almost 6 years ago - Hunt: Showdown - Direct link

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326s hello everyone and welcome to another
329s developer livestream I am here today
331s with two people one of them you can't
333s see yet Lars and we have sweat who's
335s like he's hiding in the corner and we
339s are going to talk about some of the
342s things that are coming 45.0 so some of
344s you already have seen the road map
346s update which is all the things that are
348s coming to provide my no and at the
351s moment we wanted to split it a little
353s bit so we're gonna talk about some of
355s the map changes that we have done some
357s of the lighting changes some of the day
359s changes and that will be the main topic
362s for its day stream and then next week I
365s know that's where you guys are mostly
366s excited for it it's gonna be the AI
368s stream so no worries it's coming too
371s bright is it too bright no it's never
372s too right so yeah first we have Lars
375s Lars introduce yourself what do you do
377s here and I'm with credit for about three
384s years now and yeah upcoming changes and
391s features okay awesome so what we're
396s gonna do is we're gonna have Lars first
397s then we're gonna switch this win and
399s then we're gonna have a QA out the couch
402s with everyone so the QA will obviously
404s be focused on the things that we're
406s talking about today no other things I
409s know that you guys would love to hear
410s more about other things that are coming
412s but we're focusing on life you know and
414s especially where these gentlemen are you
416s know specialize in so yeah what do you
419s have for us first I know you're going to
421s talk about first about the
422s implementations of the different times
424s of day on both Maps yes I mean we had
429s this coming for a long time but took a
433s bit longer than we expected but finally
436s we now have all time days in all maps so
440s we have no gold for the neutral and
444s night mm-hmm and so that means
449s Stillwater our values coming at the
452s neutral setting and Lawson Delta it's
456s gonna have the foggy and cold city call
461s Larry Saturday rather my favorite time
464s today um I think for me it would always
468s work the night setting um Mannie I walk
472s them for the longest time because it
475s took us several new mutations to to come
482s up with the perfect amount of brightness
485s and it's still difficult and people are
487s still I mean it's it's it might like it
493s some people might hate it
495s for some it's too too bright now but
499s yeah so at the moment I like it and I
509s mean okay well let's get into what we
517s have here so obviously this is time it
522s snowed a time and still what about you I
525s made some nice clean shots and yeah I
531s think the new town of days really fits
534s the I think it looks looks really good
543s and still wartime possible just mean
548s trod on yeah also did fits in so it's
551s it's nice it's a nice addition to to our
554s gold and other screenshots I always feel
560s that date I was like they were it's like
562s gonna start to break I've never been
564s yeah it looks like it looks very
566s selected a Netherland so at a time
571s like it is a bit blue it's just mainly a
573s lot of clouds it's gonna rain their gold
579s was like oh this is nice this is like a
581s nice summer day you know where it's like
583s a little bit warm snow but it's getting
585s dinner like night time okay I mean for
590s me it was more like really really calm
593s midday and some clouds and yeah but I
600s think just to see what show some some
613s fun of interests or some some key
616s compounds of of the Stillwater and I
622s think like challenges that you had when
627s changing and implementing a day time for
629s a different map with a neutral and with
633s the mutual gold and foggy kind of simple
642s because it was basically it wasn't of
647s course not just copy and pasting things
649s but it was okay but I mean most
656s difficult was nighttime because with
664s neutral you don't have to I mean it was
668s the only time that we had in in Austin
672s and you didn't have to take so much care
677s of player because you can see you can
680s see everything you can see all the
682s compounds and also from afar and
685s midnight it was challenging so we had to
690s to really come up with how we want to
694s lead the player from compound to
696s compound suet and not not lost in show
704s that so I always wanted to so much left
709s side okay can see the compound we
711s highlighted out of a by file ID how do
715s you added additional like fires or
718s lighting sources during his time at yeah
720s so we really had to to add some some
724s some fire here and there and we just to
728s to bring the plan to the right direction
732s and I mean for example you can see in
735s the distance yes again a light source
738s that would say the player okay if I go
742s in that direction there will be
744s something that would be a compound also
747s we placed a lot of new lanterns at the
752s roads and the extraction point and the
756s spawn point especially is really so that
761s if you spawn even in a really in a place
766s where there's like no compound right
769s away and you see okay and just in that
772s direction there's a light source that I
774s can see even if it's dark and yeah I can
778s go straight ahead and then you hopefully
781s find your way yeah like how many
783s additional like lanterns have you placed
786s oh that's a good question
791s didn't didn't count it but well quite a
795s lot yeah like those lines are still
798s there in
798s yeah okay yeah everything everything
802s stays for every time of day so didn't
806s want to separate it so that it's feel
809s okay as the fire and the nights always
811s and no fire and time and I can control
829s the daytime just ignore that
835s daytime in still water directly becomes
841s like a different area like a different
843s map like it directly feels very
845s different now also I really really like
850s it yeah it was a live stream he did an
857s amazing job on the whole neutral team at
862s the only time of day so really really
865s good hmm and you still have the the
870s pride Gumi Gumi sky kind of kind of
875s overexposed Sun and still for me it
880s works I like it
882s I hope all players would also like it
887s he's walking through wood house is
890s possible
891s so I also see that you had to work on
893s some performance improvements oh yeah I
901s complete new distance pass on the on
908s everything lighting related so the the
913s light entities and the cube maps fuck
916s volumes and was a lot of things that
920s weren't quite
924s performant at the time so there was a
927s lot to tweak but I think now it's it
931s really worked out we also treat fusee
934s mm-hmm because fuse is it's quite
938s expensive which is which is normal which
944s is kind of K ish from a technical point
