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Hotfix: 0.14.1 Released

Welcome Soldiers!


Our latest hotfix is out and brings some fixes and changes to update 0.14 that released last week.

[h2]Gameplay[/h2]

[h2]Changes[/h2]

- MG-08/15 changes on round dispersion
- Sniper rifle utility was enhanced by improving dispersion and velocity
- Relaxed placement rules on all deployables to address player frustration when placing on uneven or bumpy terrain (this may go too far in the other direction and allow emplacements too much freedom for placement but this is a better problem to us than how frustrating they are to place currently, we’ll revisit placement rules when we have time in the future to achieve a better solution)

[h3]Fixes[/h3]

- Fixed Jager engineer officer ability to use field guns
- Combles Assault FR vs GER missing spawns and sector configuration was fixed

[h2]Art[/h2]

[h3]Fixes[/h3]

- Early war Germans fixed from having skull decal on pickelhaube

[h2]UI[/h2]

[h3]Fixes[/h3]

- Removed Section Leader HUD icons from the bottom left of the screen as system is not yet fully functional

[h2]Maps[/h2]

[h3]Changes[/h3]

- Zonnebeke Assault layers - first sector adjusted so defenders cannot push too far forward of their first defense objective
- Combles Assault layers (GER attacking) - first sector adjusted so defenders cannot push too far forward of their first defense objective
- Vimy Assault layers (Entente attacking) - first sector adjusted so defenders cannot push too far forward of their first defense objective

[h3]Fixes[/h3]

- Fixed some bad sector names on Vimy Ridge and Sechault layers
- Zonnebeke Assault JAG vs BEF fixed the wrong year being displayed
- Various fixes on CEF vs GER & FR vs GER Vimy Ridge assault layers

[h2]Optimization / General Fixes[/h2]

[h3]Known issues[/h3]

- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround

1. Open following file:

C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini

If the file doesn't exist, create it.
2. Add following lines at the end:
[/script/engine.audiosettings] bDisableMasterEQ=True
[Audio] bDisableMasterEQ=True

- Bayonet cannot be equipped to Springfield 1903 iron-sighted variant
- Awards and some of the personal statistics do currently not display correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately
- No. 20 Rifle Grenade has placeholder sounds
- Switching Audio quality in the options menu will cause a crash when connected to a server or in the Shooting Range. Please restart the game to prevent that from happening.
- Ansoncourt underground bunkers have lighting issues on the day version
- Deploying LMG bipods on certain spots while prone can lead to players teleporting under the map
- Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
- Rally Points do not have a 30 meter range limit for frontlines objectives
- Tear Gas effect can sometimes appear with gas mask
- Vickers MK I emplacement is using the Vickers 1915 model
- Deployment/Team menu scenery appears too dark on night layers
- Damage is dealt at the marker position instead the chlorine artillery shells
- Deployment menu music continues playing when the deployment menu is closed using ESC

Beyond The Wire - A Year in Review

Welcome Soldiers!


As 2021 draws to a close and our team look forward to a short break for Christmas we thought we would see out 2021 with an end of year review to celebrate some of the accomplishments we've achieved and the difficulties we've faced. The past year has been an important one for Beyond The Wire, after launching to Early Access in the last quarter of 2020 it was important to evolve the game through large expansions to increase available content as well as establishing the direction for the game. With two expansions adding major factions and pivotal fields of battle we're proud to have been able to deliver new experiences and pay homage to some of WW1's most infamous moments. But new content and changes to the game haven't been the only progress that's been achieved this year. Our internal processes and update preparation has also evolved, allowing us to streamline development tasks and create easier routes to large updates. Making use of our amazing community to run large scale, public testing prior to expansions and big updates has given the development team invaluable opportunities to identify performance problems and other issues which we've been able to tackle before updates release. As Beyond The Wire is the first title we've worked on these types of processes and best-practices have been massive in helping us improve internally to deliver with each release. With 2022 looking to be even bigger and better - we're excited to step up and take our work to the next level.


We kicked off 2021 by reviewing the roadmap for Beyond The Wire and the team wanted to commit to keeping our plans up to date publicly for our community to see where the game was heading. With Early Access being an open development process we tried to ensure that the route ahead was communicated clearly to our current and future playerbase. The release of our major content pieces have been tied to public updates to our roadmap in an attempt to show everyone the next milestones and give a better understanding of the general aims for Beyond The Wire. Our two Operations that released in 2021 took major investments from development, and in some cases, had an impact on the plans we had revealed in the various versions of the roadmap. Throughout this year all departments met and discussed what was achievable with each expansion as well as committing to a complete package of content that we want to deliver for 1.0 release. As a result of these discussions and the live development of the game our roadmap has been updated several times and our community have been able to see those decisions reflected in the four versions that we published. Eventually, after several long meetings we were able to deliver a complete Early Access roadmap in the last quarter of this year, showing our playerbase an exact reflection of the goals for the course of development up until 1.0 launch. While some aspects of development have been delayed due to unexpected growth in scope and investment, we have ensured our community is updated as soon as possible on these delays. We were able to understand the disappointment of these delays and took advantage of the opportunities to include additional content and changes that we had been unable to commit to in the roadmap. We will be continuing to publish updated roadmaps in the future when needed so the community can be reassured they are involved every step of the way.


Part of our efforts to deliver new content this year has been to identify unique parts of armies that would offer interesting gameplay and visual dimensions to Beyond The Wire. A large part of the work done this year has been to include these new aspects to teams so that players have options of sub-factions and unique, year determined loadouts to further enhance the historical authenticity which continues to be a core pillar of Beyond The Wire. From early war regiments to sub-units sitting under the command of larger factions, the armies in Beyond The Wire have been expanded upon this year to offer more authentic representations on our Fields of Battle. The first example of this system arrived in Operation II: For King and Country where the 369th Infantry Regiment were introduced to fight alongside the army of the French Republic. Players were able to deploy as either the Harlem Hellfighters or support with French Infantry sections on Séchault during the Meuse-Argonne offensive. Taking this intention to all of our factions the game designers, historical advisors and 3d modellers have worked this year to identify additional options that can be included to the rest of the armies. Since Operation II release Beyond The Wire has introduced multiple sub-factions across several maps, all determined by the gameplay layer and the year it is set. We are proud to have included The Harlem Hellfighters, Jäger-Battalion, Chasseurs Alpins, Royal Newfoundland Regiment and Jäger-Battalion, Army Detachment Gaede into the game this year. While these sub-factions appear in various forms throughout the game their impact on gameplay and atmosphere has gone a long way to help build the landscape for the game.



What comes next....

One of the disappointments for 2021 has been the delay on our progression and customization system. The development work began early this year to build a brand new system that would take a player's game-to-game progress and reward new customization pieces that player's could then use to add their personal touch to their soldier in-game. Our intention will always be respectful of the period and our main goal is to remain historically authentic. While the art teams worked to create uniform and facial options the engineering department have been tackling the major programming effort to build this complex system from scratch. The code-base we've used to build the game had no functionality for such a system that would track and collect a plethora of player stats which would then feed into a players profile, issuing rewards and new tasks across their playtime. Given the building of such a system needed a new foundation of how player actions are tracked. the task has grown exponentially which we had not foreseen. With each new target achieved for our engineers, a new web of problems arose needing even more attention and time. Ever since the system has been started it's easily been the biggest work load for our programmers this year, all the while still having to deal with all the other development requirements. Further delays have been needed and as we close the year out the system is now expected for release in Spring 2022. While the pushing back of this major feature has been disappointing for all of us, the engineering team have still had major successes in their work on the system up to now, which included a complete overhaul of player and team stats. Updates 0.13 & 0.14 included the brand new scoreboard - which now rewards players for almost every action that has a positive impact on the round. Our players now see their influence on a round in whatever role they play, with scores being accumulated for combat, team and objective contributions. Developing, testing and implementing this system is major success for the development team as it has opened the door for the progression system to be introduced which will track each of these actions, contributing to the progression players see from each and every game played.


