)
 
Última edição:
Este jogo vai ficar com quando for lançado. Pegar em early access é só se for por curiosidade mesmo. Não vale a pena pegar agora. Melhor esperar lançar.
 
acecc35409902bccf1b9df7124f936531ac53ea9.png



Welcome back, Soldiers!

We have some plans to improve the game experience for our players and make sure the catch-22 of people not playing because people aren’t playing is being addressed properly. Currently we have three regions that you are automatically assigned to based on your location: North and South American region, Europe and Africa region and Asia and Oceania region. You are not forced to play on your region, but it’s not very convenient to switch and you don’t have your profile on the other regions, so you have to unlock everything again if you decide to try a different region to play with friends or look for more populated games. This way of doing it is no longer good for the game, so we’re changing it.

We’d like to explain the issue as best we can and what are the steps we’re taking to make sure it’s the best solution to current and future problems.

Regions Explained
First of all, a bit of an explanation why the regions were split in the first place. At the start of the Early Access, we anticipated that traffic might be a problem, so we decided to split the load between three distinct regions, additionally providing better pings for everyone and avoid confusion of not knowing where the server is located and how to adjust your playstyle to different networking environments. Sadly, this wasn’t enough and our Master Servers were overloaded and in turn out we had to redo portions of the design and implementation to better facilitate large traffic and futureproof the whole system for even bigger loads once they occur later in the game's life.

We’ve written about the whole situation already, so we’ll keep it short here - the new MS design is - in theory - fully scalable and should be able to handle as many players as needed with only minimal changes or no changes at all.

At this time, with the reduced population and much more robust Master Server, there’s no real need to keep the regions separate. A lot of players choose to play on the EU/AF region because of the bigger population, which in turn makes other regions even less populated, exacerbating the issue even further. Additionally, switching region is done outside of the game and not everyone knows about it, and the new Steam Library design actually made it even more hidden. That’s why we’ve decided to do the merge now, since there’s nothing stopping us apart from merging profiles together, which we’ll talk about next.

How is it going to work?
We’re currently testing if our solution works and doesn’t produce weird results when merging 3 databases together. Our merging tool first checks all three regions for each SteamID, chooses the one that had more time played (represented by earned XP total) and keeps the configs from this database. We can’t really merge customization configs, so we have to choose. After that, it gathers all the XP and currency earned and adds them together, so all your hours played are reflected in the new, merged profile. The only part of player profile that can see some loss are the statistics. For various reasons, we have to choose one of the statistics sets, so the one from the most played profile will be chosen and copied over to the new profile.

We know that some of you don’t really care about this and would be happy to start over, but there are those players that care about their profiles and we wanted to do this right. Of course, we could just take one profile and that’s it or even do a full wipe, making this much easier for us, but we think that this way more people are going to be happy about the merge.

What will change?
After the merge is over (and it will take a few hours of downtime, so we’ll try to give an advanced notice and do it at an opportune time), all players from all regions will see every server in the server browser. Right now the server browser sorts first by a number of players and second by ping. This will ensure that every player that joins the game has someone to play with, even if with a sub-optimal ping. We hope that because of this change, people that are close together will naturally gravitate to servers with better ping for them and it will reduce the number of people starting the game up and seeing nobody or very few people to play, increasing the overall population of the game and slowly climbing back up in regards to overall player numbers. After all, it’s better to play with high ping than to not play at all.

Additionally, this will mean that we have to pay close attention to ping advantage and make sure it doesn’t negatively impact the game for people with good ping.

A very important information is that we’re not moving our dedicated servers anywhere, they will still be available just as they were, everything that changes for you, as a player, is that you will now see servers from all regions in your server browser. They have names that represent their region, so you can still choose to play on a server closer to you!

Effect on netcode

The unfortunate side effect of physics and how the Internet works is that you can’t make a real-time game 100% fair for every player, because that’s only possible when they are at the same distance from the server and on the same connection. The issue here is the aforementioned ping, which is the network latency between the player and a server. It’s measured in milliseconds and in general, in a fast paced shooter pings over 100ms can make a noticeable difference in how the game plays and who has the advantage. There’s many ways of mitigating it, but most of them are a tradeoff between the game’s responsiveness and simulation accuracy, so it’s always a decision in which direction we should go - make the game less responsive, but more fair or more responsive, but less fair towards either people with lower or higher ping.

A simple example of this problem is as follows: you are running behind cover with 50ms ping, which means that at any point in time on the server you are 50ms in the past. On your screen, you clearly went behind cover, but you still get shot by someone. It took only 50ms for you to send the information to the server that you’re hidden, so it should be fine, since this is rarely enough to really feel the delay.

Your enemy, though, has 450ms ping. This means that they get updated about your position from 500ms ago (that’s half a second), when you were not behind cover, so they clearly hit you and their shots should count. This happens because your movement took 50ms to reach the server and then 450ms to reach the enemy - they see your state from the past.

