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Hunt: Showdown
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346s | hello hello how's it going we have a |
351s | familiar face again back in the stream |
354s | who are you exactly |
355s | I'm Dennis he's Dennis Dennis ah we're |
359s | gonna talk about update 5.0 port to r2 |
363s | because obviously we already had a |
364s | stream with some stuff there climate |
366s | change will touch on in a minute last |
369s | week and now we're gonna have quite what |
372s | we have a lot of slow not a scare it's a |
375s | big update is the actual yeah it's |
388s | definitely one of the bigger ones for |
389s | sure yeah I mean it's configured I hope |
392s | you guys are ready for a lot of stuff so |
394s | obviously as usual we'll talk about |
396s | everything we're also gonna have someone |
399s | else in the stream that hasn't in |
400s | industry yet yes later for a new |
402s | emulator that actually right and |
408s | obviously Q&A at the end with both |
410s | Dennis and Vince I finally get to sit on |
413s | the couch yeah we're gonna say look out |
415s | so yeah what what are some of the |
418s | highlights we have yes obviously we have |
422s | two emulator obviously as a very very |
423s | big point for this update this is a |
426s | spoilers ahead that's kind of the last |
428s | thing when I talk about today and for |
429s | that we're gonna get a new face on the |
432s | screen for this it's gonna be Ben here's |
433s | one of the system designers working on |
435s | it and he is playing likes all the |
437s | details about his yeah if you've read |
439s | the reason block then he's already had a |
441s | couple of offices usually I mean like no |
446s | drop frames is it like loading or is it |
448s | lagging and what way and has everyone |
451s | got like as I do say multiple people |
453s | mention it |
455s | like we're not dropping any frames |
457s | everything seems fine ok ok no worries |
461s | it might be that you just have to change |
463s | the you know the encoding settings but |
465s | it should be fine my good sauce |
467s | maybe this us no I don't know it's |
469s | probably twitch because like we know |
471s | drop we haven't dropped the same frame |
472s | no technical difficulties industry today |
474s | highlights pallets so besides stimulator |
478s | we get a couple other points to talk |
479s | about so we have some weapon related |
481s | stuff to show weapon balancing yeah |
486s | we're gonna recap a little bit from last |
488s | streamer so in terms of like the |
489s | game-mode related stuff that spin has |
491s | already run through a little bit see if |
494s | you interested in that watch last week's |
496s | stream really good information about |
498s | what's going on the level front and yeah |
501s | I mean the big theme for us has been |
503s | obviously performance as well like so |
506s | many of the optimizations that we've |
507s | talked about last before that it's been |
513s | iooking at 5.0 is like the second the |
515s | second performance update for us so in |
517s | this case it's mostly on the asset |
519s | sights optimizations two specific things |
521s | that we were going to talk about our or |
522s | animal traps in the world we've already |
525s | talked about some of the level changes |
526s | and everything under the hotel set has |
529s | received like some optimizations |
530s | etcetera yeah exactly so we won't be |
532s | talking about performance because we |
533s | mentioned most even though it was a very |
535s | big part of this update as well as |
538s | explained during two streams ago we have |
540s | been working with like multiple |
542s | departments so improving you know the |
543s | characters polygons stuff like that so a |
547s | lot of stuff has already been discussed |
548s | in previous two streams 45.0 but now |
550s | we're going we're into the balancing and |
552s | the content yes uh stuff that you get |
555s | yours very much like so yeah without |
557s | further ado I think we should just head |
559s | on in that's it on a 5.0 the first thing |
563s | um so let's talk about new player |
566s | experience specifically so one thing |
568s | that we're working on towards is |
570s | obviously making sure that new players |
571s | have an easier time finding their way |
573s | into the game we've done a couple things |
574s | in the past so we talked about the |
575s | training mode we talked about the rules |
578s | that we applied with that for example |
579s | not losing your hunters if you're new |
581s | player up to like what is it ranked |
583s | fifth anyway including 15 so from 16 on |
586s | you would lose nothing always |
587s | dear one exactly and there's like |
589s | different ways now how you can how you |
590s | can kind of like bypassed the the text |
593s | that we have on recruiting hunters just |
595s | finding weapons etcetera so the game is |
597s | from a economy point of view changed |
598s | quite a bit but what we want to do now |
601s | with a bit of more focus over this |
602s | update but also on the next updates is |
604s | to focus on the new player experience |
606s | like how he explains therefore we teach |
608s | people stuff to make sure that new |
609s | players have it easier to get into the |
610s | game find their way around and most |
612s | importantly stick with the game so what |
615s | we've been trying to do here is as you |
617s | can see on the slide as you see that the |
619s | first couple of ranks and what you |
621s | unlock in the bloodlines and one issue |
624s | what we've seen is that as someone who |
627s | started new or even prestige players |
630s | they they don't really have that many |
633s | traits available and also that year in |
635s | the very beginning is pretty limited so |
636s | what we wanted to do is make sure that |
637s | if you manage to come out of the mission |
639s | alive which would like the training mode |
641s | it's kind of bit of a given that he's |
644s | not dying so there would be some there |
646s | will be some progress that Sheen |
647s | actually spent his upgrade points and |
649s | unless you lost health obviously there's |
651s | much you can spend it on right now so |
653s | what we want to make sure is to give you |
654s | a couple traits right from the get-go so |
656s | for that we we take that we had a look |
658s | at the trade list and we found conduit |
660s | pack mule and Greyhound to be good |
661s | candidates because each and their own |
662s | right can allow new players to to kind |
665s | of stay alive like I also feel they're |
667s | very staple like pigs because like I |
669s | always just ya know like no no brainer |
674s | got it a bit less but back moongra |
676s | yes a conduit we picked primarily for |
678s | the health bonus it gives you so for new |
680s | players like being able and to find the |
682s | clue and getting some health back |
683s | possibly because it also you can say I |
685s | because they might not know yet how to |
686s | best deal with them like it just eases |
689s | them up a little bit into into the game |
690s | pack me well obviously you can bring |
692s | more of it like yeah we could tell the |
694s | shots in the beginning early so or like |
695s | bring more fire bombs more quickly more |
697s | tools and Greyhound general for mobility |
699s | just did you just say big fatality shots |
702s | for rent one and we also looked at the |
710s | weapons and so like okay water |
712s | Winfield's see at the moment is unlocked |
714s | and I think rent tools its kind the |
716s | first thing you get yeah but we we want |
719s | to just |
720s | make that available right from the |
721s | get-go so that you have you have both a |
723s | rifle and shotgun option right from from |
725s | the beginning and also edited like the |
727s | Romero or 77 hand cannon the base one |
729s | obviously already is available there and |
731s | the combat access to medium options or |
732s | people are always that experimenting |
734s | without having to unlock those of the |
735s | first couple of ranks and just make |
737s | things a little bit easier not massive |
740s | changes but it's just one of those steps |
742s | or of many steps we want to take to make |
746s | it easy |
746s | these players into a little bit more |
748s | hardcore just easier to get started and |
751s | get used to the pain that you'll feel |
752s | afterwards they have been a couple other |
754s | changes in addition to that so this is |
755s | this is what you see on the slide has |
757s | like the default equipment but we also |
759s | tat a quick look at the first couple of |
762s | ranks where by default right now on rank |
764s | six you get yeah I know the camera is |
768s | out of focus in this let me turn it off |
770s | just keep talking |
774s | so the first couple ranks at the moment |
776s | mean that only from rank six on would |
779s | you get your first your first trade |
781s | which was a thing determination or is |
783s | determination but we also added for |
786s | example Horn skin which is the one that |
788s | makes it a bit more survivable against |
789s | black melee which is like with most of |
791s | the eyes causing and made that the first |
793s | unlock now where the wind field used to |
795s | unlock that rank too so just over |
797s | reshuffling a little bit moving things |
799s | around a little bit in the unlock order |
800s | and just make things a little bit more |
802s | yeah easier no rocket science just |
806s | improvements step by step I think that |
810s | we can move on to the next point or |
814s | bounty hunt changes so yeah the next two |
817s | slides are basically talking us about |
818s | the game modes and so one thing that |
821s | we've we've really wanted to do for a |
824s | while and we finally had a chance to do |
825s | that is look at crew camping how to |
828s | prevent it and how to without changing |
830s | everything completely actually make it |
832s | something which which is less likely to |
834s | occur so what we've done is that for |
837s | both bounty hunt but also for quick play |
840s | dough for rifts we have added some |
844s | readability warning in that if you and |
846s | some other guy are close in close |
849s | proximity to a clue that clue is like |
852s | kind of like glowing |
853s | different color but the reddish you |
855s | looks a bit differently we show some |
858s | pictures we can maybe do the red yeah |
859s | let me go back to the status yeah okay |
862s | so you can see it already maybe it's not |
865s | the best starting picture you can see |
866s | some some red effect there I'm gonna |
868s | cycle through him a little bit it's a |
869s | bit clearer right here on this one |
870s | and much much guarantee someone in the |
874s | corner I didn't even see the guy hiding |
875s | around again honestly so what it means |
881s | is that if if the like you and someone |
885s | from another team so obviously that |
886s | doesn't go for it teammate if you have |
888s | one are within like say it's probably |
891s | half a compound radius radios roughly |
894s | then you will get that warning so we |
898s | intentionally didn't put that in for |
899s | example dark side so that it actually |
901s | doesn't benefit campers use dark side |
903s | kind of scan the light until it turns |
905s | red and then I put out a sniper rifle |
907s | well this is really for the guy who is |
909s | about to press the button who's about to |
910s | commit standing still okay I'm gonna |
914s | press oh maybe I want to compress this |
916s | and actually gonna look skin around et |
917s | cetera so it's a warning to prevent |
919s | people being kept shot killed whatsoever |
922s | while you're kind of like stuck in the |
925s | so I see someone a sturdy seed from afar |
927s | knows so like as soon as you because |
929s | that was the reason that we didn't do it |
931s | for dark side dark side is that you |
937s | don't that you don't see it differently |
938s | it's still the same clue because |
941s | otherwise scampers can use it your aunty |
942s | cam you know or like to you know but |
944s | even if someone can come close by can be |
947s | even better |
947s | yes that's why it's just when you get |
949s | close and you see the clue so it's |
951s | basically if you if you can see the |
952s | particle physically then you will get |
954s | the warnings but it wouldn't be like to |
956s | bake radiating illuminating light and |
959s | dark sides yes alright so that's the |
964s | first one here I think that was close |
965s | there's one more year yeah yeah it's |
967s | just like hey there is a guy then other |
971s | things we did so we also had a look at |
973s | the recruit composition so what we have |
976s | at the moment if you if you are if you |
978s | manage to rank up until tier 3 so Blum |
981s | in rank 67 and up to 100 the composition |
985s | of the recruits changes to allow you to |
987s | for tier 3 hunters now what they did so |
990s | far was it gave you one tier 1 which was |
992s | usually the free guy 1 tier 2 and then 2 |
996s | tier 3 guys we felt like that we kind of |
1000s | understanding the tier 2 little bit so |
1001s | we would like to celebrate the tattoos a |
1003s | little bit more and actually for that we |
1005s | we changed the order to be tier 1 tier 2 |
1007s | tier 2 and tier 3 so there's only one |
1009s | tier 3 now available we also had some |
1013s | look at the usefulness of this recruit |
1015s | so this is again something which we |
1017s | looked at as we as we introduced like |
1019s | the quickly hunters in general different |
1022s | ways to the three hunters to make them a |
1023s | bit more valuable so we for example it |
1026s | gave them or most of them more traits to |
1028s | start with us so before they had like 0 |
1031s | to 1 or 1 to 2 or maybe maybe if you're |
1033s | lucky 2 to 3 trades |
1035s | what you see now is usually on average |
1037s | one more trait given up to maximum or |
1039s | four so at tier 3 is most of the time |
1041s | like three traits but can have for tier |
1043s | two guy is mostly two traits can have |
1045s | three and the tier one usually has just |
1048s | one trait because the second trait is |
1050s | mostly then used for sniper rifles etc |
1052s | where there might be the opportunity to |
1053s | to give them a trade like the ADT aiming |
1055s | trades but since those weapons are not |
1057s | available in Tier one usually they only |
1059s | come with one trade that also means that |
1062s | the pricing the way we calculate the |
1064s | cost the base cost of the hunters also |
1065s | like based on the amount of traits they |
1067s | have and the points they cost etcetera |
1069s | the hell if they have so systemically |
1071s | the pricing goes a little bit up so you |
1073s | might see like a tier 3 hunter actually |
1075s | costing like a hundred even maybe |
1077s | hundred fifty extra as a base on top of |
1079s | the equipment do a 100 like explain how |
1082s | we base up like a cost for a hundred |
1085s | roughly it's really basically the the |
1088s | upgrade points of the trades ended up |
1090s | together there's a specific conversion |
1091s | rate and similar thing with the hip |
1093s | points and that kind of gives a flat |
1096s | rate bonus for the outfit on top of that |
1097s | Co three outfit just is worth a little |
1099s | bit more because on average most Maps |
1101s | most situation they can give you more |
1103s | camouflage and that just means that a |
1105s | Tier three price probably is the most |
1107s | noticeable going up a little bit but |
1109s | then again we've also tried to make them |
1110s | it more useful when it comes to the year |
1112s | and the options they have so that's just |
1114s | something to try out and once we're in a |
1115s | test server and hit a fitting for it |
1117s | just means that the tier 2 set where we |
1119s | just have about 4 right |
1121s | the show was a bit I never presented and |
