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That's surmountable though, yeah? I know nothing of netcode in general let alone Squad's in particular.
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# ? Nov 8, 2015 21:42 |
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# ? Apr 19, 2024 01:31 |
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Willie Tomg posted:That's surmountable though, yeah? I know nothing of netcode in general let alone Squad's in particular. Oh, of course. We are going to have vehicles by Early Access, it's top priority. There are no small tasks being done right now, only vehicles and steam integration
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# ? Nov 8, 2015 23:24 |
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Justin Tyme posted:If it grows into anything remotely close to what PR has become it will be the definitive shooter of this decade. If you haven't tried PR, do it, it's free. Everything from Black Hawk Down to Chechnya to France fighting in North Africa, even weird poo poo like German paratroopers fighting Russia and France vs China is in the game. There are even some Vietnam maps which are fun as gently caress. There's such an immense amount of variety and the very finely-tuned mix of arcade vs realism action is perfect. I just hope that the features are implemented a bit better so it's more accessible, removing a lot of the community elitism that turns people the gently caress off. TheMirage posted:Has anyone tried TacBF for ARMA3 which seems to be the same game in ARMA3 form? It's funny how many variations there are of this exact game.
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# ? Nov 8, 2015 23:34 |
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Alexander DeLarge posted:I just hope that the features are implemented a bit better so it's more accessible, removing a lot of the community elitism that turns people the gently caress off. I feel like That's just a problem with the idiosyncrasies of BF2 and can be worked out in a complete rebuild, but we'll see. Also Squad should stay as far, far away from ARMA 3 as possible, that "game" is a loving blight. RocketRaygun, how's the intended scope going to compare to PR (such as larger numbers of aircraft and vehicles and large maps/playercounts) and does moving to a new engine present many gameplay problems? The most pressing issue I can think of is the lack of world/viewdistance fog in UE4 compared to Refractor making tanks be able to shoot and see each other from each other's main bases, or aircraft being able to immediately spot each other on takeoff. Are you guys going to have to make a lot of changes to the PR formula to compensate, or are you just going to stick with having a world fog on every map? I feel like keeping the viewdistance limited/a "fog of war" would be the best bet since it will stay true to the proven formula of PR, because I don't see many ways around resorting to making engagement ranges be actually realistic. That doesn't always equal fun, though- I don't think having 2 KM engagement ranges for tanks or ATGMs or having CAS get blown up from a missile fired from several KM away would be a very good route to go. There's a reason PR is still being played after nearly a decade.
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# ? Nov 8, 2015 23:46 |
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Justin Tyme posted:I feel like keeping the viewdistance limited/a "fog of war" would be the best bet since it will stay true to the proven formula of PR, because I don't see many ways around resorting to making engagement ranges be actually realistic. That doesn't always equal fun, though- I don't think having 2 KM engagement ranges for tanks or ATGMs or having CAS get blown up from a missile fired from several KM away would be a very good route to go. There's a reason PR is still being played after nearly a decade. Honestly, I don't know if that will be a problem. I think it's a 'solve it when we get there' type of deal.
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# ? Nov 9, 2015 23:51 |
I don't see why it is a bad thing either. Anything you have that can effectively engage targets beyond a kilometer is probably going to get you a lot of attention from the enemy as soon as you use it. And that is assuming that resources + opportunities even allow you to be as useful sitting that far away from the action as you'd have been if you were fighting with your team at the front.
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# ? Nov 10, 2015 00:24 |
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You say that now but just wait until the first time a tank is plopped on top of a mountain lobbing HE at your spawn from 3 km away and all your assets are dead. It's gonna definitely be an issue once big combined arms stuff comes down the road. I guess you could make ATGMs more prevalent, but then it might take the fun out of being in assets. Part of why PR is so fun is the lethality and survivability of assets; killing a tank or CAS thing is a pretty big game-shifting event, but if you tip the balance too far the other way it makes them somewhat irrelevant. Justin Tyme fucked around with this message at 01:12 on Nov 10, 2015 |
# ? Nov 10, 2015 01:08 |
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Justin Tyme posted:You say that now but just wait until the first time a tank is plopped on top of a mountain lobbing HE at your spawn from 3 km away and all your assets are dead. It's gonna definitely be an issue once big combined arms stuff comes down the road. Pretty sure that's just the righteous insertion of freedom
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# ? Nov 10, 2015 01:10 |
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RocketRaygun posted:Oh, of course. We are going to have vehicles by Early Access, it's top priority. There are no small tasks being done right now, only vehicles and steam integration I'm determined to nag a few buddies of mine to buy the game and play with me once the vehicles get added and are fairly unbugged
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# ? Nov 10, 2015 21:22 |
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When does this drop onto Steam and get that extra price increase? It sounds like it's soon and I want to save 5 dollars
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# ? Nov 10, 2015 21:39 |
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I think it's coming this month to steam early access for $30, with the release price being $35, but I could be wrong.
