Wild Assault Dev Log #64: Q&A on Key Content in the Current Version 15
[p]Hello Wild Ones![/p][p]Unnoticed, Wild Assault has accompanied you all on another stretch of the hunting journey. With the recent update for the new S5 season and the just-concluded Spring Sale event, we’ve noticed many new faces joining this survival game. Meanwhile, there’s been lively discussion and voices in the community regarding game performance, character balance, and future development plans—especially the long-awaited PVE mode.[/p][p]In this issue of the Wild Assault Dev Log, we’ve gathered several of the most focused questions (Q&A) from the community recently to provide clear, transparent development answers and progress updates.[/p][hr][/hr][h3]Part 1: Performance and Experience Optimization[/h3][p]We clearly understand that even the most thrilling game can turn into a poor experience if interrupted by lag. Recently, we’ve received a large volume of feedback on game performance, especially frame drop issues exposed during 100-player/large-scale custom events organized by overseas streamers, which has drawn our serious attention.[/p][p]Q:The game feels very laggy; my laptop seems unable to handle it. During a recent 6-hour large-scale custom event organized by streamers, the more players there were and the longer the game ran, severe frame drops and suspected memory leaks occurred.[/p][p]A: Performance issues have been fully documented and prioritized.。[/p][p]First, regarding device compatibility: We are preparing a solution for compatible graphics driver updates, which we believe will be released soon. This should directly improve smoothness on some devices.[/p][p]Second, regarding lag caused by many players on-screen and long sessions: This involves underlying optimization. If you encounter lag under such conditions, we strongly hope Dreadnoughts can privately send the relevant local client logs + PC specs via Discord, Twitter, or GitHub. We will review and analyze each one.[/p][p]Q:There’s a desync issue between the two sides in-game. Any plans to fix it? Or add a bird’s-eye view replay feature?[/p][p]A: Regarding desync: This exists in many online games, mainly limited by network physics latency. Since our servers are currently overseas, it does have some impact on domestic players.[/p][p]Regarding bird’s-eye view replay: This feature is already in our demand pool, but due to the substantial server resources and underlying architecture involved, there’s no specific timeline yet.[/p][p]Q: In-game, is firing calculated based on the crosshair or the muzzle? Why does the shaking when the camera is against a wall affect the shooting perspective?[/p][p]A:The bullet trajectory algorithm actually fires a ray based on the camera view and spread formula, then calculates the line connecting the muzzle and the ray’s hit point. If the camera shakes, it affects the angle and direction of the ray emitted from the camera, thereby affecting the trajectory.[/p][p]Q:Is the report function really useful? Can players who AFK or disrupt fairness be punished?[/p][p]A:Very useful. When handling violations in the backend, we prioritize reviewing the reported status of the player. Each accurate report from you helps us clean the toxins from this battlefield.[/p][hr][/hr][h3]Part 2: Weapon and Character Balance Discussion[/h3][p]Firepower balance on the battlefield is always the focus of our work. Facing the clash between veteran Dreadnoughts and new recruits, we are examining multiple mechanics.[/p][p]Q:When will Bull’s skill be changed? The single-point burst kill mechanic allows newcomers to forcibly trade evenly with veterans and is hard to dodge. Also, Fox’s high-mobility slide is too much like "Three-Body Problem characters fighting primitive humans"! And the issue of skills activating after death (like Tiger’s Q and ultimate).[/p][p]A:All this feedback on specific characters (Bull’s burst, Fox’s mobility, post-death skill persistence) has been recorded in our demand pool.[/p][p]Adjusting character mechanics affects the whole system. We plan to conduct in-depth research and data analysis later for comprehensive handling, rather than making blind adjustments.[/p][p]Special note: Regarding the abnormal situation of skills activating after death, if it happens again, we strongly urge everyone to provide precise client logs (via Discord, Twitter, or GitHub).[/p][p]Q:Weapon balance issues: NK-47 became too overpowered after the previous buff; Type-4 is currently overlooked but potentially dangerous; VSK-92 bullets need adjustment; Will Mk4 be buffed because of a skin? Is DMP’s range too far? Also, A91 is too strong for close-range burst.[/p][p]A: Weapon balance adjustments are ongoing:[/p]
- [p]NK-47:adjustments are officially live in the 3.26 version. Please test them in combat.[/p]
- [p]Type-4: Please feel its performance more recently; we’re also monitoring the data.[/p]
- [p]VSK-92: Some players mentioned needing adjustments; you can send specific suggestions to us. Also, this weapon’s bullet velocity is already supersonic.[/p]
- [p]MK4: Clear statement—no buffs are planned for now. Rest assured, we won’t break balance for a skin.[/p]
- [p]DMP: Its design is an SMG leaning toward mid-to-long range. Its close-range performance is definitely weaker than regular SMGs, which aligns with design intent.[/p]
- [p]A91: This gun is designed as a close-range burst rifle. It’s a "dissolver" at close range but inferior to SMGs at long range—this is the differentiation we’ve given it.[/p]
- [p]In-match progression plans, mode mechanics, monster behavior, and synergy with gameplay are mostly complete and being continuously adjusted.[/p]
- [p]Monster assets are in progress, with some already replaced in the version.[/p]
- [p]Environment art is underway.[/p]
- [p]Of course, many detailed tasks are being handled![/p]