10 months ago - Hunt: Showdown - Direct link

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656s and welcome to yet another developer
659s live stream today we are going to be
660s talking about update 1.13 and we have
663s with me here the lovely tennis how are
665s you Dennis today I'm doing fine hey
667s thanks for having us hey nice to see you
669s again and we have Sam from the game
671s design team as well for his first time
673s so be nice shot hey Sam how are you hey
676s doing very well nice to be here yeah
678s it's really nice to have you here and
680s guys we have a lot to talk about today
682s uh so might as well just dive into our
686s lengthy presentation and uh we'll have a
689s lot of topics to cover and at the end we
690s will have a q a session too because I
693s already see a lot of questions in the
694s chat so we will try to answer those but
696s obviously feel free to ask during the
698s stream as well and if you catch it we'll
700s try to answer your questions or without
703s further Ado let's start and uh yeah as I
706s said today we are going to be talking
708s mainly about update 1.13 which is our
711s upcoming update which will arrive very
713s shortly
715s and in this update we will have
717s something that we've talked about before
719s uh it will be a big economy update for
722s hunt but this will have a separate video
725s that Rick and David will go through the
728s changes regarding the economy and this
730s should arrive tomorrow so we will not
732s cover this topic in the Stream because
734s it would be too long so please check
736s back tomorrow on our social channels and
738s check out that video because it is a big
741s change and you don't want to miss it so
743s again tomorrow economic video uh check
746s out all our channels on YouTube and all
749s the social media channels as usual and
751s one last important thing that a new big
755s event is coming soon uh you hopefully
758s have seen some teasers and some things
761s here and there on social media uh we
763s will have a dedicated stream for this
765s event so everything that is included in
768s that one be discussed in this stream but
770s this will come shortly as well so please
772s keep an eye out on all our social
774s channels for all the upcoming news and
776s we'll see you there again shortly uh
779s yeah we'll talk about it in early later
781s time
782s exactly uh yes but uh I think let's just
787s dive into today's update and today's
789s stream which is about update 1.13 and as
792s I said this is a pretty big topic and
794s the first thing
796s is something very exciting uh which is
799s the new shooting range tell us about it
803s so the new shooting range is coming up I
805s we've done the tutorial in the last
807s update right there's a big new feature
810s and the shooting range has been another
811s thing we've been cooking up for a while
812s now
813s um basically the idea is that we want to
815s give players a chance to practice a
818s little bit and while you can do already
820s a lot of practicing against for example
821s AI by replaying the tutorial right like
824s try out the boss try different AI types
827s Etc it's very hard to try out things
829s against other players except for
831s fighting other players so this is the
833s main motivation if you want to provide a
835s place where you can kind of try out the
837s weapons you can kind of like get the
838s results close to the in-game environment
840s because I think the distance and also
843s try things with your friends so without
845s further Ado I'm gonna head over to to
847s Sam and he's gonna walk us through all
850s the details
852s so uh as it mentioned in this side
855s there's five new main areas I did Fort
857s karmic so uh we'll talk about that in a
861s second but let's look at the UI first so
863s what are we seeing here
865s so here what you're looking at is the
867s new shooting range time that you'll find
868s alongside the other gamer tabs from here
872s you'll be able to join the shooting
873s range either on your own as you can see
875s displayed here or in a lobby with up to
878s two friends like Dennis mentioned
880s that's actually a really important part
881s of the shooting range for us that all
884s the functionality we've packed in there
885s is totally extended by the fact that
887s it's in multiplayer so you'll really be
890s able to go in deep diving with testing
892s yeah and we will also talk about how
894s that exactly works so let's talk about
897s about those five areas what are those
899s about
900s so the shooting range is located in Fort
903s karmic so we've repurposed the compound
906s somewhat part of it is
908s um now dedicated to the shooting range
910s while another part of it has been left
913s pretty much vanilla to facilitate some
916s standard PVP fights between you and your
918s buddies so
921s um in the shooting range Pacific area
923s you'll find five main galleries so
925s that'll be a short range medium range
927s and long range shooting areas where
929s you'll find Targets spread out at
931s various distances to really allow you to
933s fine-tune your aim
935s alongside that you also find a
937s throwables area so focusing on tools and
939s consumables being able to Jade better
942s gauge Splash damage how far it spreads
945s and how far you're likely to feel the
947s shrapnel and finally we also have a
949s final area dedicated to projectile
951s penetration so where we've lined up a
954s bunch of targets behind various types of
956s cover various amounts of cover so that
958s you can really get a better sense of
960s what kind of projectiles will pen what
962s kind of material
964s uh that is awesome and uh we do have
966s pictures and even a video to Showcase
968s this so maybe you can talk about what we
970s are seeing here if it goes from short to
972s the uh penetration uh galleries
975s yeah
977s so what you're seeing here is the short
980s range
981s um so you'll have targets spread between
983s around 5 and 15 meters so this area is
986s very much ideal for pistol or shotgun
988s testing
990s follows the medium range with targets up
993s to around 50 meters so this is where
996s your standard rifles and long ammo
999s pistols will come in handy
1002s and the long range is
1005s um up on top with a bit of a clearer
1007s view on to the outside of the compound
1009s where you'll find dummies all the way
1011s out to 250 even 300 meters at extreme
1014s ranges so you can really test the entire
1017s gamut of the Arsenal
1020s there you see the throwables area so you
1022s have dummies laid out in a bit of a
1024s circular pattern with some light
1025s elements of cover between them so you
1027s can also test out how globals react to
1030s different kinds of surfaces and how
1032s they'll affect dummies in the circular
1034s pattern
1036s and as the aforementioned penetration
1039s testing area so there you'll see uh
1042s different kinds of cover from brick to
1044s Woods to sheet metal and then a
1046s combination of the various different
1048s kinds of cover so you can really do
1050s testing with a few of them and you'll
1052s also notice you'll have dummies lined up
1055s behind one another too so you can
1057s actually notice how certain projectile
1058s types penetrate flash too
1061s all right like it's like the little
1062s little markers there on the sheet metal
1064s so you can kind of like line up your
1066s weapon quite nicely there as a helper
1068s exactly
1069s yeah that is really cool and uh we do
1072s have a video prepared to Showcase this
1074s so let's take a look together and you
1077s can explain what we are seeing meanwhile
1079s as well
1082s so I can notice um the shooting range is
1085s quite dense you'll see not only these
1087s Target dummies but also a wide variety
1089s of items spread around the place for you
1091s to pick up and try out at your
1093s convenience so this is the southern end
1097s of the compound so here you can really
1099s see the little L shape we've built
1101s between the different kinds of ranges
1104s I can climb up on top here to get a
1106s better view of the outside of the
1107s compound to really get the full gamut of
1110s ranges out so you'll be shooting targets
1113s even out into the adjacent compounds at
1115s the most extreme level
1118s you know we also try to highlight some
1121s of the dummies at further ranges to make
1124s them as a visibility a little better and
1126s others we've also sneakily hidden so
1128s that you can also try and practice your
1131s sharp eye a bit
1133s how do you see some of the furthest
1135s targets out all the way out to 250 300
1137s meters
1139s really useful for studying damage
1141s drop-off and weapon viability at certain
1143s ranges
1145s here you have the little turbos platform
1149s with all the relevant consumables to try
1151s out
1153s and then the penetration testing range
1155s appropriately using the Nitro
1164s yeah that is super awesome and uh as
1167s like the people already seen in the
1168s video there's like a bunch of new stuff
1170s added as well obviously that means
1172s obvious to which we'll talk about a bit
1173s but uh let's see what else we have I
1175s think he also mentioned some things
1177s already so what can people find around
1179s the shooting range area
1181s but we wanted to give players access to
1184s um as many weapons as possible and in
1186s particular those weapons and items that
1188s really
1189s um make hunt unique so part of the focus
1192s there was on just accessibility so
1195s making sure that there's no rank
1197s restrictions on the weapons you have
1198s available you can really start to get a
1200s feel for weapons regardless of Unblock
1202s Rank and then try to use weapons as well
1206s that have terminology that new players
1208s might not be familiar with like aperture
1210s Dead Eye
1211s um all the stuff that you can really get
1213s to know in the shooting range
1215s so
1216s um in addition to those you'll find
1219s weapon specific traits so you can really
1222s do some before and after testing
1224s and really compare the effect of Trades
1226s say like iron repeater or Duke Law side
1228s by side and before and after
1230s and then to facilitate all that you'll
1232s have a bunch of infinite ammo boxes to
1235s really help you get to it
1238s awesome and uh yeah here are some
1241s pictures obviously these were also
1242s visible in the videos so as you
1244s mentioned you can see the weapons the
1246s traits in the background and the ammo
1248s boxes
1253s maybe you guys wanted to talk about what
1255s kind of weapons exactly players can find
1257s in there
1259s cool
1261s um so you will usually find weapons
1263s themed according to the specific area
1265s they're found in so you'll find close
1267s range weapons at the close range
1268s shooting gallery and Etc so
1272s um they're always usually themed to
1274s whichever Gallery you're intended to use
1276s them at
1278s um in addition to that sort of light
1280s layer of theming the traits are usually
1282s thematically located near near them as
1285s well so for example there with the
1286s crossbow and bow you'll find a hundred
1288s hands do claw and ball thrower just so
1291s you can immediately facilitate like the
1294s comparative testing
1296s it's important to note as well that um
1298s your Hunter you're bringing into the
1299s shooting range is also still active so
1302s to speak so any traits you bring in with
1304s you will be active from the start there
1306s too I think that's like one of the
1308s biggest flexible points there about this