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# ? Nov 10, 2015 21:42 |
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Early Access is in December for $30. I wonder how this will impact Insurgency and whichever mods have you...
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# ? Nov 10, 2015 21:42 |
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How is the game right now? Is it unoptimized?
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# ? Nov 13, 2015 08:07 |
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Alexander DeLarge posted:How is the game right now? Is it unoptimized? Not at all, recent patch is smooth as hell even on my ancient pc.
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# ? Nov 13, 2015 15:43 |
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soy posted:Not at all, recent patch is smooth as hell even on my ancient pc. What are your specs?
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# ? Nov 13, 2015 19:13 |
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Subyng posted:What are your specs? quote:Processor: Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz (4 CPUs), ~3.3GHz I built this PC for battlefield 4. SSDs and such, and the CPU is overclocked... I have the settings relatively low but high view distance and stuff but I would do that to any multiplayer FPS because I want smooth frames for aiming consistency over all else.
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# ? Nov 13, 2015 21:03 |
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If that's ancient my PC must be prehistoric.
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# ? Nov 14, 2015 02:57 |
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Alexander DeLarge posted:How is the game right now? Is it unoptimized? The Unreal Engine has issues with AMD processors, and we've got some work to do with Animations, but for the most part it runs fine. I get 60 fps on my aging gaming PC.
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# ? Nov 14, 2015 09:57 |
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When it comes to vehicle damage one of the dev on a twitch stream earlier stated they couldn't implemented everything because there's a finite numbers of events the game engine may process due to technical limitations. Which is interesting, what's the current technical bottleneck? Is this a Unreal Engine limitation? How? And if it's a hardware limitation, what kind of hardware are the servers running on?
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# ? Nov 17, 2015 04:32 |
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First time playing since the closed alpha was first available, really. I definitely enjoy the additions so far! I'm hoping to see that 870 we saw renders of awhile back in the game at some point soon. I know they said they wanted the weapons to all feel and handle different, is there currently any difference between say the AKM or the AKM clone with the donkey-dick foregrip on it statistically or are all the 7.62x39 or 5.45x39 weapons basically cloned reskins of the other weapons sharing the same caliber? Do you guys still plan a more comprehensive and extended class system, things like Spotters, HAT, Engineers/Sappers, Breachers, the kind of guys we had in PR basically, and do you still intend them to have any sort of loadout customization?
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# ? Nov 24, 2015 07:26 |
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There's a discussion going on in the Squad forums which talks about how right now the devs want all the kit availability to scale up with how many people are in the squad. (no LAT, grenadiers until 4+, multiple special roles at 8+) Also it seems like all the kits are going to be selected through the respawn screen. I hope that doesn't mean we won't be able to switch kits like in PR; that's going to hurt the whole medic system and healing to preserve tickets.
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# ? Nov 24, 2015 14:02 |
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Yeah, needing to get limited kits from a cache or crate and having kits limited in numbers to team was a vital balancing point in PR.
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# ? Nov 24, 2015 21:15 |
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They just put the latest version on steam; everyone should all ready have gotten their keys. Vehicles are still too buggy so they aren't in yet. Early access release is on the 15th. Closed Alpha Version 3 (Hotfix 3.2) quote:Major Features
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# ? Dec 6, 2015 17:53 |
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Is there an approximate adjusted timeframe to have vehicles in, or is that too finicky of a question to answer at the moment? In either case, looking forward to the 15th
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# ? Dec 6, 2015 21:43 |
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Willie Tomg posted:Is there an approximate adjusted timeframe to have vehicles in, or is that too finicky of a question to answer at the moment? Hopefully by the next update (that's my wish) but no official word yet, I think. Last I heard, they are drivable in the developers build but the implementation is still rudimentary. Won't be there on the 15th though, pretty sure of that. Either way though, been playing the new version on Steam and it's really coming together. