almost 6 years ago - Hunt: Showdown - Direct link

Transcript (by Youtube)


4s [Music]
23s [Music]
30s [Music]
38s [Music]
58s [Music]
66s [Music]
82s [Music]
98s [Music]
110s [Music]
140s [Music]
158s [Music]
167s hello Lolo hey welcome to another
170s developer livestream more 1.0 content
173s because we have 128 slides 24 videos
178s it's gonna be a busy day I have a
181s certain subject topics for today
184s obviously we still have some other live
185s students plans for 1.0 so this is
187s definitely not yet all you might even
189s not believe that after show today
192s obviously the people hunters will not be
194s discuss today yet next week so yeah
198s let's go right into it because we have a
200s lot of stuff planned and I still want to
202s go and go home before 10:00
204s maybe we can make it yeah okay well
208s let's first off start a little bit
209s toward what's happening on the Xbox
211s realm yeah so we just did an xbox update
214s today which is our first contact back
216s called flows combat 1 so basically as we
220s launched into the game preview we
223s basically had a half the equipment that
225s it was up to 500 ready available and the
228s remaining of the equipment is being
229s updated step-by-step so people for
231s chance' cannot get used to it and I get
232s it you have to learn it also on Xbox
235s platform so this is the first of the
237s packs there will be a couple more to
238s come obviously and this is the closed
240s common one which basically just enhances
242s the game with a couple of variations
243s that obviously some of the steam early
245s access use is very familiar with already
247s but for the Xbox crowd this is something
250s obviously new and fresh so they get like
251s the time now to play with them and then
253s probably like in the next week or so we
255s will do like the next drop and
256s continuously increasing the Arsenal up
258s to the level of eventually I think it's
262s like something less than 10 so I'm not
265s percent sure but they come at some of us
267s combined sometimes you might also
268s actually release Model X in one go so
270s it's kind of mixed together a little bit
272s but we're gonna start with close combat
273s 1 which basically is it a bit early
275s bayonet which is like 3 a bad version of
277s the Vitaly rifle and you guys know a
279s similar thing for the Romero 77 talent
281s which is basically just an edit like
283s melee option to the weapon and then we
286s have the the famous Calvary saber like a
289s fan favorite as well as the dusters now
292s the dusters are interesting because
293s obviously they give you a bit more
295s options against specific
297s whatevs right um the stamina shot also
300s it can enhance the whole thing because
302s obviously by just jacking a bone in you
304s have a chance of like doing a lot of
306s Millia tags in succession without having
308s to worry about stamina being depleted it
310s lasts like for a minute at this point
312s and then we have Gator legs which is a
314s trait and if you could get Alexa allows
317s it you can move a little bit faster
318s through water so you can you can kind of
321s have a little bit less stamina
322s consumption as you go through water okay
331s just don't want to cover to keep the
332s legs well but yeah that's so yeah a new
342s content for Xbox and there will be more
345s in the next games but let's go and take
347s a look at what's gonna be in store for
349s 1.0 in addition to the stuff you've
351s already learned the last stream so first
354s yes so we're talking about a lot of
357s quality of life improvements are we
359s talking about things like being able to
361s that's also like a community request for
363s quite a long time being able for example
365s to buy different buttons for vaulting
367s and jumping or for stopping to bleeds
369s and interacting right so by default you
371s would have to save button snaps as right
374s now however you will be able to - now if
377s you want have them in separate buttons
379s to bind them but if or they are unbound
380s but it's up to you to not for
386s consumables but mostly for actions which
387s are overlapping so whatever the moment
389s multiple things on one button we now
390s give an option to they also improved
394s melee hit predictions this is something
396s that you might have noticed obviously
398s since we introduced the hit prediction
400s system for shootings that melee always
401s kind of felt a little bit lagging behind
403s it was because it was really part of the
404s system so there's like a new system now
406s I kind of extends this to melee which
409s gives you a much more quicker hit
412s recognition so like striking instantly
414s getting like the prediction telling you
416s yes this was a hit or this very likely
417s wasn't it without waiting for server
419s validation and just makes everything a
421s bit faster a bit more with more attack
423s nicer in addition to that obviously
426s controller
428s yes yes controller support is coming
431s obviously for PC including neck some of
434s the improvements that we're doing for
435s for Xbox are also obviously over time we
438s want to update the Xbox controls so
440s we've seen a lot of feedback we've
441s already played with system with more get
443s a couple additional systems cetera made
444s a bit easier so eventually as we get
447s closer to one point or an Xbox also we
450s want to kind of improve those in rollers
452s and then we have something new what
455s could it be a tactical ping system what
457s is that I already saw some people very
459s excited to chat and I know I'm excited
461s that showed first on the explain it
465s [Music]
501s and here I thought dr. whooping was the
503s clever use of internet-based
507s [Music]
510s so basically what technical ping system
513s means is that you have a different way
515s of communicating with your teammate I'm
520s not saying anything at all
523s I'm confused though all right now you
526s know way back so what it allows you to
529s do is basically have nonverbal
531s communication with your teammate so for
533s a change
534s you don't need to rely on the in-game
536s voice if you for example play with a
537s random you can actually use the ping
539s system now the ping system has two
541s different ways of using it one is to set
543s a waypoint beacon which is just like if
546s you tap the middle mouse button once
548s that basically puts a beacon at that
550s point which your teammate will be able
551s to see like for like I think it's 10 15
554s seconds and so yeah it's it's not very
557s intrusive but sometimes again get in
558s your way obviously so what we also have
561s is an alert ping so that's if you double
563s tap the button in this case it will give
565s you a more pronounced a bit more warning
568s me additional beacon however that won't
570s fade away very quickly so what you can
572s usually do is you can use the normal
574s technical pane to for example tell you
577s like let's go over there or check this
579s part out like something just like more
580s used when you're not under pressure I
582s think it's good especially because what
584s I noticed is when you're playing with a
586s random person it doesn't have a
587s microphone the communication is not the
590s greatest because you can't really say oh
592s my god there's someone there like
593s I was like playing when someone is like
595s I wish I could just like let them know
597s because my mic was marking that I'm
599s there there's someone there it's yes so
604s I definitely think it helped especially
606s because it's still a way of like
607s communicating without having to actually
611s and you can use like the alert like
613s double tap it in order to just really
616s specifically like points on it like if
618s you want to tell you tell your partner
620s like okay he's up by that window right
622s like he just used the alert one and it
623s moves out of way very quickly so you can
625s actually look at the window you can
627s maybe see where the guy is sitting at so
629s they have different purposes each and I
631s think in complementation together with a
633s chat and together with obviously your
634s Indian voice it gives you another means
636s of communication especially like for
638s players who don't have like a completely
640s 100% reliable teammate in like maybe a
643s separate voice cone
644s yeah if you guys hear some sound
645s sometimes it ca see God bless because it
648s does work in his room and it was really
650s really hot so ignore the Woody
652s Woodpecker Democrat today actually is
654s okay yesterday was like a yes yesterday
656s we wanted to die 38 degrees indoors
660s 35 it felt like fucking 4050 yeah
665s anyways what do we have elves we have
669s new traits in store so at one point all
671s we're gonna add a couple additional ones
672s and obviously we have nice images for
673s those and explain it first yeah so we
678s first have silent killer I'll just make
680s no or less sound on a movie attack so
683s basically if you want to take that right
685s what it does is it gives you a chance to
687s kind of avoid your your effort zones so
690s basically when you are like striking
693s those will be a bit more muted and any
697s after four variations I can do all of
699s them
701s [Laughter]
704s so it gives you a chance that obviously
706s if you equip this like if stealth is
708s your thing you can now be a bit more
710s effective in it obviously if you don't
712s hit the grunts directly right if it
715s doesn't kill it it might sell scream in
717s might slow yell it might a grow and
719s therefore that kind of undo what you
720s were trying to do but if you
722s successfully kill an AI you will be able
724s to cannot get the same result as if you
726s were doing a headshot Fox and were
728s silenced pistol on them like you can
729s take them out silently and gives you
731s just a better option obviously you can
732s still mess it up so it's up to the
734s players skill to kind of make the best
735s out of it poachers yeah so this one I'm
742s kind of its kind of self expertise well
744s it just means that whenever you have any
746s of the alert or tokens near traps on you
748s or you find like a bear trap in the
750s world you have a chance to placing those
752s a little bit more silently now this is
753s interesting if you want to for example
755s place them while you're maybe defending
757s a boss arena you're banishing I won't
759s defend a place you know other players
761s around you can even with them maybe
762s already being kinda close proximity
764s other side of the doors that are still
765s like set something up and can I prepare
767s and have a chance to do that more
770s effectively so it actually works as a
772s trap yeah so this one actually goes very
780s nicely together with the cat skin and
783s the silent killer as being more of like
786s an injury type of like moving around
787s silently and focusing on the staff side
790s so what this does is basically that if
792s you vault
793s if you cannot jump or if you also drop
795s down so that you normally would here
796s like that paints on cetera type stuff
798s that those would happen a bit more
801s silently so you can actually like maybe
802s move around a little bit more easily and
805s be able to avoid it one thing we want to
807s add to this but it's we didn't put it in
809s there because it's not hundred percent
810s sure we will be able to deliver this
812s 41.0 is that it would also affect
815s letters so we might be able to use it to
817s connect climb up a letter without the
819s guys maybe on the inside of the building
820s knowing that you're actually trying to
821s go out on the roof so it just opens up a
823s bit more maneuverability options and
825s just sneaking around and flanking we've
828s already very exciting some people saying
830s that it's too Oh beep
833s vigilance traps are highlighted and
836s easier to spot and I do have to add
838s their visible with with darkside yes so
841s vigilant is basically a counter
842s obviously to some of these mechanics so
844s if you want to be a bit more aware of
847s what happens around you like for example
848s before you rush into like like a
849s defender place vigilant helps you to
852s within a very short range be able with
854s dark side to spot that maybe at some one
856s place let's say a trap on the other side
857s of that window it's kind of highlighted
859s in dark side for you so you can kinda
860s see it but only in a very very short
862s range but therefore you know for sure
863s okay is it worth we D batching that door
865s because maybe just like three bear traps
867s on the other side so you can kind of
868s pick your battles but you won't be able
870s to just like look at a particular
872s building from like 2030 meters and see
874s trap trap trap trap okay take this tour
876s it's only for short-range and how much I
880s think it's roughly five to six meters or
882s zani so you need to be really close to
884s the window in order to get it in high in
888s repeater so um we got a lot of feedback
891s on on the headshot machine that is rifle
895s so one thing we want to do for eight
897s consistency and be balanced was to kind
901s of bring the repeater rifle so the
904s Winfield's in line with some of the
906s other weapons when it comes to trades
907s however what trying this out going
911s hundred percent in the same direction
912s felt a bit weird they felt a bit too
914s restrictive so what's different with
916s iron repeater compared to iron
918s sharpshooter and iron Devastator for
920s shotguns and bolt action rifles is that
922s with iron repeater we have a different
925s animation while staying in iron sights
927s so you still aren't going to stay in
929s 80's so with a bolt-action rifle it kind
931s of wants a fire you pulled you out you
934s do your your cycling you go back in with
937s iron repeater it's a different animation
939s as you are staying inside compared to if
942s you have an repeater which is exactly
944s like it is at the moment where you can
946s keep on the sides if that makes sense I
949s mean you can see about we have a video I
951s think
954s I'm scared because I like out of play
956s some things and I don't wanna give away
959s secrets
969s let me just renew that here zero as you
980s can see with this it is it is been
983s different so it's a bit harder to kind
984s of stay on the target you can still
986s obviously rapid fire with this also you
989s can say that the rate of fire in it is a
990s little bit slower than normal while in
992s hip like a solar a name that's the same
994s speed as before it just means that
997s sometimes as you can see that you need
998s to realign a little bit between shots
1000s obviously like the skilled player will
1001s adapt it is very easily and still being
1003s able to do like a lot of effective fire
1004s but it has become a little bit more
1007s challenging than before where basically
1009s the whole thing was just completely
1011s staying inside and you could just follow
1013s up additional shots yeah I know a lot of
1015s people I know but just to be clear if
1026s you have to trade if you have I'm
1027s repeater it will be exactly like a
1029s normal life but you need to invest in
1031s the trade otherwise you get what you see
1036s um I can look it up I don't have it on
1039s my hat
1041s iein repeater is set to no I have all
1047s the information here everything I think
1051s it was rather early actually um it is
1057s happening at rank 18 not 1919 ranking
1062s 1990 make sense
1065s okay the next dauntless explosive can be
1069s diffused so what that means basically if
1073s someone throws dynamite at you and you
1075s have a good feeling that he didn't cook
1077s it for three seconds already so it blows
1078s up in your face you can approach it and
1081s you get like a little interaction prompt
1083s so if you if you don't press the use
1086s button you will basically disable that
1090s explosive you cannot there's no
1094s animation but there's a nice sound so
1097s basically if you if you have the waltz
1101s word you can run for it and try to see
1102s if you can disable it obviously only
1104s works for things that kind of have a
1105s fuse like obviously very easy on the
1108s chaos pump in the sticky bomb with a
1110s eight second fuses but for normal
1112s Dynamite's and frack bomb stuff it's
1114s like four seconds so if he's just if you
1117s saw him just throw it at you because you
1118s didn't have time to spam it as an easy
1120s way for you otherwise if it just comes
1121s right through the window it's up to you
1123s if you want to risk it but there's a
1125s chance for you to do that so maybe you
1127s can get out of a situation where
1128s otherwise it would be totally true it
1129s makes you curious how often have you
1130s guys drank this we have died a lot to
1133s expose us so how risky is it for people
1137s to go with this and actually try this
1138s because like it's a very high risk if
1140s you if you go up against a good player
1143s that knows how to how to prime their
1145s grenades properly right for you et
1146s cetera then it's gonna be very very hot
1149s but where it's most effective is if
1151s you're in a fight with the guard so you
1152s can know that he's there for its own
1154s average situation and you see my one
1155s point pour down I wouldn't roll roughly
1157s in the direction and maybe you can't
1158s really get away from it and obviously
1160s it's yes there's an edition of
1164s readability feedback we can talk about
1166s in a minute or two that will kind of
1168s support us from the explosive
1170s good question if you're stuck with a
1172s sticky bomb well your interactions stop
1174s leaving our stuff diffuse I think at the
1177s moment everything's stopping the
1179s bleeding has a high priority but this
1181s one is meant to be sitting even more on
1183s top because it's not the whole action
1185s right you don't need to like hold it for
1187s a second because it would be kind of
1188s weird if you see the from you press the
1190s button it's instantly it's done so we
1198s have some changes yes so they see that
1201s so far for the new ones that will come
1203s in 1.0 so you can see what we try to do
1205s is we kind of plug some holes where I
1207s like making sure that like certain gaps
1209s that like put some stuff or intercept
1210s etc was a bit more featured there's a
1212s bit more options available for that but
1215s we also have a couple of changes so
1216s balls here for example as you know like
1219s it's even with balls here it's still a
1221s pain to kind of find the throwing knives
1223s or the crossbow bolts and what we do now
1227s is if you go into the dark side you will
1229s be able to much clearer see this is
1231s gonna be a similar like highlighting as
1234s we've talked about for the vigilant's
1237s right which allows you to see the traps
1239s however this one is done basically with
1243s the longer range that's not just 5 6
1244s meters it's like further other things
1246s like 20 meters at a moment so you can
1248s kind of see a little bit what's going on
1249s there's actually a pretty nice effect
1251s that if you manage to throw like a knife
1254s on a player or like a bolt of the player
1257s and they run around the corner
1259s technically you still see the highlight
1261s what you can you can use the detractor
1263s obviously this would not be forever
1264s because I mean there's the bleed and