947s of view because it's a shadow casting
949s only light so it's really dynamic it
951s casts in every direction and but we
958s radios and CG mention they have changed
970s yeah so we treated I think it was from
973s ten to five minutes and also it's still
975s it's still long and also the radios the
980s tweet that I did mmm just that you can't
984s it doesn't go like all over the place
987s like for 20-30 meters and you still have
992s the the effect that you had before so we
996s still have two super bright cone in the
999s middle and yeah so I think that worked
1003s out pretty well and it's not not a huge
1006s downside so it doesn't look like shit
1009s yet yeah I still think fogs made for one
1019s of my favorites it's I don't know I
1020s really like golden yes it looks like a
1023s nice day ya know it's all I really
1026s really really like the move yeah
1034s also um Alex or one of our VFX guys also
1039s did three nice nice four particles
1044s that also took some time so foggy took a
1047s bit longer than gold yeah well I really
1057s really like the moves we've saw it most
1059s arrogant yeah so thanks like I see a
1066s picture like someone sends a screenshot
1069s or something and I'm like wait oh this
1071s is not real cuz like a section where you
1073s seen a bit smaller it's like this could
1074s actually be a real life but yeah I know
1077s that we did like when we talked about
1079s the lighting stream with stiff from
1082s where he also explained like how they
1085s got to the fog weather is right now
1087s because it used to be quite different
1088s and I know they also they say some
1090s people talk about rain
1091s I know they also tried some stuff with
1092s rain but like rain is unfortunately very
1094s difficult rain is really really
1096s difficult down but I also think some
1099s will be very difficult with rain yes
1102s like that one of the key downsides
1107s because on down that but that's a tree
1110s difficult to say you know again depends
1114s on sound and wants to say okay we get we
1118s get rain you're gonna have sound for the
1121s different materials with different
1124s format for wood for interiors for
1128s exteriors and you also need all kinds of
1130s different sounds for that um it would be
1134s but I tested a bit with rain um but only
1145s in a really really simple way so we have
1148s we have a rain entity and you can turn
1153s on but it looks cool I like but we have
1161s to say you know it's difficult I don't
1165s want to to get their expectations too
1169s high I don't know if we can deliver rain
1173s anytime soon or something yeah
1176s it's just something that gets discussed
1177s in general so what are things that
1179s you've learned from Stillwater
1181s specifically that you've you know
1183s adjusted in when working on Lawson Delta
1187s so with Stillwater we had to set up a
1193s lot of new workflows and that were
1195s completely new so we had to come up with
1198s the way how we set up the interior
1201s lighting so we just want to have one map
1204s and we want to have all time of days in
1207s this one map and then also want to be
1211s had - we wanted it to be as as simple as
1216s possible only one to five if I have
1218s light entity in an exterior I just want
1222s to be like one light entity and not five
1225s flat entities for every time of day so
1228s yeah we have to come up with the system
1231s for that so that the lights dynamically
1235s change depending on the time of day and
1239s that took a long time and I was you know
1245s also I was I was when I started working
1248s on it and start working on Stillwater I
1250s was also like super new in the field and
1256s stuff but what are some of the biggest
1262s things you personally have learned to
1267s explain the I think the biggest things
1276s that I've learned is that you need to
1279s come up with a lot of iterations of one
1283s specific theme because you set up a new
1289s setting that you have in mind for like
1292s two or three weeks yeah always take some
1294s time mmm and you're superb with it and
1297s you really like it and in your mind it
1299s looks amazing and
1302s then you you show to people you have a
1305s platers and then it turns out that
1308s everyone hates it and it happens from
1312s time to time so I think it's good to
1314s always have different iterations who
1317s have to have different approaches to to
1322s every new setting so what also was also
1330s good for for oh it lost how we set up
1333s the lighting for the unit is that it was
1337s a bit easier then with Stillwater
1341s because um there was some some things
1345s and so what were things like underground
1348s areas yeah underground areas are super
1350s tricky because you set up this areas so
1354s if you mean that if you go into the
1357s underground area
1357s everything went to this area everything
1360s around you there is not inside of it it
1363s gets cold so it's not and it's it's
1368s really nice it gives you can if you
1369s found but we had it can also cause a lot
1372s of must be specifically made for that
1376s area example and yeah so it can create a
1382s lot of problems and like things like
1387s light leaking so you don't have an area
1390s in underground and then for one second
1395s or something the sunlight comes comes in
1397s back directly even though you're in a
1399s case so that's it's difficult and there
1404s was way easier in pretty straightforward
1415s mmm-hmm does it still happen also with
1420s buildings that you have the light
1421s linking I suppose no we we don't use the
1426s this areas for buildings because you you
1429s need to have the option to look outside
1432s of it so if another
1434s Claire comes or so you you have to to
1437s see your outside even if you're in the
1439s building yeah whether when you have a
1441s completely closed underground with with
1444s two entrances mmm
1446s you can set it up quite good so you then
1450s have some other technical stuff you have
1453s portals that you put in and you can but
1470s it's difficult to set up in Lawson some
1489s screenshot of golden yes my favorite
1493s goal is a favorite oh yeah it just looks
1496s like a nice summer day here Alex who
1498s wanted to capture some some some key
1502s compound of losses a video showing that
1507s it's a new map and I had also works
1511s really well especially with the I did I
1513s think it fits really good because of the
1515s home team with the grain someone sits on
1521s the porch so yeah yes
1537s maybe someone sitting on the pole yeah I
1539s mean I think it's pretty much magic
1548s yeah here it's perfect with the green
1550s fields it's not gonna grow with the
1555s natural we're good I always loved how
1563s the Rays go through like the trees and
1565s such and I mean you think in general we
1569s get always a lot of compliments about
1570s like the lighting in home because it
1572s just looks so nice mmm yeah so even if