The next Operation for Beyond The Wire is now lining up to be our biggest update yet as we have already completed preparation work to introduce, perhaps, our most game-changing addition - tanks. When entering Early Access we were hesitant to commit to introducing vehicles and couldn't confirm whether we would have the capability to develop them in time for 1.0 release. Since then, we have been able to allocate some development time to explore their inclusion and our community's excitement at the confirmation of tanks was palpable. With teaser's dropping on our YouTube channel we were finally able to commit to their release with Operation IV, along with opportunities for additional vehicles in the future. Entering the fray will be the Mark IV, Renault FT-17 and A7V which we're expecting to change the landscape completely for Beyond The Wire. We will be aiming to keep these machines of war to the years they were involved and while we are still working out the details on how these will feature on our fields of battle, you can be assured they'll be as frightening and impactful as they were for the soldiers who faced them. Consideration for their inclusion has already started with the level and game design departments looking at changes needed to maps and teams, to both utilise and oppose them.


2022 will be a major year for Beyond The Wire as we introduce some of our biggest and most anticipated features yet which will add new experiences and further cement the gameplay loop, putting us in position ready to spring towards 1.0. As these systems are introduced we will continue our efforts to ensure we survey the communities sentiment and feedback, taking onboard the concerns and ideas you bring us through the various channels, forums and regular feedback surveys. The input our players have given us this year has been invaluable and the interaction between the Redstone team and community will continue to be the most important part of the development process - and we're excited to share this journey with you all.

As always your passion for Beyond The Wire is our main source of inspiration and everyone at Redstone would like to thank you all for this continued support as we work towards delivering the best World War 1 gaming experience to date. 2022 will be our biggest year yet, we can't wait to see you there...

Update: 0.14 Released!

Welcome Soldiers!


Our December update arrives and while our progression and customization system is still in development we've worked to deliver a major overhaul to team templates in addition to introducing new sub-factions, weapons and game mode changes. Read the full patch notes below.

[h2]Gameplay[/h2]
[h3]Changes[/h3]
- Major overhaul to roles, sections, and faction templates. The weapons, roles, and sections that are available will now be very different depending on which team you are playing and which year of the conflict your current round is set in. https://playbtw.com/team-restructure-blog/
- All layers were overhauled with new capture points, spawn locations, and capture point dimensions. Some assault layers will have multiple objectives that previously only had a large phase line capture point. Defenders on assault will now generally have spawn points closer to the objective than the attackers.
- Overtime on assault temporarily disabled until further iterations to overtime can be made (in the future will only trigger when the attacking team has made progress towards capturing their last objective in a sector instead of triggering when they have captured an objective in the current sector)
- Barbed wire with corpses strewn on them can no longer be cut
- Engineer/Construction sections are able to place 2 heavy fortifications emplacements instead of 1
- Spawn point overrun (nearby enemies prevent spawning) distance increased from 5m to 15m
- Spawn points can no longer be placed within 30m of capture zones. The intent here is to reduce how chaotic it can get on capture points when both teams have rally points extremely close together, as well as to mitigate the likelihood of having a rally point spawn-camped. The exact value of the distance is subject to change.
- Firing steps added to the engineer/construction section’s heavy fortification to enable shooting through the firing ports on uneven terrain
- Unique CEF voice lines added
- Increased the number of command points that are generated passively on assault game mode from 20 to 30 per minute. The intent here is to enable a defending team to call in off-map support abilities more frequently since they are not receiving command points for capturing objectives.
- Medic revival time reduced from 5.5 to 3 seconds

[h3]New[/h3]
- Many new layers were added to support a wider variety of team templates depending on faction and year.

[h3]Fixes[/h3]
- Fixed rally points not being destroyed by some explosive damage types

[h2]Factions[/h2]
[h3]New[/h3]
- Chasseurs Alpins and Jäger-Battalion characters added

[h3]Changes[/h3]
- Major overhaul to roles, sections, and faction templates. The weapons, roles, and sections that are available will now be very different depending on which team you are playing and which year of the conflict your current round is set in. [Link to devblog]

[h2]Weapons[/h2]
[h3]New[/h3]
- Springfield 1903 iron-sighted variant added to some AEF roles. Bayonet cannot currently be equipped with this weapon.
- MG 08/15 added. Players carrying this weapon will move much slower than others and will be unable to aim down the sights unless the bipod is deployed.
- Model 1914, 1915, and 1916 French tear gas grenades were added. Tear gas will distort players' screens caught in the affected area without a gas mask equipped. This is an early-stage implementation, including placeholder animations, and will be further developed in the future.
- Model 1916 French smoke grenade added. Placeholder animations.
- M1883 Reichsrevolver added to Jäger and some early war German officer roles