1265s only the moment they stop the bleeding
1267s it drops on the ground but there's a bit
1269s of a secondary effect in there that
1271s allows you kind of like track a little
1272s bit and understand where they're moving
1273s so a bit of depth resilience yeah so
1284s Brazilians now gives a hundred
1286s rather than the 50 originally yes so we
1290s felt that and I think there was a lot of
1292s feedback going a similar direction from
1294s a community that's just a 50 usually
1297s ended you up dead anyways right like so
1299s you get tagged once with another shot
1300s and unless it was very far away with a
1302s weak weapon or hit you in the arm or
1303s whatever actually you probably got down
1306s again so resilience now is a bit more
1309s powerful it fulfils up to 100 hit points
1312s and therefore you might be able to
1313s survive one more tag etcetera it's a
1315s higher chance for you to get away so
1317s that like cops camping isn't a
1319s guaranteed thing obviously that also
1321s means the price has gone up a little bit
1322s for this one this is something in
1324s general we have balance the traits quite
1326s a bit so what you will see is once we
1330s had closer to to the to the one point or
1332s release and you have a chance to try
1333s this on test server that's different
1336s traits have now been changed in terms of
1338s how much they cost to unlock in terms of
1341s their points to to equip them we don't
1347s want to go for the entire list but maybe
1349s maybe some of the more prominent ones so
1352s dooba dooba do big changes here so for
1355s example the sniper once so everything
1357s which is what like steady hands the
1359s different scopes we have they all went
1361s down so and also they scaled a little
1363s bit before was I think like four points
1365s four or four or five points for all of
1367s them which was quite a bit up front cost
1369s not turn you down into a sniper so now
1371s for example steady hand unlocks with can
1374s be equipped with just two rather than
1376s five points steady aim with four rather
1380s than six so that you can all see the
1381s difference which means like the one for
1383s the pistol is a lot cheaper so it's much
1384s more of a consideration or to use it as
1386s a backup trattman you want to spend
1387s those points so you can have like a guns
1389s Deadeye with advantage in the same way
1393s the Scopes moves
1394s fuck somebody dies goldsmith went down
1396s from four to one marksman scope Smith
1398s went down from four to two and the
1400s sniper scope Smith went down from four
1402s to three so they kind of scale again
1404s with the efficiency and how awful the
1406s weapon is so like we've kind of applied
1407s that feedback from the community but
1409s also like a bit more common sense like
1411s how powerful certain traits actually are
1413s in the game
1414s often they're being used and kind of did
1416s a balancing pounce on that one again on
1419s a test server the later date you will be
1420s able to try them all out and then
1421s obviously the pitch notes would have to
1423s fall detail so I mean you guys have seen
1437s the previous screen but legendary
1438s contents obviously like the weapon skins
1442s the legendary skins that's worth the
1443s primary focus of us one point always
1445s like to kind of open up this whole new
1447s feature to be able but we still have a
1449s couple addition variations of weapons so
1450s you want to roll out so specifically
1451s once we edit recently so the Bourne have
1454s number three is getting a extended
1456s version now this looks interesting at
1459s first it's like this is a magazine you
1460s can just like pull out etc it's a modern
1462s weapon no it's not because there's
1465s actually a trade off for this actually
1466s rather interesting for this one as you
1468s know like the normal bornholm has like a
1470s five round capacity so you can open up a
1472s little flap on the side and you can
1474s insert this this clip of five rounds so
1476s it's a bit of an awkward reloading
1477s procedure based on this being a
1480s prototype weapon at the time that
1481s obviously never really became very very
1483s very famous unpopular however with the
1486s extended version now is that you cannot
1489s reload this by inserting a clip this is
1490s bolted shut
1491s instead it has been kind of I could take
1494s anything cut around with and can are
1495s expanded so now the weapon holds eight
1497s rounds but the only way to reload these
1500s rounds is if you top them up so you will
1502s not be able to just like fast reload
1503s like eight rounds or even five rounds in
1505s one go the only way you can get
1507s ammunition into this gun is by just
1508s putting one round after another in which
1510s means a little bit slower reload
1512s compared the regular bonum but more
1514s capacity so it's a trade-off
1518s yes
1535s so in this case you can see enough
1537s enough extra capacity but is doing it
1539s one by one
1540s so in combat it might take a bit to
1542s actually top-up so you're not as
1543s flexible as just see like Armour is
1552s coming from me so maybe I can only put
1553s it around
1562s alright it's the first one where we have
1564s more yes so the LaBella also gets a bit
1568s of attention so we've added a talent
1570s version of the Lebel we don't have a
1572s video about everyone because it's rather
1574s straightforward so it works similar to
1576s like the Romero teller window telling in
1578s terms of giving you a heavy melee attack
1580s slash attack that you can use to kind of
1582s like eviscerate yeah so that was a hip
1589s it hinted at in some of the previous
1590s streams already so here's the
1592s confirmation
1593s it's a marksman variation of the Lebel
1596s rifle
1597s so again obviously that brings finally a
1600s second weapon using the marksman scope
1601s because the fart system has just been
1603s the de Winfield and kind of
1606s differentiates also a little bit from
1608s the from the from the Mosin sniper rifle
1611s in terms of having not as far range but
1613s it's more of a mid range sniper but it
1614s means the billable being a lone bullet
1616s long long long ammo a rifle I mean taxed
1619s by the punch so you can kill things
1622s admit range whether effectively with us
1624s so yeah
1625s that's like three additional barriers
1627s yeah we have we do have a video of this
1629s one yes
1633s it's a bit of a new thing here is this a
1635s bit of an unusual look I mean the scope
1638s is kind of attached a little bit to the
1639s side of the weapons so you can obviously
1641s insert ammunitions to be different than
1642s the Mosin Nagant loading mechanism
1645s so at first I guess there will be
1654s changes to the house bond but we have
1662s more before yeah so we have one changes
1664s something we've discussed or talked
1666s about last time is the dynamic third
1669s system that's coming to the game and
1671s actually if you do it scopes a little
1672s bit because the more in using the
1674s weapons on the ground the dirty they get
1677s yes so the the scopes basically our
1681s separate mechanic to this but it takes
1683s it kind of linked together so let's
1684s first talk about the dynamic dirt system
1686s so we talked about is doing the
1688s legendary weapon stream we had last week
1690s that weapons are being bought in a not
1694s so dirty way you still buy them that can
1696s a secondhand so they'd never be fully
1697s pristine and this is by legendary which
1699s obviously has been polished nicely for
1701s you as you purchased it and then on you
1705s depending on your use so linked to the
1707s fact that you get down that's the
1709s important part so just moving through
1711s five six missions with the same gun
1713s without getting killed once will not
1715s have an effect on the directness of the
1716s weapon
1716s what has an effect on the dirtiness is
1718s getting downed which means someone
1720s either picks up your weapon contraband
1723s which is always a bit dirty that way so
1724s or you getting revived by a partner
1726s afterwards
1727s means your weapon is now a bit dirtier
1729s this has zero effect on gameplay so this
1731s is just a cosmetic thing so actually
1733s some people might argue a dirty weapon
1735s is much nicer for camouflage I want my
1737s weapons to dirty so please tell me and
1738s revive me because I want that but it
1742s also gives you a chance
1743s obviously inside the menu to kind of
1745s clean the weapon again and then just
1748s restore the pristine looks you can even
1749s get a weapon you buy and in the store in
1752s a rather clean shape but not fully clean
1755s like this here for example like more
1757s like this you can completely clean it up
1759s if that's your thing it's additional
1762s small little feature and just mostly for
1764s convenience there is no real
1766s gameplay benefits or disadvantages for
1768s having them so yeah and then the second
1771s part and just mentioned out I think we
1773s can go to next actually just do a little
1775s talk about the contraband daily then we
1779s also have some changes to antidote in
1783s stamina so first off we're introducing
1786s weak versions of each of those so that
1788s means you have like just like little
1790s utility shirts like both a week and a
1792s regular one and we've also kind of like
1794s changed the time of how long they're
1797s effective so we did a recent change with
1799s the antidote where we said the antidote
1801s shots is it's like a full match like one
1804s hour time and that's still the case for
1807s the now golden-colored regular antidote
1811s shot and we do have a week version which
1813s is lasting for six minutes so that's
1817s basically just enough for a boss fight
1818s or some nice encounter obviously just
1820s like maybe healthy shots it's much
1822s cheaper as a weak version while the big
1825s one obviously has a more lasting effect
1827s for intermesh now the same is true for
1830s stamina where the full-blown stamina
1832s shot now has been increased to ten
1834s minutes so this is a drastic change
1836s before it was just one minute now the
1838s weak shot has two one minute on it and I
1841s think the price tag on the week one is
1843s roughly same as the previous one was so
1845s there is a better version of which is
1847s the regular which gives you ten minutes
1850s of stamina and and that means like it's
1856s gonna be a very powerful choice for me
1858s likud because I mean in ten minutes you
1860s can do quite a lot of damage with
1861s millions printing etc so it's very
1863s powerful
1863s but obviously also very expensive yes
1869s the poison - changes yes we talked about
1872s those little bits in one of the
1873s favorites no no no let's look I never
1875s expected high form to appear so on
1880s poison what we changed is primarily how
1882s effective it is as a blocker so at the
1885s moment I think and you use higher like a
1888s poison bombed on hive it's on life sorry
1890s huh huh it's I think like around minute
1893s or two minutes then the class
1895s participates like now as I think five to
1897s six minutes so it's a much longer time
1898s it works much more efficiently as a
1900s blocker for example - can I get a
1902s specific area or to place it for example
1904s inside a boss arena I've said or for
1905s boss to continuously be affected by
1907s running through at around essence the
1908s spider which doesn't mean also when you
1913s walk into the poison cloud it's gonna be
1915s a lot more powerful so it does more
1918s damage and for this to be really
1920s meaningful we actually did one change to
1922s poison in general which is unless update
1924s we cannot reduce it from 20 seconds to
1926s 10 seconds and we brought it back
1928s reported back up to 15 seconds so poison
1931s is just a little bit longer so we in a
1933s meeting halfway in between what we did
1935s not change however is the trade if I
1937s ever come on straight which still
1945s remains at the five seconds so that
1946s still keeps the change from the last
1947s time so if you don't have the trade you
1950s can be poisoned for 15 seconds if you
1951s have to trade you'll be poisoned for
1953s five seconds so the trade slot becomes
1955s miss retain then we have the hive pump
1963s now the hive pump had one actually
1966s multiple issues but one very big one
1968s which was that it wasn't really friendly
1970s to roar and while that comes with the
1973s nature of it that the whole thing is
1975s kind of like like wasps wasps you can
1978s release and they can fire back the
1980s problem was it was too likely to happen
1981s so you would throw it to a window he
1983s would jump in the guy might have already
1985s moved out of way before the swarm even
1986s started to attack and out of sudden
1988s swarm sees you comes back at you so like
1989s it was a high chance for misfires
1991s basically where it came back and what
1994s we've done is we've kind of made sure
1995s that the moment you throw it it
1997s instantly searches for target that is
1998s not you so you have a bit of a grace
2000s period still so that it chooses other
2002s targets
2003s you but these other targets don't hurry
2005s have a chance to move away from it like
2008s I saw before this one actually becomes
2010s like active and searches so you see a
2012s fat much faster response now of the hive
2015s bomb
2015s chasing its initial target and like the
2018s second problem the high form had is that
2019s even if it managed to do a kill finally
2021s well usually the line of stem of the
2023s swarm was still not up which means the
2025s swarm would now come find a new target
2027s but if most part that was unfortunately
2028s you so again I can exactly same thing
2032s like so it committee it's only it's on a
2034s perfection change so you and your
2035s teammate are both equally protected now
2039s with tank change it as well so hive
2040s swarms in general have received an
2042s update and that is primarily that if
2045s they have successfully killed the swamp
2048s dissipates completely so if you manage
2050s to kill the run first guy this one is
2053s gone so you don't need to worry about
2054s its lingering around and possibly like
2056s coming back actually like haunting you
2059s and the second change is that that was
2062s one of the problems we had initially
2064s when we set up the hive bomb there is a
2066s counter to it so hi swamp comes at you
2073s and you can see the cheeky hunter that
2074s the water has through it you can
2076s actually milli the swamps you can
2078s actually do attacks against it in order
2080s to make it dissipate faster disappear
2082s this is more effective if you can just
2085s be funny so you can you can do this more
2089s effectively if your swattin was like for
2092s example like a bus dock or like like a
2094s slash attack something which just like
2096s an area like you know swatter but it's
2098s not so effectively for example like a
2100s step attack like a bayonet so in this
2101s case actually the bayonet is a bit as a
2103s disadvantage of getting the cloud-like
2105s away and it takes a little bit like
2107s longer but actually regular buttstock is
2108s pretty nice just like swatting them away
2110s and getting getting some some freedom
2113s obviously they might so poison you they
2114s might still not slopey be a bit annoying
2117s but at least you can do something
2119s against them for example if you're
2121s trapped inside the same room with the
2122s thing and you do really don't want to
2124s run out because then you get killed
2125s sniped whatsoever
2129s so that means in general though that not
2133s only the hive bombed but also other
2135s things using the hive swarm yeah I've
2137s changed and we're gonna talk about those
2139s a little bit further down the line
2145s weapon changes so yeah I'm with one
2148s point oh I mentioned it in one of the
2150s previous dreams we want to kind of bring
2152s some of the weapons up more on a more
2156s competitive level than they are
2157s currently so this is for example the
2160s nagging precision and again Deadeye
2161s which are on their own not really bad
2165s but also not really good so there's
2167s always a better option I mean yes you
2168s can have a wind field on the medium slow
2170s technically with the position but yeah
2172s so what we've been doing is we've looked
2176s specifically at the accuracy they
2177s provides with a shoulder stock and I
2179s like giving you a bit of a chance to
2181s into a tool to normalize so they have
2183s more tighter spread now and we have also
2186s change to fire right now the fire rating
2187s it can be explained by if you have them
2189s in your in your shoulder stock like it's
2191s a bit easier maybe to work the hammer
2192s right I mean is it really I don't know
2194s that's our take on it or justify why
2197s both then again precision did I are just
2199s a bit more faster not really as fast as
2201s the officer and again would be but
2203s somewhere in between so there is another
2206s another advantage of using them you can
2207s kind of spam a little bit more maybe get
2209s a few more shots downrange also like the
2211s animation is a bit more stabilized to
2212s actually have a higher chance to kind of
2214s keep the target inside and that
2217s obviously turns the Deadeye
2218s into a very interesting kind of like
2221s faster shooting like slower like short
2224s range sniper pistol so then we have
2229s differentiate weapons
2232s what could that mean so let's choose one
2236s example we just talked about the ngons
2238s that stick with them against so the
2240s regular ngons has I think 21 rounds
2243s extra ammunition what we've done is
2247s we've sent a similar weapon like the
2248s Nagant officer which is I would argue
2250s superior in many ways at least has more
2254s advantages than drawbacks so definitely
2256s feels like a step up is now
2258s differentiated by having a little bit
2259s less extra ammo so that the
2261s the bass version in this case of the
2263s nagging sticks was 21 or maybe I figured
2265s he might even have gone up a little bit
2267s well the officer version is a little bit
2269s lower so there's a bit of difference
2270s similar thing is happening for the wind
2273s field for example where the wind field C
2274s just has a bit more extra ammunition now
2276s then then the full-blown wind field so
2278s just it's an additional variable for
2280s balancing or we can say that like some
2283s of the weapons that feel if they're like
2285s the better version of something similar
2286s actually have a bit of so this is
2293s actually a pretty big change even though
2295s it doesn't read as much as that now what
2298s we have at the moment in life is that
2299s both the slash attacks so like things
2302s from a machete for example or Talon
2304s cause bleeding but also the piercing
2306s attacks now for example that means a
2308s bayonet step or that means like the the
2311s heavy attack from a knife now with
2313s piercing no longer causing bleeding that
2316s means you have to kind of choose which
2318s attack you do on the knife for example
2319s the regular tech is a slash attack it's
2321s got a rather weak but it does the
2322s bleeding damage and the heavy attack is
2324s a step it's much more of a puncture
2326s right more like a bullet which also
2328s don't cause bleeding in mechanics
2329s well like the actual slash I mean it