1123s | we just wanted to have a bit more |
1124s | tattoos running around yes all right |
1131s | quickly changes so I'm last stream we |
1135s | mentioned already in beginning of this |
1136s | dream again we had lots of level changes |
1138s | so likes when run you guys through all |
1140s | of that so ideally just watch that |
1141s | stream again lots of really cool changes |
1143s | coming in like additional spawn points |
1145s | as possibility like in the corners being |
1147s | at it some additional positions for |
1149s | resupply points the towers have changed |
1151s | not only not only ddd hunting towers |
1155s | yeah with additional windows but also |
1156s | even like some of the camping spots we |
1158s | saw specifically how many people |
1164s | actually stayed in one location i |
1166s | quickly definitely favorite the heights |
1169s | yeah so watch that stream if you didn't |
1171s | have a chance you have this a really |
1172s | cool stuff and also we mentioned loss |
1174s | and delta in quickly yes yes yes a very |
1177s | very big change for us so there's |
1178s | actually one of the patch highlights in |
1180s | general for update 5.0 being able to |
1183s | play quick play now on either of the map |
1185s | so basically if you play quick play you |
1187s | wake up either on lawson Delta or and |
1189s | still whatever you it's randomly |
1190s | determined and so prepare for both what |
1195s | do we also have here yes economy changes |
1197s | yeah so maybe it should have the economy |
1201s | changes now the XP kana is is that but |
1204s | actually I skip through one point which |
1205s | is the rift antique antique mechanic so |
1207s | this is basically exactly the same work |
1209s | we have for the clues just a little |
1211s | facts rift so now the rifts would also |
1212s | have the same warning if there's another |
1214s | hunter from a different team in this |
1215s | case clip it is only about teams is |
1217s | close by and you get the same warning |
1219s | grace kind of warning period thing you |
1221s | pay attention you can live alright so |
1227s | what we did there is we we had a look at |
1229s | how people get XP in the game at the |
1231s | moment and specific trick play it's been |
1233s | a bit of an XP boost highway so you got |
1237s | a lot of a lot of easy ways of getting |
1239s | XP and on in my bloodline and we wanted |
1242s | to like get a bit more control about |
1244s | that so what we want to do is not just |
1246s | like Captain max XP or Harvard or |
1248s | whatever like that didn't feel right for |
1250s | if you're the winner but we actually are |
1252s | now just following the same logic as we |
1254s | do in bounty |
1254s | which means that the XP actually lives |
1256s | on the hunter so let's still get some XP |
1260s | exactly so like the the XP is one on one |
1263s | going into the hunter and any levels up |
1265s | so depending how well you've been doing |
1266s | I've been if you've been sitting in a |
1268s | bush until the last guy was laughs and |
1270s | you just tried to kill him with a |
1271s | machete and didn't pick anything up he |
1272s | said or he might get very little expedia |
1274s | for level up with very little with this |
1275s | guy if you had a blast of around maybe |
1278s | you make 10 15 levels with that hunter |
1280s | just like a proper goods bounty hunter |
1283s | mission and that means the recruit now |
1285s | comes with upgrade points ready for you |
1287s | to spend the moment your recruit them so |
1289s | that's gonna be pretty interesting but |
1291s | it gives us on the flip side the chance |
1293s | to kind of keep the XP flow but under |
1294s | control because as you know systemically |
1296s | only bits of the XP in certain gates |
1298s | trickles down into the bat-line so we |
1301s | kind of like stop the progression |
1302s | completely going out of control but |
1304s | actually give you more valuable hunters |
1305s | in return and we talked about the |
1311s | starting gear so this this is a bit of a |
1313s | teaser for something we're going to talk |
1314s | about in a minute and we've been |
1316s | changing the the quick play starting |
1319s | gear in the shotgun category now what |
1324s | that means is that where before we had |
1326s | Romero Romero Talon and he was at |
1329s | respective contact we now give you |
1333s | different shotguns we give you the |
1334s | Romero to Romero Henken and the cold |
1336s | will rival hemp can we no longer give |
1339s | you the spectrum you know no no give you |
1341s | the Romero Talon and that's just the |
1343s | cost there are some changes to these |
1345s | weapons I'm going to talk about it in a |
1346s | second |
1347s | alright umm I think that's all it goes |
1351s | for the economy changes here then Shalin |
1356s | just changes just say it's a 10 times |
1359s | fast |
1360s | so what we've been doing is we released |
1363s | the challenges in the last update and we |
1365s | received lots of feedback about it out |
1366s | people liked we saw the statistics the |
1368s | data telemetry and we could draw some |
1370s | conclusions from it like seeing ok which |
1372s | changes people really liked and we're |
1374s | trying to complete which ones were kind |
1376s | of left empty and unobtainable and |
1380s | with that in mind we also obviously |
1382s | tweaked a little bit like what's what |
1384s | type of challenges are are available and |
1387s | what rewards you might get so expect |
1390s | with this new update bit of a |
1391s | fine-tuning on that side side so like |
1393s | some of the some of the the requirements |
1396s | like killing eczema like they've been |
1397s | through a little bit for those |
1398s | challenges that just people would want |
1401s | to complete and and we also added a |
1406s | couple of additional challenges so for |
1407s | example we have creep play related |
1408s | challenges in there now as well so a |
1410s | couple of additional things we can check |
1411s | so you can get all the details later on |
1414s | in the in the patch notes whenever a |
1416s | test server but rest assured challenges |
1419s | are a bit more tuned now and like |
1422s | besides a lot of the change which |
1423s | actually work very well and we see in |
1425s | very huge completion rates on them the |
1427s | ones that we found were problematic we |
1429s | kind of like corrected them a little bit |
1430s | and just iterated on them it feels a lot |
1432s | better now which is cool weapons stuff |
1438s | we have new weapons so that's this one |
1441s | definitely do not see anyone who did you |
1443s | and ask you for new weapons so a buff |
1448s | shotgun Commodore interesting yeah |
1450s | interesting |
1451s | um so you can already see it in the |
1453s | background here new weapons so we have |
1455s | one weapon that we've Connor we've kind |
1457s | of here you'll be fairly sure we can |
1459s | hint that for some time I've been |
1460s | sitting on it and we have been sitting |
1462s | on this one for a particular reason |
1464s | which is the emulator and Ben is gonna |
1467s | explain what it exactly means in regard |
1470s | to this particular weapon but it is |
1472s | basically a a Mosin Nagant obras and it |
1476s | has an additional melee blunt attachment |
1478s | so it becomes a little bit nicer just |
1481s | Club them to pieces apart from that you |
1487s | will see just like it's basically the |
1490s | regular Mosin Nagant you can also maybe |
1493s | see some hints about the ammunition |
1494s | there but that's for much much later |
1496s | time next |
1500s | so then we release the packs last touch |
1503s | then your revolver medium ammunition and |
1505s | we wanted to add variations for this as |
1508s | well so we looked at where we're lacking |
1510s | a little bit and we have the officer |
1512s | brawler for example as a handgun with a |
1515s | with a MIDI attachment yes case the |
1517s | dusters attitude yes and so we thought |
1520s | like maybe we can just put like a knife |
1522s | on the pistol so we went to look to the |
1525s | tacks and actually use it as an alert |
1534s | for this room so our G what we basically |
1538s | have is not the full power of the knife |
1542s | the combi knife so it doesn't make the |
1544s | knife obsolete but think of it as an |
1547s | in-between between like the three knives |
1549s | and and the and a regular knife so if |
1554s | you do like a heavy at melee attack with |
1557s | this with a pax claw against the grunts |
1559s | head you would kill him zoom it as you |
1560s | do with it with a brawler dusters all |
1562s | right just this one doesn't have a stab |
1564s | attack so this is slash in both sides so |
1567s | it causes the bleeding damage if it's a |
1569s | rending type weapon but it is not a |
1571s | steady steady one hits knife thingy |
1574s | I'll be wearing upper torso it's just |
1576s | for the head so it gives you some of the |
1578s | power of the knife but it doesn't make |
1580s | the knife obsolete exactly and the next |
1582s | weapon is something that I really like |
1585s | because I am the dough shooter |
1587s | all right so we're introducing more |
1589s | modern stuff now so |
1593s | behold the bornholm this weapon is a bit |
1597s | of an interesting one for us because |
1600s | it's basically the torch little cousin |
1603s | so we are looking at a five short |
1606s | compact emanation semi-automatic pistol |
1609s | that for its time was very revolutionary |
1612s | but if you were to look at it and in |
1614s | back with a modern perspective actually |
1617s | it's a pretty clunky and pretty pretty |
1619s | like awkward and weird to reload weapon |
1622s | you will see a little bit more or in |
1625s | motion when you try it out yourself so |
1626s | we don't have a video for it here I'm |
1628s | going to keep something for when you |
1629s | guys are on the test server now this one |
1631s | is an interesting because obviously it's |
1633s | a tear |
1633s | weapon and something available in the |
1635s | early ranks I think let me check double |
1636s | check at rank 21 is when we make us |
1639s | available for surprising check the |
1642s | better to change it off for that 463 |
1645s | dollars it's a bargain I mean I love the |
1651s | dole so I think this is a really really |
1653s | great weapon as like a pregel's like the |
1655s | warm up what's nice about this one is |
1658s | just just it's kind of kept in balance |
1660s | with the five round capacity so we've |
1663s | noticed how quickly those five rounds |
1666s | are gone with the rate of fire it has |
1668s | and you find yourself like without any |
1670s | ammunition and the other guy charging |
1672s | you so it's a weapon that still requires |
1674s | a lot of skill to be used correctly |
1676s | because you need to conserve the |
1677s | emanation properly also the reload takes |
1679s | a moment because it's just gonna flap |
1680s | open to the side put the clip in closer |
1682s | to cock the weapon or if you if you |
1685s | don't have a full clip just hop it up |
1687s | man you listenin to what we do in the |
1688s | door so obviously this weapon will |
1689s | benefit from a bullet grabber trait as |
1691s | well of catching the bullet is that |
1693s | around so it's a bit of an awkward |
1694s | mechanic it's intentionally rough |
1696s | because it's been a new invention and |
1698s | not perfected yet but I think this will |
1702s | be a nice addition for people and a good |
1704s | alternative as a rapid-fire weapon lower |
1708s | levels but also like it's just like a |
1709s | bit of a budgets option compared to the |
1712s | dodge that was weapons so yes this has |
1717s | to just because the a question comes up |
1719s | this does have a faster rate of fire |
1721s | than the officer yeah where we gonna put |
1724s | something after this yes we were yes |
1727s | I can't read your handwriting hands |
1730s | because it's secret handwriting um oh |
1732s | the flashlight yeah this is no no this |
1735s | is something different if I use for the |
1737s | flesh oh okay |
1739s | we talked about a flashlight as well in |
1740s | a second but this one is actually the |
1742s | tentative fixed 40 oh yes I mean we know |
1749s | very much that the healing bug is pretty |
1752s | much I would say the most borrowing |
1755s | Boston but for you guys this is because |
1757s | obviously it's really annoying if you |
1760s | want to heal you and attend Ted's fight |
1762s | and it doesn't work so at the moment we |
1764s | haven't sensitive fix for update 5.0 |
1767s | obviously it's not completely fixed yet |
1770s | and we're still very very high you know |
1773s | we need to validate it so so it is on |
1775s | the test server when we go on the test |
1776s | server you can try it out but this is |
1778s | mostly also for us to then expose it to |
1781s | you guys so have more players use it see |
1783s | if actually our tender to fix that fixed |
1785s | we hope does fix that fixes it it's one |
1787s | of these things which is hard to |
1788s | validate without going on the live |
1790s | environment or at least on test server |
1791s | would like a large scale exposure |
1792s | because internal testing can only do so |
1795s | many samples and it's hard to miss stuff |
1796s | so we hope to have taken another step |
1799s | towards resolving this issue maybe we |
1801s | were lucky maybe we need to go back and |
1803s | actually fix Oh more about it but at |
1804s | least we have some first things in there |
1805s | and this goes along with some logging |
1807s | improvements so even if we maybe find |
1810s | out we can't fix it we actually might |
1812s | get some more information we didn't have |
1813s | before someone fill half the syringes |
1816s | with ketchup I see someone are talking |
1820s | about the math dilemma it's still coming |
1822s | but you have to wait a little bit longer |
1823s | what's the limit I don't know I never |
1825s | seen it doing down in a John's video |
1829s | just because they put some props on the |
1831s | table they assume it's a new weapon |
1834s | maybe maybe then let's talk about the |
1839s | other thing you just splash like this |
1842s | off so the flashlight we finally had a |
1849s | chance to look at this slightly |
1851s | underused item I mean it's a nice glass |
1855s | [Music] |
1856s | it could be a little better I guess so |
1858s | um we we didn't fully |
1861s | had a chance to redesign the whole thing |
1862s | but we adjusted something on it which we |
1865s | hope makes the whole thing a valuable so |
1867s | the electric light tool what we have |
1870s | done with it is we have added a stronger |
1873s | light cone in a third person which means |
1876s | the intensity of light is much much |
1877s | stronger and now what we can do is we |
1879s | can use this to actually conceal the |
1881s | person wielding the flashlight so what |
1883s | we hope with this is so you can see |
1884s | there is a video that people looking at |
1887s | someone with a flashlight if that guy |
1889s | also looks at them is a bit more |
1891s | obscured in the light it's been over |
1893s | bloom and obviously this only works up |
1895s | to such a certain distance and we hope |
1898s | that primarily when it comes to moving |
1900s | into like compounds leave something for |
1911s | bending so catch your breath all right |
1922s | so much like with the flashlight with |
1927s | the the electric light tool to give it |
1929s | its proper name we hope no that people |
1931s | actually find some use for it we know |
1932s | and we understand this is a bit of an |
1934s | over over like a border case HKS type of |
1937s | equipment piece but there might be some |
1939s | additional use for it right now and yeah |
1942s | tell us what do you think of it tell us |
1943s | if it's maybe too powerful whether it |
1945s | helps you whether you think it actually |
1946s | has a purpose now in the game because we |
