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Weekly Report #24 - 0.7 Progress and Gameplay Secrets


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

Hello, Soldiers!

This week we wanted to bring some light to some of the hidden or not obvious mechanics we have implemented in World War 3 over the years. Some things are simple and don’t change a lot in the gameplay, though they can be used to optimize your play, but some are crucial to understanding how to play well and be a good teammate. We’ve compiled things you should know about World War 3 Warzone scoring for this week and if people like this type of content, we have tons of other interesting information about our game.

We’ll get to the secrets of gameplay, but first let’s update you on how the engine switch is coming along and what is the 0.7 progress.

Engine Switch

We’re still working on the 4.21 Engine switch, since last week we’re regularly testing the game and making sure the version that will drop on the PTE is at least stable and doesn’t have critical bugs. It’s not going to be perfect, this is why the PTE is there, but we want for it to at least be fully playable and bring
fun.

The switch is almost complete, we’ve got all replication changes implemented and working, crashing related to the engine switch is under control and the issues that are left are relatively minor: markers not displaying or flickering, vehicles driving too fast or too slow due to some physics changes that happened under the hood, weapons loading a bit too late in player hands, some lighting changes that have to be set up - overall, pretty minor issues that will require some time to fix, but are not blocking us from other work.

0.7 will first be tested on the PTE, so if you can spare the disk space, downloading it now will mean much less downloading later, the patch shouldn’t be much bigger than normal patches. PTE helps us a lot with testing and catching problems early, so be ready! It’s around 50GB unpacked, so you need some space for it, but it will help us a lot with the testing.

Now, for the secrets!

Gameplay Secrets - Squad Scoring on Warzone

A lot of people don’t realize they’re a leader and that being one gives them a lot of awesome perks, for the low cost of pressing X every few minutes. Also, a lot of people don’t realize how working together with your squad will make a massive difference to your personal BP gain and score. This doesn’t even include the big benefit for your team you will provide by coordinating together with others and working on gathering Battlepoints to support the team with deadly strikes or vehicles. And remember, if you win, you get more money after the match is over!

First, a quick refresher on Warzone scoring. Your team only gains score when you have linked points together (notice the line connecting those two points):


Having both parts of a capture area will net your team 1 point per second. Having more will increase that further. The best way to win is to hold more links than your opponent and making sure to break their links as quick as possible to starve them of points while keeping at least one link yourself.

Being a leader gives you the tools you need to guide your squad and win Warzone matches by utilizing this knowledge. You can spawn on your teammates, you spawn a lot faster than them and they can use you as their spawn point as well. A good leader is crucial to winning in Warzone and having one good squad that’s working together is frequently all it takes to turn the tides in your favor.



To unlock this gameplay secret you only need to use one button: X. It will mark objectives for attack or defense, mark enemy infantry and vehicles on the map and double tapping it will place a marker in the world letting your squad know where the danger is or just inform them about something like ammo pack or rally point.

You can also mark objectives by right-clicking them on the deployment screen!


Very early on we decided to make World War 3 a squad-oriented game and move away from running around a map and capping point after point mindlessly. With how our squads work, you can really optimize your score gain and use Strikes as fast as they come off cooldown or summon a fully kitted out tank after less than 10 minutes. This is why:

We’ve got a lot of bonus points for working together. A simple example is getting a kill. When playing a lone wolf it’s 150 Battlepoints: 50 for the kill and 100 for doing 100 damage to the enemy, if they were at full health.

When playing with a squad and being near to the objective set by the squad leader, it’s 350 (150 base + 200 bonus). But! If you are a leader as well, every time someone under your command gets a kill on an objective, that’s free points for you.

You can mark enemies or use UAVs - assists on marked enemies also get you additional BPs.

The same goes for capturing points. It’s taking a long time when you are alone for two main reasons: first, to make coming back and defending possible: if you’re on the next point over and someone starts to take an objective, we want you to have enough time to stop them if they are playing alone. Secondly, if you are with your squad, it takes a lot less time. It’s much more beneficial to you and your squad to take 5 people and cap a point quickly than it is to cap 5 points at the same time, risking being easily killed and stopping your offensive altogether. It also doesn’t give you nearly enough Battlepoints and is putting you and your team in a BP disadvantage situation.