1582s it's a different laughs I think mmm nice
1587s and the day times updating you would
1590s like to see personally I have some
1594s things in mind of God and we also
1602s experimenting I can't disclose too much
1606s I can't tell any release or any setting
1611s because it's not set in stone yet
1613s mmm but I think we're definitely coming
1618s up with them nice I think that was it
1626s for you or do you have something else is
1628s shared I think that was everything for
1634s myself awesome
1637s we'll have him back in the end for the
1640s Q&A so you can stick around or come back
1642s whenever you he's gonna stick around
1645s we're gonna quickly switch with people
1647s it's gonna be a switcheroo so we're
1649s gonna have swim come sitting here and my
1651s ice is gonna go see you later
1659s right now there's no Dennis today no so
1667s now we are hearing a new person Lars has
1670s changed uh it's called Sven is quickly
1673s gonna set up some stuff tell me
1675s something about yourself I vote myself
1677s so I'm level is a necrotic since 2007
1682s part of the crisis team long time ago so
1687s and then I had a chance to work on hunt
1694s so yeah so you have quite some things so
1697s we're gonna talk a little bit about
1700s iterating on both Maps what changes made
1703s yeah also for both because obviously
1705s we're still working on things on still
1708s what value to change for example camping
1711s is a big thing for you guys as well as
1713s like some changes in law some Delson
1715s because technically that map is still
1716s fairly new so we have scattered feedback
1719s from you yeah yeah some other stuff
1725s shouting oh so yeah exactly so I mean
1729s some of you might ask so why are we
1731s still iterating on the maps right
1733s obviously one thing is we recently
1736s released a new game mode and that
1739s obviously has some space requirements
1742s and that's just the nature of it right
1744s and the torah's are not so ideally I
1748s mean having the owner sitting inside of
1751s them and yeah it's stuff like that and
1754s obviously we have to adjust that right
1755s so and that's the cool thing about the
1759s early access product compared to a box
1761s product right I mean we are deaths right
1763s for us a level has never been finished
1766s right we have to stop at one point
1768s working right someone tells you you have
1771s to yeah yeah but I mean you you still
1773s want to change it but yeah that's why
1776s it's so important for us to have the
1778s chance right doing that and obviously we
1780s are listening to the community feedback
1782s social media channels so if someone
1785s reports something so we look at it so
1788s maybe it's a subjective thing but
1790s we have to put it in relation to other
1793s things right yeah Abby's like we also so
1795s sometimes get things right oh we found
1797s something that was floating okay it's
1800s like found but that's more about the box
1802s right sometimes it's about you know the
1803s experience itself but I would like to
1812s give you a bit of background only tackle
1813s I mean the better approach which is
1817s making decisions based on data right we
1819s have an awesome tool which is called a
1821s heat map tool it can visualize basically
1822s telemetry data so we capture something
1826s around about hundred gigs uncompressed
1828s data a day so and the tool allows us to
1831s basically look into the day right so
1836s it's it's basically a snapshot of a day
1838s and you can analyze that I mean oh I can
1841s maybe it just open here one of the so
1849s here we go yeah the data is a day or no
1853s two days old what is there on the
1855s background I think so
1864s so that basically looks a bit maybe
1867s psychedelic but it's interesting data
1870s right there's the brain exactly so
1872s that's that's yeah a day
1878s 11,000 sessions 11,500 sessions and I
1882s mean all the player movement on the
1884s entire map so basically it's an
1886s intensity map so each player basically
1888s creates a dot and that basically
1891s highlight certain areas where players
1893s are moving so classic bounty hunt so
1895s means if i zoom in here a little bit so
1898s and we just point at something you can
1901s easily say so here's one of the
1902s extraction points right north of Port
1905s Ricker or the extraction points or
1907s Thornton and stuff like that it looks
1910s kind of weird maybe but I mean
1912s especially if we exactly so you can see
1919s how the players are traversing between
1921s the areas that
1923s here it's also nice to see like that
1925s little you know the walls and the walls
1928s yeah I mean you clearly identify the
1930s paper is the compound the Crypt area
1932s everything but it's also interesting how
1935s we can point at areas where which are
1937s not so used right so the the open swamp
1942s area for example I mean we get back to
1944s that topic topic maybe a little later
1946s but I mean and it highlights the jetty
1948s is right it's something like I mean a
1951s highway straight through the swamp right
1954s which is kind of interesting so yeah
1957s that's just plain movement one day
1960s 11,000 sessions so then regular body and
1966s we compare it with quickly in a second
1968s so just I mean windows awesome to
1978s [Music]
1990s extraction points yeah not really a
1993s surprise right so classic podium mode
1995s twelve more idea twelve twelve twelve
2000s extraction points right around the level
2004s border and what we found here is that we
2006s have some simple sports right the right
2011s corner north of scupper there you know
2015s it make sense to add something in here
2018s right I mean and since we changed here
2021s the fish farm area a little bit there is
2024s also you know a nice little empty spot
2027s on the map so okay no ok so here next
2032s thing player kills even more interesting
2035s right you can clearly see I mean each
2036s dot in here represents a skilled player
2039s or a killed hunter so I think plus
2043s eighty thousand kills today so in those
2046s eleven thousand sessions so it's
2050s sylia saying to see how much they flock
2053s into certain combos like yeah it feels
2055s like here there's our player kills and
2057s considering like there or yeah but it's
2060s still quite equally distributed because
2062s you're next to the board all right you
2065s can still find some some points because
2066s we have the extraction points here right
2068s that also probably is helpful when
2070s you're looking to see how many people
2071s kill each other nearly extract like near
2074s the spawn points exactly so I mean
2076s everything I mean each kill player is
2078s basically a dot right on the map I mean
2080s I cannot differentiate if he was killed
2083s by you know four right at the beginning
2085s but because it's a snapshot of the
2087s entire day what I could do is I could
2090s just get into that specific session and
2092s follow each player individually and