2332s cuts like a building with a big open
2334s wound and therefore has this additional
2335s bleeding mechanic yes eventually where
2337s the bomb lands yes so it's just to have
2340s these two melee attacks be a bit more
2341s different and feel a bit more different
2343s if their own take and also makes it
2345s easier for example you might have
2346s noticed that in the shop when we had
2348s like different like ammunition type tags
2351s etc is sometimes a bit misleading
2352s information because obviously like the
2356s Nitro Express rifle for example has
2358s piercing as an attribute obviously
2359s doesn't do bleeding right like so rather
2361s than adding that to the Nitro we've kind
2364s of decided that there should be more of
2366s a difference between piercing and slash
2367s melee so rending and piercing are
2369s different yes so unfortunately for one
2375s point or we can't go the full way of
2377s what we wanted to do which is giving you
2379s a flipside that has to wait a little bit
2381s longer but we've kind of looked at the
2384s zoom a little bit and in general how it
2385s feels and made it actually a bit closer
2387s to some of the other scopes so it's a
2389s bit it's just a bit more useful and also
2393s it is now affected by try
2395s which means if I have to study ain't
2397s right like it kind of like stabilizers
2399s over those and that graph to ten seconds
2400s or so so you can use it actually to
2403s effectively line up a shot it's still a
2404s minor change but it's all adds a little
2407s bit boost to the aperture size in
2409s general and especially the additional
2411s zoom actually makes us feel like a
2413s pretty low cost simple sniper scope you
2416s can have the nature of bleeding and
2419s burning and poison and then we have
2422s third person channels for weapons yes
2424s that's something yes I mean as soon as
2427s you know at the moment if you look at
2429s your own shadow sometimes you see a
2430s floating pistol weapon etc so that was
2433s better and not having anything but now
2436s we have the real deal so a minor thing
2439s but actually something we're pretty
2440s proud of that I finally have that so you
2442s see your shadow reflecting
2458s so yeah shadows all right we have more
2465s more I mean we are only at slide I wish
2468s if we can tell how many videos that we
2470s have so far to three hands five years
2473s laughs you do any so this is a little
2475s bit to go
2477s okay so aim helper
2480s yes so this is more of a visual change
2482s so we don't I think yeah we can watch
2488s those back-to-back so we have the email
2490s improvements in the effect of burning
2492s things
2492s yes so aim helper it's just a visual
2495s change we slope polishing this a little
2497s bit more so we would want to make sure
2499s that it works a little bit better still
2500s against the bright background but over
2502s just a graphics adjustments etcetera so
2504s it doesn't look like the d-bag a debug
2506s lion cannot draw actually have a bit
2507s more artwork there and then there's this
2509s other thing here it's like you actually
2510s see the fuse burning in your hands so
2513s that if you have for example a fire bomb
2515s or dynamite I can show this one again as
2518s you can see on your own arms there the
2519s moment you recognize that actually there
2520s is a proper effect on it now which means
2522s you were much easier see and that's what
2524s I meant earlier about improvements also
2526s only on the explosive side you see much
2528s easier when someone is prepping some
2530s explosive to throw against you like here
2532s especially obviously at nighttime and
2534s therefore have a chance to react better
2543s today I mean it's fine all right now
2550s then we have a big one what an
2552s attraction ReWalk notice this is our own
2562s tape because it's the Crytek properity
2564s system and attraction week we can just
2576s like a move on to the first video
2578s yeah I don't know so I'm gonna pause
2583s this a little bit in between so
2585s basically what we've been doing is we've
2587s looked at what penetration of
2589s projectiles and made sure that
2592s everything feels a bit more consistent
2594s so I mean some of the bullets from our
2597s error are not the most efficient bullets
2601s right like so even something like a
2602s Mosin Nagant he was using very different
2604s bullets at that time then they were in
2607s later
2608s for example world wars et cetera right
2610s like a munition has improved with like
2612s smokeless cartridges and spits around
2615s projectiles it's so much what this
2617s bullshit you can talk about it for ages
2618s so it's all fine however what does this
2621s mean for game playing for balance and
2622s that's the important part
2623s what we've been doing is we wanted to
2625s make sure that the weapons feel Ferrum
2627s so that actually cover becomes a bit
2629s more relevant for you so we've kind of
2631s looked at the different projectile types
2632s so that compact me and what you will see
2638s in a second is basically how the
2640s different bullet hips go through so am I
2642s gonna start with the compact balloons
2643s which in are actually rather weak I mean
2645s it's a pistol cartridge you can look fat
2646s from a rifle here in this case very
2648s small very like limited power very
2649s limited reach what you will see here is
2652s how these shots actually behave over
2654s distance
2654s now explain in a second what all these
2655s different colors is that specific Crytek
2659s cheat mode confirmed so what you can see
2662s here is basically that every time the
2664s bullet has kind of hit an obstacle it
2667s checks whether it can penetrate that
2669s obstacle or not so in the case of those
2672s two yellow ones is that you can hit the
2673s wood and the projector at did this at
2677s this distance particularly is allowed to
2678s go through it so this is powerful enough
2680s like I mean projectors lose power over
2681s distance in order to to penetrate this
2684s but obviously the damage behind the wall
2686s is actually weaker so that means it kind
2688s of degrades the more you try to
2690s penetrate also like a compact pistol can
2693s make hand trade like two or so sheets of
2695s wood but that's about it but what you
2697s can see here as well is that if you go a
2699s little bit further that actually there
2701s is this this pinkish-purple
2703s hit and that actually is also hitting
2706s just a different normal fence however
2707s it's like six seven meters further away
2709s and it seems like this already stopped
2711s the bullet
2712s so the takeaway here is that if you
2714s shoot with a comput bullet in a very
2715s long distance even a regular fence might
2718s not provide protection so as you can see
2720s and maybe if you take a look to the
2721s right side of the screen where you see
2722s the forest in background behind the hut
2724s there's like another fence in the far
2725s distance that one if you would shoot
2727s from this current position very likely
2728s would also give you one of those purple
2730s ones which means no penetration happens
2732s so it means anything with compact
2734s bullets isn't really that effective of
2736s reaching through cover and hitting an
2738s enemy behind at a certain distance what
2741s you can also see is that on the left
2742s side there is a metal sheet obviously
2744s aligned up against the wall here and
2746s that instantly stops it because compact
2748s bullets don't go through any of the
2749s metal sheets this is the same as is
2750s currently on life but is a nice
2752s demonstration here so again one shot
2756s made it to the second wall but didn't
2758s penetrate further and then this one here
2760s went very far with a little bit off and
2762s obviously it didn't penetrate the tree
2764s here as well so yeah that's how it's for
2766s compact bullets now let's have a look at
2769s the long bullets obviously rifle
2770s cartridges more powerful much more punch
2772s and what we've been doing to those
2774s because they have been already pretty
2776s powerful we actually came them a little
2778s bit what you will see here is actually
2779s how and to what extent we've reduced the
2782s capacity to actually penetrate thick
2785s objects now the first thing is that what
2787s is absolutely zero obstacle for so you
2789s can see without any problem are you
2792s penetrating into multiple layers of wood
2794s you can usually shoot through entire
2795s hats I mean with the big church here
2798s watchable in the background very likely
2800s you would not be able to penetrate the
2802s whole thing but it will definitely reach
2803s the inside at a weaker capacity now this
2806s is also something we change which is
2808s different on life the long bullets
2810s actually for the first penetration don't
2812s lose any damage this is different now at
2814s one point oh where they have been
2816s slightly reused so the chance to for
2818s example kill some over there with a good
2820s body shot instantly is a bit more
2821s reduced was it still hurts quite a bit
2823s and you can still down them depending
2824s where you hit them but it's less of an
2827s issue yeah and as you can see here in
2830s the front with a brick wall you won't be
2833s able to shoot through brick walls with
2835s long bullets with the base long bullets
2837s that is so in this case I mean we're
2838s talking about like two or three layers
2840s of brick here so quite over actually
2842s think wall but that bullet is not
2844s powerful enough to
2845s to go through this type of obstacle so
2847s as you can see here again it's like
2848s stone walls specifically so if you move
2851s around look around crematorium for
2852s example provide much more accident cover
2854s in order to stop these long bullets but
2857s also as you know on a road map we have
2859s ammunition types for most one point
2860s already so obviously this is also
2861s setting a bit of foundation so that we
2864s have a room to kind of expand on is
2865s moving forward with different ammunition
2867s types that then maybe restore some of
2869s these attributes moving forward so yeah
2873s then let's look at shotguns so as you
2876s can see here we've had the discussion
2877s before proper one no penetration which
2879s means at this distance the son of
2882s Spencer would not have a chance to get
2885s any talk or Specter venture to actually
2889s hit like a guy that you know is on the
2891s other side for that you would need to
2892s get a little bit closer and then as you
2895s can see it now it starts penetrating
2897s here again on the sides a second shot
2900s and you will see as we use our evil
2902s cheat mode again as you can see here is
2907s that depending on the range actually
2909s like you have a chance to go through but
2911s on the on the one on the furthest on the
2914s bottom the one shot you can see like
2915s actually half of the pellets actually
2916s got stopped by by those hate hate balls
2920s like haystacks there and neither of any
2922s of those that went through the wall was
2925s able to penetrate into into the actual
2927s barn right so if you want to shoot with
2931s a shotgun you have to do the close-range
2932s is that your rather effective so we've
2934s opted a little bit with how effective it
2936s can shoot through woods like you might
2938s have remembered some situation we'll be
2939s trying to for example shoot like another
2942s player with a shotgun at close ranges of
2944s the compounds just because those proxies
2946s the walls were a bit too thick there
2947s even though they were clearly made on a
2948s simple wood the shotgun would fail to
2950s penetrate that was inconsistent was hard
2952s to guess like when does it work that is
2954s a bit more reliable now so usually if
2956s it's a wooden wall you can sort this
2958s through this one wooden wall but you
2959s won't be able to reach a lot further and
2961s you have to be really really close
2962s someone actually keep penetrate through
2964s multiple hunters know the only weapon
2966s that can do that at the moment is the
2967s Nitro Express
2973s so then we have think one more I am so
2977s as you can see here just for a bit like
2978s didn't do in the inside we get the flag
2980s perch that's deaf only sorry yeah
2985s alright then the last one is and that's
2988s actually also pretty big change trees in
2991s general so what we had as a limitation
2993s in the past was that we couldn't be
2995s differentiate between different
2996s materials so the trees may we're made
2998s out of wood but also those fences or the
3001s walls were made out of water so if you
3003s wanted to allow you to shoot through a
3004s specific type of wall systemically you
3007s would also be able to shoot through a
3008s tree that was in a similar thickness now
3011s that created issues where sometimes weak
3012s bullets or even like some plum bullets
3014s were just way too powerful hitting
3016s enemies behind walls and also behind
3019s trees now bullets can go through trees
3023s hmm
3024s that's possible if you have a
3025s high-powered large caliber thing like a
3027s small tree is usually non obstacle for
3029s tree but I think massive tree usually is
3032s now all we've tried to do here is let me
3034s just show you it on a compact point of
3035s the stack that the proxies have been
3036s optimized in general you won't be able
3038s to shoot like with small little bullets
3040s through a tree in any case and the big
3043s ones only through very very small ones
3045s so like the one we saw on the far right
3046s that very soon well that's maybe where
3048s long board would go through but any of
3050s those trees around here it would not so
3052s trees have to come with I have a cover
3054s again obviously if you have a natural
3056s express or if you kind of like CT at the
3059s arm dangly cetera right I mean they can
3061s say hit you it's all based on thickness
3064s so at the very very side of a tree where
3067s it's like to finish for you to penetrate
3068s you still have a small chance to do that
3070s but systemically for the most part rays
3072s are now pretty good I was thinking this
3075s tree went down for a second I never I
3077s was pressing F but is because he died I
3079s was like what is going on okay
3085s all right so that's it for what
3088s penetration changes again once we get
3092s closer to or to the 1.0 and the test
3094s over time you'll be able to try it on
3097s and test or give us feedback etc okay
3105s almost looks like we're trying to
3107s release like a full game or something we
3110s actually didn't update for Xbox today
3112s gavel tactics make sure you check it out
3113s we showed you the beginning of the
3114s stream but if you check your Xbox it's
3116s there yes also speaking of Xbox there's
3119s a change we've done today as well if you
3121s want to try out Xbox purchase it
3124s we have increased the time you can demo
3128s the game okay so you have two hours now
3130s to kind of try game give it a try get a
3133s feel for it before the free trial runs
3140s okay
3141s Weber players cannot be moving all right
3144s so this is actually a again based on
3146s community feedback so we've done some
3148s changes in the last update where we said
3150s like you can't burn player and it was
3152s the first step we said we're gonna
3153s evaluate if you want to extend this to
3155s the Arsenal as well and the big feedback
3158s we got the first yes please expand it to
3159s the Auslan so we did and that means if
3162s you burn a guy and even if the weapons
3164s have rolled down and sloped or whatever
3165s there's the link to the guy so if you
3167s burn him and he has to shiny like
3171s or just like a good weapon that you
3173s would like to use because you run out of
3175s ammunition or because situation requires
3177s a change you can't do that because of
3179s Birnam so this is a bit of a container
3186s so um they are like I think like a dozen
3189s or so very small changes that are kind
3191s of linked to this and this is mostly
3192s about optimizations with some of the
3195s animations that we've seen for example a
3197s logic change example would be the
3199s revolvers so as you know that if you
3201s have a remote for six shots and you fire
3203s one two or three shots in order for you
3205s to reload you would need to spin the
3208s drum again to the position with the
3209s first empty rounder so that as you go
3210s through the loop you kind of like reload
3212s them in sequence or we do this at the
3214s moment by magically spinning a drum and
3217s it always lands
3218s actly if that round chamber that you
3220s want to change out now that is perfectly
3223s good and fine but in addition to that is
3224s that if you abort or reload so if you
3226s don't finish the reload so we don't have
3227s full six rounds but it doesn't matter
3229s when you start shooting you would need
3231s to do the same thing and this is what
3232s we've added so basically if you now stop
3234s reloading halfway through it has to own
3237s the out do a quick spin as well in order
3239s to get the first ready round again
3241s ready to fire so it just completes the
3243s sequence that means that the revolvers
3245s just have a bit more time if you abort
3247s but it's not that much just means they
3250s follow a similar logic as focused on
3251s with the other weapons were depending if
3253s you do a partial reload or if you if you
3255s empty the weapon completely sometimes
3257s the timings just slightly change so
3260s Weber brand retail speaks now during
3262s tuned to more realistic values for the
3265s air yes 95 1895 so what does means is
3279s basically that again in in mind having
3283s that we want to increase additional like
3286s a traditional ammunition types moving
3287s forward we made sure that some of the
3290s weapons Sakuni have are no longer bound
3293s by the projectile so this is the biggest
3294s change at a moment the biggest what we
3297s have right now is a long bullet has a
3299s certain speed if you look on the on the
3301s tool tip of the longbow tells you
3302s something like 800 meters a second or
3304s something I die and the medium and the
3306s compact etcetera they all have the same
3308s speed what we've been doing and we're
3310s gonna show that a little bit we talked
3311s about a UI improvements in future stream
3313s about like how these stats are now more
3317s represented and one thing that they can
3318s already give away for that is that you
3320s will see for each of the weapons the
3322s exact m/s muzzle velocity so like the
3325s bullets basically travel speed so that
3328s gives us a chance now to actually go
3330s away from the flat-out okay don't bullet
3331s is always like this
3332s come back but is always like that to
3333s have actually more differences between
3335s weapons based on the realistic
3337s attributes of what they would normally
3339s do so as such some of the projectiles
3343s have been increased some of them have
3344s been reduced in speed again if you
3346s really entered you can just so to begin
3350s pain here or any
3351s any gun encyclopedia of your trust and
3353s look up numbers etc very likely if you
3357s look at bullets from the era you get
3359s close to the numbers that will be in the
3360s game okay
3360s for the most part but but all of that
3363s will be then revealed properly in the
3366s changelog on the test server for you to