As an additional bonus, capping a point marked as an objective gives you bonus score, and the more squadmates there are, the more points you get. The leader also gets +100 bonus for each objective completed by their squad mates.

You can also use X to request gadget use on your team mates if you require healing or ammo - just hover over an ally and press X. It will appear in the objective log like all other objectives:



There’s also one more thing. Whenever you mark an objective on the map, every other squad leader gets an information about it in the form of text under the point, telling them how many squads are currently attacking or defending the point.



This might not seem like much, but if you see enemy starting to take a point, but also see that someone else marked it as defense objective, you can focus your squad on a different objective to get an advantage.

But what if you are not the squad leader and your leader doesn’t know about all of it and ignores the power vested in them? You can request orders by also using the X button. If they don’t give any orders in 60 seconds, you will become the new leader automatically.

We hope you are now much better equipped to fight with your enemies. Let us know if this kind of content is interesting to you and we’ll make more Gameplay Secrets!

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Weekly Report #23 - Content Creator Contest Results More!


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

Hello Soldiers!

Last week the Content Creators contest came to a conclusion. As we said previously, it was an enormous fun watching your creations and watching how much fun you have with our game and we can't stress enough how much positive energy that gave us to work even harder to deliver you the best possible experience! We had a hard time picking the winners ourselves, so we let the community voice their opinion, which you had time to do until last friday, 3pm CEST. Here's the three winners of World War 3 Special Editions, as voted by you!

1st Place: Atway - World War 3. Spare no one

https://www.youtube.com/watch?v=lR_ABDwLgrw

2nd Place: Большой Ти - WORLD WAR 3 - ТРЕТЬЯ МИРОВАЯ ВОЙНА

https://youtu.be/zua3vxXkk-o

3rd Place: AiRJacobs - World War 3 BEST GAMEPLAY & FUNNY MOMENTS #1

https://www.youtube.com/watch?v=J6djYWwi44k

The winners will be contacted shortly and will soon receive their World War 3 Special Editions. Of course we cannot forget about the four other creators that made the final list - TactiGamer, RuTaiN, Alekks and Skibbehify - who will receive World War 3 Steam keys for their efforts! So if you didn't have a chance to vote or watch them during the previous week, enjoy:

TactiGamer - Surviving Warsaw - World War 3 (Creator Contest)

https://youtu.be/TRshhTlsgEY

RuTaiN - SiG MPX WORLD WAR 3 Loud Out

https://www.youtube.com/watch?v=Rn9YANsnA-Y

Alekks - world war 3

https://www.youtube.com/watch?v=4fwfXfIQ1ec

Skibbehify - Free Weekend Madness!

https://www.youtube.com/watch?v=WNovs1ialiQ

Once more: Congratulations to the winners and thank you to everyone that participated in our video contest!


On the technical side of things, we know you’re all very curious to see how the new engine will impact the game and just to have something new in the game - we are as well. Unfortunately, it requires time and effort to be sure we did it well and there are no game breaking issues still in the code and content that would require long downtimes once we start with the testing.

To make sure the testing process is as efficient as possible, we have to eliminate as many obvious and common issues as possible, to not waste your time with finding stuff we already know about.

We can, however, let you know how the progress has been and what are the current challenges we’re facing.

We’re almost done with all the big bugs we’ve uncovered when switching the engine, we’re now starting to get into optimizing the patch. With changes to how replication works came a few critical issues that had to be resolved before we could let you play the game.

Why are we doing it now? We have to take a close look at optimization before every big update, because changes in the game often introduce new stutters and framerate issues - this is why optimization is generally done as one of the last things in a production of a game. In our case, we want to provide you with playable experience during the development, which requires additional work every few months to keep on top of the performance as well as the ongoing work to keep framerates up and RAM usage low.

While we’re not giving you and solid dates, we are happy to report that things are progressing as predicted and the switch went off without any major issues and we’re coming really close to having a playable version of the new, shiny engine.

For those that don’t know, switching engine version should improve server stability and performance the most, while also providing some limited performance increase on the client side. It will also let us use a few new tools and should make the game more stable in the future.