2094s track him down what he did to ever he
2096s was running where he killed a grunt or
2098s whatever right okay that's that's
2111s specifically dying in some areas like
2114s yeah I think I mean I have a next slide
2118s here I think that one okay here
2126s something interesting the players were
2130s damaged by grunts right also quite
2132s interesting because you can clearly say
2134s and they see and the interiors right
2136s because it's pay so always a bit risky
2141s so at the chokes so we have basically a
2145s high chance of getting a hit then yeah I
2150s think that that's interesting yeah I
2153s think that fella just was bleeding and
2155s running around looks a bit like a
2161s scratch yeah weird
2163s yeah then receive damage by interesting
2171s now it gets interesting right so
2173s basically here that area around the
2175s family
2176s Rafe right maybe that's like more hell
2185s Humphrey so if you you're afraid it's
2187s definitely stuck to step this out yeah
2190s so and then let me just close some of
2193s the brains so and what have you
2199s the meet at to meet it obviously way
2203s better defender right he works really
2207s good as a gatekeeper well-known the
2209s walkway is next to the boathouse and how
2212s many do like how many circles would have
2215s to stack for read I don't know I mean in
2219s this case so I haven't we have a value
2223s that how many events were tracked but
2225s and I can't really tell you from here we
2229s have to look into the specific data I
2231s don't have that will open here so it's a
2233s bit performance heavy okay and then yeah
2237s the water devil one of our friends so
2240s well the water them a basically damage
2243s the player right yeah so here the area
2249s area in the south so well known for
2253s having a high presence of water Devils
2257s we change that 4.4 or slightly so I can
2260s do that a bit later
2260s so because we change to approach
2262s slightly there so you know really good I
2266s mean Trevor right maybe yeah fun fact
2272s next so players damaged by the lying
2275s horse on the ground by the horse on the
2280s ground yeah yeah yeah I think we had 90
2284s tricks events within those 11,000
2287s sessions so interesting thing you just
2291s have to stand next to the dying horse
2293s right and then it kicks even so I've
2295s never been I think
2299s ready post about that yeah I had no idea
2303s that's actually the deadliest one seems
2307s to be indifferent but no surprise right
2309s that's the horse farm right it's a horse
2311s farm and it's the rebellion of the horse
2313s whatever so they're not deaf not deaf
2319s that was just about the hits so now we
2322s have we can compare that's basically a
2323s quick play now player movement on quick
2325s player let me just move that to the
2327s studio to the right side and I reopen
2331s the player movement for classic mode
2334s let's just compare both so what we
2338s clearly can identify as the extraction
2340s point right I mean if you if you can see
2342s that there is a height that's
2344s high-traffic around those right but
2347s seems that they're quite like quite some
2349s extraction point traffic on the quick
2352s play extraction point would that be the
2356s spot because they still yeah yeah on
2359s other on the right side we have quick
2361s play right I think just the nature of
2363s quick players I mean most of the players
2364s are gravitating to the center of the map
2366s right so and I think I mean in in the
2368s classic bounty-hunting instantly seen at
2370s the bone deliver boundary is way more
2372s and use as soon as the extraction points
2375s more important for the second beat no
2378s under third bead or there's still so
2381s many people dying also on responds with
2383s quick play compared to sponsored bounty
2387s but I mean yeah that's part of the
2389s escalation already at the beginning
2390s right so I mean it could happen that's
2392s money than you boy no okay so people
2396s play more aggressive for that reason I
2400s mean I I personally do that like I know
2401s a lot of people are more like cuz
2403s there's less nice risk right yeah you
2405s you can easily go in and especially if
2407s you have a pretty good spawn weapon but
2411s I mean what is really good I think that
2414s tom is a bit open right now I mean if
2417s you get that one I think that's a safe
2418s bet
2419s but maybe what I changed that
2423s like no or like crossbowmen like no yeah
2432s yeah so here I mean one more which is I
2437s think interesting for the quick blue
2439s Prius I mean as we're talking about it
2441s extractions where the wall Spring was
2445s ended exactly so and you can clearly say
2449s see that I mean some of the compounds
2451s please in the center highlighted
2454s highlighted maybe a bit more often or
2457s the intensity there is very high we
2459s already noticed that it's a problem or
2461s region shrink right now because there
2463s are less showdowns around the map in
2465s quickly yeah so we want to take out that
2467s so the part of the problem is the region
2470s shrink yourself because most of the
2471s cases it includes one of the center
2473s areas which is a problem by nature the
2475s players are already in the center of the
2477s map and you would just activate the
2479s wellspring there no one would gravitate
2480s to the level boundary again right so but
2483s we tackled it so we have some ideas
2484s therefore for the next update that might
2487s change slightly but what is interesting
2488s on the map I mean you can clearly see
2490s the problematic areas right like the
2493s Tower of the Blanchard graves right so I
2497s mean it's just deep Brett at one point
2501s and here the toll of what should look
2504s pretty much like any doubt or any high
2506s place where it's hard to get to there
2508s yeah I mean it's a Kemp sport I mean
2511s four walls bring right I mean you there
2514s are some ways of countering that but do
2516s you think that's also because there's
2517s more weapon or like more weapons and
2520s spawns for any you know loot for players
2523s to be on the compounds rather than
2526s around because like obviously I
2528s personname would go to a compound for a
2530s sake of like getting different weapons
2532s and
2533s I think it would just pick one of the
2536s toes of your well-equipped right so I
2538s mean if you have the right weapon so
2540s then I mean it's a good starting point
2543s you know to successfully bring it to
2546s infinity at one point so but yeah but we
2549s want to look at I mean the changes we
2551s did in order to tackle the problems
2553s right first of all I just want to
2555s highlight I mean how we are getting the
2556s data right so exactly one more maybe I
2561s think I found that one interesting as
2563s well that plane movement map is already
2568s a year old so but and so different
2591s photos but you can clearly see we
