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World War 3 News

Update 0.8.5.2


Hello Soldiers,

This one is a small one, but also important. We have spoken in our latest weekly report, about merging Master Servers into one, to give our players accessibility to use all servers with their main profile so no progress will be lost. Keep in mind that playing in different regions will have an impact on your ping, more about that here.

Update 0.8.5.2 Patch Notes

[h3][IMPROVEMENTS][/h3]
  • Region Merge ( All regions and profiles has been merged )

Server Maintenance


Hello Soldiers,

We will have a servers maintenance on Friday, 7th February 2020 between 09:00am and 12:00pm GMT+1 (03:00am and 06:00am EST).

During this time, our game servers will be unavailable to access.
---------------

Server Maintenance is Completed

Weekly Report #47 - Region Merge

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

Welcome back, Soldiers!

We have some plans to improve the game experience for our players and make sure the catch-22 of people not playing because people aren’t playing is being addressed properly. Currently we have three regions that you are automatically assigned to based on your location: North and South American region, Europe and Africa region and Asia and Oceania region. You are not forced to play on your region, but it’s not very convenient to switch and you don’t have your profile on the other regions, so you have to unlock everything again if you decide to try a different region to play with friends or look for more populated games. This way of doing it is no longer good for the game, so we’re changing it.

We’d like to explain the issue as best we can and what are the steps we’re taking to make sure it’s the best solution to current and future problems.
[h3]Regions Explained[/h3]First of all, a bit of an explanation why the regions were split in the first place. At the start of the Early Access, we anticipated that traffic might be a problem, so we decided to split the load between three distinct regions, additionally providing better pings for everyone and avoid confusion of not knowing where the server is located and how to adjust your playstyle to different networking environments. Sadly, this wasn’t enough and our Master Servers were overloaded and in turn out we had to redo portions of the design and implementation to better facilitate large traffic and futureproof the whole system for even bigger loads once they occur later in the game's life.

We’ve written about the whole situation already, so we’ll keep it short here - the new MS design is - in theory - fully scalable and should be able to handle as many players as needed with only minimal changes or no changes at all.

At this time, with the reduced population and much more robust Master Server, there’s no real need to keep the regions separate. A lot of players choose to play on the EU/AF region because of the bigger population, which in turn makes other regions even less populated, exacerbating the issue even further. Additionally, switching region is done outside of the game and not everyone knows about it, and the new Steam Library design actually made it even more hidden. That’s why we’ve decided to do the merge now, since there’s nothing stopping us apart from merging profiles together, which we’ll talk about next.
[h3]How is it going to work?[/h3]We’re currently testing if our solution works and doesn’t produce weird results when merging 3 databases together. Our merging tool first checks all three regions for each SteamID, chooses the one that had more time played (represented by earned XP total) and keeps the configs from this database. We can’t really merge customization configs, so we have to choose. After that, it gathers all the XP and currency earned and adds them together, so all your hours played are reflected in the new, merged profile. The only part of player profile that can see some loss are the statistics. For various reasons, we have to choose one of the statistics sets, so the one from the most played profile will be chosen and copied over to the new profile.

We know that some of you don’t really care about this and would be happy to start over, but there are those players that care about their profiles and we wanted to do this right. Of course, we could just take one profile and that’s it or even do a full wipe, making this much easier for us, but we think that this way more people are going to be happy about the merge.
[h3]What will change?[/h3]After the merge is over (and it will take a few hours of downtime, so we’ll try to give an advanced notice and do it at an opportune time), all players from all regions will see every server in the server browser. Right now the server browser sorts first by a number of players and second by ping. This will ensure that every player that joins the game has someone to play with, even if with a sub-optimal ping. We hope that because of this change, people that are close together will naturally gravitate to servers with better ping for them and it will reduce the number of people starting the game up and seeing nobody or very few people to play, increasing the overall population of the game and slowly climbing back up in regards to overall player numbers. After all, it’s better to play with high ping than to not play at all.

Additionally, this will mean that we have to pay close attention to ping advantage and make sure it doesn’t negatively impact the game for people with good ping.