3367s trial that means to some of the weapons
3369s that you might be very familiar with
3370s actually might be a bit slower which
3373s means actually the range effective range
3375s is reduced some of the other weapons
3377s actually might receive a little over
3378s boost which means actually bit easier to
3380s hit over distance because the bullet
3381s takes less time to travel there so
3384s Nathan blue pixel is asking about a
3386s sunray you can just I must say since
3393s it's really hot now it's been doing it
3395s more often yeah because it would happen
3397s every once in a while but it's literate
3399s I mean I'm not allowed even to touch my
3401s agency and I'm not gonna drive because
3403s it works at first
3405s today even heat is bearable so it's all
3407s good we have like a guy singlet beckoned
3416s with a little drum and he's basically
3419s did this green wall I just can't fix a
3423s sees your ears they don't see that wing
3426s warrant I know I think you can't see but
3431s it's there
3433s alright then let's go to the next point
3437s I totally lost my that's my train of
3439s thought slightly reduced idle Bryce way
3441s on weapons when it just sound say yes so
3444s this is basically again optimization
3446s kind of make the game a little a little
3447s bit nicer so some of the weapons feel
3449s like they have a bit too much weapon
3451s bobbing going on as you stand stall I
3453s use use the sides like you're inside the
3455s scope cetera so over we can reducing a
3457s little bit more to just make the weapons
3459s a little bit easier to use for
3461s especially like newer players yeah
3463s but overall the challenge is still gonna
3464s be the same and we very much still
3467s probably have the amongst the largest
3469s ways of games out there when it comes to
3472s them so it's it's part of our balancing
3474s formula and it's a very important for
3477s skilled player to be able to manage this
3479s way but yeah not you know a little bit
3481s make it a little bit
3482s bearable on some of the weapons
3483s specifically like rivals is that are
3485s aware actually if it's a good too harsh
3486s and then we come to the crack Scouts and
3489s contraband only which means Queen scopes
3491s we got a video for that okay so by
3498s default all of the scopes no longer have
3500s correct lenses it's something we've
3502s given away like in the last video um
3504s which means basically it's a bit easier
3506s to to shoot I mean well clean is clean
3512s is you just like this is a running theme
3517s of today's streams like we always
3518s couldn't spoil the next thing so that
3522s means if you just buy a weapon like a
3525s sniper scope a sniper rifle whatsoever
3528s it will be having a normal proper lens
3531s and you will be able to just moment look
3533s through it obviously will still be a
3534s little bit dirty etc won't be completely
3536s however if you pick up for example it's
3539s not the player so therefore you get a
3542s contraband weapon or if you play quickly
3545s we will find contraband weapons there
3547s you will still have the correct scopes
3549s and that's the differentiating factor
3552s between them so if you invest into a
3554s sniper rifle you got it even if if you
3557s get down and they someone takes you back
3558s up you still have your regular one
3560s however if someone takes it from you he
3562s will now have a cracked skull so well
3564s the reason we know that what it is and
3566s we actually also know where videos are
3568s otherwise it would be really hard if we
3569s have to give the name of rent randomly
3571s the things like we tweet we just can't
3573s become like be patient enough as well
3575s like we want to cedar I'm actually
3576s curious because nobody in Jana's mention
3578s it of where there was something that's
3580s not in the game before and nobody has
3582s seen it well no they can see it but next
3589s week
3591s so you're not gonna mention it no but I
3594s just wanted to point out there was
3595s something they didn't say never
3596s mentioned see no you made him curious
3599s good job there all right then we move on
3602s to the next points okay then we have
3606s exploding barrels and fire yes these
3609s three points here are actually pretty
3611s interesting because they'll I think most
3612s of them at least kind of like mangled
3614s together a little bit so we're gonna
3615s take them one at a time so we've changed
3618s the rules for exploding barrels and how
3620s you can make them instantly explode so
3623s one thing we've been doing is we've
3625s taken away the option for bullets to do
3627s that at all so before it was like or
3630s could Leon life-long bullets or shotguns
3632s in close range they could instantly
3634s detonate a barrel yeah while the other
3635s bullets will always just hit it on fire
3637s now all the bullets all the basic
3639s bullets intend basic bullets will only
3642s do this by setting it on fire however
3644s there is another change in here which is
3646s that fire is now instantly detonating it
3650s so what it means is as you can see in
3652s the video maybe you show the first one
3655s if you know you is for example is a load
3657s trap which has like like pyrotechnics
3660s which means this kind of fire okay so
3662s you place it right next to the oil spill
3664s and the barrel the moment the trigger
3668s systemically it goes up in flames
3670s instantly now there is a second example
3674s you can use for this
3682s look there's a second one here which is
3684s the flare pistol so all of a sudden the
3686s flare pistol has a pretty good use
3688s thereof instantly detonating so I press
3690s was really helpful to light on our
3692s brands yes see yes yes yes but now you
3695s can do more things
3697s so that's difference now that not only
3699s will you be able to just use your your
3701s your Mosin Nagant or or your your
3704s uppercut to instantly blow up the
3705s browser next to players so it contains
3707s those long bullet weapons a little bit
3709s so they just follow the same goals of
3711s the other bullets so you have a second
3713s follow-up shot however everything which
3715s has a fuse be that you throw like the
3718s fire bomb directly on a barrel instead
3719s it blows up you throw a flare on the
3722s barrel ends it blows up so fire becomes
3725s an instant thing and that is just very
3727s important see that's the drumstick again
3741s alright so then we have another
3743s improvement here which is if you throw
3749s dynamite through fire it doesn't blow up
3752s instantly anymore so as you might have
3755s noticed or probably felt perceived on
3759s your own account multiple times Lucy
3760s hunters over it is that you try to throw
3763s dynamite through fire instantly blows up
3764s and very often you're close to the fire
3766s which means you instantly blow up um
3769s this has changed so that there is a bit
3771s of a delay it still triggers the
3773s dynamite it's so triggers the fuse so as
3776s you can see it wasn't the full four
3777s seconds was just like a half a second to
3779s a second later so there's a small delay
3780s so as you throw it at least there's a
3782s high chance that wild might have blow up
3784s blow up so very quickly at least it is
3786s simpler on yourself the fire or go out
3788s there on the enemy self the fire so in
3791s this case as you can see right one first
3792s and now one problem that has also been
3795s happening is this where you threw it
3797s past the lantern and it would normally
3799s blow up directly in your face up there
3801s unintentionally like who would expect
3803s that would be the case now at least it
3805s just kind of like glances at sets the
3808s land on fire but continues then for like
3810s another
3811s second or so to blow up so and I did it
3814s in like an addition like we got like
3816s safety feature to kind of make it a
3818s little bit easier I died so many times
3824s so yeah that's that's just important for
3827s us that with 1.0 we kind of like try to
3829s to wrap up a couple of these like long
3832s lasting problems we're just like certain
3835s certain systemic things in the game kind
3837s of worked against the play a little bit
3838s too much and that with this way we make
3840s a bit more consistent a bit easier and
3842s less become less of a problem especially
3844s if it might result in player no hunters
3852s on fire don't ignite anything so the
3855s only enemy that does that is the
3858s emulator once you've triggered them but
3860s we tried this out actually in the
3862s beginning where we had like the player
3864s do it like a fire damage around him so
3867s you could kind of hug enemies the
3869s problem was that you would try to run
3871s away from something like it too close to
3873s this barrel or just run over an oil
3874s spill and all hell breaks loose and
3876s actually gets you killed very often so
3878s it was it felt very punishing by
3879s restrictive so that's why we said at
3882s least what the upper body is maybe
3883s burning but the legs not so yeah so what
3898s you can see here it's very very subtle
3900s so there will be another video in a bit
3902s we've improved model flashes we've
3904s improved gun smoke so as you can see
3906s very thinly there if you look at the tip
3908s of the barrel after the shot you see
3910s smoke rising up which is actually a
3911s pretty cool feature much more immersive
3913s so with the pistols like just a bit of a
3916s particle pass yeah it's subtle enough
3918s that it doesn't really affect you when
3919s you aim down the sights like this
3921s doesn't completely like lucky of you
3922s cetera but in general it feels just so
3925s much nicer the gun smoking everywhere
3927s you can think just chill no no no no so
3933s you have just visual improvements and it
3936s just it feels more like you actually
3937s have one of those like revolver six
3939s shooters smoking
3940s just it fits me really good yeah well
3947s changes so we have this thing sewn you
3952s think we did not record a video and time
3954s for this one so we're not going to show
3956s this one today we might do this maybe
3957s the data stream or worst case you will
3958s have to see it first time on the test
3960s server so good man now the poison barrel
3964s what does it do we talked about the hive
3967s improvements earlier and the poison
3969s bearer is basically a mix of the poison
3972s boy and a hive bomb so I think of it as
3974s a third barrel we needed better doesn't
3976s ignite right it just breaks apart and
3979s reveals the filthy things inside like
3981s and when it shatters and that can
3984s shatter from even a crossbow ball like
3986s so like people can use different weapons
3988s gonna trigger them well normally like an
3990s explosive pair of the bolt will just
3991s stick in there and that's it
3993s it basically releases a hive swarm and
3996s that one goes searching for the closest
3998s threat so this is kind of interesting
3999s for you to - like you said when players
4001s are close by in order to kind of like
4002s steer things up a little bit the poison
4005s Barrett has a lesser chance to be
4008s spawned into the worlds than the other
4010s two types it's some of the places I
4012s should rather an interesting option on
4014s top of that it also has a bit often
4015s poison radios a small poison cloud on it
4018s this is not the five-minute lasting one
4020s as for the proper grades think of it
4021s closer to focus on what the spider is
4023s doing when you're explaining around but
4027s it so becomes a bit of an arid and
4028s another thing that you don't wanna
4029s nestle walk through but like technically
4031s what you can also do is you throw like a
4032s decoy of some sort you George or Dei
4034s close to it you again throw like another
4036s decoy in a barrel of barrel chatters all
4039s the grunts get poisoned they take them
4040s out silently so this is another option
4042s for you where the barrel is around to
4044s maybe kill groups of enemies from the II
4047s oxide without actually making too much
4049s noise
4050s and then we have a bunch of map changes
4055s so we start with the Stillwater Bayou
4058s map um so this one here is catfish you
4064s might be very familiar with this area
4066s here with the the the stacks etc the
4069s wood locks now we've gonna clean this up
4071s a little bit so level design went
4072s through and can identify these paths so
4074s we have a lot of telemetry of like where
4076s our players very likely to go where user
4078s choke point so that's why in the
4079s previous streams also they've
4081s continuously been up to optimizing the
4083s map set remaining stuff that span has
4084s been showing around is really really
4085s awesome of like seeing kinda where
4087s people are going and based on what we
4089s learn from that we've done like another
4091s pass here and as you can see like you
4094s don't have to like kind of manage to get
4095s over the wood anymore you can kind of
4097s move around a little bit more than
4098s perhaps that's been opened up a little
4099s bit as I gonna go through it in a little
4101s bit more you see like that overall
4103s everything has been cleaned up a little
4104s bit different options you can have
4106s actually a firefighters around etc
4109s there's a different angle from the same
4111s compound here so this is what is
4112s currently on life isn't see lots of
4114s water and we've kind of clean this up a
4118s little bit to give you a bit more cover
4119s options different ways for you to
4120s approach get around have some shelter as
4123s you as I try to push towards a compound
4125s get up the ramp for example so things
4126s have moved around a little bit as you
4128s can see also we've taken away the water
4130s a little bit closer around the tree so
4132s do you have that is safe safe spots that
4135s if water devil is chasing you you might
4136s actually get I can see it on the right
4139s side there I actually have a chance to
4141s kind like move around a little bits to
4143s one of these little like
4144s islands basically and to get around
4147s there that's the same compound on from
4149s the south side again you have two big
4151s open lake very characteristic for this
4153s what is this Bayou area down there and
4156s again we've kind of cleaned up a little
4158s bit so we've we've made sure that we've
4160s kinda cluttered some of the areas but
4162s also again pull the water back a little
4164s bit so you can more easily move between
4165s these islands and just have a nicer
4168s overview and don't really rely on Gator
4171s legs you know to even have a chance to
4173s traverse this area then this is on the
4178s east side of the same compound again you
4180s can kind of notice the little pier
4182s thingy that extends out there sometimes
4184s you can be found again small things here
4187s which can end up a little bit put a bit
4188s more like like yeah kind of receded
4191s water a bit put to put that there are
4193s little bits and give you a bit more
4194s cleaner ways now this is closer to the
4198s the catfish main area the main building
4201s as you can see here at the moment it's
4203s like Cod lots of like corners you can
4204s see like next to the letter on the left
4206s side up there it's always been like a
4207s couple boxes you could easily hide in
4209s this corner so it was a bit awkward and
4211s very often can't disrupt with the flow
4213s of playing so we kind of clean things up
4216s a little bit here so as you can see the
4217s letter is not flat there yeah it's a bit
4219s more covers you can actually get up the
4220s letter without being shot through the
4222s door everything has been kind of cleaned
4224s up so far you can see actually in the
4226s far distance the one from the very first
4227s screenshot with a wood looks how we can
4230s open the path left and right of it and
4231s kind of change the windows a little bit
4234s more so it's it's basically just like
4237s making sure that like it becomes better
4239s 45 opposition but also one which has
4241s fair are ways of getting close to it so
4244s yeah then this is actually if you move
4247s from catfish closer to slaughterhouse as
4251s soon as you if you had a very long road
4252s on the right side you often have one
4254s half like to the exits you can go to the
4257s extraction vehicle and this building
4260s here was always a bit of a of a weird
4262s one right like it never really felt like
4264s it was really giving you much over of a
4266s thing but usually with just one pass
4268s that he said it was hard to see proper
4270s fights around this area so what we've
4272s been doing is we've kind of like opened
4274s this area up a little bit more out
4275s giving you like another cut through the
4277s lake area repositional building some
4279s walls having one of the watchtowers
4281s there yeah like so you can see that cuz
4284s it allows it you can go up on the roof
4285s so you can use that maybe to kinda even
4287s do long-range shooting against the
4288s compound or any enemies that move around
4290s there so it gives you a lot of different
4292s options of moving around the world and
4294s just flanking cetera
4298s me like a dog okay so it's the previous
4302s one this is the how we do it woman OH in
4306s general as you can see also like with
4307s the trees and distance if it kind of
4309s cleared up a little bit we took out some
4310s of the trees where they really didn't
4312s add much just like to make sure there's
4314s more clear of firing sectors but
4317s obviously still enough cover there for
4318s you to move around especially now over
4320s the changes to how trees provide you
4322s cover then we have another change here
4327s so this is the north east side of the
4330s same compound again one of the areas you
4333s are very familiar with as usually being
4335s very water devil infested and here again
4339s the same island approach of just like
4342s making sure that some of the water goes
4343s a little bit back giving you a chance to
4345s hop between the islands and just move
4347s around this a little bit more easily
4349s without completely blocking of the
4351s entire area it's at a flank of a protein
4353s compound in case what that was will be
4354s spawning here then we're moving to the
4358s southwest so this is a gator house as
4363s you can see here this is basically the
4365s back of the screen shot as it gets
4366s against the edge of the map right it
4368s seemed like Devin wrench and the phone
4370s for this nice yeah yeah and as you
4373s select a little treehouse you're right
4374s in the front were very often you can
4376s find a clue so what we've been doing
4378s here is we've added additional cover etc
4380s make sure there's a bit more concealment
4381s as you go to an away from this so it
4383s doesn't become such a easy way to prey
4385s on players from from a distance overall
4389s again with the trees and the distance as
4390s you can see we can kind of like like
4392s group them pack them together a little
4394s bit differently just make sure there is
4396s like different lines of fire a bit
4397s actually more reliable cover as well so
4405s this is the same compound just from the
4407s other side so this is like looking from
4408s the devant what the van direction at at
4413s Gator has as you can see here just field
4415s of cleanup again the same island concept
4417s giving you a couple of points in between
4419s like this area here for example was
4420s rarely populated like you would you
4421s would find very few players actually
4423s crossing the water here most would
4425s either take all right or a fire far left
4427s swing so now we have like an additional
4429s option
4429s kind of pushing
4430s Redfoo like to the center there and kind
4433s of responding to like for example
4434s experts on either side or or depending
4437s on how enemies or what else is at what
4439s restaurant then we move on to the
4442s long-range wrench so as you can see here
4447s the the the the boss building at the
4455s bomb now what we've done here is we kind
4457s of clean up the place a little bit so
4459s before you couldn't really go on the
4461s roofs that easily like it was a letter
4463s in the far back on the center you could
4465s kind of reach little gap in the center
4467s you can see the hate behind it like to
4468s get in sneak inside and drop down over
4470s all the roofs were very much like torn
4474s open which means it was very easy to
4475s throw grenades for the top inside this
4477s area which was very frustrating so what
4481s we've been doing is we've kind of like
4482s closed the arrows down a little bit made
4484s sure that like there's clearer paths
4486s nest breaks and cracks in the wall that
4488s kind of like see you through whatever
4490s everything it's more streamlined and
4492s focused you see there's a window added
4493s up there now there's an additional
4495s letter so it is a different way for
4496s getting up on the roof so overall just
4499s increase increasing accessibility and
4501s option for place to kind of move around
4502s to combo and have interesting fights and
4505s that's just the outside of this compound
4507s we have a couple more shots from
4508s different angles and the inside also so
4510s this is same thing just in this case
4512s looking from the northeastern direction
4514s as you can see here again the roofs has
4517s been kind of cleaned up we've actually
4518s added a little window up there and in
4521s the top Center as you can see that it
4522s was just a gap now it is he here when
4524s someone climbs up there and opens it to
4527s maybe throw something inside you here
4528s you have a chance to respond to it etc
4530s just everything becomes a bit more
4532s readable yeah otherwise this one has two
4536s changes then here this is the long long
4540s boss arena same treatment here Z as
4543s you've seen like these are the windows
4544s we had that is little portholes like
4546s almost like like these Kemp or thoughts
4547s room from from a furniture they were
4549s always wearing oh right so you could
4551s always you always need to crouch next to
4553s them and they would kind of like a bit
4554s awkward to kind of look down look
4555s through you could really get away
4556s quickly so what we've been doing is
4559s we've been reshaping this so the windows
4561s have been raised up a little bit so
4562s actually they are now from a stand
4563s you can look around more easily and
4566s we've actually added access into the
4569s barn through this little roof gate
4571s weight here is you select a little
4573s bigger window we have an A Center you
4575s can use to kind of walk through it
4577s inside like in the old version it wasn't
4579s possible there was just a gap through
4580s exposes through so we kind of close this
4582s this wall in order to make these like
4584s grenade spam into the compound
4586s situations a bit less likely to happen
4588s but on the same side we can edit one
4591s more entrance into this area obviously
4593s you can I hear them when they move over
4594s the metal sheets right so it's not like
4596s the the most covert way probably of
4598s doing it but it just kind of like makes
4601s it more interesting to fight around this
4602s place now this is looking from the north
4606s to the south for the same building so
4607s the other side basically as you can see
4609s here we've kind of like done the same
4612s treatment when the windows a little bit
4614s higher now bit more cleanup around the
4617s corner on the far left side where we
4618s have this latest is this kind of half
4619s destroyed wrecked stagecoach bandwagon
4622s thingy so it's a bit here now it's
4625s easier to see we can a bar the windows
4627s up there so that you can actually like
4631s like like move around a little bit more
4633s easier and have just clear up half's
4635s overall so it's more of a cleanup then a
4638s complete redesign in this case now this
4641s is the inside of the of the big barn in
4644s same place so basically go back so
4647s inside inside the park here on the right
4650s on the right side yeah so basically they
4653s reflect a big double doors on the far
4654s right where you see the fire yeah and so
4658s this is basically this corridor as you
4659s go inside so this is how it looks at the
4662s moment and what Kim is up a little bit
4664s so now you have a letter actually going
4665s up this is like well before you could
4668s just drop down you also have a chance
4669s out of this area for this wall and
4672s before there was like this crouched
4674s hides like entrance into the boss arena
4677s which was giving you like maybe it was
4679s very vulnerable right to go for this one
4681s because you can limit it just the trucks
4682s through and use decay like ketchup now
4684s it's a proper door which means you can
4686s bar it from the inside if it's a barb or
4689s otherwise at least you can clearly
4691s breach it or if it's breached you can
4692s run through it
4696s yeah it really was it really was hard to
4699s push into the boss arena if they knew we
4701s were coming from this direction so yeah
4702s that looks all a bit more cleaned up and
4704s and just a little bit nicer I'm a turnip
4707s isn't sure about the rules of the store
4709s I think it's one of those dolls that is
4710s always part but it could be maybe that
4712s sometimes it's open and the time person
4714s sure if so at least mean it adds a bit
4716s more playability and sometimes it works
4718s better than others so then we're gonna
4723s move on to to the mill in the far north
4728s very very very typical compounds very
4731s very clear sides of like line line line
4735s of sites that was worked like easy to
4738s kind of move on the roof see cetera but
4739s there was still certain dead ends and
4742s and a bit of awkwardness inside this
4744s compound
4745s so we've clean this up a little bit as
4746s well so level designers kind of went in
4748s and made sure that it is this more
4750s looping back type of things but you can
4751s go back inside from different areas so
4753s as you can see here that they can't
4755s extend that exactly so it not all of a
4759s sudden you don't have a dead end up
4760s there anymore like there was a bit of a
4761s problem right you climb up the leather
4763s inside and unless I'm gonna sit in here
4764s with a shotgun you need to find this
4766s really weird angle in order to get them
4767s out of there unless you find like any
4768s explosives or whatever like a fire bomb
4771s on you so now at least there is an
4773s additional way of getting through also
4776s like some of the cracks have been closed
4777s some of the of the wood panels are
4779s closer now so you can't see through the
4781s small cracks then easily there's no
4783s places where this is possible but
4785s overall you can now loop around get to
4787s this it's it just helps the flow of
4789s moving around this this is area a little
4792s bit more exactly that's the other side
4796s of this one as you know here's what we
4797s have the letter leading up and then it
4799s was a bit of a debt and otherwise up
4800s there so sometimes you have some really
4802s awkward fights when you were in the
4803s inside which is very easy to offend able
4805s the other guys try to get up there and
4807s they get pushed back and it's ended up
4810s very often to be not really an area you
4813s could be easily in control of so again
4816s here level design went in identified
4818s some of these areas opened up like a
4820s little window so you can see like the
4822s shutters the green chatters you can open
4824s those up for window which means you can
4825s actually go inside the building
4827s from this area as well it just makes
4830s everything a bit cleaner plus as you can
4831s see below there is like an additional
4833s entrance into the boss arena it's barred
4836s but it gives you one more option to
4839s maybe blow this open use a sledgehammer
4840s cut it wait force your way in from
4842s multiple directions and makes it a bit
4843s harder to defend from the inside yeah
4847s this same component again this is
4850s basically the front door now here some
4853s minor adjustments for example in this
4854s case what we've been doing is you can
4856s see inside the big door there you see
4858s the letter in the background like things
4859s have been moved around all to
4861s accommodate for the window you see there
4862s that you can reach from the outside with
4864s a great chatter if you open it yeah and
4865s we kind of move the the door a little
4867s bit more into the center so that the two
4869s doorways to one if you move for the big
4871s gate and then turn the right and this
4873s one are no too close together so at the
4875s moment you can basically throw one coins
4876s in a bump and seal them both off
4878s together almost though it becomes a
4880s little bit harder to kind of control the
4882s space so yeah um still adds at milliner
4890s as you can see here lots of windows
4892s right like the whole place has lots of
4895s openness in it however it's just
4897s perceived because actually usually from
4899s the other side they were barred or the
4901s ones on the top floor they were kind of
4903s like pointless because they were halfway
4905s across the stairs etc so it was a bit
4908s overkill so again level design can
4910s identify it some of the more important
4912s ones and we designed this place so in
4914s the stead of having four windows up
4915s there we actually have like huge trees
4917s going actually closer you know someone
4918s shoots the glass you can close the
4919s shutters and the ones on the bottom
4923s floor on the far right side actually
4924s have been clearly clearly ported up
4926s because I mean you couldn't see through
4928s many ways right just give you the good
4930s feeling as if you could but now we can
4931s more clearly understand where could a
4933s sniper for example be sitting and you
4935s can kind of like identify that and it
4938s just in general have have a clearer
4940s language of what to expect at this
4942s particular compound yeah so yeah then we
4946s move on to slaughterhouse so this is the
4950s the living quarters at slaughterhouse
4953s again one of those areas which
4955s especially if you if you play quick play
4958s a lot might turn out to be a pretty hard
4960s place to get a player
4961s again if they are the Walsman carrier
4963s which is under the roof basically the
4966s little room where sometimes you have to
4967s kill we spit of a dead ends the one on
4971s the left side on basically under the
4973s roof so what we've done here is can edit
4976s like a second entrance into this so you
4978s have a letter leading up you can now
4979s destroy the window which means it
4981s actually falls away into this from
4982s multiple directions so it becomes less
4984s easy to camp this area and just
4987s basically make sure that it's more of a
4990s nicer flow around the building with
4991s different options rather than then just
4993s going into one staircase basically and
4995s then you can lock the placed on almost
4997s completely from one side while not
4999s having to worry about people pushing in
5000s from the other side so there's more and
5004s we know at Stillwater we have so so many
5009s I wonder which how far you are currently
5011s I think we're we're probably like 2/3 to
5014s throw them all right I started to drink
5024s sometimes in between but I think we'll
5026s we'll manage
5029s all right so Stillwater what did we do
5031s here um similar treatment as we've
5033s explained for some of the other
5034s compounds and just like opening up new
5036s pathways closing so some of the open
5038s roofs or or like the closing on the
5041s cracks in the walls so with this one
5043s again we kind of barred up some of the
5045s sites so it's less likely for you to
5047s snipe people and shoot inside etc so
5049s it's more of a cover function or ever
5052s will also open up additional paths so
5053s like here we see with a letter leading
5055s up and then another entrance into the
5056s into the upper floor of the of the lung
5058s barn you just have a chance to kind of
5061s like move around flank around and in
5063s general be a bit more clever about you
5065s move around this compound not not this
5071s one I think it's very hard to get to the
5073s same
5074s and if you would walk through window I
5076s think you come down before yeah but
5078s there's there's other doc pants like in
5080s other areas where you can actually end
5082s up inside and if you don't kill the docs
5083s before well this is I mean these changes
5089s are gonna come to both PC and Xbox just
5091s to give some information is a stylist or
5094s someone who add I can't wait to be on
5096s Xbox it is already on Xbox game preview
5098s but at the moment everything is planned
5100s for 1.0 so that means for both Xbox and
5103s PC yeah currently Xbox game preview is
5106s on the level of update 5.0 yes and has
5111s an addition to map updates from 6.0 as
5113s for this tutorial and then moving
5115s forward step by step we also want to
5116s make sure that the versions kind of
5118s align and that means everything we
5120s talked about here for 1.0 eventually
5121s also will catch up catch up and find
5125s it's way too much
5139s alright so different angles same
5141s building in still water stone so with
5144s the changes you see like the the roof
5146s section has been changed a little bit so
5148s you can get up there and inside some of
5150s the roof parts of your barn up a little
5151s bit more yeah well - stuff from this
5154s angle but you can see like as you can
5155s now climb up these these haystacks there
5157s make sure to get access on the roof from
5158s this side on the other side you have to
5160s use the letter we just show before yeah
5163s so yeah I'm still still water so the
5171s living quarters on the water again one
5174s of those areas I think there's no player
5176s displayed hunt that didn't get lost at
5178s least once inside his body yeah first
5181s you cut lost quite a lot now what did we
5184s do to change the spelling up a little
5186s bit so first off we kind of like opened
5188s up more options to get on the upper
5190s floor so there's like a letter edits on
5192s the outside so you can climb up there
5194s you can also after you've climbed up the
5196s letter move left on the roof
5198s drop down on this little balcony thingy
5200s there and they can go into like through
5202s the window inside there as well so just
5204s different options but that
5207s wasn't really the biggest problem we had
5208s with this building right actually yeah
5211s I think we're gonna talk about it first
5213s uh first this one and then we go back to
5214s the other building so this is the
5217s backside of the same building as you can
5219s see with the neighboring buildings there
5221s they were always kind of bit of a
5223s separated thing there was this little
5224s like little wooden bridge connecting at
5226s least further out in the middle building
5228s but one thing was missing skidding you
5231s and chance to get onto the middle roof
5233s by different means than the building in
5235s the background so now what we've added
5236s is like a little letter it allows it you
5239s can go up from the smallest of the
5241s buildings then go over to the other one
5242s and then cross over so there's a
5244s completely different path that if you
5245s climb up here you can move across the
5247s roofs to the other building and
5249s attacking from the ground yeah
5257s so going back into into the living
5259s quarters buildings so the inside as you
5262s know people had some finding issues
5265s they're navigating this was wasn't it
5268s very very very nice so we've kind of
5270s clean this up a little bit so what you
5271s see now is actually more connecting
5274s doorways the two buildings have joined
5275s together to become actually one more
5277s easily connected building you don't need
5279s to navigate this maze at the back to get
5281s them to the other side you actually have
5283s the room speak connector it's much
5284s clearer and that means this area here
5287s will become much more of a center point
5288s for fighting moving around especially
5291s with the other roof axis from the
5292s previous rows so as you can see this is
5295s maybe like interesting show this is like
5296s the top-down view whether we like the
5298s the roof being removed so as you can see
5304s here like holes how weird it was to go
5307s through now it's so much nicer as you
5308s can actually move around you have the
5310s doors connecting each of the main
5311s buildings and so no matter what of the
5313s main entrances you take you can kind of
5315s get to any place of the building a much
5318s much nicer
5323s no-mind
5324s so basically now this was the previous
5328s one we had like this is where the wall
5330s and then this one is the new one where
5333s one one since that set of like stairs
5336s was removed but we added more doors to
5338s kind of connect the rooms and yeah you
5340s can have you little little fights now a
5344s bit more clear in this one without
5345s completely random runs not knowing where
5348s you're the guys that gets much clearer
5349s it's easier to fight all right
5352s that's so far for Stillwater okay we
5354s actually take short break is I really
5356s want to get some more water in case to
5357s rest room so we can do it real quick be
5359s right back
5371s [Music]
5390s [Music]
5397s [Music]
5425s [Music]
5433s [Music]
5449s [Music]
5459s [Music]
5465s [Music]
5477s [Music]
5493s [Music]
5499s [Music]
5505s [Music]
5525s [Music]
5545s [Music]
5554s [Music]
5572s [Music]
5590s and we are back again
5593s Thank You freshwater and then to bladder
5598s okay so we also have a bunch of lovely
5601s changes for Lawson Delta Jets all right
5613s so um as you know lost Delta a little
5615s more often
5616s I can open or more open map and so less
5620s water more grass fields etc but this
5623s also means much easier to track players
5625s and find them etc so with a couple of
5627s the previous updates we've kind of like
5628s identified some of the areas where we
5630s wanted to kind of make sure people also
5631s have a fair chance of kind of moving
5633s around a bit more less detectable and
5634s we've continued with that so as part of
5638s it like some of the some of the more
5640s exposed areas have received like
5642s additional like like trees and bushes
5644s etc this um they're not just like wildly
5646s placed and there's actually so that we
5648s still have these open corridors of line
5649s of sight so again similar approaches
5651s with the islands in the Bayou but it's
5653s more like pockets you can move between
5654s so while it looks a lot more like
5657s densely populated actually it's just one
5659s example to make sure that you can't like
5661s easily shoot everybody coming from this
5663s direction but I need to move into a nice
5667s place for exactly get a high ground etc
5669s in order to continue doing that so
5672s actually this was around ardent parish
5674s that was indeed in northern wrote or
5677s perish which is like on the sentries
5679s side of the map um so here we have the
5683s Arsenal which basically with very iconic
5688s railroad and the watchtowers and what
5690s we've been doing in here is actually not
5692s outside but actually the building you
5694s see in the center so the building so far
5696s is very typical for this area here we
5700s have lots of letters and everything was
5703s a bit sometimes awkward to move around
5705s because obviously does give away your
5706s position yeah so very off
5708s we've kinda like moved in and actually
5710s change them into the next heir cases so
5711s it's much easier to navigate there are
5713s still obviously letters in the area but
5715s it's more for the extra where so just
5716s making sure with the stairs that it's
5718s it's easier to kind of move up and down
5720s and have a nice of fights rather than
5722s like only having one way of getting up
5724s there without using letter and then that
5725s possibly being camped everything is a
5728s bit more fluid is a bit nicer to move
5729s around this is like the top flow of the
5733s same area here now staircase leading up
5735s and making a bit more elegance actually
5738s move to and fro then hear words
5743s compounds to the east of that we
5745s basically have a Bradley brick Bradley's
5748s brick works we have like the long barn
5751s building that is on the west side of the
5753s compound and over here similar treatment
5756s has been seen on folk some of the
5757s mountain range is we can include some of
5759s the roof sections out we can have board
5761s up the walls a little bit more where
5763s again we had a crouch entrance on the on
5765s the south side on the far left with the
5767s walls pillars we don't have a proper
5768s door so getting in and out moving around
5771s spinning much clearer and it's a little
5774s bit harder to kind of like snipe from
5776s this building from the inside of this
5777s building into the compound to the right
5779s through all these small little cracks
5781s etc everything is a bit there we go
5784s everything is a bit more water then same
5794s compound that's the the little building
5796s we have next to the gate that license
5798s linear the extent of war to the south
5800s side slightly also view here this
5804s building as well was almost a bunker in
5806s some way or another and that was a bit
5808s of a problem because it was kind of
5810s occupying the flow of blocking people to
5813s effectively from entering the component
5814s less they want to detour quite
5815s drastically so here again we kind of
5818s changed some of these typical buckets
5820s almost let's at all that proper windows
5823s give you new ways of entering the
5824s building and board I think up a little
5827s bit more it's the opposite side of the
5829s same building as you can see like you
5832s have like another way of actually if you
5834s go to this intermediate roof there on
5835s the right side you can throw some
5836s explosives or whatever or shoot inside
5838s from
5839s that thing before was completely boarded
5841s up and on the far left side actually
5845s thank you yeah exactly
5847s so like there's like additional power
5849s thingy so if you put the generator on
5852s this area also get smoke Lehrer and for
5855s the safety of the player we talked about
5857s the the dog kennels before this one
5860s actually had the problem that with a
5861s ramp in the background you might
5862s actually yeah but actually just walk on
5864s it and then fall inside now we boiled up
5867s a little bit so safety inspection was
5870s hazardous and so we've just boarded up a
5873s little bit so it's not as easy to
5875s accidentally fall in and get even so
5880s this is some of the northern areas will
5883s be selected typical grasslands and here
5885s again like using more fences using a bit
5888s more in a clever way the trees and the
5890s bushes where needed in order to break
5892s line of sight where it's really a bit
5894s too far from however you can see it kind
5897s of helped a little bit to kind of ward
5898s things up and make sure people are more
5900s funneled again and have nicer
5902s interactions and angles to shoot at each
5904s other
5905s here is hemlock and the far southeast
5909s again the compound that was very busy
5911s very noisy we can try to clear things up
5915s a little bit here as well making it more
5916s interesting to fight because of all of
5918s the hanging like tans was was just it
5923s was very hard it was it was very very
5925s weird to connect fight around this place
5927s very often you would just overlook the
5929s enemy at this particular point so again
5931s we kind of made the center bit more
5932s solid put it the wall around all these
5934s all the heights hang in there for drying
5936s and just make sure that you can move
5939s around this with a more clear
5941s understanding of like where to expect
5942s contact and maybe where you would be
5944s safe so it's a different angle again the
5949s roof can extends it's like not just here
5950s here actually can move underneath there
5952s as well but again clear windows doors
5955s you set where everything is a bit more
5956s cleaned up nice or less busy then we're
5963s going to Lawson station so the big tower
5966s at Lawson station I mean as you can see
5968s like the elevator we added there
5970s last updates lots of open spaces again
5973s like you lots of lots of cracks missing
5976s missing wood planks etc everything was a
5978s bit busy again we've kind of moved it
5980s more into a structured format so it's
5983s more reliable cover and shelter so from
5986s the outside it's more of a clean up
5987s thingy but the inside has changed quite
5990s a bit as well so this is the top floor
5991s as you can see if the elevator door on
5993s the far back and you had like the
5995s staircase around the corner moving down
5997s and then on the right-hand side this is
5999s where the connection so dislike whatever
6001s you call it things metal coll thingy
6006s buckets conveyor slide that could be a
6015s cultured yeah and now this place has
6017s been cleaned up a little bit the
6019s staircase has been redecorated and
6020s everything is a bit not a metal ship
6022s yes thank you very much and so as you as
6027s you move around this top floor
6028s everything looks a little bit more
6029s interesting nicer more meaningful in
6033s terms of what the purpose of the
6034s building is also as you come up from the
6037s metal cold sure thing either you can
6040s also can directly move down the
6041s staircase so there's a nicer flow in
6043s general if you move between buildings
6047s all right then here we have the railroad
6050s tracks again heading on spaces along the
6052s southern southern side moving to the
6054s southwest of compounds very open space
6058s it was very hard for example for for
6060s like mounted carriers to kind of push
6062s out of this area not getting ambushed -
6063s long distance etc so again in the clever
6068s way using trees kind of breaking out of
6070s sight creating these little cover
6071s islands in between so that depending on
6074s your angle you can see different other
6076s exposed but also concealed areas and
6079s just made the whole thing a bit more
6081s easier to navigate and like more
6084s reliably feel secure for you if you move
6086s in a clever way same here as well this
6090s is in the center as you mean see this
6091s intersection between between like like
6094s on the ABC the swamp area on the center
6096s west side it's like blossom station
6098s being ahead of you very open very
6101s exposed again
6102s like keeping the line of sight pretty
6105s much the same but making sure that some
6106s of the cover in between is a bit more
6108s pronounced it's a bit easier to read and
6110s actually more efficient also to cover
6112s you stone
6112s well exposes your face across the road
6114s so they go from either to island but at
6117s least whenever you are there it's more
6119s reliable working as cover for you
6125s same thing here same swamp area close
6126s Bunyan kind of like that's maybe a bit
6130s hard to see here you know if you do it
6131s fast you see that the building in the
6133s background staying the same so the new
6135s one again providing a bit more cover in
6138s this particular case the right-hand side
6139s so keeping it exposed to the left side
6141s general allowing you to kind of move
6143s through this area you can focus on the
6145s left side but you can be rather safe
6147s against the right side until you push
6148s all these line of like hedges and bushes
6151s or trees there yeah all right
6155s then this is the the next one it's
6158s basically one of the six out of prison
6161s will have two bigger compounds that
6163s actually had more dead ends in it again
6165s especially the top floor and what we've
6167s done here is can edit again letters
6169s closed some of the of the gaps
6171s especially on the ground floor so you
6173s can't as easily throw grenades inside
6175s again the change primarily intended to
6178s allow it to move around circle around
6180s have like a figure of eight like and I'm
6181s moving between different buildings and
6183s chasing each other's tails basically as
6186s you try to get the drop on the enemy
6188s different angle here same procedure same
6191s running theme you see like the gaps
6192s between the wooden planks can be sealed
6194s up but different options being added
6196s like the window you can evolve into and
6198s can I go through now this time I spot
6201s something but so here following all the
6204s same procedure and the roof axis as you
6206s can see with it with the three chimney
6208s is now on the left side with a new
6209s version actually it has a bit more cover
6211s so as you drop off the window you're a
6213s bit more protected towards what's on the
6214s other side allowing you to can I use
6217s this as you push up them from
6220s yeah then we are continuing how much
6227s have you electronics representing to
6236s Vienna but we still have one two three
6238s four five six seven videos all right AI
6246s improvements themself what do we have in
6248s store for women over here yeah so
6253s emulator extra receives only very little
6255s changes because we're actually rather
6256s happy with him however what we don't
6259s like so much about him in a moment is
6260s especially lightning quick play for
6262s example or against new players how he
6265s can challenge you because you have to
6266s understand one thing with the emulator
6267s he is the one AI you can't outrun even
6270s with the hellhounds you can manage it
6272s because you can go indoors cetera this
6273s guy just bad was in the doors and some
6275s keeps him coming and he is especially
6278s like moving around as though as a
6280s bipedal a lot more able to follow you
6283s and move inside in no areas now what we
6285s want to do with this guys actually make
6287s sure that you can bring him down a bit
6288s more reliably so he takes less shots of
6291s the body to bring down but actually he
6293s takes a thing in specific the bullet
6295s types maybe Odin ditional headshot even
6296s to bring down so it's about
6298s normalization rather than making a
6300s weaker in general it's about making sure
6301s that if you just have a weak pistol for
6303s example and just hammer at his body you
6305s can still bring him down by force you
6307s don't have to score the perfect
6308s headshots but for those people who
6310s actually think that he's a bit too easy
6311s right now and actually usually go for
6313s that it's a torture uppercut headshots
6315s against this guy depending on the weapon
6317s you have you might need like a third
6319s headshot now and won't be able to do it
6320s in twos but just general firepower
6323s against him is more little bit as well
6331s like so with the body damage changes
6332s means like melee also over is a bit more
6334s effective against them so what you can
6336s do with this is that if you get one on
6338s your face and he is just that kind of
6339s like hammering at you even if you don't
6341s have falls down you know fully prepared
6343s for this file you can still kind of more
6344s easily wear him down so it doesn't
6346s become as relying on the perfect hit
6350s combo but actually you man he's gonna
6353s probably hit you is that her
6354s right but it's not as as exhausting in
6357s order to bring one down so everything is
6359s a bit easier but otherwise he still same
6361s challenges before but we hope that
6363s specifically newer players or players
6365s play quick play without having it
6366s weapons just have an easier time against
6368s I do seem like people ask about the
6370s Safari because I don't know if we have
6373s change will be change something for that
6374s because I do know a lot of people feel
6376s all night I mean yes so the system we
6382s have is basically a random system right
6384s thank so we tell them these amount of
6387s specials is what we would like to kind
6388s of populate in this compound as people
6390s get close to activate it and then it can
6392s a Pixum but sometimes in pink just like
6394s a lot of emulators versus let's say a
6395s lot of hives or whatever else but one
6399s thing we're gonna do for 1.0 something
6401s will be already testing locally but this
6402s look kind of like turning and treating
6405s it is actually like the composition of
6408s those may be reduce in compared to like
6410s the grants some compounds might be more
6413s affected in others it's more of attuning
6414s balancing Placid evolution is going
6416s through in order to find like a good
6418s ratio that sometimes like it doesn't
6419s feel too overwhelming encountering
6421s specials in general which obviously the
6423s emulator can be very very challenging if
6426s you have more than one at one area and
6427s they all trigger and they can come on
6429s you all right our changes also again a
6435s smaller set of changes basically the
6438s armor you wouldn't think it but he
6441s actually learned he learned from the
6443s emulator yeah very smart so what he can
6446s do now is actually he can better indoors
6448s as well so he is basically paid
6450s attention and seen that what the
6451s emulator can do and he can do that as
6454s well so if you lock a door he will kind
6457s of like try to better through just in
6458s the same way
6459s obviously he's look prefers like an
6460s opening right so he might detour a
6462s little bit in order to get through an
6463s open area if he sees it but in case you
6466s want to just like close it all in front
6467s of him you might fool the normal grunts
6470s I mean ain't gonna for the armored he's
6473s also mute right now
6474s [Laughter]
6478s can also shoot nitro bullets
6481s so in general in general this guy is
6484s rather it's the same dude from a
6485s behavior point of view but better
6488s indoors that's the new thing he learned
6489s and he does it very well I wonder what
6492s else you can learn in the future
6496s so on the grunts similar story minor
6498s changes primarily but the grunts on that
6501s goes for actually all of the bipedal AI
6503s they do have learned to taunt so they
6507s they kind of kind of let out their
6510s frustration anger if they can't get to
6512s you so if you for example climb up
6514s somewhere close the door etcetera and
6516s they kind of like they don't just like
6517s stand there like look at you they
6518s actually go like where I want to kill
6520s you I want to eat you and because of
6523s that the grunts you will see that the
6526s most I think you'll see them just kind
6528s of like taunting and just like go like I
6529s want to really eat you now the other
6531s thing they have learned is that um right
6534s now it's very easy to trick them and
6536s then goes for all of the bipedal enemies
6538s so there is a small little wooden barrel
6541s or box or whatever just climbing on that
6544s even if it means the guy would easily be
6547s able to reach you it would basically
6548s mean nope I cannot navigate to this
6550s place I cannot attack this place I will
6552s just stay there so but only will they
6554s taunt but also you will be frustrated
6556s they were actually they will actually
6557s reach out and try to attack you if they
6560s would have a chance to actually reach
6561s you so you might need to climb a little
6562s bit higher now to be really on the safe
6564s side I've changes so again this is
6571s mostly on the systemic nature we're
6573s doing changes to the to the hype swarm
6576s and that we've mentioned before effects
6577s the hive bomb but also the new poison
6581s barrel but the - self also obviously
6584s benefits here it's like that hives or
6586s the hive swarms can be defeated which
6589s means if you just Mele against them
6591s enough times you can also disperse them
6593s and pay them like like much faster so
6596s you don't necessarily have to always
6597s find the hive in order to shut out the
6600s swarm
6601s immunity feckner well obviously if you
6603s want to like avoid having continuous
6605s warm speaks and towards you obviously
6607s need to find rhetoric recast while she
6613s does it in a moment as well but the rule
6615s yeah but if you like then a new one will
6618s be sent after yeah so it's basically you
6620s just try to her homing missile so we
6622s should show fire another homing missile
6624s so apart from that it's mostly
6626s consistency with her like the hives
6628s swarms also less likely to clip through
6632s walls now for example so everything
6634s should be a little bit more manageable
6636s so if you close the door the swarm has
6639s less of a chance to kind of find a way
6640s inside it's not hundred percent
6642s guaranteed because I mean these
6643s buildings are kind of open expose but
6645s for the most part II should be more safe
6646s now and be able to use more common sense
6648s things that close you can do or to avoid
6650s the things actually following you yeah
6652s all right whatever changes again we're
6657s talking about mostly for one point of
6659s bringing things together like
6660s consistency as well as balancing for the
6663s water Devils we've been doing it as kind
6665s of looking at what is the most
6666s problematic part I mean the idea of rim
6668s still remaining the same there a
6670s obstacle right they will deny a certain
6672s area make it harder for you to fight
6673s your way through this like so you might
6675s need to consider an alternate path or
6677s invest into like emanation or just
6678s engaging with them in some way in order
6680s to lobby to force through now for water
6683s devil that means we've kind of tailored
6685s and change the reaction radius a little
6687s bit so it doesn't sense the place
6689s entering water that far out and if they
6692s do it's much easier to counter them um
6695s however if you just move around the area
6697s it's also more likely for them to to
6699s reappear in other area so there's a
6701s different situation again it's mostly on
6703s a balancing side it's something that
6704s it's best seen by just then once we have