2593s introduced a new AI type let's say it
2595s like that right the water devil so in
2599s the swamp area before the the swamp was
2602s way more you know it was a high traffic
2605s area so and now we have basically all
2607s our highways the walkway straight
2610s through the swamp and I think that's the
2612s main difference between both it goes
2617s more natural like this whereas now it's
2620s like around around no nice okay yeah and
2627s then look at the changes exactly so
2630s first of all let's start with the
2634s camping issue I think we already talked
2637s about that
2638s did the tourer of though of blanchett no
2645s healing healing water so that's the
2650s current state of the of the tour right
2651s so there's only one way from the outside
2654s to get up it's the letter I mean the
2657s other side here no I just open it in the
2660s level ID editor too
2663s so what we changed basically we edit in
2667s I mean we had one letter set up on one
2670s side right but we thought I mean because
2673s just throwing something in the Torah
2675s even with the pitcher pitching a trade
2678s it's a bit tricky because it's very high
2680s right that's why we edit and the second
2683s air exactly on the side and I think it
2686s should be covered enough to just get it
2688s up a bit covered by objects you know and
2691s then you have your safe spot here you
2692s can basically watch it all get up again
2694s maybe some tools are spawning here some
2697s oil lanterns or exactly and then you can
2700s throw it in so that's basically one part
2704s of the process the reason also like
2706s where you still have like the protective
2708s I mean some could stand behind the array
2710s yeah but at the same time I mean if you
2712s get up here I think it's a fair point
2714s just I mean if you made it up here in a
2716s classic mode or something like that I
2717s mean it's not just about exactly so we
2720s always have to keep that in mind it's
2721s not just about one game outright okay
2724s and then I think from the inside we
2729s removed one of the floors so before
2732s there was a floor in between if you can
2736s remember so it was a floor and then the
2740s next one and I think the second floor in
2742s here was really well known to hide it
2746s yeah so we removed that one so we
2748s extended a ladder a little bit and I
2751s think no I think it goes straight up
2753s into the tower and obviously I mean the
2756s point down here is still accessible from
2760s both sides yeah and we removed all the
2763s cover from the from the planks so if
2766s someone is moving up there I think you
2769s can see him before there were some some
2771s some objects on the planks and a lot of
2775s places where you could easily hide right
2777s just to tackle that issue and but the
2779s bullet penetration I think you can
2780s counter that know a little bit better
2782s okay then I think yeah attended the next
2792s yeah the other spot is the
2795s all right so let's move over there talk
2799s about the Blanchett or there is okay
2807s Blanchett on that one is a bit more
2810s tricky because obviously there are no
2812s letters on the outside what we did is we
2814s opened it a bit more so on one side so
2818s that basically the room in between
2823s there's no bit more exposed exactly so I
2826s mean it as a defender let's go
2831s I mean you can use it you know to sit
2833s here but think I mean you can count on
2836s it and then we did similar formula we
2838s removed all the objects from the plains
2840s just them to highlight the guy out there
2842s a bit more it's a harder also because
2845s like the yeah I think I mean that's more
2852s just a height alright the other one has
2854s a platform around it it has more chance
2856s to get up and that one there's way more
2858s you know a solid thing I mean obviously
2860s no bullet penetration on the red brick
2863s walls and stuff like that so that's
2864s pretty but I think I mean with those
2866s changes let's see how it goes but I
2868s think it should be better there was a
2871s lantern Oh up there you can shoot it
2873s from the distance set it on fire
2875s yeah all those hopefully help to improve
2879s the gameplay around that Tower
2881s okay what else do we have on the list
2886s [Music]
2889s extraction points that's we already
2893s talked about those we had that right at
2899s the beginning right but they just mark
2900s the the extraction points we edit the
2905s five point all right we had because we
2907s had their empty spots right and
2909s basically the pink ones are the new ones
2911s and let me just quickly go through them
2913s so basically we have one here in the
2917s north
2919s of scupper it's a really nice one I like
2922s that one because that area he was always
2924s underused
2925s so it was a bit of wasteland in the past
2931s now we have that I mean interesting
2933s extraction point here we rearranged the
2935s forest slightly so have some light
2937s opportunities really into 40 for the
2940s interceptors left and right the ring for
2943s the extraction itself is quite clean
2944s just a few cover objects here and there
2946s I think it's a really nice
2948s I mean fit into the thing and overall I
2951s have to say that spot is absolutely
2953s perfect because two flanking routes next
2956s to the boundaries to risky route through
2958s the water so I think that one is I think
2960s a really good spot for an extraction and
2962s it basically fills the the gap over
2965s there yeah that's for that one let's
2968s move over to the fish film Suns fish oh
2978s what a beauty from that perspective okay
2986s next extraction point yeah I think 3.0
2992s we moved the initial spawn position of
2994s the player a bit closer because it was
2996s kind of imbalanced no it's over the air
2998s so since then the space was again a bit
3001s use we added here no there the
3004s extraction point
3006s again so rearranged the forest around it
3009s having some options for interceptors but
3012s just a few so but that one is obviously
3016s the path here especially is a bit more
3019s that basically just helped us for us
3022s right in terms of placement because if
3024s the extraction point
3025s no yeah ducts are there as well right
3030s that's just a helper for
3032s it's an indicator that the duck could
3035s show up here right and I mean the rings
3037s around the expression itself are just
3041s helpers for us that we know where the
3043s extraction zone is where we have to
3045s reach regulate the navigation mesh if
3047s the vehicle is there and stuff like that
3055s cedar disappeared in the water
3057s yeah okay and then I think the third one
3061s was in Cyprus because again so that one
3072s reminds me a bit on crisis know you know
3073s having the know that Beach thingy
3077s so the expression point itself is quite
3079s exodus it's it's it's quite exposed in a
3082s way but I mean we added some more
3085s terrain approaches so rice the terrain