[h2]Maps[/h2]
[h3]Fixes[/h3]
- Improved collision on corrugated metal asset
- Fixed issues with smoke column vfx on Poelcappelle layers

[h2]Art[/h2]
- Fixed issue with muzzle flash VFX apperance
- Existing camouflage texture added to Stoßtruppen section characters' helmets (placeholder until proper turtle-shell texture is made)

[h2]UI[/h2]
- Small updates and changes to accommodate larger lists of sections as a result of the team template overhaul

[h2]Optimization / General Fixes[/h2]
- EAC pak file chunk size fix to fix EAC issues
- Crash when disconnecting from server fixed

[h2]Known issues[/h2]
- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround

1. Open following file:

C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini

If the file doesn't exist, create it.
2. Add following lines at the end:
[/script/engine.audiosettings] bDisableMasterEQ=True
[Audio] bDisableMasterEQ=True

- Bayonet cannot be equipped to Springfield 1903 iron-sighted variant
- Some of the personal statistics do currently not display the scores correctly
- Personal awards are not granted correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately
- No. 20 Rifle Grenade uses placeholder sounds
- Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
- Infantry section members will see a SL ability icon in the bottom left screen
- Ansoncourt underground bunkers have lighting issues
- Deploying LMG bipods on walls while prone can lead to players teleporting under the map
- Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
- Spawn Points do not have a 50 meter limit range limit for frontlines objectives
- Tear Gas effect can sometimes appear with gas mask

Team Restructure Blog

Welcome Soldiers!


In our Developer Recap for November we revealed that big changes are coming to team templates including new section types. Armies in Beyond The Wire have undergone a restructure to further enhance the variety seen across the different factions throughout World War 1. With Operation III introducing the first version of year determined loadouts, our December update will further expand on the evolution of section types and tactics throughout the years of the conflict. Our new team template makes extensive changes between each year of the war – so we’ve broken down the new section options in this article so you can see where and how factions will vary in-game.

[h2]British Expeditionary Force[/h2]
1914 – The British went into the war with fewer grenades than any other faction. As such in 1914 they will mainly be reliant on their bolt-action rifles. Only a detachment of royal engineers will have access to a limited amount of early war and makeshift grenades meaning their role should be more impactful on the frontline.

HQ Section
Rifle Section x3
Royal Engineer Section
HMG Detachment x2
Field Artillery Detachment
Construction Section


1915 – This is the first year that rifle grenades, light machine guns, and hand grenades became more widely available for British soldiers. Light machine guns and rifle grenades were still in limited numbers at this time so only a specialist section will gain access to these weapons, although some hand grenades will be available in the remaining rifle sections.

HQ Section
Rifle Section x3
Specialist Section
HMG Detachment x2
Field Artillery Detachment
Construction Section


1916 – Leading up to the Battle of the Somme in 1916 the availability of grenades, rifle grenades, and light machine guns became greater. In 1916 layers the BEF will have access to two specialist sections. This is also the first year that sniper rifles became widely circulated within the army so it will be the first year that BEF has access to their sniper team.

HQ Section
Rifle Section x2
Specialist Section x2
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section


1917 – After the lessons during the Battle of the Somme, in 1917 the British doctrine shifted – splitting up weapons like hand grenades, rifle grenades, and light machine guns into their own sections which will put extra emphasis on team communication and coordination.

HQ Section
Rifle Section
Bomber Section
Rifle Grenade Section
Lewis Gun Section
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section


1918 – In 1918 the BEF moved away from their previous specialized sections and instead integrated hand grenades and rifle grenades into a combined infantry section. This would be the maneuver element of the force alongside the covering fire of a light machine gun section.

HQ Section
Infantry Section x2
Lewis Gun Section x2
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section


[h2]French Army[/h2]
1914 & 1915 – The French entered the war with outdated tactics and as such will rely mainly on their bolt-action rifle sections. However, the French will be unique in their use of tear gas grenades – which will be available to them in every year of the conflict, and will give them an edge in assaults on strong points, especially considering they lacked specialized weapons until later in the war compared to other factions. Tear gas grenades are in an early implementation state and will be developed further in the future.