1948s | all agreed it right now without these |
1950s | changes does not and yeah then we see |
1953s | further changes maybe might come to it |
1955s | as we move forward exactly I mean in |
1957s | general you're gonna see that in like |
1958s | you know if you keep watching you'll see |
1960s | the video you just saw a glimpse very |
1963s | quickly |
1964s | nothing good so that that covers the new |
1969s | weapons then yes so that's Tommy's |
1971s | balance talk about balance changes so |
1974s | for this one I'm gonna use my cheat |
1976s | sheet here because we have quite a lot |
1978s | of things to talk through um so let's |
1982s | let's start with the general tweaks |
1984s | we've been doing so one big thing we did |
1987s | was related to aiming-down-sights and |
1990s | the pixel accuracy of aim |
1992s | so we looked at the weapons way we have |
1995s | in the game there's a procedural system |
1998s | running which can smooth out the |
1999s | movements of the weapon or the briefing |
2001s | etc if CEO gives you the feeling of |
2002s | actually like the weapon not being |
2004s | companies that it yeah but we always had |
2007s | some issues with the system because it |
2008s | can mean that the weapons sometimes by a |
2011s | pixel or two is off target and that's |
2014s | bad in a shooter game where the bullet |
2016s | counts like hunter so you know if you |
2018s | have read the blog we are talking a lot |
2020s | about hit foundation and you know |
2022s | shooting on target so this is one of the |
2024s | steps that we're doing you know to |
2026s | improve for readability and the |
2028s | foundation yeah yeah and so what we've |
2032s | been doing is we refactor that system |
2033s | and replace that procedural animation |
2035s | system with actual cameras way so that |
2038s | means the weapon is aligned 100% to the |
2042s | crosshair it's just that the screen |
2044s | itself has a slightly more motion |
2045s | because we have to compensate we took |
2047s | one thing out and the other one was |
2048s | bumped a little bit so it should give |
2050s | you a very similar experience in how you |
2051s | shoot but the shot should be more pixel |
2053s | accurate a more more more reliable I |
2056s | mean we're talking about edge cases here |
2058s | so this is not that every second shot |
2059s | would be affected by it but it was all |
2061s | something we identified as one of the |
2064s | reasons why sometimes shots might be a |
2066s | bit off and by eliminating that |
2068s | particular point that we can then also |
2069s | focus much better on actually like |
2072s | emesis making contact at the prediction |
2074s | systems for validation is cetera yeah |
2076s | the whole favoring the shooter mechanics |
2080s | we have and make sure that it is tuned |
2082s | as much as possible without any of these |
2084s | layer on top systems interfering |
2087s | mm-hmm yes so that's that's the general |
2090s | stuff obviously we also adjusted some of |
2092s | the weapon stats in the shop based on |
2093s | some of the things we're going to talk |
2094s | about here for balancing so that you can |
2096s | see that that's also yeah there's also |
2099s | something maybe worth mentioning so |
2101s | we've looked a little bit at the at the |
2103s | steps and how they are displayed in the |
2104s | shop system we had this always a |
2106s | discussion in one of the previous |
2107s | streams of the attack was it like or |
2110s | autumn autumn last year etc and we we |
2113s | think that we have found a solution that |
2114s | we are want to implement so this is not |
2116s | in this update but is something that |
2118s | will happen as we move towards the next |
2119s | updates to give you a bit more |
2122s | meaningful and accurate numbers in there |
2124s | so for example we've already made a |
2126s | decision that we would |
2127s | to have damage represented by the actual |
2130s | true damage of a weapon that is hitting |
2132s | a player in the upper chest area yeah so |
2135s | we just took them besides they had the |
2137s | most powerful body multiplayer we have |
2140s | that means for example later on what you |
2143s | would see is that the sparks rifle would |
2145s | have obviously the number 149 there |
2147s | because it leaves you with one hit point |
2149s | yeah so you get a bit more information |
2151s | again this is just a hint at what is to |
2153s | come this is not part of this update but |
2155s | we used work on actually updating the |
2158s | stats a little bit here and there to |
2159s | also think about the design of this and |
2161s | how we want to move it forward so then |
2164s | specific stuff so shotgun changes so |
2171s | this is actually a pretty big one this |
2172s | is what we consider also a highlight of |
2175s | this update 5.0 because we're kind of |
2178s | redesigning shotguns pretty massively |
2182s | and this is primarily to resolve two |
2185s | things first off make them more |
2187s | normalized which means make sure we |
2190s | don't have so much RNG in there like |
2191s | shooting someone in your crosshair with |
2193s | a shotgun should result in a kind of |
2196s | like consistent amount of damage at |
2198s | least I mean as much as a shotgun can do |
2201s | that obviously there's always multiple |
2202s | pellets being fired is always some RNG |
2204s | some randomness in there exactly so what |
2208s | we've what we've done now is the |
2209s | shotguns will have a number of the |
2212s | pellets they fire be fired with a much |
2215s | much smaller spread so then they're |
2217s | guaranteed to be closer to the cross the |
2219s | area so it means if I have actually to |
2222s | target in my sights correctly there is a |
2223s | better chance for me to actually score |
2225s | again like some sort of a consistent |
2227s | damage level and for that purpose we |
2232s | actually obviously had to look at |
2234s | shotguns because just introducing that |
2235s | feature for the shotguns would have just |
2238s | turned them into into like godlike |
2240s | killing machines that we don't want it |
2241s | either so we we had a look and actually |
2243s | change the shotguns to be a little bit |
2245s | closer to how we think real shotguns |
2247s | work or just like in video games there's |
2250s | always descendancy to have shotguns |
2251s | speed is like room sweeper wide spreads |
2254s | like hundreds of pallets shooting in |
2257s | killing 20 people |
2259s | and that's not how that's not how they |
2261s | work and we laugh so what we tried to do |
2264s | is looking at the choke and the amount |
2266s | of spread shotguns actually do which |
2268s | means that overall shotguns have a |
2270s | tighter spread now which means overall |
2272s | all of them all of the yeah videos in a |
2274s | second yeah all of the pellets are being |
2277s | fired much more in a cone which means |
2279s | that you will be able to actually aim |
2282s | with them but you can also be really |
2283s | missing with them if you don't have |
2285s | proper aim like with any other weapon |
2287s | obviously range is much more limited on |
2289s | shotguns compared to other weapons so |
2290s | this is where also part of the balancing |
2291s | comes from theirs means so that shotguns |
2294s | feel a little bit different and |
2296s | alongside with that we also try to make |
2298s | the different types of shotguns we |
2300s | haven't again a bit more different to |
2301s | one another to actually have a look at |
2305s | for example what we see on the screen |
2306s | here the Romero and give some of those |
2308s | weapons more of a place in the Arsenal |
2310s | as a competitive choice rather something |
2312s | you don't pick anymore when something |
2313s | better as well let's look at how the |
2316s | Romero shoots now no this is no old yeah |
2321s | this is like on lively you guys yeah |
2323s | yeah yeah yeah yeah so already that |
2328s | weapon was like almost the most precise |
2332s | shotgun we had and we weren't too |
2335s | worried about this one but within a new |
2338s | system we still kind of push this a |
2340s | little bit further so the Romero is now |
2343s | if you want to use the term it's like |
2345s | the sniper rifle of shotguns it's the |
2347s | one with a with a biggest range of all |
2349s | of the shotguns that's the one with the |
2350s | tightest spread so you need more actual |
2352s | careful aiming with it but obviously |
2354s | compared to like a rifle it has like |
2356s | this this margin of error because you |
2358s | should number of pellets in there so I'd |
2359s | close range like here we talk about like |
2361s | five meters it technically is just like |
2363s | was it like it images 20 centimeters |
2367s | like like diameter the further you move |
2369s | away that thing actually starts |
2372s | spreading more and keep in mind the |
2373s | damage also drops off which means if I |
2377s | would just put something this particular |
2378s | scene here try to shoot across the pond |
2380s | on the left side like which we like 20 |
2381s | 30 meters that weapon is still is no |
2383s | good for that purpose like anyone with a |
2385s | whiff in the other side will just take |
2386s | you out in no time |
2388s | this one's we can have them like so it's |
2389s | old i know new old yeah I mean so the |
2398s | Romero is probably the one which is also |
2399s | the hardest to show off on screen |
2400s | because it's already pretty accurate and |
2402s | we just made it a little bit more |
2403s | accurate but you will see that |
2404s | difference maybe in the second example |
2406s | we have adjust the rival hmmm yeah and |
2408s | you can see that elevator again many of |
2411s | these things actually require you guys |
2412s | to be on the test server and try it out |
2415s | and this is a fluid process for us so |
2418s | this is initial values we have in there |
2419s | we plan on being on the test server |
2421s | until this is ready so feedback we get |
2424s | the cetera will help shape this up over |
2425s | the next 10 days and weeks depending on |
2428s | how long we want to be there so this is |
2431s | just a starting point but it means if |
2434s | you were the Romero for example really |
2436s | have an enemy directly in the center of |
2438s | across here you might be able to bring |
2441s | them down like up to maybe even 10 |
2442s | meters if you have a good hit life yeah |
2447s | so like this goes all over the place |
2448s | what you see here is also the randomness |
2450s | of the actual spread pattern that's |
2452s | basically like the top right for example |
2454s | from the last shorty on the Left didn't |
2455s | even get on anything and by just like |
2458s | running the new formulas behind this the |
2460s | way we distributed the spread actually |
2462s | we have no control about this so this |
2464s | one specifically the hem came here was |
2466s | pretty orangey and pretty frustrating |
2469s | now with the changes here as you can see |
2472s | is that this hem can actually is like I |
2475s | would say it's twice the spread of the |
2477s | Romero already yeah and the further you |
2479s | move away like it still gets close to |
2480s | like that that old familiar pattern it's |
2482s | technically the one if you shoot closer |
2484s | yeah but then again we expect point |
2487s | point point blank is kind of like anyway |
2491s | since the killer was already right now |
2493s | and it's still the case within your guns |
2496s | it's just that a hand cannon now can be |
2498s | a more of a solid backup weapon that |
2499s | actually you can use without the guy |
2502s | literally standing 1 meter in front of |
2503s | you yeah and then there is one other |
2506s | change that we have |
2508s | yep so the spectre Spectre goes into |
2512s | this as well so we've done something to |
2518s | the right a fire of the specter because |
2520s | as was always bothering us a little bit |
2522s | of thing you guys were not happy about |
2523s | this as well we've actually tuned the |
2526s | fire right so it shoots a little bit |
2528s | faster than it used to actually means |
2530s | you can do more more quickly follow up |
2531s | shots and therefore hopefully the |
2533s | specter has more of an equal place in |
2535s | your arsenal compared to for example |
2537s | like the the rival like the issue we |
2540s | have right now in life is that the rival |
2542s | trying to shot reloading firing two more |
2545s | shots actually can get the four shots |
2546s | out faster than the spectre was able to |
2548s | and so what we see now is if you take a |
2553s | look at the family of the shotguns so we |
2556s | have to remember being the one which is |
2558s | obviously limited by just having one |
2559s | shot so similar to like the sparks with |
2562s | the rifles right it's handicapped just |
2564s | you need to hit that one hit otherwise |
2565s | your you have to wait a moment before |
2567s | you couldn't fire again but your ring |
2569s | rewarded with something which which is |
2571s | just a bit more like reliable to use |
2574s | because of the changes to just to spread |
2576s | distribution but also reaches out a |
2577s | little bit further yeah so romero |
2579s | actually is a pretty decent gun right |
2581s | now for close range and just I feel is a |
2583s | viable option now compared to some of |
2585s | the other terms so that some some of the |
2587s | bigger goals what we had with this |
2588s | redesign was to not just fix the |
2591s | randomness but also make sure that each |
2593s | of the guns have their place in the |
2594s | Arsenal yeah and so if he didn't park |
2597s | the Romero and go to the rival rival is |
2599s | now basically the average job done right |
2601s | so it's it's a little bit less less |
2604s | range there with less damage reliability |
2606s | than Romero has but it has that second |
2608s | follow-up shot so it makes it a good |
2609s | average gun and then moving forward we |
2612s | have we have the spectre which now is |
2614s | going to be more of like actual faster |
2617s | shooting weapon so that there's |
2619s | advantage advantage no over the over |
2622s | their rival yeah like not if you want a |
2624s | DoubleTap right so as an ambush weapon |
2626s | the the the rival is actually a better |
2628s | option but the spectra it allows you to |
2631s | keep on pouring shots downrange at the |
2634s | guys have you seen with a couple of |
2635s | grands they're without the necessary |
2637s | getting to you and then obviously the |
2639s | auto-5 is going to be the endgame weapon |
2641s | nonetheless but with a type of spread it |
2643s | has and the way we control the damage |
2644s | it's much easier now to actually miss |
2646s | four shots just because of one jump |
2648s | senior has less in mind so taking your |
2651s | time even with a semi-automatic like the |
2653s | auto five and just aiming carefully |
2655s | waiting for the for the aim to settle |
2656s | rearrange your target is still gonna be |
2658s | more effective than just spamming |
2659s | exactly and no worries jet will take you |
2662s | questions at the end of the stream like |
2665s | usual and then we'll get stuff that you |
2667s | want to know the same thing same thing |
2668s | we've done with the with the end cannons |
2670s | where we have a similar like economy now |
2673s | between them so we have the raw Marian |
2674s | can obviously fulfilling the the longer |
2676s | range option so it's a little bit more |
2679s | range as a forehand Kennedy's compared |
2681s | to to let's say the the rival hand can |
2683s | or the spectrum cam which again have the |
2686s | same differences of either having a bit |
2688s | more ammunition or just having a double |
2691s | tap option yeah may be interesting to |
2693s | for this one is the hatchet so to |
2695s | balance the hatchet to make sure the |
2697s | about the back direction normal Romero |
2699s | hand can actually has its place |