1309s whole thing is that regardless of what
1312s you'll find there in the place and
1313s obviously we won't have everything there
1315s like just the fact that you can bring a
1316s hunter you can equip the hardware the
1319s way you like gives you a chance to test
1320s out literally anything and then
1322s considering that you and your friends
1324s can each bring completely different
1325s weapons gear Etc you can go in there
1327s with a specific purpose test something
1328s out which is going to be very very
1330s powerful
1331s actually
1333s uh yep and in addition to that as I
1336s mentioned there's some features that are
1338s very specific to the shooting range and
1340s it really helps understand how damage
1343s works and how each weapon gets damaged
1346s different parts so let's talk about the
1349s target Dummies first
1351s yeah so you'll have seen them already
1353s and anyone who's played the tutorial is
1355s familiar with them anyway they look very
1356s similar however these have been custom
1358s built to represent Hunters as closely as
1360s possible so that means they have 150
1362s Health points split across 350 chunks so
1366s big boxes and everything exactly they'll
1369s downed after they will reset when downed
1372s meaning that you can pretty easily cycle
1375s through targets and really get your aim
1377s training in and just like Hunters would
1379s be they're affected by all the regular
1380s status effects so it means you can test
1383s all your custom ammo and specific
1385s consumables on them too
1389s hopefully we've made them able to be
1391s tracked in dark sites so that you can
1393s really try and track those at further
1397s ranges as well just make sure you've got
1399s maximum visibility on them
1401s if you do have an amazing picture of
1404s them lined up together they look super
1405s cool what a merry Bunch yeah yes
1409s so you'll be shooting these poor fellas
1412s here uh
1413s but they do come back to life so you
1415s don't have to be twisted
1417s uh and what other features are there
1420s with the dummies we do have some new
1423s indicators so what are those because I
1425s don't think we even hinted on those so
1427s far so let's talk about them
1430s well the emphasis is definitely on
1431s testing here so to facilitate that we've
1433s got two new types of indicators the
1435s first are damage indicators to really
1438s give you immediate feedback on all
1440s damage you're dealing to Target dummies
1441s that means that um you'll see weapon
1445s damage displayed uh where you dealt it
1447s and so that'll be really handy for
1449s comparing
1451s um damage across different limbs damage
1452s fall off
1454s um damage fall off after penetrating
1456s certain types of materials so yeah um
1458s these will be really good comparison
1460s items and a great way to really learn
1463s the weapon you're keen on using
1466s and in addition to that another key part
1468s of it is Ping distance indicators so
1471s that'll help you actually accurately
1473s gauge ranges which can always be
1475s difficult and really learn the damage
1478s drop-off distances as well so this
1480s applies to yours and your teammates
1482s pings so it'll really help you in
1484s digging deep into some of the weapon
1487s mechanics yeah we we have some ideas
1489s about like if you on how we want to
1491s maybe you get these distance uh
1493s indicators also into the rest of the
1496s game at the moment though they're only
1498s in the shooting range like there's some
1500s ideas floating around like maybe Spike
1502s glass buff that type of stuff right but
1503s we haven't committed on anything yet so
1505s this is something that you want to pick
1506s up in the future for the moment we only
1508s use it here because that's really really
1509s useful for you to kind of like learn or
1511s there was this one step that I needed to
1513s take for this range now to no longer be
1515s like one hit kill but like two hit tap
1517s range for example now everyone is saying
1520s that please
1522s but uh how about we look at all this
1525s information about the dummies and the
1527s indicators because we do have an awesome
1528s video prepared for this so let's check
1531s it out in action
1535s so these are the floating damage
1537s indicators aforementioned and you'll see
1539s that they always add up to 150 HP right
1542s so the first damage dealing 110. then
1545s 40.
1546s it's the Ping Ridge indicator with the
1548s range floating upwards and fading out as
1551s you go
1554s and then you can see how it looks from
1556s an outside of perspective you can also
1558s see your teammate's damage indications
1560s too now you'll notice that the damage
1563s indicators are actually color coded
1564s according to the specific damage type
1566s that it's being dealt so fire there
1568s being colored yellowish Orange
1571s and there you can notice how the dummies
1573s themselves are visible in Dark Side
1575s helping you get a better read on how far
1578s they all are
1581s yeah awesome this looks really great and
1583s I'm really excited to test out some guns
1586s uh really really good learning tool for
1589s sure
1590s yes and we still haven't touched on like
1592s maybe the most exciting part of it for a
1594s lot of you which is the multiplayer
1596s option so what about that how does that
1599s work
1600s okay so three players can join the
1603s shooting range together at any one time
1605s that means you'll be joining pretty much
1608s like you would a regular Bounty Hunter
1609s Lobby just queuing specifically into the
1611s shooting range between the three of you
1613s you can do that either as teammates
1616s um so all the regular game mode rules
1618s would apply meaning that you would see
1620s each other thanks to your outlines and
1622s you'll only deal partial damage to one
1623s another so that is ideal for actually
1626s testing weapons if you're not counting
1628s on backstabbing your teammates at any
1630s time if you are though then there is the
1633s option to come in as a solo enemy
1636s Hunters so pretty much as if you were
1638s joining the session as three distinct
1641s parties that means that uh All Better
1643s Off full damage is being dealt you can't
1645s revive one another you can loot each
1647s other's weapons so the ideal scenario
1649s for a 1v1 gunfight also what it gives
1653s you is a very good option just like to
1654s use a particular probably like the
1658s unfortunate of the trio to go in there
1660s and run down the range and get shot by
1662s you guys for science so
1665s um important part of solving
1667s and yeah and yeah with that actually
1670s Dennis you just said that and someone
1671s asked no respawn so what about the
1674s response
1676s again the idea of the shooting range is
1678s definitely to facilitate testing so
1680s there are a couple of custom respawn
1681s options here so when downed you'll have
1684s the choice between two options specific
1686s to the shooting range so revive in place
1688s you'll be familiar with behaves just
1690s like a normal revive except that you
1692s come back with full health so you can
1693s get back into the action quickly
1695s however if you feel the need for a
1697s little more safety then you can respawn
1699s at a nearby location meaning that you'll
1701s be teleported away to a bit of a safe
1704s distance and have both your health and
1706s your inventory completely restocked so
1709s that means your ammo your consumables
1711s everything will be restored to you
1713s yeah this this also means that like for
1715s example a revive in place option is
1717s there again like if that one friend has
1719s been sent down range to test headshot
1721s ranges on a particular weapon right they
1723s are not having to walk there after every
1725s kill they can actually stand up on the
1726s spot they have to full health you can
1727s try again you can unbiased directly
1729s comparable result next time you shoot
1731s them and that gives you a chance to try
1733s things out if at any point you want to
1734s check out like how does it feel if you
1736s actually have a little bit less Health
1738s where there's some fires you can burn
1739s your health off and also you can also
1742s just get like revived with a prompt if
1743s someone moves to you and then obviously
1745s you should just stand up with a one
1747s chunk missing from revive so you have
1749s some flexibility some control but it's
1750s kind of like the players agency kind of
1752s like go ahead and decide on how they
1753s want to try things out
1755s yeah
1756s yeah and actually like we can showcase
1759s this in a video or the respawn options
1760s and as well as how you can fight each
1762s other so let's take a look
1781s there you go now he's down you can see
1784s these two extra buttons at the bottom of
1786s the screen
1787s um we will be respawning first so this
1789s takes you to a safe distance from the
1791s compound with your restored ammo
1793s and then as a point of comparison
1797s Reviving will
1798s get you up right on the spot
1801s there's a slight cooldown on these but
1803s um you can use them as many times as you
1805s want
1808s so we leave a lot of the control with
1811s the party that goes in there whether
1813s they want to just like use this just
1815s like mess around a little bit just have
1817s some fun like maybe just two of them go
1818s in there wait for the third guy to come
1820s online 20 minutes later just like that
1822s shoot a little bit try something out and
1824s then um other times they might actually
1826s go like a completely White Collar there
1829s and uh uh go all signs on this in terms
1832s of like learning about weapons and
1834s details and and being very like detailed
1837s and would try to find like find out in
1839s terms of like damages ranges certain
1841s equipment Etc
1842s and uh people can no longer say for the
1845s first 10 games of the night that is the
1846s warm-up game because now they can
1848s actually warm up
1854s the I did see already a question asking
1857s uh like does this affect KDE so uh
1862s what happened what happens on the
1864s shooting range stays on the shooting
1866s range that's like the important
1867s important Point here yeah exactly
1869s nothing at all is carried over to other
1871s game modes so that means
1874s um no modifications you make to your
1875s Loadout no items you pick up are stored
1877s on your Hunter and it certainly doesn't
1879s affect stats either so no worries there
1882s another important note regarding the
1884s shooting range is that it will only last
1886s 25 minutes
1889s um so that is a bit of a limitation so
1891s hopefully you'll get to see everything
1893s you want to within that time frame but
1895s uh Dennis maybe you want to touch on the
1896s reasoning there yeah exactly like um so
1899s the things like that obviously you go in
1901s there with with uh with your friends and
1903s that means the moment it's multiplayer
1904s you will be taking up space on the
1906s server so we want to make sure that the
1908s people are not just like sitting idle
1909s for hours and hours and hours and taking
1911s up like a very valuable like service
1912s lock capacities so having a bit of a
1915s limit in there gives us a chance to
1916s select these service eventually return
1917s to the rotation and they can either be
1920s used for more shooting range or they can
1921s be used for us for regular games and we
1924s just ensure that players will will not
1926s keep them hostage
1928s um and actually then use the time in
1929s there and then you can always add a new