A very important information is that we’re not moving our dedicated servers anywhere, they will still be available just as they were, everything that changes for you, as a player, is that you will now see servers from all regions in your server browser. They have names that represent their region, so you can still choose to play on a server closer to you!
[h3]Effect on netcode[/h3]The unfortunate side effect of physics and how the Internet works is that you can’t make a real-time game 100% fair for every player, because that’s only possible when they are at the same distance from the server and on the same connection. The issue here is the aforementioned ping, which is the network latency between the player and a server. It’s measured in milliseconds and in general, in a fast paced shooter pings over 100ms can make a noticeable difference in how the game plays and who has the advantage. There’s many ways of mitigating it, but most of them are a tradeoff between the game’s responsiveness and simulation accuracy, so it’s always a decision in which direction we should go - make the game less responsive, but more fair or more responsive, but less fair towards either people with lower or higher ping.

A simple example of this problem is as follows: you are running behind cover with 50ms ping, which means that at any point in time on the server you are 50ms in the past. On your screen, you clearly went behind cover, but you still get shot by someone. It took only 50ms for you to send the information to the server that you’re hidden, so it should be fine, since this is rarely enough to really feel the delay.

Your enemy, though, has 450ms ping. This means that they get updated about your position from 500ms ago (that’s half a second), when you were not behind cover, so they clearly hit you and their shots should count. This happens because your movement took 50ms to reach the server and then 450ms to reach the enemy - they see your state from the past.

If you are responsible for netcode, now it’s decision time: who do you give an advantage to? If you make it 100% accurate, for people with ping over 100-200ms your game will be basically unplayable, because they will be shooting at places their enemies aren’t occupying anymore and they would have to learn to lead their shots based on their ping, which also can fluctuate, making the most important part of a shooter - the shooting - not fun at all.

This is something that cannot be fixed, because of the speed of light and additional latencies on the networking infrastructure between your enemy and the server, so you did nothing wrong, but they also did nothing wrong if they got matched automatically into your game or if they just aren’t in a position to improve their connection.

Very early in development, we had to make a decision about ping advantage and which player should have a better chance of winning one on one firefight: someone with lower ping, or someone with higher ping? This might seem like a no-brainer, but it’s not that simple, as there’s a lot of people playing on a bad Internet connection, playing with friends from far away or just living in a remote location. We decided that people with lower ping should have an advantage over those with ping higher than 150ms. In our example above, they player with 450ms of ping would not have their shots counted, but if their ping was lower, about 150ms, they would count, and you would get shot. We think that the 150ms boundary is a good balance between being fair and accurate.

Another big reason for this decision was to avoid people that intentionally abuse designs that promote high pings by using lag switches and other methods to gain an unfair advantage in a multiplayer game. If you server accepts hits that are from the past, you can basically introduce an interruption in your connection, shoot a few people, bring it back and those shots would count on the server - which is something we decided was unacceptable.

Right now the system is working well, but it’s not perfect and we hope that this merge will give us additional data and testing to make sure the game is as fair as possible for as many players as possible and that people that can and choose to play with good ping are not punished. It might take some time to iron out the details, so we hope you understand that at first, especially right after the merge, there might be a lot of players that are playing with higher ping than they should.

Once the player base is healthy again, we have some plans to limit where you can connect by ping and try to keep people playing with others that are closer to them. We want to wait a bit with introducing this,as at first a restriction like this would negate the benefits we hope to achieve by merging the regions in the first place.

We have some work to do with lag compensation and other techniques that are implemented in World War 3’s netcode for optimal experience, but we are confident we can make it one of the best in the industry.
[h3]When?[/h3]At this time the plan is to make this change this week. We’re still making sure it will work as intended, though, so this is not a firm date. However, it shouldn’t be really noticeable and the patching required is minimal.

Thanks for reading and see you in the next Weekly Report!

Weekly Report #46 - Community Changes

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

Last week we talked a bit about the damage model in our game and you seemed to like the idea of knowing more about the underpinnings of how the game works. We’ll try to produce more in-depth pieces like the last one, but this week - we’re summing up the development for last and the week before.

