Wild Assault Dev Log #49: Q&A on Key Content in the Current Version3
[p]Hello Wild Ones![/p][p][/p][p]It’s time for another edition of Wild Assault Dev Log. Recently, we’ve received a massive amount of passionate feedback from the community, specifically regarding AI logic, Valiant balance, and the matchmaking experience. We have evaluated these issues one by one and scheduled them for development. Here are our concentrated answers to the key questions from this period:[/p][p][/p][p]🛠️ Part 1: Core Experience & BOT Optimization (Top Priority)[/p][p]We’ve seen all your complaints about "Brainless BOTs" and "God-Mode BOTs"![/p]
- [p]Regarding BOT "Acting" and "AimBOTting":[/p]
- [p]We are aware of the extreme experience where current BOTs "pretend not to see you, then suddenly spin 180 degrees and lock onto your head." There is also a huge gap in difficulty between high-level BOTs (like the Bear) and low-level BOTs (like the Cat).[/p]
- [p]Response: The dynamic balance is indeed imperfect. BOT optimization is officially on the schedule. We will adjust the AI's accuracy mechanism to prevent "aimBOT" behavior that unfairly targets high-skill players. We will also fix the intensity gap between different characters (e.g., teaching the Cat BOT to use skills to revive teammates).[/p]
- [p]Regarding BOT Rescue Logic:[/p]
- [p]Addressing the issue where BOTs ignore dying teammates or walk away immediately if their rescue attempt is interrupted.[/p]
- [p]Response: A fix is scheduled. In the future, we will ensure BOTs prioritize responding to player calls for help and commit to the rescue.[/p]
- [p]Regarding BOT Spawn Privileges:[/p]
- [p]Addressing the issue in Stronghold/Point Capture modes where BOTs respawn directly on the point, while players respawn far away.[/p]
- [p]Response: This definitely affects fairness. We will verify and fix this as soon as possible to ensure BOTs do not have "airdrop" privileges.[/p]
- [p]Regarding BOT Tactical Logic:[/p]
- [p]Suggestion: BOTs should know how to hide and wait for respawns when their team is wiped out, rather than blindly rushing in to die.[/p]
- [p]Response: This is a great suggestion. We will research and optimize the BOT's tactical retreat logic.[/p]
- [p]🦊 Uly (Meerkat) – Ultimate & Survivability:[/p]
- [p]Burrow Attack: Players suggested adding "Uppercut" damage when Uly bursts out of the ground during his Ult. Suggestion Accepted! This will increase Uly 's AOE damage and fun factor. We will implement this as soon as possible.[/p]
- [p]Ultimate ability & Deployment: We are evaluating how to adjust the invincibility frames while burrowing and whether to give players the choice to generate a deployment point (this may be added to settings or talents).[/p]
- [p]Solo Capability: Although Uly is positioned as a Specialist who relies on teamwork, we are researching ways to give him more room for survival in solo combat.[/p]
- [p]🐊 Valiant Role Clarification:[/p]
- [p]Crock(Crocodile): Positioned as a scout who infiltrates the front lines. Core mechanic is vision/wall-hacks.[/p]
- [p]Uly (Meerkat): Positioned as a tactical expert. Core mechanic is coordinating rotations and stealing points.[/p]
- [p]🦨 Marquez (Skunk):[/p]
- [p]The Toxin skill currently has an issue with damage stacking too high. We will evaluate and adjust this so the damage logic matches the poisoning duration.[/p]
- [p]🔫 Weapon Adjustments:[/p]
- [p]Shotguns: Currently underperforming (especially on Guardians). Optimization is on the schedule.[/p]
- [p]AR Distribution: regarding the suggestion to give the KUG and G3 to other Assault roles, we have recorded this and will verify.[/p]
- [p]Matchmaking Transparency:[/p]
- [p]Addressing concerns about "1v4" or "Newbies vs. Veterans." Our current matchmaking mechanism ensures that the difference in real players between teams at the start does not exceed 2. (However, we cannot currently guarantee against mid-game leavers or network failures).[/p]
- [p]The game also has a "Newcomer Protection" mechanism (separate matchmaking pools).[/p]
- [p]The suggestion to make Matchmaking Ratings (MMR) public has been recorded.[/p]
- [p]Pings & Camera Optimization:[/p]
- [p]Current pings are hard for teammates to see? Received! We will research clearer ping effects.[/p]
- [p]Issues with the camera getting stuck on walls and the actual bullet trajectory not matching the crosshair have been added to the optimization pool.[/p]
- [p]New Features:[/p]
- [p]Store Convenience: The suggestion to click on currency to jump directly to the store has been recorded (we actually have a similar feature in production).[/p]
- [p]Mouth Animation: The suggestion for character mouths to move with their voice lines during the results screen has been recorded.[/p]
- [p]PvE & Roguelite Mode: The PvE content you are looking forward to is moving forward! Suggestions about turning BOTs into special mob units and adding Roguelite gameplay elements align perfectly with our PvE vision.[/p]
- [p]Custom Rooms: We will further expand custom permissions (e.g., faction settings, modifying skill effects). This is currently being scheduled.[/p]
- [p]New Skins & Spending:[/p]
- [p]Every season, there will be skins/items available for direct purchase using BEAST TAG (Free Currency).[/p]
- [p]Day/Night Cycle and Weather Systems are in the original plan, but it will take some time before they can be implemented.[/p]