2701s | the Romero hatchet is using the firing |
2704s | stance of the rival and cannon okay |
2706s | it just is basically a single barrel but |
2708s | it does have in compensation the hatchet |
2713s | the chronic King got changed with the |
2715s | accuracy and range changes this is |
2716s | technically what we have there but again |
2718s | it's mostly about not being able to hit |
2720s | all of the here all of the shots in |
2722s | quick succession just because the weapon |
2723s | jumps in your hand so that's shotguns |
2728s | again important point here give us |
2731s | feedback once you have a chance to get |
2733s | your hands on that we will look |
2735s | carefully we we we've did a lot of |
2737s | testing we feel against AI |
2738s | shotguns have become more powerful and |
2740s | that's what we want so like you should |
2742s | be more reliably cutting down grants etc |
2744s | if you if you already waste a shotgun |
2746s | shell don't grant like at least it |
2747s | should have a proper effect yeah but we |
2750s | made sure that against players the |
2752s | actual experience is very similar but |
2754s | more consistent with other changes again |
2757s | we'll observe how people play with it |
2759s | and if you do see for example a shotgun |
2761s | matter appear that dominated weapons |
2763s | rest assure that it's easy for us to do |
2765s | further adjustments that is like how |
2767s | damage bleeds over distance etcetera but |
2770s | it's it's important that the shotguns |
2772s | finally have the AR |
2773s | resolved and that's the goal of this one |
2775s | exactly and then to the next change next |
2778s | one Winfield windshield so there are |
2780s | some people that clear me for the |
2785s | Winfield because of this family |
2788s | yeah so what we've done is we try to |
2792s | keep the Winfield mostly how they're |
2795s | supposed to be which is a low recoil |
2796s | rapid-fire weapon it's just tonight what |
2799s | this thing is right but what we figured |
2802s | out is that just like just spamming |
2804s | shots downrange was a bit too easy so |
2806s | we've done a couple of very subtle |
2808s | changes to it and we just want to test |
2810s | the waters with it's easy or people |
2812s | people respond so what we've done is on |
2814s | the basic Winfield C so the seven round |
2817s | version we have just slightly increased |
2820s | the kick though like the recoil kick of |
2823s | how much the weapon jumps up it's not |
2826s | massive it's the way below what for |
2828s | example like a better Lee or a Mosin |
2830s | etcetera half but it's a bit more |
2832s | noticeable and also like it kind of |
2833s | kicks a little more in recovers left |
2835s | rights which means it's a bit slightly |
2837s | bit more challenging to put aside right |
2840s | back on the target so yes you can spam |
2843s | the fire it hasn't been changed but |
2844s | overall the challenge is just a nudge |
2848s | now on the on the the full length |
2852s | Winfield like a 15-round magazine one we |
2856s | basically didn't touch the recoil up |
2859s | much so it just systemically went up a |
2861s | little bit but it still as per the |
2863s | previous tuning is weaker than for the |
2866s | Winfield C because it's a heavier weapon |
2868s | it has more ammunition inside it doesn't |
2870s | take up as much as a lighter one does |
2871s | but it's also harder to control it's |
2874s | harder to keep on the target so this one |
2875s | has a more drastic left/right movements |
2878s | after shots so it's even more awkward to |
2880s | kind of keep it on the target yeah or |
2883s | having to really realign it so again |
2885s | those two changes they shouldn't really |
2886s | touch what these weapons are because |
2889s | their role is pretty clearly defined |
2891s | they are rapid-fire weapons of that time |
2894s | and era at least but we just make it a |
2897s | little bit harder to control slightly |
2900s | slightly less easy to do to spend with |
2903s | and you see on the test server again how |
2904s | that |
2905s | mm-hmm okay and red bat orange straight |
2908s | through the revolvers yes revolver |
2911s | changes so similar in a sense do the |
2916s | wind field changes yes as a head of the |
2919s | primary goal has been again to help |
2921s | differentiate between him a little bit |
2922s | better that is so um what we want is |
2926s | that each of these revolvers have their |
2928s | pros and cons if their drawbacks they |
2930s | have the strengths and it gonna be more |
2933s | of a preference choice for play style |
2935s | rather than like one being just inferior |
2937s | to another one the instapage yeah |
2939s | exactly |
2940s | so yeah because people already already |
2944s | crying not like the depakote wasn't |
2946s | changed at all for this so this is |
2947s | primary looking heads like some of the |
2949s | base weapons pecados executives saying |
2960s | there wasn't touched for this this is |
2961s | primarily a second step for us |
2963s | introducing in the last update depends |
2965s | so we've already with the last update |
2967s | pushed upper cut a little bit more into |
2969s | high recoil and push the basic core a |
2971s | little bit more to lower recoil easier |
2973s | control is rare handling and we're |
2975s | continuing that now just with the other |
2977s | weapons so let's go through the list |
2980s | again let me just get my notes here yeah |
2982s | what have we done is let's start with |
2984s | the officers so we felt that the officer |
2987s | is a bit often instead take when it |
2989s | comes to revolvers and and that is fair |
2991s | enough because it's a good weapon we |
2994s | just felt that the double action and the |
2996s | handicap of having a double action which |
2997s | is like the intensity of the trigger |
2999s | portion therefore keeping the weapon |
3000s | aligned on target etc was a bit too easy |
3003s | compared to let's say the basic no guns |
3005s | and we just increased slightly the |
3009s | recovery offsets or how the weapon kinda |
3011s | moves left right after short but also |
3013s | slide to the recoil to give you a bit |
3016s | more over over over challenge for |
3017s | actually putting that weapon and you |
3020s | have the same fire rate you have the |
3021s | same same damage etcetera it's just that |
3023s | it's a slightly less awkward but it |
3025s | should feel pretty much the same and you |
3026s | can do the same and you could do before |
3028s | with this gun that also goes for net |
3032s | will be interesting in light of the |
3033s | Winfred changes we just talked about |
3035s | this also goes for the carbine so the |
3037s | now Gandalf has a carbine it has now |
3040s | more recoil it takes a bit more left |
3042s | right so we see is a similar change as |
3044s | we've seen on the Winfield's just making |
3046s | a bit harder to kind of keep keep keep |
3048s | yeah like keep on pouring like it shots |
3050s | at the same target like it takes a bit |
3052s | more of a challenge and we hope that |
3054s | this will actually help with this gun |
3057s | also with together the wind fields to |
3059s | reduce the spamming as in general yeah |
3062s | returned a bit more to a precision |
3063s | aiming so he's funny when people are |
3065s | saying that they're fine with like it |
3068s | penetrating but like that at one shots |
3070s | or headshots it's it's crazy and I'm |
3073s | especially considering back in the day |
3075s | and Winfield like one shot head shot was |
3077s | always a kill and we removed that and |
3079s | people were outraged and I like they |
3082s | still do something having a 70 meter |
3085s | assist most components are released like |
3089s | in and around close boss arena see |
3091s | cetera yeah okay so other pistol changes |
3098s | then we also had a look at the at the |
3103s | ngons precision and Nagant Deadeye |
3107s | so change that both of those are |
3109s | benefiting from is that we cannot smooth |
3110s | out a little bit the way to Rico things |
3112s | up so you might have noticed that like |
3114s | with the wind fields for example being a |
3116s | heavier weapon having weak cartridge |
3118s | inside actually it's pretty gentle the |
3120s | way that weapon kicks up compared to |
3121s | let's say the dolls which is just much |
3123s | more violent right yeah so so we can |
3126s | smooth that out for those weapons for |
3128s | the same reasons that you have like the |
3129s | pistol stock is gonna stabilize the |
3131s | weapon and it's it's much more |
3133s | controllable so it's a little bit |
3134s | smoother it doesn't kick up as violently |
3136s | and it just makes it a bit more |
3138s | interesting to to shoot those and I |
3141s | switch to follow up shots and |
3142s | specifically for the net gun precision |
3144s | because there was one of those like my |
3146s | problem weapons we had like which people |
3149s | just wouldn't really use because |
3151s | obviously there's always the handicap of |
3152s | a medium slot and kind of limitations of |
3154s | having either quartermaster or picking |
3155s | another medium weapon but also like the |
3158s | rate of fire and being single action it |
3160s | they way they were enough good other |
3162s | options you would might go for before so |
3163s | what we've done here is we've kind of |
3165s | reduced the spread so the weapons of my |
3167s | accurate |
3169s | so if you just put some pak-rat with it |
3170s | you can do some pretty decent headshots |
3173s | even like 10 15 20 meters of distance |
3176s | even just using the crosshairs but |
3177s | having going on sets but even in iron |
3179s | sights the weapon almost doesn't kick up |
3181s | at all anymore that gets the shoulder |
3183s | stock allows you to to soft and so this |
3185s | becomes actually a pretty viable |
3186s | mid-range cheap sniper option with a |
3189s | Deadeye obviously having a drawback of |
3191s | maybe not so good peripheral view those |
3194s | go but a bit more exactly bit more zoom |
3196s | on it so that's one thing then we also |
3202s | look at deed in a gun silencer secret |
3209s | secret hey you never told me anything |
3212s | this is something that only made it in |
3214s | the last always so what we've done on |
3218s | the on the new gun silencer is the base |
3221s | damage is the same as for the basic new |
3223s | gun but the silence bullet that is |
3225s | basically a lower lower yields bullet |
3228s | like less less power net just bleeds the |
3231s | damage much faster like it drops damage |
3232s | much much earlier so in short range |
3235s | firefights it is just as effective as a |
3237s | normally guns it's just that the moment |
3239s | you start shooting over distance as it |
3240s | is right now like the weapon just loses |
3242s | its power very quickly but it means it |
3245s | is it is a bit stronger by default we |
3249s | are like it's just so please don't try |
3251s | sniping people over 2030 meters with it |
3253s | because it confirmed Dennis is sharing |
3256s | secrets with eyes monogamy well Isis |
3259s | been helping with their change look I |
3260s | think right and then the last one here |
3266s | you know is - a - two more on the pistol |
3268s | so the chain pistol so the chain pistol |
3271s | always felt like a natural step up from |
3273s | the basic chord well why would I take a |
3275s | normal cold war even without Fanning |
3277s | because I could just have to chain |
3278s | pistol which has like was it 17 rounds |
3280s | or something compared to the six of the |
3283s | of the basic weapons so what we've done |
3284s | now is that on the chain pistol that's |
3286s | the basic crosshair spread is a little |
3289s | bit wider so the weapon is less accurate |
3291s | but obviously it benefits from slightly |
3294s | reduced recoil because it is a heavier |
3296s | weapon right the chain belts thingy and |
3298s | I kind of dragged the weapon down so |
3299s | it's easier to control but also |
3302s | defending rate of fire and all the other |
3303s | drawbacks we've already put between |
3305s | these guns are still in effect and that |
3307s | brings us to the last point the basic |
3309s | chord world so we've already reduced |
3311s | recoil in the last update will introduce |
3313s | the text but we've also now given it |
3314s | even more accuracy so this weapon with a |
3317s | longer barrel that has compared to for |
3318s | example in a gun it's just a more viable |
3320s | opportunity for for like a mid-range |
3322s | basic shooting yeah alright that's it I |
3327s | think for mostly weapon I did stuff I |
3329s | mean we also did a couple of changes to |
3332s | pricing some of the weapons I mean this |
3334s | is an again in in response to us having |
3337s | introduced free hunters having |
3339s | introduced quick play having introduced |
3341s | weapon swapping so that some of the |
3343s | balance that we had originally in the |
3344s | economy like where we wanted to make |
3347s | sure there's always some easy cheap |
3348s | options available like to Romero like |
3350s | the basic caldwell we no longer need |
3352s | that so which means the prices |
3354s | especially with these changes for |
3356s | balancing do key feature of this guns |
3357s | more room in the arsenal have been |
3360s | slightly increased not much just here in |
3362s | there a little bit you will be able to |
3364s | go through all of that and the change |
3365s | once it's out and then debate and give |
3369s | us feedback and it shouldn't really |
3371s | matter too much though for these early |
3373s | guns it's just that we felt like for |
3375s | Romero especially with the changes we've |
3376s | done to it like for box was just a bit |
3379s | of a steal |
3379s | so it cost a little bit more yes so this |
3389s | is something that we started in light of |
3390s | our optimization calf so like on the |
3394s | level side just like the way a certain |
3395s | certain assets like our animal traps |
3397s | were requesting us and while doing that |
3402s | we also looked at the at the logic |
3403s | behind them so we kind of looked at |
3405s | inconsistencies we had with them in |
3408s | terms of like the trigger distances on |
3409s | general behavior stuff and so basically |
3413s | we done elected for parts and those |
3414s | tuning them a little bit more trying to |
3415s | obviously keep the spirit of the design |
3418s | alive like so the horse when you get |
3421s | closest or does the same thing as it |
3423s | does right now but it's a bit more |
3425s | consistent with the Ravens a bit more |
3426s | consistent with the dogs so I said right |
3428s | so everything has been reflected |
3429s | slightly and it is mostly down to how |
3432s | they escalate |
3433s | so for example there were basically |
3435s | almost no ways for you to not escalate |
3438s | them especially divorce worse I just |
3442s | want the PNR is suffering so so |
3444s | basically rule now is that the moment |
3446s | you cannot stop the moment you go crouch |
3448s | you have a pretty safe way of avoiding |
3450s | them obviously up to a certain range |
3452s | when you really close where they would |
3454s | like go off or or stop barking or doing |
3457s | the horse thing |
3459s | possibly kicking you but overall it's a |
3463s | bit more reliable like they cannot I |
3464s | grow the I grow a little bit more |
3466s | consistently and just feels a little bit |
3469s | better it's hard to explain that right |
3470s | now without proper video so again it's |
3471s | one of those things we just urge you to |
3473s | to have a quick look at the tester when |
3476s | it's life and just give us some feedback |
3478s | there how it feels if the Ranger said go |
3481s | to cetera there's one more thing with |
3483s | the horse specifically though and that's |
3485s | something which isn't really down to |
3486s | awareness but more to toughness so we |
3489s | felt the horse was a bit bit too weak so |