[h3]Live Patches[/h3]We’ve had a lot of stability work done in the last two weeks, mainly for the server. We’ve fixed a few bugs related to the new progression system which is being implemented as we speak, fixed a few other, unrelated crashes and improved how ammo counts work. We’ve also fixed a few movement-related issues.

There are still some bugs left, but the amount of crashes and disconnects has gone down vastly and it’s only going to get better from now on.

[h3]Steam Lunar Sale[/h3]Just last week the Humble Winter Sale that kicked off 2020 with a discount has ended. But just in case you had no idea about it or didn't have a way to purchase a copy of World War 3 over the course of the sale, you got another chance to do so!

The Steam Lunar Sale has started on Friday to celebrate the Chinese New Year. We've dropped the price of our game for this occasion, but the time is running short, the sale ends just a few hours after the publication of this weekly, but if you’re here early, you can still grab a copy of World War 3 with a 33% discount! If you want to do so, please visit our Steam page here: https://store.steampowered.com/app/674020/World_War_3/

[h3]Community[/h3]We’ve started to implement some changes to how we run the community and how people can interact with us. We’re trying to streamline some of the processes we’re relying on, like reporting badly behaving players and bugs, so temporarily we’ve created some forms that our players can use to speed up the process.

[h3]Bug Reporting[/h3]For bug reporting, from now on, please use this form (you can find links to them on our Discord and forums as well):
https://docs.google.com/forms/d/e/1FAIpQLScz8QAY2nBgEoISCJ1p48XsfQA4ixNxrFT3-rQophqz88jknA/viewform

How this works is that we’re getting all your reports in one place and automatically formatted the way we want. This will in the future change to something more internal (and available from inside the game), but for now we’re testing how this system will work.

In theory it should shorten the time bug reports get to us and make it possible to report back to the community a lot better on which issues were fixed, declined or are still in progress.

[h3]Toxic Players[/h3]The second part is the player reporting. We’ve seen a few bad apples thinking they’re untouchable lately and we’ve decided to crack down on toxicity in the community. In the similar vein to the bug reporting form, we’ve created a form for reporting toxic behaviour and you can see it here:
https://docs.google.com/forms/d/e/1FAIpQLSeK03asHAK4utAb6Hq5zDyzgZSdiHzSh5-1rZovjCSD-EKlLQ/viewform
WARNING: THIS FORM IS NOT FOR REPORTING CHEATERS!
Since the implementation of this form a few days ago, we’ve already had a few bans, so it seems to work well.

There are a few rules that we follow, regarding the banning procedure to make it fair and consistent. In general, each concurrent count of abusive behaviour will make the ban longer and if it’s a really bad case of someone trying to disrupt the game and intentionally and knowingly make it a worse experience for everyone, we will be applying permanent bans that will show up as VAC ban on the Steam profile.

Now, it all sounds a bit scary to some, but if you’re just having a normal conversation and not behaving intentionally abusive, you’re not going to get in trouble. We’re here to have fun and every player has the same right to have fun as you do, so if you’re going to insult others, just don’t say anything.

We’re also planning on moving this form into the game, like the bug reporting one, so it will be much easier to to both.

Thanks for reporting those bugs and players and see you in the next one!

Weekly Report #45 - Damage Model

Available in the following languages: PL | RU | FR

Greetings, Soldiers!

Today we’re going to provide you with a brief insight into our damage model. We’re glad that most of you are satisfied with our current TTK (shoutout to Admiral4000 and his buddies), and at the same time we hope that showing you the inner workings of our system will be an interesting read.

Final player damage in World War 3 is a sum of a couple elements:
  • Bullet caliber - each one inflicts a certain amount of base damage
  • Barrel length - long barrel is more efficient on longer distance, while short barrel is geared towards CQC.
  • Distance from target - the further the target, the lesser the damage
  • Helmet/Armor class - heavier/better material = less damage
  • Shot placement - based on hitboxes and their multipliers
  • Bullet type - armour piercing (AP), hollow point (HP) and full metal jacket (FMJ) bullets have different damage multipliers as well

In this article we’ll analyse perhaps the most frequently used assault rifle caliber - the NATO 5.56mm cartridge. It’s what the M4, M416 and one of your favourites - the SA80 is chambered in.