3088s here and so rather than walking through
3090s the water yeah but I think that one here
3097s that's quite close to the compound but
3099s at the same time it's dangerous to get
3101s there right the expose so there might be
3104s I guess if I unhide the the white the
3107s greyish white shapes are there water
3110s devil shapes so exactly Anton yeah if
3114s there's something on the way I guess
3115s it's a risky route yeah I mean it still
3118s it's kind of considering you usually
3120s come from the compound yeah you want to
3123s go as fast as straight as possible but I
3124s think also we're intercepting having
3131s like this it's right over okay yeah yeah
3182s yes yes let's start with the now yeah we
3226s prepared everything so it will be part
3228s of it obviously again so it might be
3230s that we encounter some issues here yeah
3232s we try to solve problems already but
3236s even for the classic bounty hunt we I
3237s mean Lawson is different right in terms
3240s of the space itself is very more open
3242s but I think in some of the areas you
3244s know it's maybe a bit too open
3246s especially if you are solo against to us
3248s it's a bit tricky to just I mean
3251s Haight somewhere I mean if they if they
3254s really want to I mean get you it's
3257s sometimes tricky to escape because I
3259s mean it's so exposed some areas are so
3262s open that I mean I like that I like
3265s variety and it's good the new me but
3268s some areas I think I mean required a
3270s little bit of reshaping most exactly I
3276s mean I have it open you know right
3278s that's north of train station so one of
3281s the trots
3281s I mean to the pointing in north
3283s direction we change that I just show it
3286s exactly so is no it's copying something
3292s again okay but but no I can talk it for
3301s some reason that's that's that's
3303s interesting okay so before as you can
3306s see I mean everything was quite actually
3307s expose right I mean even the fence line
3311s in the distance everything was so very
3314s open know what disappear know what we
3318s just did I mean we don't want to add
3321s massive structures of bushes right so I
3323s think that's not the nature of the the
3325s map but what we did I mean make it a
3328s little bit more bumpy you know added
3331s some Bush lines in order to hide
3334s something trust them that you have the
3336s chance if you get you know followed by
3338s or if someone is hunting you that you
3340s have a chance to hide somewhere to flank
3342s which is another technical approach
3344s right yeah and some of the areas that
3346s was coming if it's so open everyone can
3348s just easily just pinpoint that you were
3350s iam moving and I think I mean we had to
3353s provide some more options here and there
3354s we fixed the most obvious areas one of
3357s those or north of train station so then
3362s had opened in the editor as well we look
3366s at the editor so here I think that's in
3373s game from their perspective
3376s no having a tree line here if you're
3379s moving here you don't feel completely
3381s exposed anymore you know it's feel safer
3385s yeah exactly it's some chefs here in
3388s general traits like oh so there's no
3395s cover and we want to get around but it
3397s was too obvious that we were coming
3398s you know you the other thing
3403s south of train station that one you know
3411s before was absolutely exposed so that's
3414s basically in the next to the bakery yeah
3426s I know the Deaf names of the of the
3429s locations so and now we again so bit
3444s more cover some bushes you know we don't
3447s want it too much stuff but you know here
3449s and they're hiding the entrance to the
3450s train station a bit more especially if
3453s you let's just fly so yeah that thing
3462s because I mean it's you know the curtain
3467s goes down and the most definitely the
3470s need of providing a bit more cover here
3472s and there yeah so hiding stuff having
3476s deadlines buried can get to the other
3480s side
3481s that's the murderer right there I see
3484s him laying on the floor demoted taking
3486s people okay then
3492s in addition to that we are the slopes
3497s here next to a so we added some again
3504s reverse slopes were completely exposed
3505s right plus we're running from there from
3508s the right side to the left side you have
3509s two water levels in here I mean getting
3513s to the two salt us pork to the pig farm
3516s I mean kind of tricking run so we you
3519s know just edit more pushes no no no it
3527s sounds it sounds simple but they always
3529s have to keep in mind that you know we
3531s don't want to add too many that's the
3533s wrong okay so you have to be so yeah
3542s yeah basically you know provide options
3545s right so somewhere else it's exposed you
3547s have some gaps in between where you can
3549s get through you know but at the same
3552s time some some some options to hide I
3554s think we we did it carefully let's save
3558s like that okay and in addition to that
3565s and in some some more extraction points
3567s for for
3569s photos on as well so we had some empty
3573s spots here let me just
3577s they are they're new they are new we had
3580s 16 before and now we have 19 so I think
3584s it's better for the replayability and
3586s randomization of the map right doesn't
3587s mean that we have more within this
3589s session yes
3590s subtle free but you have more options
3593s which is a good thing and are there
3598s things I saw some people ask tough
3599s questions like are there more things
3601s that helped for performance that you
3604s have worked on because obviously that
3608s was one of our high priority items right
3611s for 4.0 - to optimize the asset side and
3614s hold the whole key let's say clean the
3617s levels right the nature of building a
3620s level is that at one point you try
3622s something all your prototypes and you
3625s know you have some stuff so and at one
3629s point you just have to strip out all
3631s that stuff which is definitely not
3633s needed anymore and that's what we
3634s basically did will you optimize the
3636s leather checked for duplicated entities
3639s optimize the placement merged entity is
3642s to still have this same experience but
3644s you know a bit more efficient yeah yeah
3649s the extraction points I mean just maybe
3653s nice spot here so almost like he's
3657s riding out of town yeah it's like yeah
3664s it's nice I think it would be a great
3667s spot for interceptors that one here
3673s reminds me a bit on on the Stillwater by
3677s extraction open field some hey ok and
3681s then we added one over here which is
3683s thinking what one so both so it's south
3689s of when you run and hey look
3693s and then one other extraction point -
3698s next to iron work name and that's an
3710s iconic view right my support for in X
3712s direction yes that's a curious because
3714s at first we couldn't enter the
