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World War 3 News

WEEKLY REPORT #39 – PLAYER HUD


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

Greetings, Soldiers!

This week, we wanted to show you changes we made in the user interface in the last few patches. Current version of the new HUD is available to test on the PTE (Public Test Environment) and we’re testing them together with players interested in helping out - giving us feedback on what’s working and what isn’t.

Since the beginning of Early Access we’re had the same goal in mind - we want the final version to be much better and polished in all aspects. Changes in the user interface are just one of the many steps we want to make to take the game into a better quality product.
Player HUD - First Impression

The new HUD was completely redesigned with player experience, creating new and better features in mind as well as keeping it a consistent, military and minimalist style. The HUD is divided into two stages and nine regions, where stages are determined by how much focus is placed on them and regions are containers for certain features or information.

This main user interface is also a basis for all other HUDs - we’ve based the Strike HUD redesign on these principals as well and we’ve used the Strike redesign as a proving ground for choosing the best spots for each region and it’s functionality.

Thanks to doing it like this we’ve gotten plenty of information and time to choose how to best utilize the HUD and the segmented design and it will also be useful in the future, as we’re certainly going to be adding new HUD elements and changing how stuff works if we decide it would be for the better.

PTE UPDATE 0.8.3



A small, but awesome one - we've fixed the lag issue on Breakthrough! Thanks to your submissions and videos we've been able to get enough data to figure out what was wrong. Thanks for your help, and keep going!

[BUGFIXES]
  • Breakthrough: Fixed 1-second lags,
  • Breakthrough: Fixed missing respawn delay,
  • Breakthrough: Fixed the map sometimes staying on the deployment screen,
[IMPROVEMENTS]
  • Changed chat on respawn screen,
  • Changed chat size,
  • Minor improvements to kill feed,
  • Improvements to on screen messages.


- World War 3 Team

PTE UPDATE 0.8.2


Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned!

PTE 0.8.2 Patch Notes

[KNOWN ISSUES]
  • Invisible packs are back, we're aware of them and are working on this bug,
  • From time to time the server is starting to lag for a while, we need more info on this one,
  • After spawning on a Mobile Spawn Point you can get a low HP effect,
[IMPROVEMENTS]
  • Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret,
  • Breakthrough: defenders can no longer go back to retreat zone after leaving,
  • Breakthrough: Zone placement improvements,
  • Breakthrough: minor spawn fixes,
  • Breakthrough: Reversed C and D points on Smoelnsk,
[BUGFIXES]
  • Breakthrough: Fixed a but that sometimes prevented retreat from ending early when all defenders left the zone,
  • Breakthrough: Fixed wrong Leopard version in the base on Polyarny.


- World War 3 Team

PTE UPDATE 0.8.1


This time we've got a bunch of Breakthrough changes, from the core gameplay to the visual information layer, to let you know better what's happening. It's mainly focused on changes to Breakthrough, but we also have some other changes, too, including some performance updates.

This one has two issues we're still working on, but there's no point in delaying it longer - we need more information on those two problems, so let us know if you see any pattern in when the server starts to lag and when packs disappear.