6707s it ready go on and try it out but it
6710s feels a bit fairer and then we'll like
6712s it take less damage sorry to take more
6714s damage so so it's easier with any weapon
6717s you have to kind of like at least stun
6719s them or get them get them away for the
6720s moment obviously you still need to
6722s invest by using ammunition to do so I
6724s love to check they're like what a devil
6726s now for waffles you out of the water
6728s that one has a gun one of them must use
6731s your gun my earth Devils confirm all
6739s right so that's that part and then we
6742s have hello changes so this is what we
6744s have the first video I think yeah how
6746s also got smarter so this is so far so
6760s good what are you doing
6761s they're actually going underneath fences
6763s now so reevaluate your your tactics for
6770s how to rid of them because while they
6773s won't be able to jump over fences and
6775s not that smart yet at least so this is
6782s like obviously systemic which means
6784s whatever whatever like areas you go
6787s through sometimes hopping over the fence
6789s was like enough to trick them because
6791s they would need to move like 2030 meters
6792s around but if there's like another like
6794s different like gap to crouch underneath
6796s they won't take advantage of it now yeah
6800s not smarter all right then we have to
6805s meet a changer so this is where we're
6807s getting into the bigger changes actually
6808s so the meteor has seen a much stronger
6812s design iteration which has changed its
6814s behavior quite drastically so what we've
6816s tried to do is make sure that he works
6818s much better as chokepoint defender where
6821s he's gonna like covering an area the
6823s problem is that since he doesn't really
6824s have a hat and therefore is kind of
6826s robbed of a number of his senses it's
6829s harder for him to fulfill the role of a
6830s gatekeeper now for this obviously he is
6833s relying on the leeches to symbiotic like
6836s insects oh can I live inside him and
6838s that are also moving around the area and
6840s they kind of designate targets for him
6842s so we've kind of revamped this mechanic
6844s a little bit made a bit clearer and the
6845s primary reason here was to make sure
6847s that these leeches actually fan out
6849s spread out a lot more and become much
6850s more effective sensors for him maybe
6853s just show the first video and
6855s see it says you can see here innkeeper
6860s like if someone did you deal with them
6862s if you wanna go through and you see
6863s these lis just moving around now you can
6865s use decoys for example to turn back the
6866s specter and they are also much more
6868s receptive to in this case gunfire so
6870s they common search for you they have a
6872s very short side range but their audible
6874s range is rather big so this case
6875s obviously they couldn't really sense you
6877s there but they work closely closely
6878s investigating so they move a lot faster
6881s now they're a lot more aggressive every
6885s time you kill one obviously because it's
6887s a big relationship meter we get angry
6889s and the moment they get close enough and
6892s they alert him then he'll comfortable
6894s position and try to strike at you
6896s obviously you can see you could kind of
6897s the disengage with him but overall you
6901s have to be a lot more mindful of the
6902s leeches now they also have a much nicer
6904s distribution so they would have to
6905s spread around the area a lot better but
6908s the Vella tech they can be kind I tried
6910s to see we can use like to eliminate
6913s leeches far but then lock them off the
6915s census in store menu pick up another
6917s change here is that the meatheads senses
6921s when some someone poisoned is nearby so
6924s that opens up all sorts of options
6926s obviously like mess with other players
6929s so for portfolio for the mean slingers
6932s out there probably opens up new
6934s opportunities but the main thing is that
6936s if you get poisoned either because a
6938s leech has poisoned you or maybe because
6940s someone threw a poison bomb or high form
6943s at you or whatever systemically
6944s he might be on to you much much much
6947s faster so I think he has like roughly 20
6950s meters or so of sentencing range for
6952s poison so if you get attacked by - and
6955s there's a mean around he might actually
6956s also be accurate from that one
6958s so that's rather interesting so this is
6960s just a second clip you can see from the
6961s top down position just to show a little
6962s bit more like how the leeches are kind
6964s of moving around the area moving with
6965s so they always try to effect for much
6967s like the perimeter around him in sensory
6970s net basically that's that hopefully
6973s catches the prey so that he can and move
6974s in and slaughter it use some decoys and
6981s the leeches kind of like kind of like it
6983s to get attracted ood so you can use that
6985s to in tactical ways you can kind of draw
6986s the leeches to a specific place maybe
6988s kill him over the firebomb quickly then
6990s therefore he is blind for the moment as
6991s a responder leeches and or you can just
6994s use that fiction we can get them away
6995s from from you like a flu so that you can
6998s actually quickly get the crew while
6999s they're distracted and actually give the
7001s meter be so overall there's a lot more
7002s interaction with the different weapons
7017s they have he basically has different
7021s different attack types for them as well
7023s so depending on whether he has like the
7024s big hook or the claw like some of them
7027s do a little bit more a little bit less
7028s damage or cause bleeding or not so
7030s always have a lookout for what weapon he
7031s actually has I remember this gunsmith
7038s messing with me like that alright so
7043s that's so far for the normally I cast
7046s let's talk about the bosses yeah so we
7049s have two boxes that we're changing or
7051s change which is the assassin and spider
7055s yes obviously it's because we already
7058s did some changes for example to the
7059s butcher and where we gave them the rage
7062s mode and such yeah then you can be
7066s normalized so that it shouldn't be down
7068s to the player thinking or this is the
7069s easiest of the bosses always go for him
7071s it should be about against which boss
7074s possibly do I have the best equipment or
7076s or which is the one I enjoyed the most
7077s playing rather than which one is the
7079s easiest which one can I explore the
7081s viewers or quickly get rid of the
7082s fastest so trying to normalize across
7084s them and faster baseline has been the
7087s changes we've been doing to the butcher
7089s as well as the new assassin so it's
7091s mostly about what we did to in order to
7093s elevate the spider on a similar level
7095s but also obviously across all of them to
7097s kind of balance
7097s by doing couple changes here there it's
7100s top of the spider she's having a frenzy
7121s mode so if you know the French women
7122s from the future thanks to much damage it
7125s goes basically depressor and the same
7128s thing actually it happens here so it's
7130s always comes down to understanding when
7132s is it when you should attack her and
7133s when is it when you should be more
7135s evasive and frontal Voyager I think so
7150s and when she actually successful so now
7160s becomes aggressive now this is when you
7162s wanna run the same thing with a butcher
7165s when you don't want to stand by the
7168s distance maybe this department can try
7170s to hammer and just gives you over all
7176s like different pacing of understanding
7179s when to attack
7180s why not attack the boss overall despite
7181s all was just a bit more aggressive so
7183s you should have lot less downtime where
7186s she moves around you trying to follow
7187s her all the time it's more that there's
7189s a continuous attacking sequence against
7192s you but obviously the same rules apply
7194s also if the spider is jumping at you and
7196s you hit her actually she does knock you
7198s really back like so you basically don't
7200s take any damage from it it's kinda like
7202s you can defeat a deity attack mid-air so
7204s there's also obviously counter ways for
7207s the spider we still in the tuning
7208s process or specifically that that
7210s frenzied mob when she's on to you when
7211s she's attacking we might still do some
7214s work with it with the speeds etc to give
7216s you a fair chance to moving away similar
7218s to what we did on the butcher but the
7219s idea is that there's a similar pacing of
7221s now is your turn to attack now is the
7223s boss's turn to attack and it's kind of
7225s like finding the right moments in
7227s between when you want to deal damage or
7228s when you want to run also doing friends
7230s just like with the butcher the boss
7233s takes less damage so it was also like no
7235s incentive to for you to kind of talk to
7237s the hammer at her while she's chasing
7238s your partner for example so basically as
7244s you Tunis fighter we try different
7246s things out right and this one was
7248s actually pretty funny so we want to show
7249s to you
7250s so we tried experimenting with the
7251s speeds but sometimes we get a little bit
7253s ahead of ourselves so this wasn't really
7256s meant to be like that but it was
7257s actually pretty funny moment where
7259s during testing the spider was really
7261s trying really really hard to get to you
7264s really so yeah we're having some times
7268s we are also having fun moments so that
7269s was actually rather unexpected and
7271s interesting and yeah game death can be
7275s fun
7276s so assassin changes we're off to the
7279s last one yes two videos okay so the
7284s assassin has to receive just a loop of
7286s chewy so primarily it's about the kill
7289s now this is basically the frenzied mode
7296s off the SS following the same rules
7298s better this is what you want to kind of
7300s get ripped off pieces these these cones
7302s were that quickly the thing is like
7304s before it was just like happening once
7306s now it's a phase which means he's doing
7307s this
7311s you want to see when is it shows you
7342s that insect screen effect that you
7344s normally know from the clones also when
7346s he doesn't degrade so if you can like
7348s use melee attack etc against the
7350s assassin order to to kind of like force
7352s them back into the swarm state so that
7353s he then finds a new place for you to
7354s attack to attack you from if you do that
7358s it's gonna be bugs on your screen for a
7360s moment can disorient in you it's usually
7362s it's usually not enough for you to
7365s really have like a strong impact on your
7367s vision
7367s unlike the clones which do this for much
7370s more last intervals they can explode in
7372s your face they're basically just
7373s covering you with bugs all around and
7375s then making it easy for the actual
7376s assassin to strike at you this one is
7378s more of an immersive effect a little bit
7380s to make you feel a bit more connected
7382s and actually that the guy bursts into
7383s insects and if you took close while you
7385s get insects all over you okay that was
7388s it for this long yes I think we've made
7392s this right yeah we made it this is it
7396s so to do that I mean we'll just put it
7399s on the screen to give a recap of some of
7401s the things that we have seen today it is
7404s a lot but tactical thing for example is
7410s something I feel many people mentioned
7412s which means you can now paint in the
7414s game where you can if you're playing
7416s with a partner doesn't have a microphone
7418s for example my friend network radio same
7421s language to still give you know some
7423s hints to you know there's an enemy there
7426s or whatever come on you're a blue
7428s communication is that yeah but to play
7432s yes and also we have a large weapon
7438s I mean metal tuned just right a lot of
7440s weapon changes actually let's mention it
7443s as well so for all the Xbox players
7445s we've released the first content update
7448s for Xbox game preview so you can get a
7451s couple of the weapons that some of the
7452s PC players might already be familiar
7453s with now also on Xbox as you play game
7457s preview these packs will be released
7458s over the next weeks more more and that
7461s means some of these packs will become
7463s available rather soon this is the first
7464s one close combat one introduces
7466s competition many weapons to stamina shot
7468s as well as a new trait Decatur legs yes
7470s for the 1.0 changes improvements you can
7474s find things like folding and sprinting
7476s now individually yeah obviously the ping
7483s system your engines do we've got some
7485s new traits once we're being silent just
7488s yeah it's basically just a few of those
7490s which are mostly about maneuvering and
7492s repeater is a bigger change because in
7494s this case it is a change in how you use
7495s repeater rifle so the windfield rifle if
7498s you don't have the trade there's a
7499s different animation we kind of like are
7501s being moved a little bit off targets
7502s yeah but you actually is to stay in line
7504s like in in your iron sights and 80s
7507s unlike for example the old action rifle
7509s etc but it's all means you have to learn
7512s a little bit kind of like keeping the
7513s target on side if you have to trade
7514s everything is like it is at the moment
7517s confused that's actually I'm really
7519s curious how many people are going to try
7520s the the dauntless way you have to go in
7525s and you can turn off a and how many
7529s people will actually succeed maybe we
7532s should do like a mini contest for this I
7534s think there will be some changes to
7537s existing trade so we using dark side
7538s more in order to reveal for example the
7540s the fired like a crossbow bolts or the
7543s throw knives separate debate to easier
7545s retrieve them and resilience gives you a
7548s bit more health pack so it becomes more
7550s of a competitive choice and we also had
7553s one more change here which was that's
7555s the vigilance trade which is a new ones
7557s right here allows you to see traps again
7560s also using dark side
7562s then the weapon changes we've got three
7565s new weapon
7566s well variance means variances because
7568s they extended for the bore name which
7570s will individually refill the blood
7573s obviously accident bob talon which is
7577s obviously a little about marksman but
7579s the sniper over that talent yeah telling
7585s familiy marksmen for snipers which
7588s obviously comes with those new fancy
7590s scopes that are if you haven't dropped
7592s it and where I've got them contraband
7594s not so we have a dirt system this coming
7599s as well which you can see here in this
7601s gift I really like how this made so they
7605s can o'clock up no gameplay relevance
7607s just aesthetic and they can clean them
7608s up between missions as well if you find
7610s a contraband weapon from like if you
7612s pick some up someone's weapon up for
7614s example would be dirtier and what we've
7617s also done is alongside made sure that if
7620s you have a contraband weapon that the
7624s scopes kind of are only they're correct
7627s so if you buy a sniper weapon it has
7629s clean pristine is good like lenses
7631s nothing cracked in there nothing dirty
7632s but if you pick it up from a dead guy
7634s for example if you found in a quick play
7636s that's when the contraband rule comes
7638s and that's when it will be correct as it
7639s is right now unless and if you buy the
7641s weapons that are not already clean they
7644s can they used wear so like this is like
7646s perfect we're look but like what you see
7648s is the next step this is more like how
7649s you get handed them like so like this so
7651s some 400 just like tightens this is
7653s weapon you're gonna get it at you buy it
7655s from from from from from the retailer
7657s and obviously you can always clean it up
7659s if you want to but you can also just
7660s play with it is is yeah weak versions of
7663s stamina indeed or changes also
7664s increasing the time so these demeanor
7667s shots
7667s goes up from one minute to 10 minutes
7671s while the weak shot is basically like
7673s the one we currently have like one
7674s minute and then we have the weak version
7676s of the antidotes which is like six
7678s minutes compared to 60 minutes for the
7680s one we currently have at the moment
7681s again difference in price etc so you can
7683s pick the one we like the most - changes
7689s but the hive bomb will now swarm not
7692s towards you even if you throw it it will
7693s not go to you or your partner and it
7696s will go also you able to Mele it or yeah
7701s you can counter it so this weighs on you
7703s because you can so basically a bit more
7706s grace period so obviously eventually if
7708s you move around too much you're on this
7710s area it will also attack you but it's
7712s much easier much more likely to
7713s instantly go after the target so they
7714s can't get away that easily
7715s plus important point here's also that
7718s after the hive bomp has killed it
7721s dissipates so it won't become a threat
7723s to you offer actually kill the guy who
7724s wanted to go I mean minor stuff
7730s something you guys can go through as
7732s well on your own
7732s nothing really not too much there we
7736s also have like improvements visually to
7738s aim hoppers like effects on the fuser so
7741s that if you set something on fire like
7742s at five bottl or like that I might your
7744s hunter will be eliminated a little bit
7746s which means it's easier for other people
7747s to see what you're about to do well
7752s attraction that's actually well I mean
7761s it will probably be too much of watched
7763s videos now just watch on watch the
7766s replay yeah we keep important part here
7772s main thing is that the trees give you
7774s much more cover and long bullets don't
7776s really go for brick walls that easily
7777s anymore so cover becomes more of a thing
7779s again exactly again not a list of weapon
7782s changes nothing really too important we
7784s talked to what effect scopes otherwise
7786s watch the stream and you see all the
7788s details in the videos I think to them
7789s and it will all be interesting as well
7790s like I was really afraid that we might
7792s give me too much information and it's
7796s all good
7797s so excluding barrels of fires so barrels
7799s do not longer directly get light because
7802s red police unless you have fire because
7805s I'll be
7805s vibrance ignites so should shoot a flare
7809s pistol owns barrel instant blows up but
7811s no longer works like that for example
7813s shotgun shells are closed for long
7814s bullets at distance they followed the
7816s same rule as the other projectile so I
7817s set it on fire first and then it blows
7818s up off the second and if you were to
7820s throw a grenade pass for example your
7823s explosive 3 max to fire or through fire
7826s it will no longer blow up it's like it's
7828s more delayed so it hopefully doesn't
7830s blow up in your face it will eventually
7831s blow up but hopefully on the other side
7833s of the fire not on your side
7835s yeah and general visual polish for for
7838s likes visual polish for like muzzle
7840s flashes and seeing back to smoke all of