If you are responsible for netcode, now it’s decision time: who do you give an advantage to? If you make it 100% accurate, for people with ping over 100-200ms your game will be basically unplayable, because they will be shooting at places their enemies aren’t occupying anymore and they would have to learn to lead their shots based on their ping, which also can fluctuate, making the most important part of a shooter - the shooting - not fun at all.

This is something that cannot be fixed, because of the speed of light and additional latencies on the networking infrastructure between your enemy and the server, so you did nothing wrong, but they also did nothing wrong if they got matched automatically into your game or if they just aren’t in a position to improve their connection.

Very early in development, we had to make a decision about ping advantage and which player should have a better chance of winning one on one firefight: someone with lower ping, or someone with higher ping? This might seem like a no-brainer, but it’s not that simple, as there’s a lot of people playing on a bad Internet connection, playing with friends from far away or just living in a remote location. We decided that people with lower ping should have an advantage over those with ping higher than 150ms. In our example above, they player with 450ms of ping would not have their shots counted, but if their ping was lower, about 150ms, they would count, and you would get shot. We think that the 150ms boundary is a good balance between being fair and accurate.

Another big reason for this decision was to avoid people that intentionally abuse designs that promote high pings by using lag switches and other methods to gain an unfair advantage in a multiplayer game. If you server accepts hits that are from the past, you can basically introduce an interruption in your connection, shoot a few people, bring it back and those shots would count on the server - which is something we decided was unacceptable.

Right now the system is working well, but it’s not perfect and we hope that this merge will give us additional data and testing to make sure the game is as fair as possible for as many players as possible and that people that can and choose to play with good ping are not punished. It might take some time to iron out the details, so we hope you understand that at first, especially right after the merge, there might be a lot of players that are playing with higher ping than they should.

Once the player base is healthy again, we have some plans to limit where you can connect by ping and try to keep people playing with others that are closer to them. We want to wait a bit with introducing this,as at first a restriction like this would negate the benefits we hope to achieve by merging the regions in the first place.

We have some work to do with lag compensation and other techniques that are implemented in World War 3’s netcode for optimal experience, but we are confident we can make it one of the best in the industry.

When?
At this time the plan is to make this change this week. We’re still making sure it will work as intended, though, so this is not a firm date. However, it shouldn’t be really noticeable and the patching required is minimal.

Thanks for reading and see you in the next Weekly Report!



FINALMENTE :cuti:
 
Finalmente mesmo !!! vai ajudar muito isso ao jogo! pq geral fica no servidor europeu ......
 
acecc35409902bccf1b9df7124f936531ac53ea9.png



Welcome back, Soldiers!

We have some plans to improve the game experience for our players and make sure the catch-22 of people not playing because people aren’t playing is being addressed properly. Currently we have three regions that you are automatically assigned to based on your location: North and South American region, Europe and Africa region and Asia and Oceania region. You are not forced to play on your region, but it’s not very convenient to switch and you don’t have your profile on the other regions, so you have to unlock everything again if you decide to try a different region to play with friends or look for more populated games. This way of doing it is no longer good for the game, so we’re changing it.

We’d like to explain the issue as best we can and what are the steps we’re taking to make sure it’s the best solution to current and future problems.

Regions Explained
First of all, a bit of an explanation why the regions were split in the first place. At the start of the Early Access, we anticipated that traffic might be a problem, so we decided to split the load between three distinct regions, additionally providing better pings for everyone and avoid confusion of not knowing where the server is located and how to adjust your playstyle to different networking environments. Sadly, this wasn’t enough and our Master Servers were overloaded and in turn out we had to redo portions of the design and implementation to better facilitate large traffic and futureproof the whole system for even bigger loads once they occur later in the game's life.

We’ve written about the whole situation already, so we’ll keep it short here - the new MS design is - in theory - fully scalable and should be able to handle as many players as needed with only minimal changes or no changes at all.

At this time, with the reduced population and much more robust Master Server, there’s no real need to keep the regions separate. A lot of players choose to play on the EU/AF region because of the bigger population, which in turn makes other regions even less populated, exacerbating the issue even further. Additionally, switching region is done outside of the game and not everyone knows about it, and the new Steam Library design actually made it even more hidden. That’s why we’ve decided to do the merge now, since there’s nothing stopping us apart from merging profiles together, which we’ll talk about next.

How is it going to work?
We’re currently testing if our solution works and doesn’t produce weird results when merging 3 databases together. Our merging tool first checks all three regions for each SteamID, chooses the one that had more time played (represented by earned XP total) and keeps the configs from this database. We can’t really merge customization configs, so we have to choose. After that, it gathers all the XP and currency earned and adds them together, so all your hours played are reflected in the new, merged profile. The only part of player profile that can see some loss are the statistics. For various reasons, we have to choose one of the statistics sets, so the one from the most played profile will be chosen and copied over to the new profile.

We know that some of you don’t really care about this and would be happy to start over, but there are those players that care about their profiles and we wanted to do this right. Of course, we could just take one profile and that’s it or even do a full wipe, making this much easier for us, but we think that this way more people are going to be happy about the merge.

What will change?
After the merge is over (and it will take a few hours of downtime, so we’ll try to give an advanced notice and do it at an opportune time), all players from all regions will see every server in the server browser. Right now the server browser sorts first by a number of players and second by ping. This will ensure that every player that joins the game has someone to play with, even if with a sub-optimal ping. We hope that because of this change, people that are close together will naturally gravitate to servers with better ping for them and it will reduce the number of people starting the game up and seeing nobody or very few people to play, increasing the overall population of the game and slowly climbing back up in regards to overall player numbers. After all, it’s better to play with high ping than to not play at all.

Additionally, this will mean that we have to pay close attention to ping advantage and make sure it doesn’t negatively impact the game for people with good ping.

A very important information is that we’re not moving our dedicated servers anywhere, they will still be available just as they were, everything that changes for you, as a player, is that you will now see servers from all regions in your server browser. They have names that represent their region, so you can still choose to play on a server closer to you!

Effect on netcode

The unfortunate side effect of physics and how the Internet works is that you can’t make a real-time game 100% fair for every player, because that’s only possible when they are at the same distance from the server and on the same connection. The issue here is the aforementioned ping, which is the network latency between the player and a server. It’s measured in milliseconds and in general, in a fast paced shooter pings over 100ms can make a noticeable difference in how the game plays and who has the advantage. There’s many ways of mitigating it, but most of them are a tradeoff between the game’s responsiveness and simulation accuracy, so it’s always a decision in which direction we should go - make the game less responsive, but more fair or more responsive, but less fair towards either people with lower or higher ping.

A simple example of this problem is as follows: you are running behind cover with 50ms ping, which means that at any point in time on the server you are 50ms in the past. On your screen, you clearly went behind cover, but you still get shot by someone. It took only 50ms for you to send the information to the server that you’re hidden, so it should be fine, since this is rarely enough to really feel the delay.

Your enemy, though, has 450ms ping. This means that they get updated about your position from 500ms ago (that’s half a second), when you were not behind cover, so they clearly hit you and their shots should count. This happens because your movement took 50ms to reach the server and then 450ms to reach the enemy - they see your state from the past.

If you are responsible for netcode, now it’s decision time: who do you give an advantage to? If you make it 100% accurate, for people with ping over 100-200ms your game will be basically unplayable, because they will be shooting at places their enemies aren’t occupying anymore and they would have to learn to lead their shots based on their ping, which also can fluctuate, making the most important part of a shooter - the shooting - not fun at all.

This is something that cannot be fixed, because of the speed of light and additional latencies on the networking infrastructure between your enemy and the server, so you did nothing wrong, but they also did nothing wrong if they got matched automatically into your game or if they just aren’t in a position to improve their connection.

Very early in development, we had to make a decision about ping advantage and which player should have a better chance of winning one on one firefight: someone with lower ping, or someone with higher ping? This might seem like a no-brainer, but it’s not that simple, as there’s a lot of people playing on a bad Internet connection, playing with friends from far away or just living in a remote location. We decided that people with lower ping should have an advantage over those with ping higher than 150ms. In our example above, they player with 450ms of ping would not have their shots counted, but if their ping was lower, about 150ms, they would count, and you would get shot. We think that the 150ms boundary is a good balance between being fair and accurate.

Another big reason for this decision was to avoid people that intentionally abuse designs that promote high pings by using lag switches and other methods to gain an unfair advantage in a multiplayer game. If you server accepts hits that are from the past, you can basically introduce an interruption in your connection, shoot a few people, bring it back and those shots would count on the server - which is something we decided was unacceptable.

Right now the system is working well, but it’s not perfect and we hope that this merge will give us additional data and testing to make sure the game is as fair as possible for as many players as possible and that people that can and choose to play with good ping are not punished. It might take some time to iron out the details, so we hope you understand that at first, especially right after the merge, there might be a lot of players that are playing with higher ping than they should.

Once the player base is healthy again, we have some plans to limit where you can connect by ping and try to keep people playing with others that are closer to them. We want to wait a bit with introducing this,as at first a restriction like this would negate the benefits we hope to achieve by merging the regions in the first place.

We have some work to do with lag compensation and other techniques that are implemented in World War 3’s netcode for optimal experience, but we are confident we can make it one of the best in the industry.

When?
At this time the plan is to make this change this week. We’re still making sure it will work as intended, though, so this is not a firm date. However, it shouldn’t be really noticeable and the patching required is minimal.

Thanks for reading and see you in the next Weekly Report!



FINALMENTE :cuti:
por favor, resume em português :D
Nao que nao saiba ingles, mas quero evitar a fadiga kkkk
 

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