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Weekly Report #30 - Breakthrough


Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

Last Week in WW3

We’re still hard at work getting 0.7 ready for prime time Live servers. Last week we’ve fixed a lot of underlying issues with replication and we’re on track to get all major bugs squashed. We’re currently optimizing server performance and testing a lot of settings with Replication Graph (read more about it here), making sure we’re utilizing it’s functionality as best as we can.

At the same time, we’re working on optimizations and fixing map bugs, making sure we’re finding and fixing places you can get stuck in and, most importantly, gain an unfair advantage.

Another issue is some long lasting exploits our players have found over the months, we’re starting to make sure those are being eliminated one by one.

Work on the new UI is also going strong, on both HUD and Customization fronts. You can already see some of the new HUDs in vehicles on the PTE, but we’re overhauling all of it for 1.0 release to make sure it’s much clearer for new players what is happening.

Breakthrough

As we’ve talked about previously, we’ve always thought that one of the great moments in World War 3 are when two armies collide and create a front line, trying to push one another back, flank and outsmart the enemy. Breakthrough is making those moments more frequent and makes for a really fun and intense game mode with just enough tactics that even a single soldier can change the outcome of the fight, but against a well coordinated team it will still be a tough task.

Since we last talked about Breakthrough, we’ve played with the numbers a bit and we’ve come to a version of the game mode that is working well for us and we think it will work for you as well.

The Rules

At this time, Breakthrough game mode supports 10v10 players in every match. Might seem like a low number, but even this can get pretty chaotic and crowded when all 20 people are fighting over single point.

At the start, the teams are split into two groups: attacking and defending. Attacking team starts with only one respawn point: their main base. Defenders have all points captured and can spawn on any of them, setting up defenses or just trying to get to the frontlines as soon as possible.

Each point represents an objective (a Radio Station) that the attackers have to destroy. They can do it by planting an explosive charge [default: F] and defending it for 30 seconds or by just destroying the Radio Station with normal explosives - RPGs, tank shells, airstrikes, C4 and even grenades. Not all Stations are in the open, so ranged explosive attacks won’t work on some of them.

Map is divided into 4 areas (A -> D) with 2 Radio Stations in each of them, called 1 and 2. As an example, here’s a look at Moscow at the start of the game as the defender:


The attackers start on the bottom of the map and go through A to D, having to destroy both points before advancing. This means that if the attackers coordinate, they can easily pin down the defenders and let the other squad take one of the points.

Every Breakthrough match starts with 15 minutes left on the timer. When the timer reaches 0, defending team wins.

Each time the attackers destroy a Station, if the timer was below 5 minutes, it will set the timer to 5 minutes left. This means that in the case of dominance of the defending team, the game will end after 15 minutes, but if the attackers break through, they will still have time to use that momentum to push further. In theory, the game can go up to 30 minutes if the fight is really fierce, but we’ve mostly seen it ending in 15 or 20 minutes.

Every time a pair of points is captured, the area becomes locked for the defenders, giving them 60 seconds to retreat to the next defensive position. Attackers can only attack the closest pair of points to them, they can’t go further into the enemy territory.

Attackers win when all Radio Stations are destroyed and the timer has not run out.

Breakthrough works on all current and future Warzone maps, using the Large variants on some of them.

All strikes are available in Breakthrough, but scoring Battlepoints is not as quick as in Warzone. This means working with your squad is more important than ever to gain an advantage in the form of strikes, vehicles and other support.

Breakthrough is fast, dynamic and very intense compared to Warzone, which is exactly what we’ve been looking for for the third game mode. It sits somewhere between Team Deathmatch and Warzone in moment-to-moment intensity but it’s not as simple as TDM - you still need to flank well and think about your approach, because each respawn is costing you valuable time.

https://youtu.be/X9B_uPMVphs
Breakthrough will hit the Public Test Environment shortly after 0.7 is ready for Live servers. We know that 0.7 is taking a long time to be ready, but we want to make sure we’ve tested the patch well before pushing it to Live servers.

During the PTE testing we’re looking for player feedback on timings, Station locations, respawn locations, potential exploits and overall balance to make sure it’s fun on both sides of the map.

Ready when?
Some of the features we need for Breakthrough (like new HUD elements) are connected to the HUD redesign and we have to reach certain milestones before we can release it into the wild. That said, the current plan is to release Breakthrough to the PTE later this month or in the first half of October and test it with our players to make sure it will be a good fit for the game.