We know it’s taking some time, but to make sure you’re getting the best version of World War 3 possible, we all have to work through the drought - it will be a much better game in the long run!

As usual, keep up with our socials and don’t forget to join the discussion on our official forums and Discord!

Have a great week,

- World War 3 Team

Weekly Report #22 - Last Week At The Studio



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

Hello, soldiers!

Last week has been really busy for us at the company. We have talked about the community game mode, Breakthrough, and the response from our community has been great. You, our players, seem to like the idea of having a Rush-like type of mode in World War 3. It shows that not only developers can impact the game they’re creating, and that’s what we always wanted - to create the game both us at the studio, and our players would enjoy playing.

Some of you were asking about whether Breakthrough means that we won’t be finishing Recon game mode. We just wanted to quickly address that concern: no, working on another game mode doesn’t mean that we are abandoning the tactical-oriented one. Our team understands that not everyone wants to play every single game mode, and some players wait for one more than the other - after all, even we, developers, have preferences between TDM or Warzone and some want to play Recon more than Breakthrough (and the other way around, as well).. Rest assured: we have different teams working on different modes, so making one doesn’t impact the other. Work on Recon hasn’t stopped and we are fully determined to bring both types into World War 3.

Talking about our community impacting things, we also ended the Content Creator Contest submissions. Between the 21st of June and the 19th of July we’ve asked you to submit your video creations. We received a lot of videos and we cannot thank you enough for showing us your love for World War 3. The response has been great and we had a lot of fun watching your creations for the past couple of days. Watching how our players have fun in our game makes us appreciate the joy we’re giving you by working hard everyday!

We’ve narrowed down the submissions to the best ones and now it’s in your hands. We had our picks, now it’s time to let the players speak - choose however you like, the one that’s the most funny, one that represents World War 3 the best or just one that looks like it took a lot of effort to make. Help us pick the winner and who’s going to get the Special Edition of World War 3 - here’s a quick reminder of what’s in it:


On the technical side of things, we are still working on the new animation system. We are getting there, but we still have to make sure everything works properly before we can test it on the PTE, before we can release it on Live servers. It all progresses as we have anticipated, so it shouldn’t be that long before we can finally announce when the next patch will finally be released.

We’ve already switched to the Unreal Engine 4.21 internally, but as we expected, it created a few small issues. Nothing that should be alarming - introducing new tech into an existing system always creates small frictions. It also progressess as it should, and we should be done fairly soon as well.

As we have stated numerous times, we have set a great example with Warzone Giga-Patch and we want to continue this streak with 0.7, which means that even if it takes a couple of weeks more to deliver the update, it would still be in a great state and without any major issues.

Talking about technical stuff, unfortunately we also had an issue on Thursday night that made the game inaccessible for our European players. Our server provider’s team quickly jumped onto the issue and while they were repairing what needed, our team has temporarily switched DNS servers, so a portion of the players was able to play regardless of what happened. The issue has been swiftly repaired and players could log into the game. We apologize to those who wanted to play World War 3 and couldn’t, but it shouldn’t happen again.

As usual, see you next week! Follow our social media for newest information and join the discussion on both our official forums and Discord.


Thank you,

- World War 3 Team

Status On EU Master Server

Hello everyone,

Currently we have an unknown outbreak on our EU master server. We are working with our hosting service to diagnose the issue and develop a quick fix.


We do apologize for the inconvenience this may have caused you,



UPDATE: We've temporarily forwarded EU master requests to a backup machine, it will mean that you can't access your profiles, but you will still be able to play. The issue is a hardware failure, we've got hands on site to fix it, but there's no ETA at this time.

EU master server is back up and working again. No profiles have been interrupted during the hardware failure.


Please restart Steam if you still encounter issues,

Thank you for your patience,

- Captain Price

Weekly Report #21 - Community Game Mode


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

The time has come to reveal a bit of information on our plans regarding the promised community game mode. We’ve been bombarded by requests and ideas for new game modes since even before the game launched into Early Access, which is understandable - everyone has their personal favourite and wants to see it realized in as many games as possible. Some game modes fit World War 3 better, some worse, but since we are only choosing one of them, we had to make sure it’s both heavily requested and actually works well with what World War 3 is and will be in the future.

We’d love to include every idea we can, but there are some problems with that. Obviously, we don’t have infinite time or resources to devote to making more game modes, but that’s not the main reason we’re trying to limit how many there are - we just don’t want to have 20 game modes that nobody plays, and we feel like limiting the number and playing to the strengths of the game is a much better approach.

When deciding on what game mode to add, we’ve had a few criteria to take into account, so let’s talk a bit about them.

Very early on we’ve noticed that the game is the most fun and works best when players create front lines between points, so it was instantly in our minds when thinking about next steps and how to handle adding more game modes to the game.

Right now, we’ve got two game modes: Team Deathmatch and Warzone. Both of them are vastly different and offer different experiences and we wanted to add something that’s somewhere in between - a bit more dynamic than Warzone, but a bit more tactical than TDM.

Those are the most important deciding factors of the game mode we wanted to add. Having that in mind, let’s take a look at what the community wanted - after all, this is the community game mode.

At the beginning of April, some community members came to us with a question: “Can you guys give us a password protected server to test a game mode we think would be cool?”. We talked about it a bit and decided that it could be fun to test something like this on the Public Test Environment with our community.

We set it up, and on the 19th, the first Breakthrough event was announced by and for the community. Check out the forums for the original post, but the idea was simple: create a popular Rush variant for World War 3 and see how it works with our mechanics and gunplay, inviting only people that know what the rules are and are willing to take the time to set it up and see how it plays.

It was great fun and it seemed to flow well and work with our game splendidly, but there were some problems, mainly with spawns and the rules that were decided at first. We changed them, went through the second and third iteration and each time it was more fun and was getting closer to the right idea.

At this point, there’s not much more that we can do without starting to change the game itself to facilitate the idea, so we had to decide if this was the game mode we wanted to go with. We don’t think there’s anything that can be called more of a community game mode than a game mode that came straight from our players. Moreover, in some polls that were held by the players on our forums, this type of game mode was also winning.

It fits our ideas of what the game needs and should be a good addition to the game mode roster, with TDM being a simple and dynamic one, Breakthrough going up in tactics, but still being fast paced and fun, Warzone - teamplay oriented and more complex and finally Recon - the one for tactical players.

We wanted to share with you what our players that started this initiative think and why they decided that a Rush-like was a good idea:

We’ve talked with the guys that World War 3 would be ideal for something like a Rush game mode and as avid players of this kind of mode, me and DareQQ decided to test how it would work. First iteration took over 2 weeks to prepare, thinking about how it would work and how to set it up. As it seems - it worked, and gave us a lot of fun and inspired us to organize more of the Breakthrough events. - Lugresky

So, what is it?

If you’re not familiar with how this type of game mode works, in Breakthrough, the players are divided into two teams: attacking and defending. Defending team has control of all of the areas on the map and all points and they can spawn on any of the points. The attacking team’s goal is to destroy the radio stations that are placed on each of the points, giving them control over the area and letting them push the front line further. They have to do it before the time runs out - if it does, defenders win.

Radio stations can be destroyed in two ways: by planting an explosive on them or by other explosives, like tank shells, C4 or grenades - it just takes a lot of them. Once the explosive has been planted, it can be defused by the defenders. If it’s not, it destroys the station and pushes the defenders further into their territory. All damage done to the station is permanent and it cannot be repaired.

Each region can have one or two stations and is converted to attackers after all stations are destroyed in it. Taking a region adds time to the game, making it a quick one in case of a steamroll and longer one if the game is evenly matched.

For now that’s all we are sharing about the game mode, but rest assured we don’t want to reinvent the wheel, just make it work with our game. It can still change, so we will share more details as they come up.

What is the current progress?

At this point we’ve got a working prototype and we’ve already tested our version a few times, with very positive feedback coming from the playtesting. Breakthrough will come the Public Test Environment at first and will be evolved there with community feedback and suggestions. We don’t have an ETA yet, because we’re still hard at work with the engine change, but the work is progressing as expected.

Let us know what you think on our social media, Discord server and on the forums.

Have a great week,

- World War 3 Team