7841s the barrels all looks really really
7843s really nice stuff there yeah so will
7846s changes I mean just poses problems are
7853s there new type of barrels it's a lot of
7864s scream did he mention I haven't talked
7865s about each of them imagine if you had to
7868s do that just yet
7871s I had to like rename all of them like
7873s one I mean you can see it here it's like
7875s stream stream prep is like oh it's
7877s really fun it's a lot of like numbering
7879s and sorting and to get an idea so so we
7886s had improvements the animator is a
7888s little less less less powerful but
7891s harder to feel yeah armor changes the
7897s artists smarter his submission doors
7899s also smashing Doris like the grunt he's
7905s now angrier so he don'ts when he can
7908s treat you exactly but there will be
7910s places where if you sat on something
7912s they can still reach it even though you
7913s weren't able before a nil like you know
7915s slap you slap your feet back under
7919s my son still hungry that was the massive
7921s it's like Rumble ever it's like so I've
7928s changed his dad's because the way the
7931s hive swarms have changed they now can be
7935s dissipating if you hit them a few times
7937s and yes there's obviously the hive
7938s benefits from that change as well where
7941s devil spawns Abaddon yeah bit a bit fair
7945s a bit fairer and how he egg rolls and
7947s how you can defeat them is it weaker all
7955s smart boys now and they can crawl under
7957s well not crawling offences they could
7959s just go on offenses that have like the
7961s way you would need to crawl under they
7963s can just move through they will not jump
7965s fences but they would go underneath so
7966s it means you're not always exactly
7975s bigger change in this one so the the
7978s leeches become more aggressive as his
7980s sensors they spread out more they alert
7982s better in in addition to that if you get
7984s poisoned
7985s that's a smell the meathead likes very
7987s much and it goes after you with the next
7989s twenty or so meters so also opportunity
7992s for people to shoot you with poison
7993s stuff in order to make meatheads finish
7995s you off yes last ones the spider changes
8000s the spider doesn't attack yeah I go so
8003s in French more great she won't like harm
8005s to you and just yeah always think about
8008s like the the butcher in this case find
8010s the right moment when you want to attack
8011s and when you want to run same thing for
8013s a spider with a frenzy mode it has its
8015s moments where it can actually hunt in
8016s you the hunter becomes the hunted and
8019s then we also have some assassin changes
8022s goes in the same direction where
8024s basically the cloning becomes a bit more
8026s of a frenzied mode for him so he will do
8028s more summoning of clones and then during
8031s that time its when you really what do
8034s you want to don't want to be focused on
8035s him but actually try to maybe stay away
8037s from the clones etc until he has calmed
8038s down again the normal technique resumes
8040s exactly and that was pretty much it
8043s there was a 1.0 some questions
8048s but I know you guys are truly a lot of
8050s questions the things they probably
8051s forgot like two-thirds of it already it
8054s is a lot and next week there's gonna be
8057s another stream obviously in the week
8059s after I'm not gonna give away yet when
8062s we're talking about next week unless I
8064s actually already shared it another
8065s country brought this I think you did
8066s well just I hope like me that you don't
8071s remember what I said
8074s let me see do we have inclusive features
8077s for deaf players that can sense
8078s direction so well we don't really have
8081s anything specific for deaf players
8082s although yeah we talked about some of
8086s that stuff this is unfortunate thing
8087s which will happen for 41.0 but we do
8089s have accessibility of on our list and
8091s there a couple more things you would
8093s like to do there yeah at the moment we
8097s have no plans for preface hold on okay I
8101s know a lot of people were asking for the
8102s ETA we're not giving anything yet yeah
8104s it's gonna be soon we'll share more
8108s about that and it will go for some tests
8111s I know a lot of people are worried like
8113s when wouldn't you die you know prestige
8115s because you know when you get the the
8117s prestige of words and if you words of
8119s level and then I'm it like many or a
8122s night let's say 90 a blood line level
8124s and we say okay we're done and you lose
8126s all those many levels I'm pretty sure
8128s that we will do a good warning so people
8131s know that they should proceed yeah keep
8133s keep in mind like with every release
8135s we've done so far there's always going
8137s to be a test or a period right so it's
8139s not going to happen from one day to
8140s another so yes there will receive rights
8144s you can see in a per new stream so
8146s definitely that's actually true yeah
8147s yeah performance changes yes there will
8153s be ongoing performance changes as well I
8154s mean obviously we're also working on the
8156s Xbox version of the game and like
8158s changes we were doing an optimization
8160s between four they're always also benefit
8161s the PC version so things like moving
8163s around give-and-take between changes
8165s between different branches so expect
8167s also to receive further smaller updates
8170s here and there for performance on PC
8173s I see a lot of people are asking for
8177s things that are not talked about day
8179s oh here with a new a I changed a boss
8182s change I am looking to the mo do you
8186s think it creates a conflict with the new
8190s changes and postures and the reduction
8192s and more do you think it creates a
8193s confident I don't I don't think so
8195s because I don't think the last point is
8196s true we don't really change them are we
8198s actually giving a little bit more
8199s emanation to some of the weapons same
8201s types for example Winfield Winfield see
8203s the wind if you'll see actually just
8205s gets a little bit more emanation compare
8207s the other so there's more of a
8208s difference between them but it's all
8209s really taking away a lot if so it's only
8211s a few bullets to normalize them but for
8214s the most part I mean we just also
8215s introduced like an ammo box there are
8217s enough things in there and other changes
8219s to it I don't make it necessary tougher
8221s they just mean that they become easily
8223s to understand which is obviously good
8225s for new players that they don't get
8226s completely overwhelmed but also fairer
8228s to fight like so if you are clever if
8230s you understand that AI and you can you
8232s can be very a more efficient against
8233s don't understand the weak spots for
8235s example and I think that overall
8237s balances each other out quite nicely
8239s yeah your stats will be white with the
8240s level progress just a boredom extent
8242s it's still benefit from blue rubber it
8245s does benefit from black rubber the only
8247s difference is that you can't open the
8248s side to put a new magazine and just get
8250s five arounds in one go you have to chop
8253s up all round so if someone it's like an
8255s interrupting you you might only have
8256s those few rounds you put on I know that
8259s there's something that we talked about
8261s before but I just wanted to point out
8263s the we have talked about like we're
8265s investigating to remove the outer aim we
8270s actually working very actively on that
8271s one as well so so xbox will receive
8273s further updates on the preview right and
8277s we actually have done quite a lot of
8279s changes already for all the aim assist
8281s other controls are working getting your
8283s bit more granularity exposing certain
8285s features for what you can do what you
8287s can tweak how you can customize this so
8289s I mean basically game preview is like
8291s early access on Xbox so I so job viously
8295s the game takes its first steps and it
8296s grows from there so there will be more
8299s updates and expect until we release Xbox
8302s 1.0 that there will be a major
8304s change to all of that yeah based on the
8307s feedback etc exactly the stage of
8309s dirtiness for weapons we Bynum whose
8311s shop is like the mouth it's not
8313s completely clean it's it's yeah it's I
8315s think actually if you take a look at the
8317s weapons at the moment they basically
8319s have a middle value summer right it
8320s doesn't change it's not dynamic but it's
8322s the same system underneath so
8323s technically we can already say put more
8325s or less in there kind of grows or
8326s shrinks based on how the parameters we
8328s said but think of it like that if you
8331s have a completely clean weapon and you
8332s have the ones you currently have on life
8333s the weapons you buy from the shop are
8335s somewhere between those except for the
8337s legendary weapons which will always be
8338s completely clean because someone is
8340s really polishing up for you because
8341s legendary exactly I see grabbing down
8344s are you doing something to make the
8346s shadow do you think with the weapon it's
8347s not a pressing problem look at my shadow
8349s and see my weapon fly rinse a little in
8351s with that is actually something that we
8352s talked about yeah we watched a sprint
8354s and watched a video it's very nice
8356s there's no floating weapons anymore we
8358s have proper third party we're very happy
8360s about us even though it's a very minor
8361s feature I mean it's really good does
8368s weapon cleaning cost blood bones yes is
8369s something we talked about in a stream so
8372s this is where we're also like for little
8374s convenience features like that things
8375s that don't really in play like the new
8377s currency will be used for but again it's
8381s cosmetic and you could also argue that
8382s the weapon is completely dirty actually
8384s it might even be better for camouflage
8385s right so give and take and you can just
8388s earn them without having exactly so you
8390s can earn demand mmm
8401s [Music]
8406s anything related to the things shown in
8409s the screen oh yeah I'm looking for
8411s questions oh sorry how does it depend
8414s traction damage effect headshots well
8417s basically it works like this already
8419s right now even with a without doing any
8421s changes to it so I have a base damage on
8423s the weapon the projectile as it travels
8426s depending on the projector type ya know
8428s is just air damage over distance a
8430s compact boy loses the ammo or like it's
8432s damaged much faster than for example on
8434s bullet that means in without any
8436s penetration hitting a guy to further
8437s distance means it's a weaker hit on top
8440s of that obviously comes the fact that
8441s the player has different hit body
8444s locations and they kind of multiply that
8446s damage that arrives depending on the one
8449s on the area let's focus on why headshot
8451s is illegal because of this is a high
8452s multiplayer or that compared to film the
8453s legs and the arms now an important point
8456s here is that by going through walls
8459s additional damage is being deducted so
8461s depending again on the bullet and
8463s depending on the number of penetrations
8465s your doing more more of that initial
8467s damage also kind of lost so in
8469s combination if you multiply all of this
8471s together and obstruct me etc you arrive
8473s at a specific point less than the damage
8475s you receive so if you're further further
8477s away from a wall shoot to the wall
8478s there's a higher chance to get might
8480s survive ahead show that if you closer to
8481s the wall vice-versa it comes down to
8483s like a type of projectile wall type etc
8485s it's it's a hundreds of variables that
8488s kind of affect us across the entire
8489s weapon arsenal so it's we had done we
8491s can't really explain this like in too
8493s much detail give you all the answers but
8494s the system is very flexible it comes to
8496s them that's actually at one point that
8498s we did not put on the on the actual
8501s update changeless but I think is
8502s important to talk about alongside this
8504s which is I mentioned like for example
8506s the limbs doing less damage than the
8508s arms now one thing what we found out is
8510s that especially if the guy is moving
8513s with a weapon in front the weapon never
8514s was a problem the shock would just go
8515s through the weapon right it wasn't a
8517s real part but the problem was that the
8518s arms very often shielded so one change
8521s we are also doing 41.0 is that if you're
8524s shooting at the upper torso of an enemy
8527s and the arm is in the way but you would
8529s hit the torso underneath or either lower
8530s torso or upper torso which are different
8532s zones
8532s you would actually get the hit counted
8535s for the respective torso location so
8538s only if the arm is on the side and you
8540s will hit the arm only there but actually
8541s there's nothing behind it would it be an
8543s arm shot so it's just optimization and
8545s the weapon balancing etc is taken into
8547s account so it's it's not that much of an
8550s issue from a balancing point of view
8551s just means that it is a bit less rng in
8553s the way you shoot up at all so you have
8555s more reliable chance of doing damage
8559s don't you think this fight is going to
8561s be easier now I mean she doesn't hide so
8562s much anymore you can just much easier
8564s burst her down but she also is more
8566s lethal and actually does more damage
8569s against you so it's a different take I
8571s mean you can also just go in with a
8573s stamina shot enemy Emelia weapon try to
8575s to like like Malita butcher but you will
8580s receive damage against you while doing
8582s that now the thing is about
8583s normalization like if you can do it like
8585s a very easy way of killing one boss but
8588s you can't do it for the other boss you
8589s might actually gravitate more it's that
8590s easy a boss right because it means
8592s shorter fight which means less exposure
8594s to other teams possibly attacking you
8596s and our goal is standardizing
8598s normalizing between the bosses so all of
8600s them become more interesting because of
8602s the different gameplay but not because
8604s of the different difficulty I will do
8607s like three more questions there's one I
8609s will just answer is normally they look
8611s of monster what what sorry reset yes yes
8614s how do wind field changes effective
8617s marksmen and the aperture is basically
8620s on the on the on a marksman you already
8622s have that right you we go out between
8624s shots completely because it's a sniper
8626s scope role so that can I kick them
8627s that's the same thing as if you take a
8629s Mosin again for example the basic moves
8631s in a gun is affected by iron
8632s Sharpshooter
8633s the trade which is for iron sights and
8635s then we have for the
8637s moseyin sniper version the sniper scope
8640s Smith which deals with that so the
8641s similar way the marksman version is
8643s affected by the marksman trait well and
8645s repeater is affecting primarily the iron
8647s sights now interesting thing here is
8649s that obviously aperture sight is an iron
8652s sight so the aperture sight actually is
8654s affected by our repeater rather than its
8656s own trade okay
8657s okay okay let's do one one good question
8662s see Crytek can you explain diffusing
8668s system let's take that one so that
8671s basically means the new dauntless trait
8674s so just to repeat like the daughters
8677s train if you have it on your hunter
8679s means that if you get close to an
8680s explosive you get a little interaction
8681s prompt like press F to disable explosive
8684s and unless the guy who's rude was very
8688s good in priming a grenade so don't
8690s giving you a chance to get there in time
8691s what you can do is you can press the
8692s button and goes out and you have to fuse
8695s this this explosive is then gone there
8698s is no useful you can't pick it up or
8699s doing anything with it it's just gone
8701s but you have kind of this diffused that
8702s situation and basically avoid it
8706s possibly getting killed in the somebody
8708s tied care area you couldn't win any
8709s given time anyways so just makes grenade
8712s spam less reliable in camping situations
8715s where you just want to like throw it
8716s inside boss arenas there's a higher
8718s chance for people obviously unless you
8720s are very good in cooking grenades yeah
8722s in order to or to counter it but there's
8724s always a risk you never know if the guy
8726s actually timed it perfectly that's
8731s actually what I want to know does
8732s dollars affect government dauntless does
8736s not affect the bomb plans I think but
8739s then again the bomb plans projectile is
8740s only really a projectile when you miss
8745s however as you might know that we have
8749s bull war as its rate which gives you 25
8751s cents I think 25 reduction off explosive
8755s damage that also means if you have
8757s bulwark on you the bomb plants if you
8760s have fallen off at least cannot insta
8761s kill you Wow you end up with very little
8764s health you can you can do that and
8768s interesting part here's when we talk
8770s some of these traits obviously they have
8771s received pricing updates so upgrade
8773s point cost etcetera have been adjusted
8775s based on use etcetera so you see some of
8777s these trades that might have been a bit
8778s too expensive or bit too cheap actually
8780s go up or down in crisis and something
8782s and you will be able to see on the test
8783s server yeah
8786s well I'm still a election watch you live
8791s for two and a half hours nice next week
8793s we're just gonna go again
8795s but another news tomorrow we have a
8797s broadcaster versus daddy then again it's
8801s gonna be with the following people so we
8804s have some new people I invited and yet
8806s someone who came in later it's because
8808s we had some people that personally could
8811s make it so we're gonna have my key games
8812s and skates dangerous Dan graefenburg
8815s road oh I hope I pronounced that
8817s correctly I'm gonna have miss pixels
8819s again who doing the last things and then
8821s we're gonna have some depth I don't know
8822s who exactly is playing thanks oppressor
8824s products see that tomorrow we'll be
8827s streaming from 4 p.m. until 6:00 so I'll
8831s post another announcement for you guys
8832s to see it as well and then yeah
8835s hopefully we'll get some good games also
8837s keep in mind steam summer sale yes that
8840s is correct seem summer sale it's going
8842s on right now and we have a discount so
8845s if you missed your chance to grab it
8846s during the free weekend you've tried it
8847s out I really like to game because I know
8848s there were some people that were like oh
8849s no I played and they didn't have a but
8851s chest bite I would say bite now because
8853s it's a good sale
8855s yeah go for it yeah your friends if you
8858s have any more questions definitely join
8859s our discord its discord GG / mound
8861s showdown will answer all more detailed
8864s questions there and I know that we have
8866s a lovely community we love the lottery
8867s as well
8868s that will happily help you with anything
8870s for the game yes absolutely thank you
8872s happy day bye guys Oh