1930s one of course
1932s it's worth pointing out though if you
1934s join on your own
1935s um your session is unlimited and you can
1937s spend as much time as you'd like there
1938s yeah like basically on your own your
1940s your running this locally like you would
1942s do with uh like the tutorial or trials
1945s exactly
1948s yes
1951s so yeah whatever happens in the shooting
1953s range stays in the shooting range again
1955s it's important to know nothing will be
1956s carried over to the regular game so
1958s you're free uh free to kill each other
1960s die as many times as you want have as
1963s much fun as you want because there won't
1965s be any consequences to it basically
1968s uh the only thing I can break are
1970s friendships
1973s I mean now we can finally one we want
1975s the friends that we always wanted to uh
1978s I mean friends until the update comes
1979s out because
1981s who knows uh but I believe that's about
1984s the shooting range for now uh some will
1987s be will be back at the Q a section at
1989s the end so if you still have any
1991s questions regarding a shooting range
1993s please write it down our lovely mods uh
1996s especially already we'll collect some
1997s questions and we'll try to answer them
1999s at the end uh so thank you some for now
2002s and uh see you in a bit thank you see
2006s you later
2007s yeah I'm really really happy about the
2008s shooting range like the way it turned
2010s out so yeah amazing work by the team
2012s yeah it is a lot of fun and it's a long
2015s requested Community feature actually
2017s I've seen it for years now so I'm really
2020s happy that it's finally here and
2021s everyone can experience it because it's
2024s been in the making for a while uh and
2027s just because uh there's just a lot of
2030s spamming regarding one question uh sorry
2031s Dennis I just want to like just talk
2034s about that very quickly because everyone
2036s is spamming reshade and I mean just
2038s don't worry till the end I know so so I
2041s just wanted to say that obviously we are
2043s aware of the evolving concerns regarding
2045s uh the abuse of free shade and we are
2048s currently reviewing the options uh how
2050s we can address it and we'll have a few
2053s uh future updates in the future but uh
2056s currently we cannot share any info just
2058s yet so it's being looked into guys
2060s please subscribing it that's all we can
2062s say for now it's a very hot topic for us
2064s internally that we can say
2066s yeah again we are reviewing all the
2068s options for it so uh
2070s raspberry short we know about it and
2072s we're looking into it
2074s okay so back to 1.3 in the meantime uh
2078s sorry for the interruption but it's
2079s better to just talk about it and I've
2081s done this wait till the end so we do
2083s have some small tutorial improvements
2085s that is what are those exactly and
2087s yeah exactly um so we released a
2090s tutorial um with the last update with
2091s 112 right and there's a couple of things
2093s that we've kind of like done about
2095s housekeeping on
2096s um one of the more important ones for us
2098s was just like how the hints are being
2100s displayed um like there was a bit of a
2102s timeout before and we were kind of
2104s lacking the functionality so like if the
2105s new hint comes in again over at the
2107s other one so we got a bit more control
2108s within that feature that means it's a
2110s smoother experience now for when you
2111s play the tutorial
2113s um as you have a good chance of actually
2115s reading the hints before they disappear
2116s and Fade Out which I think the new
2117s players will appreciate quite a bit
2119s um and also like the custom binds for
2122s faulting jumps pretty idiots Etc are
2124s like they are now probably taken into
2125s account which means if you've already
2127s started messing around with your
2128s keybinds Etc like they will be projected
2130s properly so just a bit of housekeeping
2132s on this one again if you haven't had a
2133s chance to play the tutorial please do so
2137s um and also in always encourage your
2139s friends and new players to give it a try
2141s there
2142s uh yeah and again uh thank you for all
2144s the very positive feedback regarding the
2146s tutorial I think we've been all very
2147s happy seeing that it's it's been really
2150s great and actually one thing we didn't
2151s mention in the shooting range that you
2153s can actually just go straight to the
2154s shooting range from there as well when
2156s the tutorial comes up yeah we forgot to
2158s mention that but that is the thing
2160s especially for newer players like we see
2162s like a tutorial obviously screens first
2164s right they can at least understand oh
2166s there is a shooting range so it might
2168s might pick their interest already and
2169s and make them go and explore this a
2171s little bit let's take it familiar with
2172s the game
2173s yep uh another uh short topic I guess
2177s I'll uh talk about this a bit so we have
2181s decided to add a timer to the Billy's
2184s story quest line uh so the questline
2187s will be only available until the
2188s September 14th uh 12 uh UTC and uh this
2194s is due to some future changes we are
2196s planning to do in the UI as well as our
2199s events after uh the upcoming event so
2202s that's why we had to make this Choice uh
2206s so yeah guys uh there will be a timer
2208s that you will see for this questline and
2211s it will be available until the 14th of
2212s September
2213s and there's still plenty of time you can
2216s basically audio the whole summer so
2219s yep
2221s and obviously we will talk about all
2224s those upcoming UI changes as well as how
2226s the events will change in the future
2227s when it comes to that so please keep an
2230s eye out for that as well
2233s uh another small topic we have to touch
2235s is that history I know you love this one
2237s so
2240s yes so so it's been overdue um so we
2244s finally have a proper name for the model
2247s we have referred to as quick play so far
2249s I quickly has always been a bit
2251s problematic for us because it can also
2253s suggest you getting into the game faster
2256s rather than being a separate mode and
2259s since the hunters that you take out out
2261s of uh take out as a winner uh from from
2264s previous click play were called Soul
2266s Survivors
2267s which I thought why not just call it
2268s entire mode like that it made sense
2271s um to us so that's what we want to move
2273s forward it's more fitting right it helps
2275s position the whole thing a bit better
2276s separately to bounty hunt
2278s make sense so yeah so from the next
2281s patreon you will see Soul Survivor don't
2283s be surprised that is just what used to
2285s be quick play before yeah Again part of
2287s host clipping but it's it's a nice touch
2289s yeah and uh the last part of our little
2292s housekeeping update is some important
2294s bug fixes we wanted to mention obviously
2296s with the update we will have a huge huge
2298s list of bug fixes uh in the patch notes
2301s when they will be posted as always we
2303s just wanted to touch on some if you
2306s wanted to highlight uh so we keep
2308s creatures go through them uh so what is
2310s this first one about Dennis
2313s exactly um yeah there was there was a
2315s bug in there where if you were using the
2317s preset Loadout so it means the equipment
2318s loadouts um sometimes if you had
2321s legendary equipment in there it would
2322s buy an instance even if you already had
2324s one so it kind of drained the um the
2327s hundred dollars quite a bit
2328s um because ever piling up more of the
2330s instance which wasn't harmful because it
2332s would still be a b to use them but it
2334s wasn't as well intended so this is now
2336s finally fixed and it only deducts costs
2337s for additional instances if it's needed
2340s if you already have them
2341s all right uh then we had a UI bug where
2345s sometimes when you reloaded ammo uh or
2348s from a crate for a short duration you
2350s saw an incorrect amount of ammo being
2351s shown on the UI which corrected in sub
2353s with time but with this update this has
2355s also been fixed so uh you will actually
2358s see the correct number of ammo when you
2361s get them from the box it may have not
2363s happened to everyone but it did happen
2366s to few people so uh for those of you
2369s yeah it was it was a bit irritating
2371s usually like around like the like
2373s midcomer quickly changing equipment
2375s looting a hunter and it didn't update
2377s for originally we're confused and then
2378s it's all a bit clearer and better and
2381s more reliable now
2382s exactly uh done a very obvious one uh
2386s which happened since last update is that
2388s Windows some windows actually couldn't
2390s be uh broken by shooting or melee
2393s attacks so you could only break them
2394s with throwables I think and that has
2397s been fixed with um play 1.13
2400s yeah so there was a Windows update
2402s Ah that's a good one
2408s sometimes uh when you throw throwing
2411s axes or knives into like horses uh they
2415s got destroyed uh or like grunts they got
2417s destroyed when those despawned so they
2420s should no longer do that in this update
2422s yeah like this this is a tensive one so
2424s we're thinking this is a lot better from
2426s what it used to be there might still be
2427s some instances like everybody knows like
2429s okay throwing like the the hellhound
2431s with the metal mask like throwing Like a
2433s Knife there that sometimes disappears
2434s that type of stuff there can still be
2435s some of these things left but overall
2437s with quick like squash quite a number of
2439s those issues around it should be across
2441s the board a lot more reliable yes and
2443s anyway please uh when it comes to test
2445s server please test these authors and
2447s give us feedback uh their work has
2449s intended or not uh and with the house
2453s keeping part out of the way uh we drive
2457s into the big segment where we talk about
2459s a bunch of gameplay changes ammo changes
2462s I know a lot of balance changes so a lot
2464s of stuff so I know we're done is excited
2466s so oh yes yes uh let's talk about those
2470s starting with the big ammo changes that
2472s are coming in this update yeah so ammo
2475s changes
2475s um have been a big topic for us and you
2477s guys remember like if you've been with
2479s the game for a while like all the
2480s changes we've done across the board like
2482s all over the years weapons changing ammo
2484s types as introducing this special
2486s ammunition custom ammunition all of that
2487s stuff now there was one thing that was
2490s always there and it was always a
2491s slightly irritating it's like this
2493s current way of how you get extra
2494s ammunition from a resupply
2497s and the current system
2499s um as we've seen in 112 and before is
2502s percentage base which means that it
2504s somehow is related to the amount of
2505s extra ammunition that your respective
2507s weapon has and that for example in the
2509s case of a mozin versus a label has
2511s resulted in the label always having
2513s fewer rounds that you got from an ammo
2515s box because it has fewer extra
2517s ammunition capacity because it is
2519s instead more ammunition loaded in even
2522s though both of the weapons at the same
2523s total amount of ammunition like it also
2525s always a bit of a weird thing and it's
2527s just one example probably can find like
2529s a dozen or so other examples where this
2531s was a bit irritating so we're changing