3491s | I would just punch it once or just like |
3494s | anything it was like so what we've done |
3498s | with a horse specifically is we've given |
3500s | it body damage multipliers so the head |
3503s | and the rest of the body is tuned |
3505s | separately which means I need to have |
3507s | like to throw knives possibly to the to |
3509s | the to the body of the horse but if I |
3511s | hit it in the head then one strike one |
3513s | pistol shot whatsoever is gonna be just |
3515s | enough so it becomes a little bit harder |
3519s | to take out is because at the moment it |
3520s | feels sometimes it's just not for |
3521s | thought you see a horse just throw the |
3523s | knife and then doesn't you will always |
3524s | say that somewhere not now at least you |
3526s | need to be a bit more considerate about |
3527s | where you hit it and either accept it |
3530s | might just be going crazy for like a |
3531s | second before you for a second - second |
3533s | shot or in this case except the head |
3538s | it's actually interesting because like |
3539s | something like the sparks silencer would |
3543s | still be able to kill one shot well the |
3545s | wind field silence or in the gun |
3547s | silencer would need to have two body |
3548s | shots now I mean it makes sense right |
3551s | cuz look at how the horse is already |
3552s | looking like that one like stop and it's |
3555s | not gonna kill it's already half dead so |
3558s | yeah alright |
3560s | I think that's mostly about the animal |
3562s | traps Megan played them give us feedback |
3565s | try them out |
3566s | we hope they're more consistent they |
3568s | clear to read now and actually feeling |
3571s | like a next step from there their |
3573s | iteration yes then couple other things |
3577s | so we have added body distraction meters |
3579s | so the meter was the one AI that didn't |
3582s | really have body destructibility so what |
3584s | we mean with that is I kill life example |
3587s | grunts with a shot to the leg and I |
3590s | might take the leg off why we have |
3593s | damage state as a hidden Michael I do |
3595s | some glancing shots on the arms etc and |
3597s | something happens now we've introduced |
3599s | that same system now for meter finally |
3601s | which means you can actually depending |
3603s | on weapons we use like dynamite etc just |
3606s | get like a bit more yeah |
3607s | visual feedback often the kill yeah and |
3612s | what we didn't introduce is a limping |
3615s | mechanic so we don't have what we have |
3617s | on the armored and yeah in the ground |
3618s | said it's lower because it's always |
3620s | following your specific logic not having |
3622s | a head so we we can accept that and it's |
3625s | kind of acceptable it's a pity because |
3627s | like meaty chunky legs anyway so it's |
3629s | not easy to take a more like the skinny |
3632s | grunts but you will at least see when |
3636s | you shouldn't make with a shotgun you |
3637s | could omit a shotgun like oh that all |
3638s | might go off as well it's just visual |
3641s | nothing gameplay related but then |
3650s | another thing we did was by demonstrates |
3652s | on the hellhounds so there's a minor |
3655s | thing it just means that we had some |
3656s | inconsistencies between some of the |
3658s | weapons in terms of how they could do |
3660s | one hit head shots etc so you can adjust |
3663s | that for the most part they feel exactly |
3665s | like in the last update it's just that |
3666s | some weapons that were a bit too easy on |
3668s | them just might require at a certain |
3670s | distance idea second charge like so if |
3672s | example was like that someone to compact |
3674s | bullets were able to headshot in one go |
3676s | I could be too far out or same with a |
3678s | medium bullets which was almost like |
3679s | things like 80 90 meters or so um this |
3682s | has all been adjusted to tweak a little |
3683s | bit and just feels a bit more consistent |
3685s | exactly and I mean I think I think's I |
3688s | mean since we changed them they have |
3690s | been |
3690s | like a bit less yes danger like it was |
3693s | always like okay Hans you did like the |
3696s | look of motion changes we've done to |
3697s | them that's the way they're the core pet |
3698s | behaviors they feel better they play |
3702s | better and just they take a bit off some |
3706s | of the early game frustration |
3707s | specifically for new players out by just |
3710s | working a bit different from what what |
3712s | they were originally the spider so this |
3719s | one is actually interesting one because |
3720s | so there's a lot of really awesome hard |
3724s | work going in this we've gone back to |
3726s | the spider and had a look at how it |
3728s | moves around and did some minor |
3731s | balancing changes around it as well so |
3733s | in a nutshell the spider moves slightly |
3735s | slower now but it actually aligns very |
3738s | nicely now to the walls the ceilings etc |
3741s | and in order to compensate for that we |
3744s | looked a little bit at the attack |
3746s | frequency attack patterns etc and let's |
3749s | show a video about it yeah so what we |
3755s | see right now is the the spider nicely |
3757s | curving around corners it is obviously a |
3760s | test environment here it's easy to show |
3762s | it this looking around and just be more |
3765s | more spidery |
3767s | which can be good and bad I guess |
3769s | depending who you ask it feels a lot |
3772s | nicer it feels more predictable it feels |
3775s | actually last thing you're actually |
3777s | constantly running after him for the |
3778s | safe yes yes and it will also come after |
3781s | you come come after you like a little |
3785s | bit more a bit more frequent so it's my |
3789s | side improvement we feel that the spider |
3790s | feels a lot creepier actually because of |
3792s | it because we actually can see more but |
3796s | again play wise we've kind of |
3798s | compensated for the slower speed with |
3799s | having just a little bit different PDA |
3802s | changers bit more attacks etc so the |
3804s | challenge should be roughly the same but |
3805s | overall it's a bit more rewarding I |
3809s | think that's the big choice stuffy |
3812s | that's for today is it I do think that |
3815s | we are |
3815s | I'm gonna talk about something that you |
3817s | have seen before so we're gonna quickly |
3820s | switch people in and out well you guys |
3823s | watch something that I do lien not like |
3825s | almost shit for a second before so hope |
3830s | you bring us there's too many mice and |
3836s | then we'll be back for Q&A together on |
3838s | yes yeah on the couch first time on the |
3840s | couch yeah okay so I'm gonna quickly do |
3843s | two things |
3845s | [Music] |
3910s | there's on you now what are you guys |
3912s | talking about let's look at again with |
3914s | us |
3915s | there is Saud I can see the third sound |
3917s | you guys lied to me stop lying to me |
3919s | it is definitely sound don't you lie |
3923s | there's sound let's look at it again one |
3926s | more time |
3930s | it's look right okay so hey guys got a |
3947s | new person on the screen right now this |
3949s | is not Dennis they both have the same |
3951s | color hair but I'm blond Dennis maybe |
3954s | this is like dance from the past like |
3956s | you're young Dennis young daddy young |
3959s | and handsome okay so we're gonna talk |
3962s | about the emulator obviously you have if |
3966s | you've seen the blog already you have |
3969s | seen our blog about her new especially I |
3972s | yes exactly so hi guys I'm Ben I've |
3977s | worked as a technical designer on the |
3978s | emulator and I'm gonna talk about how we |
3981s | created this new AI and what's our |
3983s | intemperate and what he actually does |
3985s | we already released a blog yesterday |
3987s | yeah which you can read it's mostly |
3990s | about the intentions and the outside as |
3993s | well so make sure to check that out |
3995s | mmm and before we get into the details |
3998s | of what he does I want to kind of give |
4000s | you an overview of how we design AI what |
4003s | are the core principles that we set up |
4005s | for the emulator and then you understand |
4008s | our soft process a bit better yeah |
4011s | so basically when we create a new yeah I |
4013s | will look at the current I see ya cast |
4015s | and yeah exactly identify areas where we |
4021s | can improve areas where we are lacking a |
4023s | bit and for the emulator is was |
4026s | basically two core things that we wanted |
4028s | to tackle one was a predictable |
4030s | so the current diecast that we have is |
4032s | quite predictable if you think about it |
4034s | they are basically living in a small |
4036s | area they don't really move anywhere you |
4039s | go there they react to you and then you |
4041s | have to tackle the challenge which is |
4043s | yeah super nice but we wanted to change |
4046s | this up a bit to make it a bit more |
4048s | engaging for the players yeah it is |
4053s | engaging indeed basically what we went |
4055s | for is more like controlled chaos so the |
4058s | game is obviously like super yeah we |
4065s | control okay yes yeah it is it is freaky |
4068s | I think it can get pretty hectic but we |
4069s | want it to be a player choice so we |
4071s | don't want emulator to be completely |
4073s | random and distract the player whenever |
4075s | we want it to be kind of like player |
4078s | driven experience still and the second |
4081s | principle that we wanted to do was |
4083s | basically to introduce more like sand in |
4086s | the sandbox if that makes any sense |
4088s | Salima later interacts with the world |
4090s | it's not completely disconnected as most |
4093s | of the eye cast and it interacts with |
4095s | other radii as well yeah so without |
4099s | further ado get him to what he can do |
4101s | yeah so which one do you want I'll talk |
4103s | a bit first and then I'll talk about |
4105s | about key characteristics and then we |
4108s | will show a few videos to better explain |
4112s | how it actually looks in-game so |
4114s | basically he's super fast that's one of |
4117s | his key traits that's something that we |
4119s | came up with pretty early and it works |
4121s | really nice |
4121s | I already saw in discord yesterday that |
4123s | people were saying oh but the grant and |
4125s | the Armada frame it's like yes they are |
4128s | not fast the emulator is fast it can see |
4131s | pretty far away as well so he will see |
4134s | you from much further away yes and so he |
4142s | will see you from much further away than |
4144s | the other guy cast members will and he |
4148s | will be always up in your face basically |
4150s | the emulator is a dude you will have to |
4152s | deal with he's quick he reacts you very |
4156s | quickly and he's up in your face and |
4158s | what he will not let go of you if you |
4160s | don't be over to him |
4161s | Benes that's pretty good yeah and there |
4169s | is one big thing that we didn't show yet |
4171s | but you almost spoil it you kind of did |
4173s | but they didn't say it is fine |
4175s | well that was this this is the one I |
4178s | live the video okay yeah so basically |
4183s | when you meet him in the world he will |
4188s | be in his non ignited state which means |
4191s | basically just walking around he is not |
4192s | on fire but he is like this this |
4195s | tormented soul that that is ready to |
4197s | jump on you quite quite soon would you |
4199s | like a little bit before this here it's |
4201s | already like smoldering |
4203s | yeah yeah he's kind of smoldering and |
4206s | the player can ignite him but he doesn't |
4210s | ignite on his own it's always a player |
4212s | action so you guys will not see like |
4214s | flaming dudes running around randomly it |
4216s | will be your choice to ignite him and we |
4219s | basically have a basic rule set that's |
4221s | pretty simple how you can ignite him or |
4223s | what ignites him so somatically here's |
4226s | this this charcoaled |
4228s | body basically that's completely burned |
4230s | down yeah it's actually very interesting |
4232s | if you watch the or read the blog there |
4234s | are some pictures and how they came up |
4235s | with like the sculpting of it and the |
4237s | more of the design like the you know the |
4239s | art art design of the so definitely read |
4242s | the book yeah exactly and so basically |
4245s | if you pierce his body with any weapon |
4248s | that pierces through the skin |
4250s | automatically he will immediately go |
4252s | into a rage and he will explode dealing |
4255s | explosion damage and then from that |
4257s | point on he will be ignited he will be |
4260s | on fire and whatever he touches will be |
4262s | also on fire |
4264s | he will also leave a fire trail behind |
4266s | him when he is ignited so you is you see |
4268s | him like raising ground and leaving fire |
4270s | trail and chaos behind him it's actually |
4272s | quite cool and so just to clarify what |
4276s | pierces his body basically and we have a |
4279s | video for it to kind of showcase the |
4282s | rule sets |
4285s | yeahso put on the right screen where you |
4288s | move you can't see anything okay |
4291s | so basically first I used the Oh Brad |
4293s | space which is a pretty strong weapon |
4295s | against the emulator I walk up to him |
4298s | you can see guys he's not ignited in |
4300s | this instance he runs at me and I can |
4303s | use a blunt weapon which does not pierce |
4305s | his body we just announced a blunt |
4308s | weapon yes exactly so it didn't push his |
4312s | body therefore it didn't ignite now I |
4315s | use a knife which is not a good idea |
4318s | guys it will ignite it will do some |
4322s | explosion damage he will hit you he will |
4324s | be up in your face it will be super |
4326s | scary finger on fire |
4327s | and you're on fire and now I will show |
4329s | you how it works with guns |
4331s | so I lend a nice headshot here after 10 |
4334s | seconds of hate me nights because I |
4337s | pierced his body and then I completely |
4339s | miss obviously on purpose and then he's |
4342s | dead so the takeaway from this is blunt |
4347s | weapons hard counter him like we |
4351s | introduced the overestimates it's |
4353s | amazing against the emulator and |
4355s | engineering as well but we have already |
4357s | the Bester's the comet X is not the |
4364s | comet axis yeah so basically you can use |
4369s | the rifle butt stock if he's really up |
4371s | in your face you can stagger him take a |
4372s | step back shoot at him mm-hmm |
4374s | see him explode and then just basically |
4376s | kill him it sounds really Opie I know |
4381s | but it is not so used to be so strong |
4383s | like I still remember the first place we |
4386s | did with it and just didn't dying or |
4387s | like shooting headshots had to attach I |
4389s | was like why is it still a dead oh yeah |
4392s | yeah we we turned that down fine a bit |
4394s | actually |
4395s | so we doesn't do much damage the |
4397s | explosion is scary but it barely there's |
4399s | any damage if you are two three metres |
4401s | away from him you might get clipped with |
4402s | 1020 damage maybe he sets you on fire |
4405s | but fire has been nerve because when you |
4407s | now stop the burning it's it pauses the |
4410s | extra fire damage yeah he's more like |
4413s | doing this psychological warfare of you |
4415s | know him burn |
4416s | enough in your face and quickly |
4418s | attacking you and you don't know what to |
4420s | do you panic and then when that's when |
4422s | the problems actually start yeah no he |
4430s | nice stuff right he's like this this |
4433s | this super strong dude who comes at you |
4434s | which is fine but this is not the end of |
4437s | it what we wanted to do with him is to |
4439s | kind of like make him interact with the |
4441s | world a bit better so he's got a |
