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Operation Two: Community Survey Results

Welcome Soldiers!


Earlier this month we finished up the Operation Two release with our first Community Feedback Survey where we asked our players to answer questions to help developers get a decent understanding of the sentiment across the community. The questions revolved mainly around the major changes that happened with Operation Two, with a final section engaging players to write their wishes for the future of the game.  With 900 responses, this article will show the full results from the form with no interpretation, so everyone can see how the community feels about various features and mechanics.

[h2]Section 1: General[/h2]

The first question asked players about their general time in Beyond The Wire. After the first 7 months of Early Access release, the majority of our players have played less than 50 hours (65%) with over a third of players having more than 50 hours in-game.


The next question aimed to see how the community perceived Operation Two as a whole. Thankfully over 85% of players said the update was good or better! This is reassuring for the development team to see the changes being made are welcomed.


The third question for this section asked players to state how much time they have played in the update. Over half of the respondents have played below 10 hours (63%), with the rest netting over 10 hours.


Finally, for this section, we wanted to see how the community feel generally about the update. It is reassuring to see over 75% of players felt an improvement in the game with this update, although a smaller percentage (16.6%) said they haven’t noticed a difference.



[h2]Section 2: Gameplay[/h2]

The second section sought to gauge the sentiment on a few of the mechanic changes and new systems introduced. The first question asked if players preferred the new interaction system, changing a few inventory items and player interactions into a single keybind. The large majority of our players (49.2%)  feel this change is an improvement, while a number would like to keep the system with some changes (31.8%), with the final 19% preferring the old inventory system.


The next question engaged the players on their opinion of the new hit detection audio feedback system. The overwhelming majority like the system (68.4%) and 21.1% want to keep the system but improve it. The remaining 10.5% of players stated the audio had a negative impact on their experience.


As we continue to tweak gun handling we asked the community their views on the new sway values. While 37.5% liked the new handling, most players didn’t notice the change and the final 7.3% would like to see sway values changed back.


The following question asked if players had noticed their engagements happening at closer distances due to the damage drop off. The majority stated they had indeed been engaging the enemy at shorter distances, with the remainder saying their firefights had been the same as before the update.


The last two questions on this section revolved around the latest revisions of our game modes.

First we asked if the community had found the Frontlines game mode more enjoyable since the overhaul. Again the majority said they have been enjoying the new version (64.6%) and 29.9% saying they hadn’t noticed a difference. The final 5.5% said they haven’t enjoyed the game mode more this update.


A follow up asked if the new Preparation Phase in the Assault game mode was worthwhile. 62.1% said yes, with 23.7% needing more time in the game mode to judge properly. Just 14.2% said the new phase was pointless.



[h2]Section 3: Maps[/h2]

The two questions in this section were written to identify which of the new maps was performing the worst for players, as well as which map from our collection was the favourite.

Out of the 3 new maps that released with Operation Two Poelcappelle has the worst performance (46.1%) followed by Sechault (28.3%) and finally Combles (25.5%) which appears to have the best performance.


For the first time, we have asked players to share their favourite map. Interestingly Zonnebeke is the community’s favourite map (22%) with Chateau-Thierry being the second (19.3%) and Poelcappelle being the third favourite map.
List:
Zonnebeke 22%
Chateau-Thierry 19.3%
Poelcappelle 15.6%
Combles  12.5%
Sechault 12%
Ansoncourt 7.4%
Frise 6.5%
Cantigny 4.8%



[h2]Section 4: Performance[/h2]

This section sought to identify the performance of the game. First, we asked overall how Operation Two performed compared to the earlier build. Most players noticed an improvement with 50.8% saying the game now ran better. 37.6% said the game ran the same as before, with just 11.6% of players noticing the game ran worse.


Secondly, we tried to seek out which issue was giving the players the most frustration. Map optimization was the biggest area of concern (42.6%) along with network issues (40%). Worryingly, 17.5% of our community have had crashes ruin their experience since the update was released.


[h2]Section 5: A Look To The Future[/h2]

The final section was aimed at the future and asked players to write their wishes for the future. A multiple-choice question closed out the form to see which types of content our players would like to see in the future. This list was written to gauge what content the community deemed important and perhaps reflect our development decisions for the immediate future.