Once again, we’d like to thank the community members that came up with the idea and helped organize and test the game mode. We couldn’t do it without you and that’s exactly why Early Access was the way to go for us.

See you in the next one!

- World War 3 Team


PTE 0.7.6 Patch Notes


This one is a biggie, with a LOT of very important fixes and improvements, namely for the vehicle hit registration and behavior. We're nearing 0.7 hitting Live and fixing the most important bugs at a fast pace. Currently we're working on making sure the vehicle hit detection works properly (we've seen some issues with the Heli Drone) and that replication is still working well while reducing server CPU usage. Once that's done (and any bugs we find over the weekend are fixed) we can push 0.7 to Live and start on 0.8.

PTE 0.7.6 Patch Notes

We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/

[KNOWN ISSUES]
  • Markers are moved to player feet,


[CONTENT]
  • Moderator patches added,
[BUGFIXES]
  • Fixed hit direction being broken on damage indicator,
  • Fixed a crash related to voice barks,
  • Fixed remote missiles use being delayed a few seconds,
  • Fixed character clipping into walls when using alt,
  • Fixed challenge completed notification,
  • Fixed replication on objects not setup for replication graph,
  • Fixes for SCAR left hand position,
  • Fixed squad list not updating correctly,
  • Fixed valid vehicle hit registration being rejected by server,
  • Fixed replication rate for flying and land vehicles (choppy movement),
  • Fixed teleporting marker of enemy soldiers,
[IMPROVEMENTS]
  • Character clipping into walls and while prone vastly reduced (needs extensive testing),
  • Vehicle hit validation leeway increased.
- World War 3 Team

PTE 0.7.5 Patch Notes



PTE 0.7.5 Patch Notes


We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/


[CONTENT]

  • US ARMY PANTS Visible in menu now,


[BUGFIXES]

  • Fix respawning on MSP,
  • Added new challenge conditions checking,
  • Fixed throwable gadgets updating to infrequently,
  • Fixed a bug with wrong loading screen in map rotation,
  • Fixed calculations of wheels colliding sum in land wheeled vehicles - wheel collision should work properly now,
  • Added missing refill station marker,
  • Berlin - collision fixes for random window frames.
  • Berlin - Fixed collision settings for part of a building,
  • Berlin / Berlin TDM - Multiple additional collision fixes,
  • Moscow - stuck point fixes,
  • Moscow TDM - fixed draw distances on low settings,
  • Polyarny - fixed collisions on Officers Club and few other buildings,
  • Smolensk - added penetration feature through military nets,
  • Warsaw - streaming volume fixes for TPP camera,


[AUDIO]

  • TPP shots attenuation tweak,
  • Added RTPC ThreatLevel that lowers volume of ally footsteps and shooting sounds,
  • Fixed no sound in menu,
  • Better attenuations,
  • Another fix for barks jumping channels,
  • Minor audio optimizations.



- World War 3 Team

Weekly Report #29 - UI 2.0


Available in following languages: PL | RU | DE | FR

Hello, Soldier!

There has been a lot of stuff happening around our studio last week - everyday we try to improve our game for your enjoyment. In this week’s report we want to talk to you about things to come in terms of our menu overhaul, as well as giving you a quick recap of things we’ve fixed already. Let’s get to it!

Last week in ww3
We’ve released two patches to our PTE version of World War 3 this past week: one on monday, and the second one on friday. The first one introduced a lot of new challenges versatile enough so everyone could find something fun to do in addition to playing the game. It also had a great amount of map fixes, so players should not have as many problems with collisions on Polyarny and Warsaw. Friday’s patch was released mainly due to a HUD crash, but it had few fixes and additions as well. Once again, we encourage those who would like to try out the new content to join our PTE servers!

Now, let’s move to the changes that will revolve around our menu, customization and UX (User Experience)!

New menu
The Hub, as we call it, is still very much in development and will take a few months to fully complete and replace the old version. The new UI is now fully designed with the best UX in mind - less clicking to get to what you want and overall much more logical structure. We’ve already built the underlying technology - we’re still using a browser to render the UI, but this time we’ve decided to go with something that’s going to perform a lot better. We’ll have a detailed breakdown of this closer to the Hub going live.

There’s a robust input system in place now, with a keyboard and/or gamepad support for traversing the UI and proper scroll detection for every panel, button and other element of the UI and we’ve reworked how the game communicates with the Master Server to make adding more features to it easier and faster. There’s been a lot of work done behind the scenes in the last few months to make sure the new UI is as good as we can make it.

