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SOON IN GAME: "GREAT GATSBY" WEAPON SERIES



Soldiers!

Black Friday is nigh. It is the very special day of the year which brings crazy discounts and unique items. It is only 2 weeks away. To mark the occasion, the developers decided to design a special weapon and camo series for the fans of this dark celebration. The new "Great Gatsby" series may resemble "Platinum" camos due to the same colour scheme and a similar style. However, "Great Gatsby" skins feature a unique ornament that is very impressive!
"GREAT GATSBY" WEAPONS AND CAMOS

The brand-new series will include popular weapon models for all classes and beautifully designed camos for regular guns. The weapons' specs will not differ from their original versions. Look how stunningly beautiful they are!


The arms will come with lots of unique skinned attachments that fit perfectly the weapon style. 


Don't forget about achievements: use the guns of the new series in combat and collect one-off distinctions that combined compose a full coat of arms. 


Please note that the weapon skins are purely cosmetic and do not affect weapon stats. You need to have the original weapon in your armory to apply a weapon skin. 




We will tell you later about the launch date of the update featuring these stylish "Great Gatsby" items and the ways to acquire them.
Are you the one who knows a sleek gun when he sees one? Leave a comment!

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Ranked matches 2.0: "Absolute" Season



Soldiers!

Are you up for a new challenge? Today you can become one of the participants of the "Absolute" season. As was the case with "Atlas" - ranked matches progression is easier, and the so much desirable first league is not so far away. But you still need to hurry — this special season also lasts for just one week!

DETAILS

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Battle Points cashback for purchasing "Absolute" items



Would you like to profitably top up your armory? Then buy "Absolute" items with Kredits in the game store — you will get cashback in Battle Points for your "Berserk" Battle Pass with every purchase made. The rate is 1 Battle Point for 1 Kredit spent.

The offer will be live from today till the 14th of November, 20:59 UTC (21:59 CET). The accumulated Battle Points will be transferred to the Battle Pass page on the 15th of November, throughout the day.

CASHBACK

Conditions of the offer
  • Buy "Absolute" items with Kredits in the game store and receive cashback in Battle Points.
  • For every Kredit spent you will receive 1 Battle Point.
  • The maximum cashback you can get in the framework of this offer is 1000 BP.
  • The offer will be live from today till the 14th of November, 20:59 UTC (21:59 CET).
  • Battle Points will be transferred to the Battle Pass page on the 15th of November, throughout the day.
  • Please note that it can take up to 24 hours for the information about the exact amount of Battle Points that you will receive to be updated.
  • Battle Points will be added to your account even if you don't have access to the "Berserk" Battle Pass.
  • However, to use these Battle Points you need to have full access to the "Berserk" Battle Pass.
  • The provided Battle Points can be used only in the "Berserk" Battle Pass.



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Absolute Shop Update


Soldiers!

Absolute shop update brings a wide assortment of themed goods as well as something extra.

The following items will stay in store till around 10:00 CET (9:00 UTC) on the 15th of November:
  • Regular and Golden Stoner LMG A1 via Kredit Random Boxes
  • Regular and Golden Marlin 1894 Custom via Kredit Random Boxes
  • Absolute line-up via Direct Sale (Kredits)
SEE MORE

Seize absolute power!

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New netcode system - now in game



Soldiers!

We are glad to inform you that after a thorough testing and fixing of key errors, the new movement and synchronization system has been officially launched on the main Warface servers meaning that now you will be able to appreciate it in all gaming sessions.

DETAILS


The official launch of the new movement system means that it is now implemented in 100% of battles. Now character positions are identical for all players, data between the client and the server is transferred more rapidly, and damage registration has been improved. Some other problems have also been solved; for example, such situations when a player could find himself at the team starting point after a series of actions with boxes. In general, the system is now protected better against external threats.

www.youtube.com/watch?v=_1g4YB_MLJE

Our work on the new synchronization system will not end after its official launch. We plan to continue to closely monitor its work, fix minor issues and optimize the system. These are immediate issues that require special attention:
  • improving the situation for players with unstable internet connection;
  • increased synchronization smoothness - elimination of micro-delays in movement which produce an impression of a soldier making brief stops for a split second.
SYSTEM COMPARISON


The previous synchronization system partially relied on calculations of the character's next position. In short periods of time it tried to predict the player’s actions drawing on statistics and past behaviour; thus, opponents observed movements that the player should have performed in the next moment.

In some cases, the player’s behaviour did not match the server’s calculations. The next moment the system realized that it had made a mistake and tried to correct it by moving the player to the correct spot. This is the essence of the so-called "teleport". In case of such desynchronization, the distance difference was considered acceptable if it did not exceed a meter for short intervals of time. The new system works differently and in actual calculations the discrepancy between the player’s position on the server and in the client differs by 1-2 millimetres at any point in time! Occasionally, this difference reaches 3-5 millimetres - and this is a huge victory!

The new synchronization system does not make any guesses - the server sends exactly what it receives from the client due to more frequent interaction between them. For this reason, the exchange of information between the client and server becomes increasingly important - now more processes depend on the frequency and integrity of the transmitted data because their interaction has become much more accurate.

If the Internet connection between the client and the server is bad, some of data packets will be lost; thus, affecting the quality of the client functioning. This can manifest itself as barely noticeable (or completely invisible but felt) lags - as if something is preventing the character's movement and he is trying to move in a dense thick environment.

Not only the bandwidth or the Internet speed but the stability of the connection is especially important in the client-server interaction! Stability means how evenly (without sudden jerks) the transfer of packets between the client and the game servers occurs. An unstable channel provides jerky Internet connection or results in connection losses. This may be imperceptible in routine work and leisure, but it becomes essential when constant micro-exchange of data is a matter of a millisecond.

ABOUT "RESYNC"


Next, we would like to focus on "resyncs". Highly frequently, the server compares the player’s position in the client-server system. If the character’s position is false, the server corrects it - such an event is called a “resync”. In the previous system, such “correction” occurred quite often and in some cases the player got teleported several meters away.

In the new system, the “resync” frequency has increased many times, but, at the same time, the quantity of “resyncs” that lead to corrections of the player’s position has decreased by 30%. Moreover, the very concept of "resyncs" has become irrelevant in the sense that we used to employ it. Now they have a different meaning - in the new system, the server checks players’ positions on the field more often (dozens of times per second more) and they are corrected by centimetres or millimetres but not meters.

We hope you will appreciate the changes and fully enjoy the gameplay!

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