More Factions 65.4%
More maps 57.8%
A new theatre 57.2%
Customization and progression 51.7%
New game modes 38.9%
Steam challenges 15.8%


Thanks to all of our players who submitted their feedback, it has given our dev team a great snapshot of the current situation. We will continue to share these surveys when large updates make changes to the game. Stay posted for the next one arriving later in the year. See you in the trenches, Soldier!

Beyond The Wire - Free Weekend Announcement

Welcome Soldiers!


After the successful release of Operation Two and the reveal of our new and updated road map, we are now ready to open up Beyond The Wire for a Steam Free Weekend! Kicking off on the 20th of May, Beyond The Wire will be free to play on Steam until Monday the 24th! Coinciding with the free weekend Beyond The Wire will also be on sale during this time, with a 35% sale happening meaning the game will cost just £18 / $22.75 / E19.50! We can't wait to open Beyond The Wire to those looking to try the game and meet the new people joining our community. The game will be receiving a quick update next week in preparation for the free weekend with balancing, optimization work and bug fixes being the main agenda.



As Beyond The Wire opens up to the public it is important that our veterans take time to help new players understand the game and get maximum enjoyment. With communication and teamwork being a huge part of the experience, we're hoping our experienced players can set the example for how our community behaves and interacts with one another.

Stay posted on that update arriving soon Soldier. See you in the trenches!

Road Map Update

Welcome Soldiers!

It is with great excitement that we reveal our latest road map, and for the first time give a broader view of how Beyond The Wire will look in the future. While we have discussed plans sporadically during streams and discussions with the community we decided it was time to lay the future down so our players can see all the interesting features being planned and where Beyond The Wire is headed. With Operation Two closing out the first 6 months of Early Access, we are ready to present the journey ahead for Beyond The Wire. Throughout Early Access we will continue to release Operations to deliver relevant and fascinating content that delivers a new experience on the Western Front, with new diverse battlefields, iconic weapons and important factions all changing the battlefield around them. Supplementing these larger releases will be smaller updates to fix bugs, make UI improvements, introduce new weaponry for existing factions and make general quality of life and optimization improvements.

Note: This roadmap is subject to change dependant on community feedback and development requirements.

The major pieces to identify in our new roadmap are the two Operations that follow For King and Country. This summer brings Canada's 100 days, releasing the Canadian Expeditionary Force along with our initial customization and progression system and new weapons for existing factions. Following this operation players will see the Australian and New Zealand Army Corps joining the fray along with a first iteration of vehicles, flamethrowers and a multiplayer campaign. Throughout Early Access, there will be ongoing improvements to client and server optimization, sounds & special effects and continued level polish as we improve the game in all areas.

Our long term development plans which go beyond the 1.0 launch will see us aim for air battles, a COOP mode against AI and a brand new theatre, opening a new front of World War I. We will reveal details on all these new features and operations in due time, so remember to stay up to date on our development recaps and future updates on the game. See you in the trenches, Soldier!


Operation Two Community Feedback Survey

[h2]Welcome Soldiers![/h2]

Our recent update For King and Country made some big changes and we wanted to get a better understanding of how the community as a whole feels about the recent changes. These feedback surveys will be used when we release large updates that make certain changes to the game. The development team are wanting to see how the community reacts to the changes and their general sentiment on the game at that point. We'll be using these over the course of Early Access where we feel a need to survey the communities feedback. Please fill out this google form below before Friday 14th May when we will be closing submissions, after which we will share the results publicly. Thanks in advance for your time to complete the form, we appreciate your feedback and we will endeavour to address areas of concern.

https://forms.gle/82wHVGXjWnsNWmt98


Hotfix: 0.10.1 released!

Welcome Soldiers!


We've worked to get this first hotfix ready to resolve some issues that arrived with V0.10 last week - including some stability fixes and the return of Cantigny after having to to be pulled from the map rotations. Check out the changelog below!