2533s that system now replacing it with uh
2536s fixed amounts so basically the ammo
2538s boxes there are more supplies that you
2540s find in the world they will give you a
2542s bespoke amount of rounds per type and uh
2547s this will unify across the board and
2549s also means that we actually have one
2551s refill per ammo type carried now this is
2554s a bigger change because what that means
2556s is that you if you are actually using
2558s different ammunition in your weapons
2560s let's say you have a Pax and you have a
2562s vately two medium armor weapons
2565s if you use the same ammunition it's one
2567s pool right you have the flexibility you
2569s can choose where you want to use those
2571s rounds loaded into the pack load it into
2574s the battery but it's one pool which
2576s means upon real like getting ammunition
2578s from a box you get like a one time that
2580s amount of bullets added to your pool
2583s if you have the vately let's say use a
2585s different ammunition type compared to
2587s the compared to the totally like the
2589s packs you actually have two balls which
2591s means both of these pools get a bit of a
2593s refill so what we're doing with this is
2594s we're encouraging you to actually
2597s use a lot of diverse loadouts like like
2599s we bring in Center ammunition or one
2600s weapon bring poison on another or just
2602s use basic versus explosive just mix
2605s things up because you get more
2606s ammunition total or alternatively play
2608s as before gets energy out of like having
2611s weapons using same calibers choose where
2613s you put the ammunition but except that
2614s you might not get as much elimination
2616s out of it so it's a choice question now
2618s that lies ultimately with you guys and
2619s your loadouts but gives you a bit more
2622s flexibility in loader building
2624s yeah and uh let's look at a few of the
2626s examples of uh some receptor some
2630s resupplies or refills uh we know that
2632s there's a huge list of these which will
2634s be obviously in the passengers later but
2636s we wanted to highlight a few for you so
2638s just so you understand what is happening
2640s so that is can you yeah the souls or if
2643s you come across a small packs um like
2645s this is the amount of bullets that you
2647s will get with one interaction keep in
2649s mind rule of two there's two
2651s interactions per box or per pack in this
2653s case um so which means every player can
2655s interact with it once up to two times a
2658s total and for the regular box uh this is
2661s the new amounts and then the Special
2663s ammo box is similar to the regular one
2666s but obviously there's more Special ammo
2668s types in it which you're not gonna list
2669s it in here so we won't have all the
2671s answers for you right now
2673s um and then if you are bringing an ammo
2675s box that's basically worth two and a
2677s half of the regular boxes if you take
2679s the numbers rounded up obviously for
2681s some of them and um that means that's
2684s the total amount of ammunition you get
2685s for those the full list you will get
2687s from the patchy notes uh it won't go too
2689s much into detail
2691s um but uh in general you have now fixed
2693s amounts you know like if you had a small
2694s pack you get one long ammo round you get
2696s one shotgun round you get three medium
2698s bullets you get five compact bullets and
2701s conversely like you get um the high
2704s amounts with the bigger boxes yep and
2706s yeah though exactly like the confusing
2708s part really starts when we have like all
2710s these special ammos so that's why uh
2712s reading the passionate will be very
2713s helpful so you exactly know what you can
2715s like if you stay on this for a second
2717s then if you take the example of our
2719s readily impacts situation right like so
2721s I have a packs and have a battery if I
2724s use exactly the same basic medium
2725s ammunition on them I interact with a
2727s regular ammo box I get basically four uh
2730s bullets into this one shared pool
2732s however if the packs has a different
2734s ammo type than the Weatherly I get four
2736s and one and four on the other pool so
2738s that's the power of the system change
2740s that gives you the more flexibility in
2742s how you want to build your loadouts and
2744s how you want to prioritize getting more
2746s ammunition across of what but for
2747s different types resist the flexibility
2749s of choosing where to put the ammunition
2751s yep I think that's easy to understand
2754s with your example uh and this feeds into
2758s some other ammo related changes we are
2760s having this update and one of those is
2762s for the Dual building so what happens
2764s yes
2765s so this is a complementary change that
2767s has something to do with um you might
2769s have guessed uh long ammo pistols or
2772s just general sidearms dual wielding
2774s specifically being used primarily as an
2776s ammo carrier like they were basically
2778s bandoliers uh for ammunition and that
2780s has created a lot of problems from
2783s balancing perspective because people was
2785s able especially with the
2786s percentage-based um a Reload before to
2789s get like a sometimes nine or more rounds
2791s of ammunition from a single interaction
2793s now this is our way of kind of like
2797s staying on top of that matter making
2799s sure that you do have the chance to use
2802s dual pistols just fine you can still
2804s bring bring a normal uppercut or two
2807s uppercuts or Sparks pistol two Sparks
2809s pistols or any other caliber
2811s um as a secondary but it's not longer as
2813s reliable anymore
2814s to do um like the bandolier type of
2817s thing right like just like go in there
2818s and just be sitting on on an
2821s artificially bloated extra ammo pool so
2823s for us very very important change
2825s because it helps with balancing quite
2827s drastically without making the weapons
2829s completely obsolete
2831s and I can see that the chat is pretty
2833s happy about this yet so far so uh yes so
2836s like we've decided on okay when we
2838s talked about it like okay what would be
2840s a good amount in the end we we opted in
2843s for let's let's let's let's take a bit
2844s of a sledgehammer to this problem first
2846s and uh we actually give you the same
2849s extra ammunition for dual wheels
2850s compared to to a single pistol so it's
2853s the same exact pools however you
2856s obviously still have more ammunitions
2857s that the weapon just means also as a
2858s secondary benefit right it also helps
2861s reduce spamming quite a bit right like
2863s you can't just have like 40 plus rounds
2865s of of compact bullets for example just
2867s keep on spamming away ammunition becomes
2869s a thing you need to actually
2871s um take into account consider a little
2873s bit and maybe consider where you get
2875s your restocks from in order to top it up
2878s and keep on using it so just another
2880s point the main purpose obviously has
2882s been in order for us to to be on top of
2884s aftermath plus long ammo pistol builds
2887s which have been quite prominent and as
2891s secondary benefit also helps kind of
2892s reduce some of the spam that some of the
2894s Dual World builds have cost
2899s yeah uh I think so far everyone seems
2902s happy but again please make sure to test
2903s this out as well and see how your
2905s gameplay is affected and let us know how
2907s you feel about the changes but what is
2909s yeah there's so many ammo changes so
2912s let's talk about the next one which is
2914s about the instant the area yeah so this
2916s is this is going to be very interesting
2918s one we're really really much uh like
2920s like looking forward to you hearing what
2921s you guys think about this once this goes
2923s to test servers
2924s um the incendiary ammo change uh
2927s basically means that you no longer need
2928s to hit people multiple times but if you
2930s are within the short distance of of a
2933s weapons uh Power so keep in mind here
2936s um with compact with medium with long
2937s this is a different value each time but
2939s at one point the the bullet starts
2941s dropping its damage over distance and
2943s until that point reaches is reached
2945s which we call like the plateau initially
2947s um you also have a chance to set someone
2949s on fire with a single shot keep in mind
2951s incident remedition cannot penetrate
2953s walls there is a huge uh like a downside
2956s on them by default just as with Domino
2958s lamination and specifically on the
2960s higher calibers like this is basically
2962s led to internal ammunition being almost
2964s like a no choice
2965s um for like long ammo weapons because
2967s why would you want to give a completely
2969s wall penetration so now you have a
2971s choice because what you can do with this
2973s is you can choose do I want to maybe
2975s have a chance of setting someone on fire
2976s maybe that opens an opportunity to push
2978s into a building uh attack them from
2980s somewhere just use that opportunity well
2982s before you would need to do it like two
2983s times and then usually they're down by
2985s the time you hit him a second time
2986s anyways so we're trying to add a bit
2987s more value chains and reamination uh
2989s that way and uh we're curious to see how
2992s that is being received on the test
2994s server uh keep in mind that self-skin
2997s who allow you to prevent this from
2999s happening so another self-skin bonus for
3001s you if you bring that trade you're kind
3003s of immune from that first hit setting
3005s the fire
3006s yep and
3008s and for the video which you will have to
3010s talk as true after we're watching it a
3012s few repeats so we can actually see
3014s what's happening so uh let's see what we
3017s can see here with this change and the
3018s Weatherly yeah just let's just keep the
3020s video running through a couple of times
3022s probably people take some more for
3023s people to see that
3025s um so as you can see here like within 15
3026s meters you are within that range where
3029s the weapon hasn't dropped at 21 meters
3031s however you're already beyond that range
3033s which means you need that second hit so
3035s this is only something that really
3036s really works if you're close up again
3039s the bigger the caliber the further out
3041s it ranges something maybe to test on the
3043s shooting range and um the moment uh
3047s South skin is involved or this is not 15
3048s meters plus there's actually a little
3050s soft skin icon there
3052s um it basically means you're completely
3053s immune from this so there's a heart
3055s counter for players
3057s yep uh and we also have a video with a
3060s long ammu or uh so we can see that as
3063s well as an example
3067s uh it's a bit harder to see but uh just
3069s to chat sees it on the left side you can
3072s actually see a 38 meters that the hunter
3074s is still set on fire
3076s uh
3077s again like the the exact uh ranges they
3080s kind of depend a little bit on the per
3081s weapon side like so it's like
3083s um but uh usually it's it's an on a per
3087s web ammo type category level where you
3089s can kind of reliably gauge whether they
3091s should be or should not be arranged for
3092s that
3093s yep someone asked if it affects dragon
3095s breath but no it only affects things in
3097s the area yeah I mean dragon breath it
3100s works a bit differently because dragon
3101s breath is kind of like like multiple
3103s incendiary palettes being shot away so
3106s the dragon breath depends a little bit