HQ Section
Rifle Section x3
Grenadier Section
HMG Detachment x2
Field Artillery Detachment
Construction Section


1916 – In 1916, with the wider availability of Chauchat light machine guns and rifle grenades, the French moved away from their early war organization and split sections up into automatic rifle sections, grenadier sections, and voltigeur sections. Voltigeur sections acted as a combination of an assault and rifle grenade section. 1916 is also the first year where the sniper variants of the Lebel became widely circulated and as such will see the sniper team join the French team template.

HQ Section
Automatic Rifle Section x2
Grenadier Section
Voltigeur Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section


1917 & 1918 – During the late war years, the French again shifted their organization slightly and split their sections into more combined infantry sections in addition to the grenadier and Voltigeur section. With a much wider availability of rifle grenades compared to other factions, the arrival of the semi-automatic RSC 1917 and their continued use of tear gas grenades, the French will be able to conduct strong attacks in the late war period. However, the tradeoff they face is with a clear inferiority in their automatic weapons and a shortage of Lebel rifles which will result in some roles only having access to the inferior Berthier 1907/15.

HQ Section
Infantry Section x2
Grenadier Section
Voltigeur Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section


[h2]Chasseurs Alpins[/h2]
1915 – The Chasseurs Alpins appear on the Vieil Armand map, taking place during the battle of Hartmannswillerkopf. Their specialized Chasseurs section focuses on mountain warfare with integrated snipers and scouts. Their grenadier section focuses on hand grenades and assault tactics, and includes an additional sniper.

HQ Section
Chasseurs Section x4
Grenadier Section
Construction Section


[h2]Imperial German Army[/h2]
1914 – The German empire was much better prepared for modern war than the other armies in the conflict. They enter the war with a wider availability of hand grenades, rifle grenades, light machine guns, and sniper rifles. As such they will be more difficult to face in the early war years. In order to balance out the wider availability of weapons, their recon section (Spähtruppen) will only include a single sniper rifle until the mid-war years.

HQ Section
Rifle Section x3
Pioniertruppen
Spähtruppen
HMG Detachment x2
Field Artillery Detachment
Construction Section


1915 – By 1915 the German army already recognized the benefits of integrating specialist weapons such as hand grenades among the infantry. In 1915 they will begin to field more hand grenades into their infantry sections than other factions, in addition to their specialized grenadier section.

HQ Section
Rifle Section x3
Grenadiertruppen
Spähtruppen
HMG Detachment x2
Field Artillery Detachment
Construction Section


1916 – Leading up to the battle of the Somme in 1916, the German army raised several Musketen-Battalions revolving around the Madsen light machine gun. As such in 1916, the German team template will gain access to the Musketentruppen section which will field a large number of Madsens. After the battle of the Somme these units, as well as their weapons, were largely lost and thus Madsens will become much more rare after 1916 and will only see limited use in specialized assault units.

HQ Section
Rifle Section x2
Musketentruppen
Grenadiertruppen
Scharfschützen
HMG Detachment x2
Field Artillery Detachment
Construction Section


1917 & 1918 – In the late war years Germany took a hybrid approach, making use of both methods of tactical organization – integration and specialization. Their new infantry sections would integrate hand grenades and rifle grenades, and their Maschinengewehrtruppen would field the new MG 08/15 – these cumbersome weapons will not be able to aim down sights without first being supported by the bipod, and the soldiers carrying these weapons will move much slower compared to other roles. 1917 will also see the first introduction of smoke grenades. The late war also marked the first use of assault troop formations (Stoßtruppen), specializing in breaking through and infiltrating enemy lines – in 1918 this section gains access to the MP18.

HQ Section
Infantry Section
Grenadiertruppen
Maschinengewehrtruppen
Stoßtruppen
Scharfschützen
HMG Detachment
Field Artillery Detachment
Construction Section


[h2]Jäger-Battalion[/h2]
In real life the Jäger-Battalions would have been equipped very similarly to normal German infantry regiments but to differentiate their gameplay style in Beyond The Wire, this team template will focus heavily on offense.

1914 – In 1914, each Jägertruppen section will be made up of 10 troops, making use of snipers and grenadiers, but they will have to deal with a lack of rifle grenades, proper field gun support and heavy machine guns. This template will only appear on a couple Combles gameplay layers.

