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Hunt: Showdown
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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 |