3108s how many of them hit you whether you are
3110s saving set on fire or not if you just
3111s get hit by one you might just get a bit
3113s of charcoaling on your health chunk if
3115s you get hit by more then obviously you
3118s might catch fire but also like distance
3119s as a factor so it's it's different roles
3121s that can't pick directly compared
3124s awesome and uh we do have a lot of other
3126s ammo changes and the first one is very
3128s important so the ammo box now unlocks at
3130s rank one yeah so this is I think like a
3133s very healthy change that goes hand in
3135s hand with the entire ammunition
3136s refactoring we've been doing uh
3138s reworking that system and making sure
3139s that wall we take away some of the
3141s ammunition there's also a chance more
3143s reliably also for like procedure new
3144s players to have a chance to get the ammo
3147s box part of your loadouts if they want
3148s to
3150s yeah I think this is the great the
3152s changes but again there's still more so
3155s what happens
3157s so a dum-dum um again something that
3160s that we wanted to use primarily for
3161s medium bullet rifles there we go sector
3164s a a clear spring Fields 1866 buff in
3167s this case
3168s um it does stronger bleeding intense
3170s bleeding now
3171s um when you get hit by some by by a
3174s bullet from it so we we originally
3175s thought about hey should this be just
3176s general thing for medium bullets but we
3178s actually opted against just buffing or
3180s medium so it's a medium rifle uh um
3183s bullets uh change primarily and you
3186s never know what the future holds maybe
3187s in terms of medium blade ammo
3190s that's great and then we also increase
3193s the extra ammo for explosive ammo guns
3195s to affect the base amount of ammo so
3198s this is a change is also kind of overdue
3200s for a long time
3201s um basically
3203s um since we we had a lot of issues with
3206s explosive ammunition and explosive
3209s um uh primarily on on the console space
3211s uh we did a lot of nerfing on that area
3213s trying to keep it to keep it in check
3215s one thing that we feel kind of safe
3217s about at the moment is that it's no
3218s longer in that terrible state it used to
3220s be and therefore or there's no reason
3222s for keeping the reduced ammunition uh so
3225s they just basically have exact same
3226s ammunition as explosives as you would
3228s have for if for example if you were to
3229s choose domdom or FMJ or something else
3231s is no longer an artificial cut off
3235s and I did see a lot of people being
3237s worried about this after seeing the ammo
3239s changes but it actually increased the
3242s extra move for all the crack variants in
3243s this update from six to eight yeah so
3246s like these two additional rounds should
3247s hopefully make people also less
3249s dependent about bringing let's say a
3251s long ammo a backup so you can run that
3254s weapon a bit more reliably on their own
3255s with whatever your secondary choices so
3258s small buff there
3261s uh yeah awesome and with that we come to
3264s the last uh very ammo related change
3267s which is a great one I think so what
3270s about the boom dance yeah well we talked
3272s about this like in around 112 that alone
3275s in the long term we want to uh give the
3277s bomb lands a chance to equip two ammo
3278s types and we introduce demo types in
3280s general first last update and uh yeah
3282s this is happening now so you can choose
3284s uh how how you want to equip it you just
3287s have a few of the regular bomb uh lands
3289s uh harpoons like the explosive ones if
3291s you want to bring
3292s um let's say the steel balls as a backup
3294s so you can kind of mix and match it
3295s gives you more flexibility however keep
3297s in mind since we now have one pool being
3299s split in two we also get less ammunition
3301s per choice so if you still want to have
3303s the same amount of ammunition you can't
3305s have multiple types the moment you bring
3307s a second type
3308s um obviously it's going to be a reduced
3310s amount compared to what you're used to
3312s I see a lot of happy
3314s players in the chat but we also have a
3317s video of this so let's take a quick look
3319s at the
3321s yeah explosive against the Meathead
3327s and they're switching yes swapping it
3329s out and keep mad you always always still
3331s need to kind of like Crank It Up right
3333s like so there's still delay between that
3334s but um the preparation that is but you
3338s do have more flexibility now to bring
3340s out the the type that you need
3343s this is awesome
3346s now it's gonna be way more versatile
3352s I just want to see that armor die once
3354s more and uh yeah that's uh we came to
3357s the end of the ammo changes but we do
3359s have a lot of other balance changes in
3362s there yes a lot more so let's start uh
3366s with those and uh talk us through these
3368s changes a couple a couple of smaller
3370s ones in the beginning maybe so sticky
3372s bombs um everybody knows like the moment
3374s the boss has been banished you usually
3376s throw it against a meathead or if you
3377s don't find them and just throw it into
3378s the water and just try to recycle it
3381s through it like a supply Point get
3382s something better what we want is to at
3384s least give you a chance to actually use
3386s it in combat either like defensively or
3388s when you try to push somewhere so a
3390s slightly increased uh chance for you now
3393s to be able to kill players obviously you
3395s still have to cope with like the Eight
3396s Second fuse time which on its own is
3398s quite harsh uh in common at least eight
3401s seconds takes a long um it's like a long
3402s time
3403s um however you do have a chance to do a
3405s lot more damage or even kill players
3407s with it or radius it's not frag pump
3409s level but it is at least somewhere
3411s between
3415s yeah awesome uh
3417s what else oh we did increase the damage
3420s on measure test now they can one hit
3422s kill to The Operators of hunters so
3424s that's a big one yeah so we went back
3426s into this one um we've been going like
3429s uh turns for a little bit with the
3430s machete or just the Mali weapons uh over
3433s the years and uh the saber we feel is in
3436s a quite good spot but machete wasn't
3437s really
3438s um so looking at it looking at the
3440s balance instead of it like we feel like
3442s that we can now dial it up a little bit
3444s more and that means you do have a chance
3446s to do a more reliable wanted kills to
3448s the upper torso again right before even
3449s with the bleeding it was just not enough
3452s and usually the other guy might just get
3453s that one slap again so just shoot that
3455s shotgun like it should become a little
3456s bit more reliable now if you're already
3458s for fail like a a pistol for example as
3461s a backup to bring a machete at least you
3462s do have an advantage now
3464s um that is a bit more tangible
3466s yeah it's gonna be a fun seeing all
3468s those machetes back in Dubai as well uh
3471s they are very more deadly now but we do
3473s have some other changes as well so uh
3476s what happened to the shotguns uh oh yeah
3479s so this is this is something that came
3481s up as part of our discussion with the um
3483s the ammunition rework and also
3486s considering that both the long ammo and
3488s the shotguns get a little bit less
3490s ammunition usually now from from the
3492s fixed amounts that we have and we want
3494s to make sure that this piece for
3495s shotguns like the actual shots that you
3497s fire against EI are treated a little bit
3500s differently to what we do with the
3501s players like against player shotguns are
3502s very delicate to balance right like they
3504s are the short range dominating things
3506s even though that's maybe not 100
3507s realistic for shotgun would be in real
3509s life it's just a game thing that's that
3511s kind of makes sense and and uh is
3514s important to to maintain however against
3516s yeah I want to ensure that these
3518s shotguns feel a little bit more powerful
3519s so that those fewer shots you might have
3521s actually should be enough and if you
3523s don't see like a hive stand up like
3524s three or four times over distance so
3525s that armor sitting here three or four
3527s times as it charges you so
3529s doesn't mean it's going to be super easy
3531s right obvious like this this is this is
3533s going to be uh depending on your aim
3535s still in a distance but you do have a
3537s bit more range with them and you might
3538s be able to dispatch it high from that
3539s roof a bit more reliably with a shotgun
3542s so some uh meanwhile obviously I showed
3544s the video in the background so they
3546s could see those poor hives getting
3548s washed out and the armors as well uh and
3551s we have another change to the throwing
3552s knives uh which is very helpful for
3555s those that love playing with this so you
3557s don't have to necessarily headshot the
3559s horses anymore but you can kill them
3561s with a single body
3563s yeah uh in the end that that just felt
3566s weird
3567s um especially since like you can take
3569s like a throwing ax like a hatchet and
3570s just like throw it to the butt of the
3572s horse and it would still die but that
3573s that knife didn't do it and just always
3575s felt a bit arbitrary and weird so just
3576s just buffing up that a little bit make
3578s it a bit more reliable
3579s um make it a bit more a bit more
3581s forgiving that way
3582s um was also I think a good healthy
3584s change a bit of quality of life I guess
3586s yeah meanwhile they can sit in the video
3588s as well that you just threw it at the
3590s poor horse and uh it's nothing as loud
3594s anymore
3596s so it's a clear change
3600s uh and we still have a lot of balance
3603s changes and these two are kind of tied
3605s together so yeah so so we looked at the
3607s the Romero hand cannons and uh one thing
3611s that that
3612s um we'll kind of struggle with a little
3614s bit in the past was just like okay why
3616s would you ever bring a regular Romero
3618s hand can like compared to let's say the
3620s hatchet right you get Malay on top
3621s they're kind of almost the same as
3622s that's a very very uh the clothes so one
3625s thing we want to do here is like just
3626s like look at the reload times a little
3628s bit so the regular Romero is a little
3630s bit faster now like the hand can that is
3632s a little bit faster now to reload
3633s compared to let's say the Hatchet which
3636s is a little bit slower currently so but
3638s the current one currently they're both
3639s on the same level right in between that
3641s and we kind of pushed one up and went
3642s down a little bit just to make the
3644s difference between the Gap a little bit
3645s wider so it becomes more the thing now
3647s where you think okay I want that second
3649s shot to be faster I may go for a regular
3650s hand can oh what a reliable melee option
3653s but maybe reload takes a bit longer so I
3656s might need to charge in well I go for
3657s the hatchet just like pushing a little
3659s bit aside it's a very minor change but
3661s something we feel helps with maybe
3662s shaping up and carving out the the
3665s respective domains for these for these
3666s variants a little bit better
3669s uh yep and uh so we also made a change
3672s to the martini Henry Ironside so what
3675s happened there
3676s um yeah so a slight buff for the rate of
3679s fire so the cycle time is reduced which
3681s means you can actually lose off those