HQ Section
Jägertruppen x4
Field Artillery Detachment (1 gun instead of 2, limited to 2 players)
Construction Section x2


1915 – During the Second Battle of Ypres, almost each attacking German division was sent with an attached Jäger-Battalion. 1915 Jägertruppen sections will integrate special weapons such as snipers, grenadiers, and light machine guns. Their major shortcomings will be their lack of rifle grenades, a limited number of field cannon, and no ammo-bearing riflemen in their Jägertruppen sections, thereby relying on the construction section’s ammo dumps in order to resupply. As such they will receive two construction sections to help them hold ground or sustain assaults.

HQ Section
Jägertruppen x4
HMG Detachment
Field Artillery Detachment (1 gun instead of 2, limited to 2 players)
Construction Section x2


[h2]Jäger-Battalion, Army Detachment Gaede[/h2]
1915 – Jäger-Battalion, Army Detachment Gaede fought during the battle of Hartmannswillerkopf. These troops were specialized in mountain warfare and as such will be set up differently than the full Jäger-Battalion team template. The Jägertruppen section will integrate a sniper, grenadier, and assault role. Their Pioniertruppen will have access to more specialized weapons such as a rifle grenade and light machine gun.

HQ Section
Jägertruppen x4
Pioniertruppen Section
Construction Section


[h2]Canadian Expeditionary Force[/h2]

1915 & 1916 – Canada arrived at the war with similar organization to the BEF forces but eventually became known for vicious trench raids and innovative assault techniques. To differentiate their playstyle from the BEF, they will focus their strengths on offense with a wider availability of pistols and hand grenades. Canada also fielded some of the deadliest snipers in World War 1 and as such will enter the war with a larger sniper detachment compared to other teams.

HQ Section
Rifle Section x2
Assault Section
Raiding Section
Sniper Detachment
HMG Detachment
Field Artillery Detachment
Construction Section


1917 & 1918 – Following the British example, Canada shifted their section organization into specialized sections. However, they would not mimic the British changes in 1918 and would finish the war using this tactical organization on the attack during the 100 Day Offensive.

HQ Section
Assault Section
Rifle Grenade Section
Lewis Gun Section
Raiding Section
Sniper Detachment
HMG Detachment
Field Artillery Detachment
Construction Section


[h2]American Expeditionary Force[/h2]
1918 – American doctrine during World War 1 was similar to British and French organization in previous years. A platoon was made up of a rifle section, hand bomber section, rifle grenade section, and automatic rifle section.

HQ Section
Rifle Section
Hand Bomber Section
Rifle Grenade Section
Automatic Rifle Section
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section


[h2]Harlem Hellfighters[/h2]
1918 – Joining the French in 1918, the Harlem Hellfighters uses a combination of French and American section organizations with a rifle section, hand bomber section, rifle grenade section, and assault section. Their rifle section has integrated Chauchat light machine guns, and their fearsome assault section has access to BARs, trench shotguns, as well as tear gas. They’re joined by their parent French forces in the form of a Voltigeur section giving them extra offensive potential.

HQ Section
Rifle Section
Hand Bomber Section
Voltigeur Section
Assault Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section


The game design team have worked hard to research and implement this new expansion of team structure which will be arriving in our next update. The on-going effort to distinguish each faction and add a new level of asymmetry will have an impact gameplay and team strategy. We look forward to hearing your feedback on this new template. See you in the trenches!

Operation III Community Survey Results

Welcome Soldiers!


The most recent community feedback survey was sent out last week and the results are in! Covering the main aspects of the update from gameplay changes to map performance we wanted to get a decent idea of how new additions and changes were viewed. We are committed to being as transparent as possible so we present the results of the survey so you can see exactly how the community feels about our most recent update.

[h2]General[/h2]
As usual our first point to address was how the community received the update in it's entirety. The first question gave us a good idea of the time players had invested in the game up to now. With 44% having less than 50 hours in the game, the majority of submissions have more than 50 hours, meaning most of the respondents have a good understanding of the game.


Question two cut right to the chase to see how you rated our most recent update. Thankfully - the overwhelming majority rated this expansion highly, as over 75% of responses stating the update was good or excellent. While there is a number who are undecided or haven't enjoyed the update, our later questions allowed us to get a better understanding of why these players felt this way and gives us an idea of areas to improve in the future.