4443s | behavior which is quite new to the eye |
4446s | cast which is like the unreachable |
4447s | behavior when you're exact him from far |
4450s | away or you enact him from a place where |
4451s | he cannot reach you which can be kind of |
4454s | a ladder and then you shoot him or you |
4456s | jump on a haystack and then you shoot |
4458s | him he will not just stand there as the |
4460s | rest of the air cast like the grunts and |
4461s | he will he will actually do something |
4464s | because he is like you know he's his in |
4466s | pain he is crazy he wants to hurt |
4468s | someone and he just wants to run around |
4470s | and when he's on fire will show video in |
4474s | a second but he's on fire he'll actually |
4477s | run around you can see he nitrogen or |
4480s | Barrow there there are some explosions |
4482s | it draws all the other AI cast members |
4484s | to him you will see the grunts walking |
4487s | through the fire diagram Arthur yeah |
4489s | basically so you can you can use him as |
4491s | a distraction you can use him to maybe |
4494s | box in some people you ignite him and |
4497s | then he would go crazy and kill stuff |
4500s | you can see he runs inside the building |
4502s | but he where he again murder some AI as |
4505s | you can hear it from the screams and |
4506s | it's actually quite cool so he basically |
4509s | runs around the birds he drops these |
4510s | these fire patches here we can see I'm |
4514s | reachable I shoot him boom ignites and |
4517s | then he will go crazy and systemically |
4520s | kill other |
4522s | basically you can kill him too kinda or |
4524s | you can shoot him to kind of wipe out |
4526s | compounds if you want to but it will |
4528s | make doesn't he doesn't kill the FES |
4539s | sorry guys this poor video yeah so |
4542s | basically he interacts with everything |
4544s | around him he sets everything on fire |
4546s | it's pretty systemic and you can use it |
4549s | if for example we had some cool moments |
4551s | where this is where we had we had some |
4559s | play tests and he was hitting at another |
4560s | player and you might not actually want |
4562s | to shoot at the player but you want to |
4563s | shoot at the emulator because it is just |
4566s | way too scary you don't know what's |
4567s | going on he ignites he explodes he's up |
4569s | in your face hitting you and it's super |
4571s | nice yeah I really like it I think it's |
4573s | a very unique and interesting you know |
4576s | he can do a lot besides just murdering |
4579s | you yeah and there is one more thing |
4582s | that I want to show you so you might |
4584s | think okay the emulator is you know this |
4586s | is scary did runs fast so you might want |
4589s | to insert like right inside the building |
4591s | close the door and just like yeah but |
4595s | let's just watch this quickly and see |
4596s | how it goes so sound again isn't you to |
4601s | get I don't know how to no it's fine |
4604s | it's not sure if there's yeah so knock |
4608s | knock maybe running inside the building |
4611s | is not the best thing you can do anymore |
4613s | oh my god it's fine you do that sound |
4616s | you can't you guys can can imagine he's |
4618s | he's pretty scary I get on here I think |
4620s | the video doesn't this should help I |
4622s | think doesn't matter |
4626s | so knock-knock |
4628s | so basically yeah closing a door might |
4630s | not work anymore you can see it |
4632s | barricades door you can see I didn't |
4634s | barricade the door here if you bury kid |
4636s | door he will not be able to break it but |
4639s | if you don't then you know you might |
4642s | have some problems I knew he was coming |
4644s | and he still damaged me so that's that's |
4646s | very nice |
4647s | and so basically with all these like new |
4650s | features that don't exist in the rest of |
4652s | the ICAST we think he's in a pretty |
4655s | special place right now we try out the |
4658s | door for example and if it versa we |
4660s | might need to think about how can we |
4662s | apply to some other guy cast members |
4664s | hint hint |
4667s | yeah so that kind of sums up what he |
4671s | does how he can interact with the world |
4673s | but obviously because he's so chaotic he |
4675s | runs around it's really difficult to |
4677s | define of what he can actually do I |
4679s | think there will be a lot of cool |
4680s | moments where you guys just play around |
4681s | with him and see what he does and that |
4685s | is kind of that is kind of our goal we |
4687s | don't want the game to be much more |
4690s | difficult with the emulator that was not |
4691s | the goal um it might seem like he is |
4694s | more difficult than the rest of the cast |
4696s | members but we don't want to increase |
4698s | difficulty we want to introduce yeah |
4702s | introduce new sort of challenges to the |
4704s | game so you have to adapt to that and it |
4706s | might be a bit more difficult in the |
4707s | beginning but you will see that once you |
4709s | get used to him and if you pay attention |
4711s | to him he is you can tame him you can |
4714s | you can tame him make him do things for |
4718s | you |
4718s | yes and just to give you a bit of |
4721s | background information so the first |
4723s | thing we we decided on when designing |
4726s | the emulator was to to kind of counter |
4728s | the knife matter because it was it was |
4731s | really strange |
4732s | yeah at the moment you can practically |
4733s | knife every AI maybe not the meat head |
4736s | but even if you burn him a bit you can |
4738s | you can knife him you can like the |
4739s | armors grunts hives etc and the dusters |
4743s | don't really have a place in the game |
4744s | and like since we are playing with the |
4748s | emulator I take the stairs more often |
4750s | and I take the knife because I know |
4751s | there will be a time when the knife |
4753s | investors will be more useful than the |
4755s | life |
4756s | exactly yeah the emulator yeah so I hope |
4761s | I was able to give like a good overview |
4763s | of what he does how he behaves what are |
4766s | the core design ideas that we wanted to |
4768s | do what I asked you guys is to go play |
4771s | on a test server when its life when is |
4773s | life coming soon I don't know when |
4775s | exactly okay anyway please play on the |
4780s | test server and give me feedback leave |
4783s | it on reddit on this court on steam |
4786s | forums whatever all the places I read |
4789s | everything every morning here eats |
4791s | everything every morning and steam and |
4793s | read it and yeah basically I will read |
4795s | it steam forums and the negative reviews |
4797s | on steam but don't do that don't leave |
4798s | that only because it is okay and let me |
4802s | know if you like him while you like |
4803s | about him what you don't like about him |
4805s | he's kind of like you know I want him to |
4808s | grow video guys I want him to do stuff |
4810s | that you like him to do I want you to |
4812s | nurture him yeah exactly tame him to |
4815s | retain him yeah so please play as much |
4818s | as you can make some videos make some |
4820s | posts give me your feedback let's see |
4822s | how it goes |
4823s | exactly okay so rumors went to the couch |
4825s | and we'll be back in a little bit with |
4827s | both Dennis and Benes for some more |
4831s | questions so get your questions ready |
4833s | and ask them when we're back see you |
4836s | guys in a little set |
4849s | [Music] |
4869s | [Music] |
4869s | [Applause] |
4876s | [Music] |
4903s | [Music] |
4911s | [Music] |
4927s | hello we're back |
4929s | oh we're back hey guys see if you even |
4933s | on camera yeah we really need like an |
4937s | initial point they're supposed to see |
4938s | something to do or no I mean we see the |
4940s | Jets we just hope everybody's here ya |
4944s | know right you guys can see us right |
4946s | like sing bananas if you can see us and |
4950s | hear us |
4951s | dennis is relaxing yeah you picked the |
4953s | nest like this looks like very deep so |
4956s | it's like it's my size it's like yeah |
4963s | so I'm Dennis and Ben or a venison |
4966s | Dennis |
4972s | so what questions do you have in |
4975s | relation to our five minute update |
4977s | obviously I'm elated questions are you |
4980s | know for that was one will the emulator |
4983s | goes through both her good question so |
4985s | he will go through water yes so the rule |
4988s | set for that when he's ignited and he |
4990s | goes into shallow water nothing really |
4992s | happens because you know the was a |
4993s | shadow but when he goes into deep water |
4995s | he will be extinguished same mechanic as |
4999s | for the players when they run through |
5000s | water yes exactly so he will have to run |
5003s | a bit in the water to make some splashes |
5004s | to make him as extinguish and then you |
5007s | will not be able to read back inside the |
5009s | water but once you're outside of the |
5011s | water you will remake them so it's |
5012s | actually a valid tactic to drive I mean |
5015s | it is it is a yes there was another |
5018s | question that I'm actually because I |
5020s | know that a lot of people ask this when |
5023s | can he also like mess with bosses best |
5027s | with bosses mess big bosses it's like |
5030s | you know yeah yeah so basically the |
5033s | butcher as you know guys is immune to |
5035s | fire so it makes it difficult to mess |
5038s | with him and well so he's like super |
5040s | strong but we despite her we already had |
5043s | we actually had a fight that session |
5044s | where I had an emulator inside the |
5045s | building and it was scary and I ignited |
5048s | him and the explosion he died in this |
5050s | fire and it was like super cool yeah so |
5052s | so this boss but I mean a suit is tricky |
5054s | yeah if you have if you are not a coward |
5056s | and you can take an emulator inside the |
5058s | building without you know panicking then |
5060s | yeah sure go for it guys make a video |
5063s | maybe I wanna see it |
5064s | okay challenge accepted what other |
5067s | questions Oh someone asked how much |
5068s | experience to kill them all right that's |
5070s | a good question I think it's comparable |
5072s | to like an armor so my question is what |
5082s | if the glue starts flickering like it |
5083s | goes crazy when the enemies under a |
5085s | certain distance so I assume that you |
5087s | mean with the anti capping yes it is |
5090s | indeed a certain distance so like within |
5092s | about half a combat compound it will |
5095s | flicker read it or see the clue so that |
5098s | that means like obviously if someone |
5100s | let's assume someone is up on the tower |
5102s | at family grave blanchett graves and |
5106s | he's looking towards the Boathouse area |
5109s | blocked by dogs what we will not be able |
5112s | to do in this case if the guys is not |
5114s | arrival and he sees exactly that's |
5115s | that's that clue there yeah you wouldn't |
5118s | know that this guy's looking at this his |
5120s | only works within a certain distance a |
5121s | certain range so it's not a hundred |
5124s | percent guarantee that there will be no |
5126s | one maybe outside of that distance |
5128s | waning camping but obviously it's gonna |
5131s | be much harder for that person also ever |
5132s | to score hittin if you were sitting with |
5134s | a shotgun around the corner yeah like |
5136s | the one guy I didn't see on your screen |
5137s | shot yes there was one question oh oh if |
5142s | an emulator |
5144s | where was it if an emulator ignited and |
5146s | he kills another puts are you if you and |
5149s | ignited ain't emulator |
5150s | it's an emulator like kills someone with |
5152s | the spider who gets the kill |
5154s | okay so the rule as of now is if you |
5158s | ignite an emulator and the explosion |
5161s | during the ignition |
5163s | here's another AI you get the experience |
5166s | for that okay if the emulator runs |
5168s | around and randomly massacres 20 grunts |
5171s | will not get the experience for it but |
5172s | it was maybe practice it'll make it |
5174s | easier to go inside a confined and also |
5176s | there is one thing that I might not have |
5177s | mentioned in this super important with |
5179s | the emulator is that once you ignite him |
5181s | he's got a lifetime yes |
5182s | yes and the lifetime is 30 seconds and |
5186s | when it ends |
5188s | he will basically burn out he will die |
5190s | he will be you know over it's kind of |
5194s | like a mercy kill for him because he's |
5195s | suffering he's a fire running around |
5197s | doing crazy stuff but after 30 seconds |
5199s | his end will come and he will die so he |
5202s | will not even definitely run around the |
5203s | compound and kill everything there's |
5206s | three questions there which are all the |
5207s | same questions syringes broken as hell |
5210s | with a short fix fix healing bargain |
5212s | yeah so we have as part of 5.0 we have a |
5215s | tentative fix we have we have take |
5218s | another chance looking at this and we |
5221s | think we found something to copy related |
5223s | to there's no guarantee so we will only |
5225s | be able to see that on the test server |
5227s | whether it is fix actually working as we |
5228s | have a chance to expose this to a wider |
5231s | audience you guys and if everything |
5236s | works out and we are hopeful this is |
5238s | fixed if not then we have to go back and |
5239s | actually use additional logging that |
5242s | we've also released not with 5.0 then |
5244s | that will be on the test server that |
5245s | allows us to track this down hopefully |
5247s | even more reliably in case it is still a |
5249s | different issue yeah so we're making |
5251s | progress on that and we're we are |
5253s | carefully optimistic that for if I've |
5256s | put or we can get this back under |
5257s | control |
5258s | yes okay so there's one thing I have to |
5261s | say I know it might disappoint a lot of |
5263s | people it's not drink ly related to 5.0 |
5265s | but we know a lot of people ask for a |
5268s | werewolf boss and I would have to dress |
5272s | this we are working on new boss but it's |
5275s | not a werewolf as much as you guys like |
5277s | it but it is something else really cool |
5279s | that you guys will see it at a later |
5280s | date mm-hm so I don't want to kill |
5284s | anyone's dreams but I just did yeah I |
5288s | have to do it but yeah we want something |
5290s | you know obviously we make something we |
5293s | want something to be very unique and we |
5297s | are still you know we have our own lore |
5299s | in a sense of that not everything is |
5300s | directly you know defined but lost so |
5303s | there is something cool coming but |
5306s | can't say where so I'm sorry for ruining |
5308s | your dreams I had to take so I saw |
5313s | someone asked a question a little bit |
5316s | earlier about the spider movement that |
5318s | if it doesn't like interrupts kills if |
5320s | it goes operating around the corner like |
5322s | a yoosu doesn't still do not know yes if |
5325s | you ask that question please ask it |
5327s | again I know it was something about the |
5328s | spider that it was like it interrupts of |
5333s | the kill if we're like you couldn't hit |
5334s | it anymore or something okay I think |
5336s | this might be related to when you finish |
5338s | off the spider oh yeah so the reason for |
5341s | that is primarily yet we we can't rely |
5344s | on it falling down and have gravity |
5347s | bring it to a place of like happiness |
5351s | where we can reach it so we need to kind |
5353s | of like make it walk to its death so |
5355s | that means out here can we actually |
5357s | interrupt it to text again we yes sorry |
5371s | let me see what other questions do you |
5374s | guys have 45.0 uh overall is are |
5378s | plastered over the make sure bass then |
5380s | they went back it's a plan to do no for |
