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Wild Assault Beta Test Producer Q&A



[h3]Producer's Note[/h3]
Hello guys, Lantin here, the Wild Assault producer. It’s my pleasure to talk to you all again. This time we’ll be focusing on the Wild Assault Beta test and our development roadmap for what’s coming next.
Thank you, both our new and old friends, for the amazing beta test weekend! On behalf of the Combat Cat Studio, we appreciate your love and support!

Over the last 3 months, we’ve been working hard to perfect Wild Assault based on the feedback we collected during alpha. Ngl I was quite nervous before the beta—was the build good enough for you? I wasn’t sure. But your enthusiasm during the test gave us the confidence and strength to pull it off. We can’t thank you enough for that!

This time, we’ve caught much more attention since the official trailer launch. All of our servers were at high capacity during the 5 days of beta. We’re so happy that you guys tried it out and helped spread the beta joy! Also, HUGE thanks to our community members for the bug reports, suggestions, streams, and creative content! You guys are AMAZING!

Sharing some stats: We collected 2,400+ survey entries during the beta, and over 2,000 suggestions from our community were categorized. It took us a long time to address all the feedback, and I assure you that it’s all been well received.

In a nutshell, we've felt your love and support through your feedback, and we've also become aware of the many major issues still present in Wild Assault. We know that many players were bothered by issues like server connections and frame loss. We've also noticed your concerns about the lack of new maps, the mantling system, valiant balance, gun feel, control smoothness, game balance and localizations.

As a matter of fact, we’re already working on them! It’s been a tough 3 years, and there’s still a long way to go. But we’re making progress! Now let's get into the details.

[h3]FAQ[/h3]
  • Why not a FPP?
  • The core gameplay of Wild Assault revolves around Abilities + Shooting Combat. The biggest selling point is the anthropomorphic valiants and their abilities based on animal instincts. We aim to better showcase the valiants' characteristics and appearances (such as running on all fours), rather than focusing solely on the shooting gameplay. This unique aspect is what sets Wild Assault apart. It is also why we decided to make Wild Assault a TPP shooter game.
  • Official Controller Support?
  • It's on the way! We'll keep everyone posted on the latest progress!
  • Vehicles?
  • One of the most frequently asked questions from our community!
  • Like I mentioned earlier, the core of Wild Assault is Abilities + Shooting Combat, so the heart of Wild Assault’s combat gameplay should be the valiants. In other shooter games, vehicles serve as powerful transportation and units that offer asymmetrical combat experiences. If you think about it, valiants could provide that too! Our goal is to design new valiants that could act as vehicles on the battleground. Let’s see if you like the idea!
  • More Grind Content?
  • Indeed! Later on, we'll build it based on Wild Assault's core gameplay. Our planned content includes but is not limited to: unlocking valiants & weapons, evolving/unlocking valiant abilities, weapon customizations, and valiant cosmetics. Also, as the producer I promise you that Wild Assault WILL NOT BE A PAY TO WIN GAME.

https://store.steampowered.com/app/2827230/Wild_Assault/

[h3]Server Connection[/h3]
  • The Latency During Beta
  • There are 3 major reasons why the beta test latency wasn’t good enough:
  • We didn’t deploy enough servers in major regions.
  • The server allocation strategy wasn’t optimized enough.
  • The manual server selection option wasn’t obvious enough.
  • Thank you for helping us identify these issues! We’ll ensure to optimize our server deployment and allocation strategies based on players' locations in the next test and create a better way for you to manually select your servers.
  • Frequent Frame Loss During Beta
  • Performance optimization is always an ongoing task for us. I have faith in our developers. They are working hard to achieve this goal!
  • Blurry Graphics?
  • The main reason is that we tried to improve overall performance by sacrificing some minor graphics. Clearly our solution isn't satisfactory. We’ll continue researching and trying new approaches. We'll keep you posted!

[h3]Valiants[/h3]
  • Valiant Balance is Required! Jack’s E is Too OP!
  • We've heard you loud and clear! It's obvious that Jack is now the most debated valiant in Wild Assault. We will make proper adjustments to his abilities based on your feedback!
  • Some Valiants Still Have Insanely Long Ability Casting Times, Such as Ryan and Vlad!
  • We’re sorry to see that Ryan and Vlad struggle with long ability casting times! We will re-evaluate all ability casting times and make the necessary adjustments accordingly.
  • Shooting Behind Cover is Frustrating, Especially When Shooting Behind Vlad's Field Fort
  • We’ve identified a bug with the cover indicator during the beta test. Additionally, Vlad’s Field Fort height is not reasonable. Thanks for pointing out these issues! We’ll get them fixed ASAP. On the other hand, we’re also working on the gun mounting mechanism. Hopefully you’ll be able to enjoy it in the next test!
  • Every Valiant in Wild Assault Has a Poker Face!
  • Thank you for pointing that out! We’re already working on refining the Valiant models. They’ll have more facial expressions, like MVP page expressions and downed expressions.