[h2]Gameplay[/h2]

Changes
- All Medic 01 roles now have smoke grenades instead of hand grenades
- Disabled explosion when digging down Ammunition dump

Fixes
- Fixed Heavy Fortification barbed wire causing movement to be slowed down permanently
- Fixed Ammo Bags and Ammunition Dumps rearming constantly and rearming outside of radius
- Fixed players not being able to shoot people through QF 13-pounder shield opening
- Fixed taking damage and being slowed down for a second after cutting wire
- Fixed barbed wire slowdown and damage applying even when not overlapping with the actual barbed wire model. Previously you would start taking damage from further away than intended
- Fixed barbed wire slowdown not being removed when the current barbed wire is cut. Previously you could take damage right after cutting barbed wire and walking through it
- Fixed GER Medic 02 wrong loadout name
- Fixed damage not being removed when entering the next sector during prep phase and the next sector becoming active on Assault
- Fixed AEF HMG NCO has field dressing in inventory
- Fixed equipment name being misspelt for BEF Signaller

[h2]Weapons[/h2]

New
- Added No. 20 Rod Rifle Grenade to BEF Grenadier

Changes
- Updated ADS view for all pistols. Sight pictures should be improved and be more consistent.

Fixes

- Fixed Lewis Gun having incorrect equip/unequip animations
- Fixed P14 having wrong HUD image
- Fixed incorrect HUD images for Mk1 grenade and Mills bomb grenade
- Fixed Assault objective map markers being filled 70% at match start

[h2]Maps[/h2]
- Fixed visual effects not loading for some maps
Cantigny
- Fixed barbed wire causing major performance drop
- Fixed various gaps in Cantigny cathedral

Combles
- Fixed aggressive culling in certain areas
- Fixed cart disappearing too close to the player
- Fixed floating trees in certain areas

Frise
- Fixed fire sound being audible but no fire effect being visible in certain areas

Poelcappelle
- Fixed floating rock at B3-3-2
- Fixed tunnel at B3-4-5 having collision and terrain issues
- Fixed a hole in the ground at D3-4-3, Fixed a gap in the sandbags at C3-3-4
- Fixed Poelcappelle frontlines layers missing blocking volume during staging
- Fixed missing wall section

Séchault

- Fixed floating cans
- Fixed floating assets in bunkers
- Fixed foliage clipping through building
- Fixed bad collision in tunnel
- Fixed no collision on trench wall

Shooting Range

- Fixed BEF and HHF versions of shooting range not loading

[h2]Art[/h2]
- Improved visibility of characters in darker scenarios
- Fixed collisions for dead trees
- Fixed sprint animation not stopping during climb/vault
- Fixed animations not resetting when a player is wounded while interacting
- Fixed wound and blood textures not showing on player models
- Fixed deployment view floating above maps

[h2]UI[/h2]
- Added message to server queue widget to notify players about seeding empty servers
- Updated neutral sector flag for Frontlines
- Updated spawn type icons
- Fixed spelling error in spawn button and fixed formatting for overrun rally / SL spawns
- Fixed end round screen displaying "The match is a draw" briefly
- Fixed spawn point list only showing two spawn points
- Fixed next map widget displaying incorrect image
- Disabled option to enable automatic bolting
- Disabled option to share rally point in map widget

[h2]Optimization[/h2]
- Various crash fixes
- Improved the prioritization of sounds. This ensures certain sounds will always play, even if the audio - channel limit is reached.
- Increased audio channels on Epic from 128 to 192 to allow more sounds to be played at once and reduce the likelihood of sounds cutting out
- Improved performance on deployment view
- Optimized HUD widgets
- Optimized character models
- Optimized dismemberment limb models

[h2]Known issues[/h2]
- No. 20 Rifle Grenade equip animation not properly lined up
- No. 20 Rifle Grenade uses placeholder sounds
- Players may experience blurry textures on certain graphical options
- Switching Audio quality in the options menu will cause a crash. Please restart the game to prevent that from happening.
- AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions
- VOIP widget role icon is not being displayed correctly
- Damage radius of field cannons will sometimes cause players to not be killed immediately
- No. 20 Rifle Grenade is called “VB Rifle Grenade”