5383s | animation faster in the nature I mean so |
5385s | as we're going from page to fetch 3000 |
5388s | X's period obviously polish is an |
5390s | important point for us so we always go |
5392s | back to specific old weapons old enemies |
5395s | et cetera we updated me have seen us |
5396s | with a the hellhound update from from a |
5398s | previous update but like we went to the |
5401s | locomotion we've seen it with a spider |
5403s | now so in general I going back to stuff |
5408s | fixing things smaller parks etc which |
5410s | might not be like the most important |
5412s | things to address right now but |
5413s | obviously I'm important to get back this |
5415s | feeling of a complete game and polishing |
5417s | with dress those over time and step by |
5419s | step depending on the time we have |
5421s | available obviously if you want you want |
5423s | me to choose between showing you guys a |
5424s | new boss and then obviously getting the |
5426s | animations for that and showing you guys |
5428s | like a fix off let's say a hammer off a |
5431s | pistol not being fully in sync with a |
5432s | finger yeah I think you guys would |
5434s | appreciate seeing more about that boss |
5435s | okay I remember your questions |
5437s | one question I'll just say them now one |
5440s | question is will the emulator also mean |
5442s | quick flight yes yes and you can you |
5446s | slow to emulator down by shooting hands |
5448s | like no I think you know so the emulator |
5451s | is is this crazy due to doesn't Camerata |
5453s | pain because he's suffering so much he |
5455s | you can't stop him is basically you know |
5457s | charging at you you will have ever be |
5460s | able to knock him down with shotguns yes |
5462s | shotguns are overwhelming force and if |
5464s | you if you should have yes okay um are |
5471s | you planning to re-add the slider I |
5474s | think that I think I asked about that |
5476s | for like the hut if you're the boss I |
5478s | comes to like make them a hundred |
5480s | percent opacity again but I'll have to |
5482s | re asked them please ask me that again |
5484s | on the discord I can answer it so we |
5489s | introduce that and the problem we had |
5492s | with it was that as you know activity |
5495s | some of our icons are complicated |
5498s | multi-layer items right so you have |
5499s | different elements and by having a |
5502s | transparency SATA on them there are |
5503s | certain elements that are not visible |
5505s | normally but would become visible to you |
5508s | as you as you can make it more pact or |
5509s | increase your messenger and we decided |
5513s | that this is just it looks just bad well |
5516s | it's more because I know why they're |
5517s | asking it that you like to record videos |
5519s | in like the 4k support for that purpose |
5523s | rather than a slider they would like a |
5526s | toggle toggle is something we can pretty |
5529s | sure talk about so forth or future |
5530s | updates like a hot off type of motor |
5532s | exactly that might be possible just a |
5535s | slider is problematic because of the |
5537s | opacity issue that certain elements just |
5539s | don't look good depending on the setting |
5540s | I see action about the health so how |
5544s | much does the emitter have compared to |
5545s | the armored in the clip |
5548s | I used three long bullets to kill him |
5550s | because I was very good and I missed a |
5552s | second short yeah so basically he's |
5555s | somewhere in between he's weaker than |
5557s | the orbit you can to shot him with long |
5561s | booth at but he can also to shows him |
5563s | with compact if you hit the head twice |
5565s | yes so basically he's a bit stronger |
5568s | against many steps but he |
5571s | versus a pill to pull the damage we've |
5573s | compact medium or long if you can hit |
5576s | him because that guy's fast yes I am |
5580s | aware able to break down the double |
5582s | sliding doors no he's not he cannot |
5586s | break it he will knock on it selling |
5592s | some Goods yes would like to buy some |
5594s | fire he has some minor intelligence in |
5597s | his head so he would realize after a |
5598s | while as he cannot break it so he will |
5600s | go on and then do some crazy stuff |
5602s | somewhere else |
5603s | he's gonna sell it somewhere like next |
5605s | door there's a question whether the |
5608s | Bornholm is yeah it's gonna make the |
5611s | weapon obsolete or useless well it's |
5614s | gonna make the officer useless or just |
5615s | yeah exactly and neither is the case so |
5617s | the officer is is a much more flexible |
5622s | weapon it's easy to reload just top up |
5624s | the runs in there doesn't suffer from |
5626s | like ejecting rounds and then having |
5628s | having to have pulled rubber again plus |
5630s | it also carries like two more rounds |
5632s | compared to the five rounds in the poor |
5635s | time now the bore time is very fast |
5638s | shooting it's faster shooting and the |
5641s | officer and it's a really fun gun to use |
5644s | it's really is the the dogs little |
5646s | cousin yeah but it does have its place |
5649s | alongside the dog alongside the officer |
5653s | it has different pros at different cons |
5655s | and I'm pretty sure it comes also done a |
5657s | little bit to whether you would like to |
5659s | actually just fire all the shots you |
5661s | have in a quick succession but then |
5663s | having to go through the reload or that |
5664s | you try to be a bit more economic and |
5666s | maybe doing like more like two or three |
5668s | shots here one shot there is a tarpaulin |
5670s | burst fire yeah um - question later will |
5674s | the emulator is set off animal |
5676s | attractors and what is the trigger range |
5678s | on the emulators are and where do they |
5680s | spawn okay so the trigger range I'll let |
5683s | you guys figure it out |
5685s | concrete meters it's it's somewhere with |
5689s | the dogs if you if you want any |
5694s | interactors basically he can kill them |
5701s | don't hold me to this because we video |
5704s | or system we refactor detectors now so |
5706s | they they are a bit more they work a bit |
5708s | differently but the old system if he |
5710s | runs through Ravens actually kill them |
5713s | before the duel areas could fight away |
5714s | okay |
5715s | st. arranges change legislation so we |
5719s | have the de sheets right out nicely |
5720s | you guys I'm very curious we should just |
5725s | have some like emulator challenges like |
5728s | Duda crazy same with the emulator they |
5730s | are headed so we do have challenges |
5738s | later can you throw a lantern at the |
5741s | emulator and kill him |
5742s | so basically if you throw a lantern and |
5743s | emulator he will not ignite because the |
5747s | lantern deals damage on impact |
5749s | what doesn't ignite him and he's immune |
5752s | to fire so basically you will not be |
5754s | able to ignite him with bird fighters or |
5756s | any sort of like fire bomb fires you |
5758s | have to pierce the skin you have to |
5760s | pierce the skin indeed and there was |
5762s | another question so the question was |
5764s | something like a demon is not ignited is |
5765s | there still a 30 second rule on the |
5767s | knife time no so he will only die due to |
5771s | the lifetime problems if he is ignited |
5774s | if he runs up a few of it some excessive |
5777s | do we also have an and works going |
5779s | forward that can climb lakhs because we |
5781s | have to at the moment no no no plans for |
5786s | that Oh nurse using new no new menu |
5791s | music but we do have the ability to |
5793s | listen to too many music when you're not |
5795s | in the game I know there was something |
5797s | that was requested from the community |
5798s | and those should be and as well let's |
5803s | see someone who that's asking forget |
5806s | more movie weapons whoa |
5809s | there's still one Mele weapon that I |
5811s | think I've seen a couple of questions |
5812s | about which is the bomb plans and |
5814s | eventually they become more about that |
5817s | in a later screen sorry |
5819s | well the magnetron is fun in components |
5823s | this is a good question so the emulator |
5825s | will spawn around compounds and inside |
5828s | in some bigger compounds as well |
5830s | he will not spawn inside buildings |
5831s | usually and he he's basically he needs |
5835s | to |
5835s | a lot of ground to be effective so |
5837s | you'll see him around compounds in big |
5839s | open areas where you can spot him you |
5841s | can hear him and then you can react to |
5842s | him rather than you know just studying a |
5844s | corner and oh there's anyway to me what |
5846s | they do which might actually also happen |
5848s | but it would be rare do the things that |
5850s | he's a bit more flexible than for |
5852s | example a pack of hellhounds that can |
5854s | also come from inside compounds and |
5857s | specifically all the systematic like |
5858s | barrels all the stuff around that that |
5860s | he can do a lot more havoc in these |
5863s | areas that you can do outside I saw a |
5865s | question if I can clearly remember can |
5868s | you run |
5869s | well reloading the opressed mace you can |
5873s | just like with any other weapon yes I |
5875s | think it was with the cycling so that |
5878s | that's a systemic issue so one of the |
5880s | board action weapons suffer from the |
5881s | same issue there which is you know is |
5883s | that if you are aiming outside for |
5885s | example you might if you don't let go of |
5888s | the button in time we start to this and |
5890s | therefore also be stuck to the movement |
5891s | speed you can't override this with a |
5892s | sprint this is something you want to fix |
5894s | something which is a little bit deeper |
5896s | inside the weapon the system directly |
5898s | the player so this is something we still |
5900s | want to do at the moment obviously the |
5902s | opera's mains follow the same logic as |
5904s | the other weapon so it so suffers from |
5905s | the same issue know one thing that's |
5907s | that people can try out in order to to |
5911s | reduce the effect of this particular |
5913s | problem is if you change your aiming |
5916s | down sights from a toggle to on hold |
5918s | action so if you just keep on pressing |
5921s | the button down and the moment you fired |
5923s | your short you let go of both the shift |
5924s | button for for aliasing and the right |
5927s | mouse button for aiming it goes first to |
5930s | shoulder to the hip pose where does the |
5933s | cycling and from that you can already |
5935s | start sprinting so this is a clunky |
5937s | workaround but it helps if you do the |
5939s | timing correctly to avoid the issue to a |
5941s | certain degree but obviously this is not |
5943s | the desired solution we've wanted to be |
5946s | well properly it's just that we didn't |
5948s | have a chance to fix that yet okay I |
5950s | know what I see some people ask about |
5952s | something that happened |
5953s | ask for a while it's not 45.0 but it is |
5956s | something that we're investigating and |
5958s | that's a field of view slider it's being |
5961s | investigated we said in previous streams |
5963s | already it's just that we can't give an |
5965s | ETA we are definitely when we talk about |
5969s | it like don't expect like a full like |
5971s | fishbowl inspector if that ever goes |
5973s | that far it's gonna be within a certain |
5975s | range and certain limitations obviously |
5977s | yes and to make this a reasonable |
5980s | addition if we have a chance to edit |
5982s | let's see can you set off a emulator |
5988s | with decoys question so they will they |
5996s | will be able to so we very soon made the |
5998s | normal decoys you will not be able to |
5999s | set them off because they are underage I |
6001s | mean the Blackfyre decoys let me know |
6003s | how it goes |
6004s | try now let's see yes five pointer will |
6012s | go and test first |
6013s | and then it will go life after we've you |
6014s | know gone people's feedback and seeing |
6017s | how it does when it's going on test soon |
6021s | not today speaking say for sure we |
6024s | wanted it to but we tried we ran into |
6026s | some issues the deployment um it's being |
6028s | looked at the moment but we are hopeful |
6030s | that's possibly before the weekend so |
6032s | that means sometime tomorrow everything |
6034s | works out we'll have it but there's no |
6035s | promise no problem it looks reasonable |
6039s | that we can we can achieve that let's |
6041s | see |
6042s | so is if the beautifier is immune to |
6046s | explosive damage as well no not really |
6050s | so explosives like like regulate they |
6052s | have strapped up syndrome which will |
6054s | heat the body - will push the body we |
6055s | saw in in reaction the set of the |
6058s | explosion was a shockwave of dynamo just |
6061s | rips you open yes exactly |
6066s | [Music] |
6068s | more than one even respond in a given |
6070s | spot so Dean Witter is is a solo dude he |
6074s | doesn't pretty big friends don't know so |
6077s | hopefully you want to see one what if |
6080s | you if you see two of the same spot |
6083s | please report it to us we don't think |
6085s | this will be the case but mostly spawn |
6087s | alone yes there might be multiple in the |
6090s | same compound yes and depending on how |
6092s | they move around how you make them move |
6094s | around but obviously you can't ignore |
6096s | them there could be multiple ending up |
6098s | in the same combat situation yes exactly |
6099s | but they wouldn't spawn aspects of this |
6102s | yes I saw someone ask it's like hard to |
6106s | remember when I don't see the question |
6107s | anymore |
6108s | Oh someone asked about the lamp we |
6112s | actually showed that we're making a lot |
6114s | more useful by using the ability to |
6117s | shine oh that was actually a question |
6119s | that I saw I can't really want to show |
6120s | that thanks will it also work indoors it |
6126s | does work indoors during daytime storing |
6129s | ok so so it does not work very well in |
6131s | daytime so it's facing a systemic life |
6133s | which means it's most effective at |
6135s | nighttime it can work in some really |
6136s | dark areas and then during your daytime |
6138s | mission but it's most effective during |
6140s | night and that's where we also expect |
6143s | people to be more likely to bring along |
6146s | yes ok what I wanna see new does the |
6153s | foreign hi so the born home is using |
6156s | compact ammunition five rounds being fed |
6159s | from either a fart one stripper clip you |
6161s | insert to the side or topped up |
6163s | individually from the top if the port is |
6166s | open if you pull back the slide similar |
6169s | to how they torture operates and yeah |
6172s | with all the pros and cons that brings |
6174s | of having a one of the earliest |
6176s | semi-automatic pistols ever invented in |
6179s | the game yeah any glass of clarifying |
6182s | what exactly the weapon stats mean range |
6184s | rating of 70 meters means what yes yes |
6186s | explain also huh okay so we we talk |
6190s | about us in some of the previous streams |
6191s | that the way we we currently have |
6194s | compared to weapon stats in the shop for |
6196s | seven arsenal is on a very abstract |
6198s | right so so these values don't correlate |
6200s | with actual ranges or actual damage |
6203s | values or whatsoever it's just abstract |
6205s | numbers that allow you to kind of say |
6207s | that this one is a little better than |
6208s | the other one |
6209s | now we're not happy with that system |
6211s | either and something I said earlier in |
6212s | the stream we're currently looking and |
6214s | how we kind of change the system a |
6215s | little bit so that there's actually more |
6216s | meaningful information displayed with |
6218s | these bars for example what we try to do |