Why change it

Some of you might ask yourself: why change it in the first place? This is a valid question and we’ve been asking it ourselves before deciding to rewrite this fairly big part of the game.

The short answer is: it will save time in the long run and will make the experience a lot better. This is because the old UI was created alongside the game and when the game changed, the UI had to be fitted to the game, which resulted in some parts of it being a bit chaotic and complex and with almost 60 000 lines of code a big rewrite and fixup would take almost as much as making it from scratch.

Of course, we could just leave it like it is, it works, but we feel like trying to make it as good as possible should be our priority and making things ‘good enough’ was never what we strived for.


In order to help us with that endeavor, we’ve started working with Coherent Labs, a company that deals with complex and performance-heavy game interfaces and has a template for systems like ours. It proves to be a great match, since our current solution is a bit too much for some computers to handle and is not the easiest to navigate through. The new system should be way easier for most PC’s to handle, which means that our in-game menu will work faster and the experience will be much smoother.

Below you can see the design we’re going for with the new UI. Keep in mind that this is only a mockup and the final version will most likely look a bit different, but this is the direction we’re heading for.







What’s new
Let’s now go over what changes in the new customization. The overall customization won’t change much, we’re really happy with how it works and how deep it can go, but we wanted to make it easier to access and make more sense to more players.

First big change is separation of the customization from creating configs. What this means is that there will now be a Workshop of sorts, in which you create your soldiers, weapons and strikes and save them into a database of configs, which you can then equip in the Customization. Right now both of those are in the same place, making accessing some options buried 10 levels deep into menus and creating misunderstanding of how the whole system works. Making those separate is going to help a lot with those problems.

The other big change is much more gameplay related, with us separating strike loadouts from the equipment. This means you will be able to create strike loadouts and switch them separately from your soldier loadout - no more “I need a JDAM, but I only have it on the guy with SCAR and I really want to play the AK right now”.



There are a lot more small changes in how the new customization works and best part is that we’ll have a much easier time adding more features in the future.

The Future
The new UI has many advantages over the old one and will make working on it a lot easier and faster than before. It’s already more reliable and works much faster and smoother than the old one, it looks a lot better and will be much nicer to use.

With the keyboard and gamepad support built in from the start it will also let seasoned players use it much faster and be quick with shortcuts, it should also be much easier to translate into different languages.

That’s it for this week, we’re hoping you are as excited as we are for the new UI. See you in our next Weekly Report!

- World War 3 Team

PTE 0.7.4 Patch Notes

PTE 0.7.4 Patch Notes


We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/

[KNOWN ISSUES]
  • Some people might experience not being able to get into the menu, we're investigating,
  • Challenges are completed by default,
  • Some problems with VO (missing from menu, only Englihs working),
[GAMEPLAY]
  • Changed reload hold time to change ammo type to 0.4s down from 1.0s,
  • Changed flashbang time to 7s make them more useful,
  • Added per barrel curves intended to alter the damage/distance relation,
  • Added vertical and horizontal recoil as modifiers to weapons,
  • Added map marker to refill stations (WIP),
[BUGFIXES]
  • Fixed jumpskipping reloads,
  • Fixed being unable to leave MSP after spawning on it,
  • Fixed grenade replication issues,
  • Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn,
  • Fixed crash in inventory system,
  • Fixed JDAM particles,
  • Fixed guided missiles tablet retraction animation after a rocket view,
  • Fixed artillery invisible for owner,
  • Fixed gadget sounds playing multiple times on single use,
  • Fixed Commando driving capabilities,
  • Fixed crash in Vehicle Ammo Widget,
  • Fixed shooting Antitank Turret on Leviathan not spawning explosion particles or sound,
  • Fixed circles drawn on the map after a strike,
  • Fixed Commando Turret gib,
  • Added lowers back to SCAR,
  • Warsaw - Collision fix inside one of tunnels,
  • Warsaw TDM - Fixed stuck point under entrance stairs,
  • Berlin - Collision fixes and range of fire damage fixes,
[OPTIMIZATION]
  • Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen,
  • Reduced throwable gadget net update frequency 10 times,
  • Optimized paused connection RPC sending,
  • Weapons will now replicate every 10 frames,
[AUDIO]
  • Enemy Tails attenuations improvements,
  • Fix for random lowpass,
  • Fix for player barks jumping channels,
[MISC]
  • Lower and muzzle attachments descriptions added,
  • Blocked barrels without front post on M4 ironsight,
  • Added challenge event for order completed by squad mates.


- World War 3 Team