Out of interest we asked how many hours the players had accumulated in game since Operation III release. With the intention to gauge the longevity of the content and changes recently made we can see that a large majority had players more than 5 hours in the passed two weeks. 31% had just under 5 hours, with many stating reasons such as low player numbers or personal commitments preventing them from investing more time.


An important metric for the development team is seeing if players experience in-game has improved with the update, and the responses fed-back that the direction the game was moving is in the right direction. 74% of respondents stated their experience has been better with this update, reinforcing the team's confidence that Beyond The Wire is improving with each update.


[h2]Gameplay[/h2]

The next section of the survey sought to drill down on some specific gameplay changes that were made with Operation III. The first item to address was the refactor of rally points, now called Spawn Points. These changes prompted a new interaction from players in order to disable enemy spawn points. We have been glad to see that this change is a welcome one, with 70% saying this system was better, with just 5.4% stating they preferred the old system, and 24.6% needing more time to decide.


Question two broached the subject of Main Spawn points which have been reverted to an older system where they would remain static rather than moving up with each sector won. With this change having such an impact on gameplay flow many players (35.7%) understandably need more time to decide if this was an improvement, while a larger share (36.4%) responded the previous system was better. Finally 27.9% said this was a better way to spawn. With the consensus being divided in such a way it shows the system needs more time to bed in before making any more major changes.


A topic that has been debated across the community was the inclusion of a delicate lighting effect on player silhouette's which has gone through several revisions up to now. Aiming to help target acquisition on night layers the effect has been tweaked and is now at a point where a majority find the effect to help, with just 22% finding the glow to be too bright. This shows that there may be room for more tweaking to strike the right balance.


Another hot topic has been the on-going changes to weapon handling, and specifically sway values. After recently revising the values back to an earlier build most players responded that we're in a good spot. While 35% of players said they hadn't noticed these changed, 40% prefer it while 24% preferred the old sway values. Again some changes and tweaks should be expected in order to find the right spot for the majority.


A side effect of the weapon handling changes will be the engagement distances players experience in-game. Fortunately the changes in Operation III have had the desired effect and the distances players have been engaging is closer than before. An overwhelming 81.5% of responses stated the distances had been closer since Op III release which is reassuring for the game design team and the direction of the game.


A follow-up to the engagement distances sought to survey player's usage of our melee system. As the melee system continues to be a core pillar of the game we have been encouraged to see the majority of players using their clubs, knives and bayonets. 34.2% of responses stated they use melee all the time, 54.8% said they use it sometimes while 11.1% rarely or never get into melee combat.


Another change that was introduced with Operation III was a new layout design for objectives in the Assault game mode. 59.5% of players said the changes were enjoyable while 12.5% stated they were not enjoying them. The final 28.1% said they hadn't noticed the changes to the gamemode.



[h2]Maps[/h2]

Next up we looked at the new maps as well as take another poll on the community's favourite map. Vimy Ridge and Vieil Armand were the new maps introduced with this update and we wanted to see how their performance had been. An almost even split of 51%/49% showed that each map had their own issues and would need equal attention in coming updates for optimization and improvements.


An interesting poll which we try to include with each survey is the community's sentiment towards our library of maps. The intention here is to see which Fields of Battle are favoured, meaning our level design and environment art departments can expand on the good and extrapolate certain features to new and existing maps.

1. Zonnebeke 21.8%
2. Vimy Ridge 17.7%
3. Chateau-Thierry 14.1%
4. Poelcappelle 9.9%
5. Vieil Armand 9.1%
6. Ansoncourt 8.3%
7. Frise 5.8%
8. Cantigny 5.5%
9. Sechault 4.7%
10. Combles 3%


[h2]Performance[/h2]

Lastly the topic of performance was addressed as effort towards optimization, stability and general performance are on-going. While 24.7% had noticed a decrease in performance listing issues such as game crashes and Easy Anti-Cheat errors, 33.9% had noticed an improvement while 41.4% noted the game performed the same which is somewhat reassuring given the introduction of new content and systems.



As always we are thankful for everyone who took the time to complete this survey as it gives our development team the best idea to how the community responds to all the changes and additions that are being made. With more updates and expansions on the way we will continue to survey the community sentiment on the game's direction and overall experience. See you in the trenches Soldier!