6220s | is give you guys exact damage values now |
6224s | with this game you have damage |
6226s | multipliers happening on the body parts |
6228s | right so when a player alone there's |
6230s | different parts and depending on which |
6231s | you hit there's different |
6232s | multiplications which causes different |
6233s | damage we can't write all of these |
6234s | damage numbers down and if you add AI to |
6236s | this obviously like this is a huge it |
6240s | can be also you can imagine a balancing |
6242s | nightmare go into these spreadsheets and |
6244s | comparing numbers and having the |
6246s | formulas run there's I think Rob's |
6247s | trying at night sometimes over it but |
6251s | what we decided on was that for |
6253s | specifically those comparative weapons |
6255s | deaths we would like to pick the the |
6258s | upper torso the chest area multi-plate |
6260s | multiplication on the player as the |
6262s | reference point so as you know for |
6264s | example a spark start 149 damage to that |
6266s | particular location which is the |
6267s | strongest multiplayer we have on a |
6269s | player except for the head and that |
6271s | would be good compared to value moving |
6273s | forward we also plan on having like |
6275s | actual massive velocity in there we also |
6278s | plan on having equal like the Rangers |
6281s | being actually meters etc so we will |
6284s | substitute them step by step or may have |
6285s | a chance to work on that system in one |
6287s | of the future updates to become a bit |
6289s | more meaningful and easier to grasp so |
6294s | someone I saw that they asked like if we |
6296s | can reset the money whenever the test |
6299s | server starts driving and using the |
6300s | money from the last step server I'm |
6302s | pretty sure that we can do that I'll |
6305s | have to ask like and so so what we do is |
6308s | before test server goes live for you |
6311s | guys but before we put in you build on |
6312s | there we usually take a copy of one of |
6315s | our live data backups so the profiles |
6319s | you guys are using on life and we |
6320s | copying them over we very often do some |
6323s | changes to the money to make sure that |
6325s | people don't run around with a DK or |
6326s | whatever just because we want them to |
6329s | actually still use the economy as |
6331s | like buying some stuff going for for for |
6333s | a 300 but for example you the hardest |
6337s | you had on life at that particular point |
6338s | when we take that sample they would |
6340s | still be there the equipment be there |
6342s | whatever you have in your arsenal so I |
6344s | think whenever we go on the test server |
6347s | expect that it will be close to how your |
6350s | profile looked maybe a few days ago |
6351s | maybe even from the same day it really |
6353s | depends on the last backup that we can I |
6355s | choose for the asuras ammo for crossbows |
6363s | in the world yeah we actually good tree |
6365s | eventually we we have a trade to find |
6367s | them again I mean the cross was for a |
6369s | different economy at least the basic one |
6370s | still right like so you you have those |
6372s | twelve plus one bowls you fire and you |
6376s | can retrieve them and therefore |
6377s | technically have infinite ammunition but |
6379s | obviously in this forms some things |
6380s | sometimes get lost and that means over |
6382s | the course of a map you might only have |
6383s | like five six seven whatever left |
6384s | depending on how important they were to |
6387s | you |
6387s | we still looked at maybe every netting |
6391s | like a quiver option or like some some |
6392s | specific ammo pickup for the balls at |
6394s | these four basic balls it's something we |
6396s | haven't rolled out we're not actively |
6398s | working on that at the moment but it's |
6399s | something we might see it moving forward |
6401s | possibly maybe only at the later time |
6403s | when we talk about ammunition types I |
6406s | think we'll do like two or three more |
6408s | questions and then any questions |
6410s | regarding to button buttons in the |
6411s | weapon sure yeah I'm curious I think we |
6413s | guys think about the weapon changes any |
6415s | questions there's a suspiciously low |
6417s | amount of shotgun questions yeah well I |
6419s | didn't think someone who asked are shit |
6421s | that we changed a range but the rate |
6423s | stays the same |
6424s | I'm just the range range also this |
6425s | changed slightly ah so I think for hand |
6429s | cannons we can edit like another five |
6431s | meters on top and four for the basic |
6434s | weapons I think where they like to run |
6435s | for like 10 meters obviously there's |
6437s | also different damage fall-off so like |
6438s | those 10 meters actually you might do |
6440s | very very little damage the way the |
6442s | shotguns work at the moment on own life |
6444s | is that the basic shotguns have a range |
6446s | of 30 meters they have different gates |
6448s | at along the way I think like 10 meters |
6450s | 50 meters or something like that and we |
6452s | say now drop the damage to certain |
6454s | multi-plate multiplier off off the base |
6457s | damage to 0.6 0.2 and at the last range |
6461s | gates or 30 meters at the moment we make |
6463s | a drop to zero |
6464s | means that the point of shotgun is only |
6466s | ineffective that means like the last 10 |
6468s | to 50 meters even like the shotgun might |
6470s | do very insignificant amounts of damage |
6472s | so 30 isn't really like if a kill range |
6474s | or effective range now we've added a |
6476s | little bit on top of that for the hand |
6478s | cans and for the base weapons this is |
6479s | just part of this the whole package of |
6483s | the shotguns where we talk about the |
6484s | spread and the normalization of the |
6486s | spread pattern the amount of spreads or |
6489s | like how tight is the cross the specific |
6491s | weapons then what is the range of the |
6493s | projectiles and also what's the four of |
6495s | them for this projector so there's a |
6496s | number of different like screws and |
6498s | levers and we kind of like tune and |
6500s | change in order to give a characteristic |
6502s | feeling to a shotgun and we try to do |
6505s | that primarily for example for the |
6506s | Romero to make sure that this feeds more |
6507s | as a shotgun you are more likely to use |
6510s | at a mid range type of even like 10 15 |
6513s | 20 meters maybe even not really to kill |
6515s | in one strike but at least to do some |
6517s | significant damage though and something |
6519s | like a hemp can would obviously still |
6521s | maybe be more accurate than they are |
6522s | right now in life but the range is still |
6524s | very very low so like you won't be able |
6526s | to just like snipe people with a hand |
6527s | can or like more than 5 meters ok see |
6530s | when will Shao Kahn's be stronger |
6531s | generally we'll still punched on a close |
6534s | range I will not make gap being easier |
6539s | because you can just watch I totally he |
6542s | reacts it's it's really hard to I can |
6544s | think up a couple points on that so |
6545s | that's yeah it's just it's just been our |
6547s | own question on average so will shotguns |
6551s | with these changes be more powerful yes |
6554s | but only against AI so that some tend to |
6557s | change we wanted to make so that you can |
6559s | kill a grunt for example the basic AI |
6561s | more reliably with them I mean we |
6563s | already reduce the ammunition on the |
6565s | shotguns onwards so if you are spending |
6566s | let's say a shotgun shell on the ground |
6568s | I would consider it a waste of |
6570s | ammunition in most cases right and so at |
6572s | least we want to make sure that if you |
6573s | do that there's more likely chance to |
6575s | actually bring down that runs that |
6577s | doesn't really mean there's a big change |
6578s | when you're fighting armor etc still |
6580s | takes the three shots depending on the |
6581s | weapon on there but what we have also |
6586s | done is made sure that against the |
6589s | players the damage isn't really a big |
6591s | factor like it should feel it should |
6593s | feel very similar it shouldn't feel |
6596s | stronger and |
6597s | again test server will hopefully give us |
6599s | all the feedback from you guys on what |
6600s | you feel about it whether they are too |
6602s | strong whether they are too weak and |
6604s | specifically addressing the question |
6605s | about camping yeah |
6607s | the fact that the attractants are more |
6609s | precise now also means it's harder to |
6611s | just spam downrange you actually need to |
6613s | lead you need to hit the guy you have an |
6615s | experience which is a bit closer to |
6617s | let's say like a like derringer for |
6619s | example as an example of a slow shooting |
6621s | like the bullet traveling or a slow |
6623s | speed it's it's harder in order to |
6625s | actually land at him yes sure you have |
6627s | some error margin with having multiple |
6629s | shots go downrange right but it's gonna |
6632s | be untied their pattern and if I do a |
6634s | penny show that mighty shoot over your |
6636s | shoulder or to the side of you maybe |
6637s | only glanced here and therefore not to a |
6640s | kill shot but at least in this case I |
6642s | would know that as a player I 5 I messed |
6645s | up right I fucked up on this one because |
6647s | I was actually not having the guy in my |
6649s | crosshairs the frustrating part right |
6651s | now is that you have the guy falling |
6653s | your crosshair and sometimes he dies |
6654s | sometimes it does not and that's |
6656s | something which we fixed by normalizing |
6658s | the spread patterns but over make new |
6660s | weapons a bit different or they feel |
6661s | they're no closer to how a real shotgun |
6664s | actually behaves which is not that it's |
6667s | that doesn't do anything after 10 meters |
6669s | anymore shotguns are actually pretty |
6671s | accurate even at like 30 40 50 meters |
6673s | depending on the loads you current and |
6674s | not even meaning slugs but actually like |
6677s | buckshot and we try to give them a |
6680s | closer feeling to how they actually are |
6682s | meant to work in relaxed |
6685s | one more question then |
6688s | I mean you could pick up what you what |
6691s | you guys think yeah I'll get you both |
6693s | specially I mean I don't know if there's |
6694s | I saw something later somebody felt that |
6696s | the emulator might be weak being able to |
6698s | be taken down two shots but I mean yes |
6701s | sure playing let me know if it's too |
6702s | weak I can love him if needed |
6705s | be the reaction but we can talk about it |
6707s | there was one question about the nitro |
6709s | being able to one-shot the emulator yes |
6710s | yes of course it can one-shot the |
6712s | emulator if you want to use a nitro shot |
6714s | for him go for it |
6716s | but the question was more like related |
6718s | whether he was still explode or not |
6720s | so the emulator even if he's got one |
6722s | health because you hit him with blunt |
6723s | weapons three or four times or two times |
6725s | and then you shoot him once he will die |
6727s | but he will still set off the explosion |
6729s | he was high what's inside him basically |
6732s | so make sure if you shoot him always |
6735s | just keep a distance because he would |
6738s | explode anyway yes there was a question |
6740s | about performance so one thing which |
6743s | which we mentioned a beginning for |
6744s | stream like 5.0 is the second |
6746s | performance update for us right so |
6748s | there's been a lot of work on the |
6750s | performance front we've no specificity |
6752s | on the asset side optimize quite a lot |
6754s | to be that on the level we don't know |
6756s | and some of the buildings we see some of |
6757s | the assets in general a graphic side so |
6759s | expect stuff to also just run a little |
6761s | smoother just because of his |
6762s | optimizations effects memory its effects |
6764s | drop all stuff like that obviously if |
6768s | you want to get all the details or the |
6769s | breakdown and the previous extremes |
6772s | exactly and there's quite a lot of |
6775s | performance related stuff in there as |
6777s | well so it's just that for the purpose |
6778s | of the stream mostly this case we're |
6780s | focusing on the future yeah I mean in |
6782s | two streams ago we talked a lot about |
6784s | that was purely a performance dream and |
6787s | they explained exactly what we have been |
6789s | doing also 45.0 and performance wise so |
6793s | there wasn't a maybes last last question |
6796s | for him there was one about the weapon |
6799s | balance and specifically there are the |
6801s | faster selects of the weapons oh yeah |
6804s | like what one one concern that was poor |
6807s | for dislike they you could run a double |
6809s | uppercut bills for example and just |
6811s | because of the way the weapon supporting |
6813s | works specifically with revolvers we're |
6815s | doing the draw kind of recog the weapon |
6817s | kind of skips the time you would |
6819s | normally do between shots that it would |
6821s | be super super powerful super super |
6823s | effective and you can compete with |
6824s | adults by having like two uppercuts I |
6826s | mean yes we did that intentionally we we |
6830s | kind of sped things up a little bit in |
6831s | order to remove some of the perceived |
6833s | clunkiness from the system I know this |
6835s | is controversial some people who like |
6837s | the hardcore realism of it right like it |
6839s | takes time for me to pull a weapon but |
6842s | in this case the playability the |
6843s | usability was just more important for us |
6845s | and specifically to run into uppercuts I |
6847s | mean heads off whoever is doing that I |
6850s | mean if you go into the game with two |
6851s | uppercuts that's not an easy thing yes |
6854s | some very experienced and skilled people |
6856s | they can pull it off like some of our |
6857s | aula streamers are fantastic to watch |
6859s | when you do that stuff yeah average Joe |
6861s | can't do that I'm struggling with that |
6864s | Venice garden without like in playtest |
6865s | this is not an effective law cause the |
6867s | limits here because you don't have like |
6868s | necessary the same range or the same |
6870s | close range options even if you have |
6872s | fending on top so it is a viable option |
6874s | we know that things have changed with |
6876s | this but we still feel it was a step in |
6879s | the right direction |
6880s | and at the moment we have no plans of |
6882s | adjusting there further okay well thank |
6887s | you guys so much for watching I hope you |
6889s | guys had a good time looking at all the |
6891s | new content that's coming for 5.00 so |
6894s | the emulator we have weapon balance |
6897s | changes we have changes to the animal |
6901s | tractors we had quickly changes bounty |
6904s | on changes and clue cam flashing light |
6908s | so quite a lot of stuff destined out |
6910s | when it goes in a duster before us |
6912s | hopefully tomorrow no promises no |
6915s | promises but hopefully doing this I mean |
6917s | I want to play on the weekend - so help |
6919s | exactly |
6920s | so let us know give us feedback on you |
6923s | know this gourd steamed anywhere talk to |
6926s | us send him a letter call him faxed me |
6929s | and we hope to see you guys for next |
6932s | develop elation and let us know what you |
6934s | think and we hope to see you all the |
6936s | best ever so thank you Ben and Dennis |
6938s | for coming Dennis good thing now thank |
6942s | you for hosting oh yeah we hope you all |
6944s | have a wonderful weekend all right I'm |
6946s | gonna go now they little stay this |
6949s | awkwardness |
6950s | a bit awkward all right ciao nice tuning |
6959s | in |
6972s | [Music] |
6983s | [Music] |
6990s | [Music] |