3683s shots a little bit faster
3685s um as you kind of like work that lever a
3687s little bit more a bit more aggressively
3689s and we also increase the extra
3691s ammunition for it um the details you
3693s will be able to find in the patch nodes
3695s for how much it is but it's been it's
3697s been quite a bit of a boost in terms of
3698s extra ammunition
3700s um so you should be able to fire more
3701s shots you should be able to fire them
3704s faster and if you combine this for
3706s example with the explosive ammo change
3707s that we've seen further where they
3709s basically have the same extra ammunition
3710s as a regular one martini Henry can equip
3712s that type of ammunition it maybe offers
3715s a few more interesting Loadout choices
3717s as well someone actually asked what does
3719s cycle time mean so maybe you could just
3720s explain it it's the time between shots
3722s as you basically as you operate the
3725s mechanism mechanism of the weapon in
3726s order to be able to fire it a second
3727s time so by reducing the cycle time we
3730s effectively increase the rate of fire
3732s and therefore make the web shoot faster
3734s yeah so don't sleep on my boy the
3736s martini Henry I don't say that anymore
3737s uh I almost liked it so
3741s it's great uh and uh there's a few more
3745s actually uh one about the Winfield
3748s musket bayonet yeah again a very small
3750s minor change but we increase the
3752s Levering speed of the of the muscular
3754s bayonet slightly it's still not exactly
3756s as fast as a regular wind filter there's
3758s a little bit of a drawback by it being
3760s just a bit of a bulkier longer weapon
3762s but it is not as handicapped as much as
3764s before so you should be able to to use
3766s this a little bit more level than
3767s specifically considering that it's a
3768s musket bayonet which means a close range
3770s type of usage is quite nice Levering
3773s kind of supports that so this might be
3775s used a bit more offensively overall
3778s and then the there were some
3780s improvements made to The Recoil behavior
3782s of the officer carbine and the data
3785s variant yeah so this one we always had
3787s to kind of Brute Force this a little bit
3789s I think it's been several years now
3790s since we since we last touched them in a
3792s big way
3793s um and uh while it helped with the
3796s problem we were facing back then which
3798s is that people were just using this as a
3799s head clicker like just doing headshot
3801s after headshot quite easily
3803s um it also felt very often weird it's
3806s just the way the recall exactly operated
3808s right like just dancing break out a
3810s little bit
3811s um it's not completely 100 reliable now
3813s it still is a bit of a makeshift weapon
3816s which has its own own quirks and then
3818s clankiness attached to it but overall it
3821s should be a lot more reasonable and
3823s easier to understand I was going so give
3825s it a try on the test server as well see
3826s how it feels
3828s um and uh yeah give us the feedback
3832s awesome and I think there was one more
3834s change here mentioned separately so uh
3836s yes people might be asking for that one
3839s yes so again also um that goes hand in
3843s hand together with the balancing we've
3844s been doing with the ammo changes for the
3845s above which again have been targeting
3847s the aftermath and the aftermath supply
3849s chain quite quite specifically
3852s um we also have both increased the
3854s vertical and the horizontal recall for
3855s the mosing end a little bit so that
3857s doesn't mean the weapon completely jumps
3858s out of your hands now but it means that
3860s over the normal distances that you've
3862s been doing reliable shots with it might
3864s become a little bit harder so maybe it
3866s becomes a little bit less reliable here
3868s and there it's not a hard Nerf but it
3870s definitely is a supporting change to the
3872s arm also not only do you have less
3874s reliable ammo supply for this weapon
3877s um you also will need to be a bit closer
3880s and a bit more careful and and short
3882s burst Etc rather than just reliably
3885s picking both people at hundreds of
3887s meters in this case so my grand chat is
3890s going crazy over this so I think they
3892s are quite pleased again again
3895s give it a try aftermath is still a
3897s strong Weapon It's supposed to be a
3899s strong weapon
3901s um we just want to make it not as easy
3903s maybe to run specific loadouts with it
3905s and just speaking of producers like
3907s Blast Away uh like full magazines full
3910s full capacity
3911s um into every fight you have maybe you
3913s could do this in the first fight maybe
3914s actually to scavenge quite a bit before
3916s you can do it for a second fight like
3917s this is now just adding another layer
3919s onto this and The Recoil is just one of
3923s the little like screws the little levers
3925s we have kind of like Poland and turn and
3928s twist in order to make sure it finds its
3930s place
3931s uh thank you for explaining that as well
3934s uh but that was all like the weapon
3936s balance changing but we have some other
3938s balance changing which touch on like
3940s other things but let's start with the
3942s two trade changes we made in this update
3944s so uh yeah so some some smaller changes
3948s one resilience uh now will always top up
3951s your health doesn't mean it restores
3953s chunks right it does not but if you have
3955s let's say 125 hit points uh left because
3957s he lost just a 25 resilience fills it up
3960s to 125 volt
3962s um so that gives you gives you more much
3965s more so of a Fighting Chance uh coming
3967s out of certain situations and adds a lot
3969s more value
3970s to resilience overall
3974s and then there's another one where the
3976s assailant has been reduced from two
3979s upgrade points to only one now
3981s yes um just a minor thing um just in
3983s terms of housekeeping um we felt like
3985s two was a bit overpriced so now it's
3987s competing more for the one one left over
3989s points you might have big value so I
3992s think
3994s uh right uh so we also did some small
3998s changes to the mission summer accolades
4001s uh
4002s yeah so so a couple more rewards um so
4005s in general before we go into details
4006s because people love priori want to go
4008s crazy seeing their first ballpoint but
4009s that's all I'm going to mention quickly
4010s so we've been rebalancing a little bit
4012s like how much it takes for you to get
4013s like uh like a silver rating or gold
4016s rating that type of stuff so a bit of
4018s rebalancing
4019s um make it a bit easier sometimes to get
4021s like the full goal rating and uh just
4024s overall a bit more consistent fair but
4026s the big points are the next two bullet
4028s points which is like a hunter reaching
4029s level 50 now receive 500 so if you max
4032s out your Hunter there's actually a
4034s proper meaningful reward for you now 500
4036s is not to be underestimated so maxing
4039s out your Hunters keeping them alive
4041s um getting to the point actually now has
4043s a monetary reward for you which is cool
4046s and then um on Soul Survivor not click
4049s play Soul Survivor
4051s um closing the fourth Rift is also
4053s rewarding you with 75 Bounty instead of
4055s 25 so another reason for you trying to
4058s be the first one to get the fourth Rift
4061s close and therefore be the first Soul
4062s Survivor because it gives you like a
4064s guaranteed 50 Bounty extra you can just
4067s take home regardless of what happens
4068s next
4070s awesome
4071s uh and we do have a list of other
4074s changes as well uh which is some
4076s interesting ones so first of all we uh
4078s fixed some of the bugs that were in uh
4080s our combat log beta so uh you can find
4083s the exact details about all those fixed
4085s in the passengers because it's a kind of
4087s longer list for that uh and maybe for
4091s those of you that don't know what the
4092s combat log is maybe Dennis you could
4094s just tell them because it's pretty new
4095s as well yeah the comment lock is
4097s something we introduced in the last
4098s update it's basically
4099s um the new version of our damage history
4102s you see on the dev screen so in there
4105s you no longer have just the
4107s um the incoming damage you also have the
4109s outgoing damage which means you can kind
4111s of like better understand what happened
4113s which inspired their the last moments of
4115s a fight and I kind of see like oh I'll
4118s hit this guy only in the arm that's why
4119s I'm dead now because he shot me in the
4121s face
4122s um so giving you just a better
4124s understanding of what happened and again
4125s with the bug fixes there we're starting
4127s to add more clarity the couple of the
4129s missing pieces the whole thing is a
4130s feature is still in the better state so
4133s so having a beta label on top of it kind
4136s of indicates this is a little bit of
4137s work in progress It's still something we
4138s wanted to roll out last output already
4140s it is still in in that in a better State
4142s now but we're working on it doing some
4145s more improvements and I think the next
4146s point is going to be particularly
4147s interesting is that it also shows now
4149s events shortly after your death
4152s so that means that if you got killed
4155s um before your Bullet For example or
4159s your shot hits the other guy or a
4160s grenadewind off do you now have a chance
4162s to actually see that this happens yes
4163s this also can give away a bit more
4165s information but also overall we feel it
4167s makes the whole fight a bit more fairer
4169s to understand and whether you have an
4171s impact on this or not and might might
4173s reduce some of the frustration because
4174s at least you understand okay what
4176s happens in the few frames or seconds
4178s after your demise
4181s that's great uh so what else oh it seems
4185s like we've added over 100 new loading
4187s screen ships for players so yeah yeah so
4191s this this is basically targeted
4193s um uh hints um so what this means is
4196s that we are using now a a better
4199s filtering system that allows us to say a
4201s specific type of player for example a
4203s new player versus a veteran player a
4205s prestiging versus non-prestiging player
4207s um will receive different type of
4210s offense based on their experience level
4212s that should be more meaningful for them
4214s to learn about so for example a new
4217s player doesn't really need to know about
4218s the Dolph as the first 10 hints that
4220s they will see ever
4221s quite but for someone who is a bit
4223s further down the progression there's
4224s actually useful information talk about
4226s for example the type of reload that
4228s weapon offers Etc so again a lot more
4230s granularity in there but also targeted
4232s in a way that we can now address
4234s specific players a bit better in terms
4236s of what should be useful what should be
4238s meaningful to them and hopefully that
4239s helps with onboarding
4242s and then one updates regarding the
4244s questline weapons obviously the
4246s Vengeance of the skin is still available
4250s for players but after the two quest
4253s lines are over uh with the release of
4256s update 1.13 on the live servers these uh
4259s weapon analogs will be added to the
4261s regular weapon progression yeah I think
4264s it's like seven more days right
4266s um yeah something like that so so make
4268s make sure if you haven't done so finish
4270s your questline uh get those legendaries