The base damage of the 5.56mm caliber is 31, which means that killing an unarmoured (or lightly armoured) enemy takes 4 shots (3x31 = 94, + 1 shot to finish ’em off).
We can control the damage of any caliber by using a simple, table based tool - just like this one:



As you can see the damage curve goes down at 9000 Unreal Units (basically centimeters), or 90 metres from the shooter. You can check the damage curves out yourself in the customisation menu - once you choose your barrel, you immediately know at what range it’s most efficient.



What this particular curve shows you is that there’s no damage falloff until the 90 metre mark. After this mark the damage decreases to finally reach 26 at the 105 metres mark.

The performance of a long barrel is more consistent, meaning that the falloff is less steep - it goes from 29 at 0 to 90 metres down to 28 at 105 metres, making it a better choice for long range combat.

Short barrels work the other way around - they provide you with increased damage sub 90 metres (in this case: 33), but the falloff after the 90 metres mark is the steepest of all - it falls to 23.

Quite simple so far, right? It would be, if you always scored a clear hit to the guts followed by a proper splatter of blood.



This, however, is not the case because now the armours, helmets and hitboxes come into play.



At this point we’ve got 3 classes of helmets and 4 classes of armours. The general idea is that the heavier a piece of armour is, the more protection it provides. To give you an example - the lightest, HDPE armour won’t do much good against a powerful rifle cartridge, but it will slightly decrease the damage inflicted by a 9mm pistol round. You can always check the performance of a particular armour plate or helmet in the customisation menu.

We’ve performed detailed calculations for every armour and helmet class to make sure proper balance is achieved and retained. Our calculations take into consideration the caliber, bullet type, distance… Literally all the stuff needed to properly design a convincing, well-balanced damage model which - in times of need - is easy to rework or improve.



What you can see on this screenshot is how we handle hitboxes and collisions. The armour protects most of the torso, so shooting the centre of mass (as one usually does on a real battlefield) requires you to take the armour into consideration.





Here you can take a look at how we control the damage modifier for different parts of the body. These are the current values, which we’ve decided upon after lots of testing and in-house discussion.

Using these multipliers it’s easy to count that if the base damage of a 5.56mm bullet is 31, then a headshot to an unprotected head will inflict 93 damage, while a shot to the arm will result in ~21 points of damage. That’s precisely what the game does, when your character gets shot. This info is readily available to you on the killscreen each time you get fragged. The last, decisive hit is marked in red.



3x21 (shots to the left arm) = 63, 1 shot to the armour plate = 26 (the plate deflected 5 points of damage), 1 shot to an unprotected part of the body = 11. 63+26+11 = 100, meaning you just got fragged.

The last thing we’d like to mention today is the bullet type. At this point there’s three of them, each available as additional ammo within the customization menu. You’re free to take one magazine of this ammo onto the battlefield anytime.

  • FMJ: full metal jacket bullets are the standard ammo used in WW3. They retain the base damage of a particular caliber, while penetrating the armour at 20% efficiency.
  • AP: armour piercing bullets retain the base damage while their armour penetration value is increased to 40%
  • HP: hollow point ammo penetrates the armour at only 10% efficiency, but does increase the base damage by 20%, which in the case of the 5.56mm bullet would mean it’ll do not 31 but around 37 damage to and unprotected area of the body, effectively decreasing the amount of bullets needed to kill from 4 to 3.


Carefully timing your shots, proper aiming and the right choice of weapon, barrel and ammo should provide you with a satisfying kill no matter the situation.

We hope you enjoyed this brief look behind the curtain of our damage model, thank you for staying by our side - good times are coming for World War 3, so we please stay with us in the future!

See you in the next Weekly Report!