[h3]Weapons[/h3]
  • Gun Feel Needs Further Optimization, Especially Recoil and Spread
  • We will be cautious before making major changes to the current weapon recoil and spread. In fact, we need to reserve some numerical space for the upcoming weapon customization system. Additionally, a certain level of differentiation should be maintained among different firearms.
  • We Need Smoother Transition From Tactical Sprint to Shooting
  • Tactical sprint is a powerful ability for all valiants and one of Wild Assault's highlights. The response time from tactical sprinting to shooting is intentionally slower compared to shooting from a standing position to ensure a fair competitive experience. Based on feedback from the beta test, we’ve realized that this responsiveness negatively impacts the overall gameplay experience. We will make appropriate adjustments based on your suggestions. Thanks!
  • We Need Better Weapon Balancing. Nerf DSV!
  • Thank you! We’ve received substantial feedback about weapon balancing during the beta test, including concerns that the DSV is too powerful. We are categorizing and evaluating all the feedback collected and will make appropriate adjustments based on your likes and dislikes.
  • The Gunshot Sounds Need More Impact and Distinctiveness!
  • Time to head back to the recording studio! We’ll be working on higher-quality gunshot sound assets and voice acting for the upcoming valiants. Speaking of which, any guesses?

[h3]Controls[/h3]
  • The Mantling Is Still Not Smooth Enough and Somewhat Frustrating
  • This was perhaps the most frequent feedback we received during the test. In fact, our mantling mechanics have been significantly improved since the alpha test, and we even posted dev logs on this topic. However, it's still far from perfect in the beta. I encountered these problems many times myself. Of course, this is partly due to the server issues we had during the beta test. We will continue to optimize the mantling system and work on introducing a better algorithm for it.
  • Reviving Needs Optimization Too. It's Hard to Trigger and Easily Interrupted.
  • Yes, it's kind of embarrassing to see that in many streams. We're working to locate the problem and identify the root cause. I promise we'll fix it before the next test!
  • We Need Better Indicators for Important Info, Such as HP, Stamina, Ability Cooldowns, and Ammo
  • From the feedback we received during the beta, we realized there's still room for improvement in our game interface. We're working on a major interface overhaul, focusing on better indicators for HP, stamina, cooldowns and ammo. We'll definitely keep you posted on our progress and get your thoughts on the new UI!

[h3]Gameplay[/h3]
  • Sometimes I Deploy Right In Front of the Enemies and Get Knocked Down Immediately. WTH?
  • Sorry about that! It's pretty embarrassing, and it happened to me too. After discussing it with the team, we came up with a plan to investigate and locate the issue. We’ll let you know as soon as we fix the problem!
  • We Need Better Balanced Matchmaking!
  • Matchmaking is something new we introduced in the beta test. Along with features like the neutral item, our goal was to create a more balanced competitive experience compared to the alpha test. This was just the early version of our matchmaking system, and we’ve gathered a lot of data during the beta to help improve it. We’ll use this data to refine our matchmaking algorithm, and I’m confident you’ll notice a big improvement next time!

[h3]Map[/h3]
  • We Need More Maps!
  • Of course! We are currently working on several new maps simultaneously. Creating new maps takes a lot of time and resources, so please allow us some time. We've also been testing these new maps with some of the great friends we've made in the community. We'll let you know as soon as we have the latest updates to share!
  • The Map Operation Mojave Feels a Bit Empty. It Lacks Cover and Vertical Elements
  • Operation Mojave is a desert-themed map that may favor long-range sharpshooters. Thank you for sharing your thoughts on the map! We've even received suggestions from players living in the Mojave Desert—how cool is that?
  • I can assure you that each of our new maps will feature unique themes and combat styles. We can’t wait to see if you’ll like them!

[h3]Localization[/h3]
  • What's Up with the Localization Anyways?
  • We’re thrilled to see so many players from different countries joining us in the beta test. However it seems that localization has been a tricky issue for us. We’ve realized that we might need your help with it. We are working on a web-based localization system that everyone interested can join and contribute to. Please stay tuned and help us with localization if you’d like your name to appear in Wild Assault. Thank you in advance!

[h3]Off to a Great Start[/h3]
Once again, I assure you that all your feedback has been well received. I’d like to say thank you to each and every one of you for your understanding and support! We truly enjoy every minute of co-creating Wild Assault with you! Please keep sharing your thoughts on new valiants, new weapons, new maps, and new game modes.

On behalf of the studio, thank you so much for keeping us company along the way. I believe that together we can create something amazing!

Looking forward to talking to you again in the next one!

Lantin, Wild Assault Producer
August 15, 2024