4273s and uh yeah take a few days Advantage at
4276s least of of still having access to these
4278s weapon variants before they then become
4280s part of the regular progression as usual
4282s once 113 goes live yeah uh maybe we
4285s could list uh this so we do have the
4287s crack sniper the Craig bionet and then
4290s the shorty uh um like yeah the Warframe
4293s from from the previous questline we had
4294s the the Centennial shorty and shorty
4297s silencer and then and the actively
4298s currently running questline we have the
4301s correct bayonet and the correct sniper
4303s exactly so again these will be available
4305s to everyone when the update is on the
4308s live servers
4310s uh uh and with that we arrived to the
4313s legendary content in this a bit uh
4315s obviously there's gonna be a lot of cool
4317s stuff but as we mentioned there's also
4319s an event on the horizon so uh there will
4322s be even more uh later than the rain but
4324s we won't talk about those just yet so
4326s let's just quickly uh look at what's
4329s coming in uh this update so we have a
4332s new a new new Army uh legendary called
4335s the deputy
4337s and uh
4338s yeah actually we're gonna do a small
4340s mini game here because uh each of the
4342s Legendary Weapons uh
4345s uh skins that are arriving in the
4346s subject are tied to a legendary Hunter
4348s and uh not all of them are mentioned in
4352s the text or just mentioned with a name
4354s so uh we'll ask you to kind of guess uh
4357s which legendary Hunter it is or if you
4358s know their names
4360s fill in the blank so like the first one
4361s is is the deputy and uh that one belongs
4364s to Marshall Brewer quite obviously
4368s um which is a really nice new Army
4370s revolver really like this one
4372s it's very grounded looks really clean
4374s actually and with the shirt like the
4376s star and be cool uh
4380s and I actually really like the new Army
4382s personally it's like an early unlock and
4383s it's really quick and nice so yeah for
4386s me for me I just kind of replaced the
4387s officer as as like a trade independent
4390s rapid fire weapon so kind of like using
4392s that for example if I take like a rifle
4394s or something with a lower rate of fire
4396s uh unlike for example when I play with
4398s shotgun where Precision is more
4399s important for me so it's more more like
4401s like a low ammo but this one this one I
4403s really really enjoy
4406s uh and then we have a Martin Henry Iris
4409s side uh and we just talked about it that
4410s it is receiving a buff in this update uh
4413s and it's called Heaven's key and sadly
4416s this also mentions the legendary but
4417s just wait a minute
4420s so yeah this is tied to the night I
4422s collide
4424s yeah I like like the carvings on it that
4425s kind of fits like the cloak
4427s yeah definitely now you can have like
4430s the themed loadouts uh with some of them
4431s or obviously you could already do some
4433s of that but now even the variety is a
4435s bit better
4436s uh check give to Martini Henry a try on
4439s the test server for sure like the
4440s Ironside version that it is
4442s definitely and uh yeah there's a
4445s Winfield slate called eulogy and uh this
4448s is the title Thomas Bridge chat who is
4451s Thomas Bridge who knows who is Tom who
4454s is Thomas Bridge do you guys know ELR
4457s uh uh
4458s oh I've seen the first one
4460s oh yes yes so yeah people find out nice
4469s there we go yes it is it is indeed the
4472s mountain man
4474s so you can use a slate with your
4476s month-to-man it also looks very thematic
4479s to him I think so uh yeah I like this
4483s one
4486s I mean we have mods in the chat how
4489s about like whoever writes the name
4491s correctly first just gets uh a DLC for
4494s uh that Hunter just to spice stop by I'm
4497s sorry to drop it out randomly to you
4499s guys but like let's make it a bit more
4500s fun
4501s so yeah whoever writes it first on
4504s Twitch uh will get a DLC key
4508s uh so this is a scotfield called judge
4512s so and it's ties to Candice who is
4514s Candice who knows first one we'll get a
4517s key oh I seen one so uh yeah yeah
4520s someone got it uh please uh mods give
4523s them a key uh it is indeed uh private
4526s eye so the new Scott uh can judge is for
4531s the private eye or Candice
4535s and uh I mean this looks super cool as
4537s well
4538s again like the the
4540s eye might have been a bit of a giveaway
4543s there yes
4544s uh and you know if if you have a judge
4548s then you also need a jury so
4551s that is kind of a pair to this uh this
4554s has the legendary name so it doesn't
4555s count chat uh but it's for Hawk show
4559s Jack
4561s Yeah so basically that means a book both
4563s of the pinkerton's got one there yeah
4567s really cool and you can run like a
4570s judgery combo now so oh no this is a
4572s swift so never mind but it's still cool
4575s you could have one in each hand I guess
4577s like a not each hand but each slot and
4580s it finally is a swift skin yes true
4583s people have been asking for that for so
4585s long actually so I'm really happy
4587s uh let's take a closer look at it here
4592s very clean and sexy yes as Chad said uh
4597s then we have a chain pistol the video
4599s over and this belongs to the black coat
4604s yeah this one is also very very
4606s beautiful I I really personally like
4608s like mixing them up a little bit so I'll
4609s take like one skin in one hand and
4611s another skin in the other hand
4613s um
4615s is this one this one definitely uh it's
4617s gonna be it's gonna be one of my
4619s favorite ones then I mean I'm always
4621s very partial to the black and gold skins
4624s in general so this is perfect yeah Yep
4627s looks sick and also actually the black
4630s coat is my favorite Hunter too so
4632s of course he gets the coolest thing
4636s but yeah very cool
4639s uh then we have the news uh new battery
4642s carabiner
4643s so looking nicely
4645s and sadly it also mentions the name chat
4647s so no skins for you but it belongs to
4650s Sherry pardon
4652s yeah a very nice one as well
4656s yep also the goal I'm just I just really
4658s love golden guns I I think so
4661s it just makes it look so fancy and cool
4666s uh
4668s and then we have a new Vitality shot uh
4671s sanguis Christie if I pronounce that
4674s correctly uh
4676s but uh I mean this is kinda easy to
4680s guess but still there's no full name so
4682s if you give a full name I guess maybe of
4685s the Hunter
4691s at least this one I like as well it's
4693s quite nice yeah I mean it's very fitting
4696s for the hunter so it looks great
4699s and again some close-up shots
4701s of it looking very clean
4706s uh and then we have a new sticky bomb uh
4709s called a queen heart
4711s uh also looking very
4714s I should have covered a creepy Alkali
4716s it's a cool sticky bomb and now we know
4718s that it explodes in a larger radius I
4720s mean not the explode it can kill you in
4722s the larger there it is so exactly maybe
4724s it's like a bit of a buff on this one so
4726s I tried out
4727s yep and it belongs to the kill buyer
4730s again chat it's written there so no
4731s extra points but uh obviously he is very
4734s horse themed and Aquin heart is kind of
4736s a giveaway so it does belong to kill
4739s fire
4741s I mean if you read his lore
4743s yeah just read it
4746s uh but yeah let's look at it uh looks
4749s very nice
4754s uh then we have a new knuckle knife
4756s called the knotted spine
4760s wow also pretty one like it a lot
4763s yeah it looks really cool and this is a
4766s hard one so
4767s uh
4768s chat who knows who is Remus frisk
4777s yeah I've seen a correct answer I
4779s believe for this we cannot give a code
4781s because it's not a DLC but I'm sure you
4783s can uh maybe we can instead just give
4786s the new latest DLC we will watch out to
4789s the one person yes uh so and again this
4793s is you want to give it away which it is
4795s yeah yeah so it is Dire Wolf uh chat so
4798s I've seen someone very quickly knowing
4800s that so congrats to that person
4803s uh yes and I think that's all uh uh the
4807s legendaries we have there's the last
4808s look at this knuckle knife looks really
4810s sweet
4811s I've been using the rust quite a bit but
4815s I'm going to swap over to this one soon
4817s so
4818s yeah to
4821s Buster because I've been used to that
4823s forever so I always have the pain with
4825s me because
4826s I don't know it's glass really cool uh
4830s but yeah so we arrived to the Q a
4832s segment and with that
4835s um I think Sam is also ready I can see
4838s him so let's bring him uh back with us
4840s and uh let's look at all your questions
4843s we'll try to answer uh and again there
4847s is gonna be another stream where we will
4849s talk about the upcoming event uh just
4851s keep an eye out on social media and you
4854s know you already know that there's a lot
4855s of things coming out so
4858s yeah we cannot say anything just yet but
4860s uh repression it's soon
4864s uh and I see that lovely Ari connected
4867s uh
4869s a lot of questions so
4871s he's gonna be busy right now yes
4874s [Music]
4876s the chat is just completely going crazy
4884s there was there was one question earlier
4885s maybe I can quickly start with that if
4887s you want um it was like why can you not
4890s uh go with four people into the shooting
4892s range
4894s well Sam you want to take that one
4897s uh but very much just a Lobby limitation
4900s we have right now right um so I mean I
4903s guess it would be helpful to address a
4905s lot of the questions around the shooting
4906s range to provide a bit of context
4908s um around this development so obviously
4911s we're really proud of the feature it's
4913s been great working on it and we really
4915s feel like it adds meaningful depth to
4918s the game makes it feel like a more
4919s Complete product and alongside the
4921s tutorial update really helpful to get
4923s new players into the game however it's
4926s not perfect and it's not a perfect
4928s sandbox so it doesn't offer access to
4930s the entire Arsenal it doesn't offer a
4934s complete damage readout like the combat
4936s log would and it's not a fully fledged
4938s PVP mode either so we're aware of the
4941s shortcomings and we acknowledge them but
4943s we still think that the shooting range
4945s was well worth adding to the game at
4947s this stage rather than sitting on it for
4949s another update or two to make it perfect
4952s so yeah and then even even been
4955s particular like like going in with like
4956s your friends is just such a great Boon
4958s already so um you basically just invite
4960s them in as normal it's the same
4961s interface and then just go there have
4964s some fun I think that's that's going to
4966s be amazing and we also as I said more
4968s mentioned we're going to count a little
4969s bit on you guys as well to fill in the
4970s blanks right like so yeah there was a
4972s question just to pick up on that one as
4974s well why I don't know moving dummies or
4977s are they moving dummies like didn't see
4979s anything
4980s um no there won't be any moving dummies
4981s at the moment we couldn't build those
4983s um however you have two moving dummies
4986s with you if you go with the drill all
4988s right so just ask your friends kindly to
4991s just walk in the distance do some
4993s shooting let them Revive on the spot you
4995s can still do experimentation along that
4997s it's yes it's not as convenient as maybe
4999s a nice moving dummy there maybe there
5000s will be one in the future can't say