3716s lighthouse right I mean if you have the
3719s home point here right or if you yeah you
3721s can get up there right yeah but at first
3722s I could not go through the door it for
3725s us what do you mean I mean it's like I
3727s think it would initially initially but I
3730s don't know when we change it because
3731s like originally I tried to get in and it
3733s just never let me enter the building
3735s yeah we had some white box ourselves in
3737s the mat for a while right because it was
3739s clearly stuff I think no it's accessible
3745s and I think I mean for point no no I
3761s mean it's good I think it's a good but
3763s let's see hold behaves in quickly right
3769s first of all you have to get there but
3770s we have to see so and there at all so
3773s and then I think recently posted I mean
3776s I encountered that issue as well in one
3778s of my quick play sessions but I mean or
3781s death prep I think the old version of
3783s the the Huntington was just a death trap
3787s in a way because I mean before it was
3796s there was only one way of getting up
3798s right and then you were basically up
3799s there as somebody through Constantino
3801s downstairs and I mean without a dynamite
3804s stake I mean there was no way out I saw
3807s what we did is basically we made let me
3811s try to let's you can you can now
3817s basically bolt out of the front window
3819s so that's why we added a platform here
3821s to to avoid falling right on the ground
3824s getting the fall damage so
3826s fall onto the platform and you can
3828s easily get out if there is the need of
3830s escaping to the front in addition to
3833s that we have the small little windows
3835s which can be opened on based on your
3838s needs now because before it was always
3840s open the moment we are thinking about I
3842s mean making the pointer front plate yeah
3851s but I mean you clearly see that someone
3854s opens it right before it was always I
3856s mean kind of like because if it's open
3860s then you can actually like throw
3861s dynamite from all sides right
3862s technically yeah you can but doesn't
3865s that give a better advantage first if
3868s you can close it yeah that's the current
3874s state right
3875s I saw I've just said what we are
3877s currently thinking about was done of one
3879s of the ideas floating around and maybe
3880s making the front
3882s I guess maybe there might be a good
3883s reason of not doing that yeah yeah I
3887s think that's pretty much it about love
3890s changes right yeah okay and then we're
3898s just gonna quickly move on to the couch
3900s ever do some questions obviously I'll
3902s get some questions along the way right
3904s now so the next stream will be about her
3906s especially I which is not the boss yet
3908s the new buses also coming but we're
3910s coming with a new AI first so think like
3912s armored hive meat had something in those
3915s in that you know that group of special
3918s AI and other questions will answer only
3922s about gameplay game design level design
3926s and lighting and nature day so you guys
3931s can go to couch I'll come to the coach's
3934s wife
3949s [Music]
3966s it's just hard when you do this by
3969s itself the server's of this one question
3983s about level was i I'm just popping up my
3986s phone someone asked yeah okay so I read
4030s section said I don't know if we I think
4032s someone when should be like something to
4034s do it to make like the light more
4036s effective like the the flashlight
4038s flashlight
4039s yeah actually at the moment trying some
4044s things out that I can't since it's not
4048s yet yeah we might we might release
4053s something but as I said it's not set in
4057s stone yet and not fixed so yeah people a
4062s lot but people can probably look forward
4065s nothing because um yeah we also realized
4069s that no one uses the flashlight because
4071s it's it's especially in item it gives
4076s away a position and you have no
4078s advantage over other players so it just
4081s no no really no no
4084s benefit of using it but we kind of want
4087s to bring the flashlight back make the
4092s flashlight great again yeah let me see
4098s Lawson delicate out of bump cards I
4100s think that's more requests than a proper
4103s question but yeah are there things that
4106s you would like to see attitude map that
4108s you have an idea for that could make you
4111s know the game different as in like add
4115s some additional items or like it I still
4118s really want to move cards
4119s I want that card to ride out of town
4140s yeah I know that would be unfortunate
4148s initially that was an idea I think that
4151s would be really awesome you know which
4153s quickly gets you from really especially
4158s because you would have to still need two
4160s people to you know obviously you see
4163s item so it's not really useful for quick
4165s play but I do think it would be cool to
4167s have that kit team Traverse maybe we
4170s should bring them back let me see let's
4181s see do you think it should be right
4183s oh well dark side with this more thing
4185s that we would have to discuss with like
4187s they can't really answer that but do you
4189s take the dark side boost in
4190s consideration I suppose when working on
4193s anti camping ventures indeed camping the
4198s dark side Busan in the highlights
4201s the the other players rifles yeah I
4208s think that was all way of trying to I
4210s mean white boy camping in a classic mode
4212s and for the quick lane you flipped that
4216s in a way right yeah
4220s 44 for phony interceptors but I mean I'm
4223s not really sure if you want to touch
4226s that right now right because thank you
4229s minute the moment for my site I think it
4231s works quite well I mean but that's just
4234s my subjective yeah I mean in general
4238s it's I think it's hard because a lot of
4241s people are always like yes we just like
4243s camping but if you think about it it is
4245s part of the game like we always want to
4246s camping to be a valid strategy I mean
4250s you can always already see that if you
4252s compare both maps right so the water by
4256s you map is way more about hiding sitting
4258s somewhere in the bushes there are way
4260s more lines I mean there are so many
4263s options you run around the corner and
4264s someone can just mean you can get easily
4270s a bird from behind the opposite is
4272s Lawson and that's what I said the
4275s variety right it's about I mean
4277s providing variety in terms of gameplay
4278s yeah it's a good thing about it so by
4282s nature I think Baldy on both hiding yeah
4286s I mean if you track a like a boss and
4289s generally when I make sure that you take
4290s your time and you know look for stuff I
4293s know
4294s oh yeah that's something I'm lighting
4295s related because like a lot of people
4297s said to the lighting for example during
4298s e3 like the original showcase was very
4302s different what exactly has changed that