PTE 0.8.1 Patch Notes

[KNOWN ISSUES]
  • Invisible packs are back, we're aware of them and are working on this bug,
  • From time to time the server is starting to lag for a while, we need more info on this one,
  • After spawning on a Mobile Spawn Point you can get a low HP effect,
[GAMEPLAY]
  • Breakthrough: after a successful retreat, Defenders will gain points (10
  • seconds left),
  • Breakthrough: after a successful retreat, Attackers will gain the seconds left as additional time for next objective,
  • Breakthrough: attackers can no longer get to the next objective before the retreat is over,
  • Breakthrough: Radio Station will now blink and emit beeping when planted,
  • Breakthrough: added new statistics collection: bombs planted, defused, radio stations destroyed, longest attack, longest defence, fastest plant, successful retreats, retreating enemies killed (not available from the menu yet, but are being counted),
  • Breakthrough: moved point marker position up to no longer block visibility of the stations,
  • Breakthrough: reversed Berlin point order,
  • Disabled an option to skip Warmup on PTE for proper BRE testing,
  • Disabled not being allowed to join when the match is ending,
  • Napalm strike visual overhaul,
  • Allowed joining to server when match is ending,
  • Adding Leopard2 Gepard anti-air vehicle on all maps,
[IMPROVEMENTS]
  • Collimator glass is less dark now,
  • HUD: new in-game chat window,
  • HUD: new strike bar,
  • HUD: hiding armor status icons if armor is not present,
  • HUD: added current soldier weight class,
  • HUD: changed inventory status widget,
  • HUD: added laser/flashlight status icon,
  • HUD: improved kill feed,
  • HUD: added headshot indicator to kill feed,
  • HUD: destroyed vehicles will now show up on the kill feed,
  • HUD: changed icon resolution to sharpen them up,
  • HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD (still work in progress!),
[BUGFIXES]
  • Breakthrough: fixed missing status widget on Smolensk and Polyarny,
  • Breakthrough: fixed Radio Station collision,
  • Breakthrough: fixed improper marker text colors,
  • Audio attenuation and occlusion fixes,
  • Claymore spawning fix,
  • Fixed destroyable objects not having particles at the start of the round,
  • Fixed some minor issues with mudflaps and other addons,
  • Removed redundant markers on compass widget,
  • Fixed RPG Nets issues of Leopard 2A6 Body Armor,
  • Fixed wrong gib mesh in Commando turret,
[OPTIMIZATION]
  • Fixed OnVideoBasicSettingsChanged() hitches on the render thread,
  • Fixed hitches on the render thread when updating material scalar parameters,
  • Fixes for reloading assets that were already loaded (reduced hitching),
  • Disabled ticks on multiple actors,
  • Deleted empty skins to reduce hitching,
  • Disabled DoF calculations for remote vehicles.


- World War 3 Team

Weekly Report #38 - Last Week in World War 3


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

Progress update
The development is going smoothly and without major problems since we’ve finally finished work on the engine switch. It’s mainly finishing up things, but also working on brand new stuff for 1.0, optimization and bug fixing.

Breakthrough
Our newest game mode is currently in internal testing after finishing up the required fixes and improvements. The main changes revolve around how Retreat works and the player HUD.

New retreat doesn’t let the attacking team advance until all defenders have left the previous zone. This means that the constant sprint towards next objective will be broken up with some hunting for marked enemies. Both teams want to retreat as fast as possible - but we know some people will be caught off guard deep into the enemy territory.

Rest of the changes are some point location switches, more pronounced information: big icon that lets you know about a bomb being planted, blinking red light on the Radio Station, a beeping sound and so on.

As soon as we’ve confirmed it working as expected, it will be released to the PTE and later to Live, once the community deems it good.

Progression 2.0
We’ve finalized design of the new progression system and started to implement it into the new customization menu. We’ll have more on how it works in future Reports, but for now let’s say it shouldn’t leave you with millions of dollars on your account and nothing to spend them on. It should also provide challenge and things to do for people that have unlocked everything already.

It’s designed to be fun for both new players and World War 3 veterans - which may sound weird when talking about a game that is yet to be released, but some people have played for over a thousand hours already. This is a great example of a system that will benefit greatly from the game’s time in Early Access, as we’ve seen all kinds of players and we have all kinds of data to base our decisions on.

This will hopefully lead to a progression that satisfies a new player by giving them new tools frequently, but not overwhelmingly so, and will give veteran players ways of still progressing years into the game’s life.

New progression is scheduled around the Customization 2.0, so we don’t have a date on that one yet.

Breakthrough Community Trailer
We’ve already received some submissions for our community-driven trailer for our community-driven game mode, but we want more! The more submissions we get, the higher chance the overall video will be of a higher quality, so make sure to grab some sweet actions and send it to us under [email protected] - just remember that videos should be fairly short and of good enough quality; after all, it has to look sick!

The rewards have also been upped in a somewhat unusual way, so get to know more here: https://forum.worldwar3.com/index.php?/topic/10948-breakthrough-community-trailer-submissions-are-open/

We will see you in our next Weekly Report!

- World War 3 Team