5001s however we do give you some of the tools
5004s to try things out get a feeling for it
5006s learn about leading weapons take your
5007s turns in there and just like try to be
5009s just as part of the whole shooting range
5012s experience with your with your friends
5013s and uh kind of like compare for example
5016s combat locks that's from one friend uh
5019s um what he's seeing basically how things
5020s have been going on and we encourage you
5023s to actively uh like talk to each other
5025s and use this to the fullest extent to
5028s try out things that are important to you
5030s I will put
5035s uh
5037s so there was actually a question that I
5039s also asked uh from you guys so with all
5042s the ammo changes uh what happens if you
5045s uh loot the Hunter's weapon now uh do
5048s you still get the ammo from that weapon
5050s to your yeah yes exactly so like so if
5052s if a hunter has a weapon that has x
5054s amount of extra ammunition in it um and
5057s uh you you want to just get the
5059s ammunition from it you can do that just
5060s the same way as before
5062s um it only depends on what is your
5065s capacity limit on your Hunter like how
5067s much can you take how much you have to
5068s be left behind the physical weapons the
5070s usual stuff as you all are familiar with
5071s so there's no change to that what has
5074s changed is primarily going away from the
5076s percentage based ammo box we Supply to a
5079s fixed amount as outlined earlier and
5081s make that a little bit more predictable
5083s across the weapons and less about I'm
5085s gonna min max my loadouts to be
5087s specifically getting like nine block
5089s ammo bullets from an ammo box because I
5091s brought these two paired secondaries or
5093s whatever
5094s um and make the whole thing a bit
5095s clearer and easier to understand and
5097s again important part is we encourage you
5099s mix out make mix around with your with
5102s your custom ammunition if you have
5104s different types of the same ammunition
5106s but like a different subtype let's say
5108s numbers as regular or what FMJ versus
5111s split or uh like versus Poison I mean
5114s um you do get each of these sub pools
5116s refilled with the interaction so in case
5119s of of of a bird here for example we can
5122s pick two or which can pick like two
5123s different types of offline ammo if you
5125s have incent rate one regular in the
5127s other you go to an ammo box you get a
5128s few rounds like two of them from a
5130s regular ammo box each if you don't have
5133s custom armor and you just have the
5134s normal it's just one ammo Pawn which
5136s means you only get two rounds total so
5139s going in trying out custom ammunition
5141s setting up different different like
5143s variants and just spreading the net
5145s white casting the internet white gives
5148s you a chance to have more reliability
5149s ammo coming your way but obviously you
5151s can't have to change it as easily
5153s uh great I actually seen some questions
5156s that asked about the economic changes we
5158s talked about uh maybe last year so again
5161s uh there is gonna be a video uh most
5164s likely tomorrow where uh David and Rick
5166s will go through the whole economic
5168s changes in this update because there's a
5171s lot and we couldn't fit in this stream
5172s so please keep an eye out for that and
5175s it will be obvious on YouTube uh and or
5178s our social channels to make sure to
5179s follow and get all the information
5181s regarding that and then it is also gonna
5183s be in the patch notes later on
5187s uh
5189s shall we do a bit of a quick fire
5191s shooting range absolutely yes I see a
5194s bunch of questions around that go for it
5197s um somebody asked if it'll be possible
5200s to see the floating damage indicators on
5201s Hunters as well as the target dummies
5204s um no for now those floating indicators
5206s will just be displayed for all the
5208s damage you deal to Target dummies that
5211s was done
5212s um in consideration of visual clutter
5214s and also um a bit of a technical setup
5219s on our site too yeah but keep in mind
5221s you can always ask a friend to tell you
5222s what they're seeing on the um exactly on
5225s the deaf screen right in the in the
5226s comment lock and it'll always be
5227s possible to compare the damage you deal
5229s to a dummy to the damage you deal to the
5231s actual Hunter
5232s regarding different ammo types in the
5235s shooting range itself there are none to
5237s pick up there but of course anything
5239s that you bring in with you is still
5241s valid so you can purchase a weapon for
5243s your Loadout customize it with Special
5245s ammo and then test it out in the
5247s shooting range so if you want to go over
5249s how dragon's breath or poison ammo works
5251s it's available for you there
5254s um there was a question regarding charms
5256s can all players pick up trick charms yes
5259s they can
5260s um always within the rule of two that
5262s Dennis always mentions so every trait
5265s charm has two uses meaning that um it'll
5268s only have the two interactions at any
5269s point but yes apart from that you can
5272s all interact with it to your heart's
5274s content and that's a good way of
5275s comparing their usage I think yeah and
5278s keep in mind whatever your Hunter brings
5279s into the shooting range is also what you
5281s have available so yeah very very often
5284s you probably don't even need to pick
5285s something up it's just there for example
5287s if you're freshly prestiged or or are
5289s you a new player around like you have at
5290s least a starting point you can get your
5292s hands on some of the more essential ones
5293s actually
5295s and finally there was a question about
5297s the map itself so we as we mentioned
5300s it's focused around fold karmic the area
5302s itself is a bit wider though so we've
5304s included basically a boundary up until a
5308s few of the surrounding compounds so
5309s brickwork sign works
5312s um some of those compounds are entirely
5314s included and have Target dummies in them
5316s as well but mainly focused on the long
5318s range shooting from Fort karmic but um
5321s yeah the rest of the map is inaccessible
5323s and blocked off for you so you'll
5325s definitely have to stay within that
5326s range
5327s as a bonus you will not respawn at um
5332s somewhere in the corner right uh it will
5334s actually be close to the action and can
5336s continue just having something that much
5337s fun with your friends if you want this
5339s is really about setting the the tone and
5341s the focus of the shooting range being
5342s about testing
5344s um learning and really being focused on
5346s that core experience
5350s I think that about does the shooting
5352s range we've got some other questions
5353s though too
5355s yeah you did answer a lot I think most
5357s of it that I've seen
5358s uh
5360s a lot of people ask when is the release
5362s date uh as always we will announce it
5364s when it's going live but it should be
5368s very very shortly so
5370s uh you hopefully won't have to wait too
5372s much
5373s uh at all so yeah
5379s uh
5388s someone was asking I mean I've seen it I
5391s mentioned specifically about the Sparks
5392s and uh
5395s uh
5397s instantiary ammo changes so uh if it
5401s sets you on fire do you instantly die
5403s from a Sparks now or no because there's
5405s a difference between Health loss and
5407s health chunk loss right so the the
5410s burning removes the potential for Max
5412s health
5413s and the Sparks does x amount of damage
5415s so you might have a very low health bar
5418s that starts burning away at the other
5419s end but you still have that hit point
5423s yeah so you only like burn from the end
5425s basically yeah
5432s there uh someone asked about like some
5434s audio uh issues there's actually some
5436s audio fixes as well in the update as we
5439s mentioned earlier there's a long list of
5441s bug fixes so that will include some
5443s audio as well yeah one of one of them I
5446s can already mention um just like they
5448s have been further further tuning done
5449s when it comes to like indoor footsteps
5452s close to here like a Json building type
5454s of stuff so again looking for the
5456s details in the patch notes but the guys
5458s have been very busy
5460s um doing further tuning to existing
5462s stuff and fixing some of the re-annoying
5463s issues around it
5475s you got some more
5498s foreign
5515s oh yeah sorry uh
5518s yeah go for it I was just typing so I
5520s mean no I was just asking you guys
5522s actually if you have anything that you
5524s would really want to answer still
5525s because I think we answered most of the
5527s questions that are not repeated now and
5528s it's like very moving very quickly so
5530s it's no there was there was a question
5532s if they were like with the ammo update
5534s if there's any uh changes to the
5536s location or frequency around boxes no uh
5538s we didn't want to change too many of the
5540s moving pieces around the whole thing so
5541s just like going into the mechanics of
5543s the ammo boxes and how much they give
5545s you and then changing the mechanic from
5547s percent space to a fixed amount was just
5550s one step already that we think obviously
5552s it's gonna stir things up quite a bit
5553s right it changes the matter it changes
5555s Behavior changes the loadouts so we
5556s didn't want to have too many moving
5558s pieces in that so we might do some of
5560s that in in a future update or based on
5562s feedback on the test server but at the
5563s moment we kept that the same
5565s intentionally just because it makes it
5566s easier for us to measure whether this is
5568s going the right direction
5570s uh yes and I think uh to be honest we
5574s answer the most and yeah I know one time
5576s when chat spam is muted and it's
5578s actually muted
5581s sorry for that uh I was just trying to
5584s read the questions at the same time so
5586s uh yeah guys the test server is coming
5588s uh shortly please make sure to read the
5590s patch notes again keep an eye out on the
5592s social channels for other updates uh
5594s about this one uh the economic changes
5597s as well as uh the upcoming event and uh
5601s as I mentioned we will have an upcoming
5603s stream as well for that very dive uh as
5607s usual uh into that topic too uh and any
5611s last words uh some are done is for the Q
5613s a before we and
5616s go to the test server and play the game
5619s um give us feedback let us know what you
5622s think and make sure you stay in touch
5625s yep so
5627s so with that
5630s today it was a lot of fun to talk to you
5631s all about update 1.13
5634s thank you thank you thanks for having us
5636s and uh chat as Danny said uh go test it
5638s on the test servers and see you soon
5641s back here and we'll talk about some
5644s other interesting things but with that I
5646s have wish you all a good night uh play
5648s some hunt finish their quest lines and
5650s see you next time
5652s see you bye-bye
5657s [Music]
5674s ships
5676s [Music]
5696s and it ain't
5699s [Music]
5704s me
5710s [Music]
5720s and I've heard it all before
5724s [Music]
5726s it ain't nobody
5730s [Music]
5737s it ain't over until it's over
5748s [Music]
5771s now I'm just
5773s [Music]
5780s but I know but I know this one
5783s goes
5787s on me
5794s [Music]
5802s let me hurt tonight
5811s [Music]
5819s [Music]
5824s till it's over
5830s [Music]
5859s thank you
5860s [Music]
5882s thank you
5883s [Music]
5897s it ain't over babe
5904s come on over babe