4305s might you know say is de friend or
4309s basically became somewhat brighter so um
4314s I mean we're talk talking about no I
4317s mean I think it was to be we just yeah
4324s we made it brighter because we realized
4328s to pay if you don't use your flashlight
4330s you lost you can't see so our previous
4335s idea is that okay you are you have to
4339s play it with a flashlight you every time
4341s you turn it on kind of expose you were
4346s put in danger but on the other hand yeah
4352s it was difficult to come to come up with
4354s the perfect solution because we don't
4356s have a contrast or brightness slider yet
4360s so but that will come when I can tell
4367s when yet yeah so basically it became
4373s brighter so that you can even see
4376s something without a flashlight and if
4380s you're standing in the middle of the
4384s swamps in the shadows did you at least
4388s see yeah and yeah we are also treat for
4401s when we implemented the night and lost
4405s data we also did some tweaks on the on
4408s the gratings made it a bit more
4411s saturated mmm because it just was
4415s sitting the whole night
4417s that's unique to the Lawson Delta right
4420s there it's it's Ulta for okay
4426s I saw someone asked if if we plan to add
4430s more interactable items on the match
4433s would that be it said more your thing I
4436s assume that's more like a not really
4438s level design it's no system design yeah
4441s so game design system now obviously we
4443s have to provide options in order to
4445s propagate them we need two items will
4450s make sense so having the weapon next to
4453s door and stuff like that but so they're
4458s the ones that think about where it's a
4460s place I always can come up with the
4462s years right yeah a point but I mean from
4464s the implementation point of view that's
4466s more on but I saw something popping up
4472s regarding the boss having a bit more on
4475s the auto that's maybe not such a bad
4477s idea right I think you mentioned the
4482s decrypt of lanchette grace so I mean we
4487s obviously change something on the poster
4488s it's full already right yeah in
4491s stillwater by you we had a couple of
4495s wasp it's on the ground so yeah where we
4498s added the exact I know everything has a
4500s bit more vertical a bit higher more
4502s elevated positions maybe for the next
4504s match yeah because like is that is that
4513s something because I know there's a lot
4515s of people often say like oh yeah some
4517s just camping the boss because they're
4520s obviously in compounds like is that like
4523s one of the more challenging things then
4524s to figure out because you wanted to be
4527s in a building or you want it to be in a
4529s compound matter most of the times that
4531s are unique but that also means that you
4533s have to be in the building so someone
4534s can be waiting there and
4535s thinking in terms of defending the space
4539s right you're banishing side so it helps
4542s you know having a bit of a safe spot yes
4544s yeah I can control right the Interceptor
4550s obviously that's I think maybe a bit
4553s tricky sometimes
4554s so let's say it's I think you have to
4557s find the balance there for football for
4560s for the Interceptor and 20 defender
4567s questions I know a lot of people ask
4570s questions that are not for today because
4574s the knowledge people have a lot of
4576s questions like where we are doing
4577s optimization still for this patch so 5.0
4581s will have optimization and bug fixes and
4584s all the bullish rang and there will be
4590s especially I also traffic window which
4592s is not a boss don't worry there's still
4596s boss coming I don't like it I really
4600s think it's a boss but it's up the cost
4603s at the bosses are still coming so we got
4605s both the new way ahead of us let me see
4609s do you guys have any questions left for
4610s our lights and level designer otherwise
4615s we will have to have to come you look
4618s like Jamie all skies the skies are bad
4637s as a bag what did you do that I think
4641s some people have noticed that well no
4644s clouds anymore anywhere and I did see
4647s the someone mentioned that there were no
4648s clouds okay yeah yeah we had some some
4652s clouds technical difficulties and
4656s but they have be back in five below so
4660s are they due to use the same technique
4662s it's like the rolling like mist for
4664s example like fog with clouds are
4667s different because they're technically
4670s static so it's it's classic SkyDome so
4674s you have a static sky so what was wrong
4679s with some code related so it was not
4686s that that I said okay I don't want any
4688s clothes anymore and now we had some some
4698s difficulty and but now that is fixed
4701s awesome and I mean we're gonna welcome
4706s to aquascape so yeah sometimes yeah I
4712s don't really see any more questions
4713s right now obviously not anything we can
4717s answer right now because I know a lot of
4719s people are like well dynamic weather I
4720s think that's something we've answered a
4722s while back like it's something we want
4723s but it's very hard yeah it's amazing
4726s it's difficult are also some some
4730s technical issues that we would need to
4733s come up like the thing with the interior
4736s lighting that we would have to to create
4738s some some workflow so that would take a
4741s lot of time and but it's something that
4747s we also concerned like a dynamic time of
4750s day change but I can't promise anything
4754s exactly especially because you have
4758s suggested yeah no I think in the past
4760s like I remember I think it was just a
4762s phone that said like we're something
4764s nobody really wants but it's so much
4767s work that at the moment we'd rather
4768s focus on like a new 10 days and stuff
4770s like that because they're easily I think
4772s it's the same for like the dynamic
4773s weapon at like during system but yeah
4780s let me see if I don't see any more last
4783s questions then I think that was it for
4785s today
4786s so next week we'll be focused on the new
4791s AI what it is can't say yes it is a new
4796s AI it is something along the lines of a
4799s armored or high for meat heads so that
4803s that kinda is no boss yet
4805s the boss is coming still not for five
4807s but oh and in the meantime I would say
4809s check out the road map to see what else
4811s is coming - OH obviously there's still
4813s performs updates there sport still bug
4815s fixes and all the likes and thank you so
4818s much Lars and spin for coming
4821s yeah we hope to see you guys next week
4823s well I mean you guys won't be here but
4826s will happen
4826s Dennis most likely I say we check with
4829s you guys and then we hope you guys have
4831s a great rest of your week and weekend
4833s and I'm just gonna go run it's like I
4836s also want a cetera doc okay thanks guys
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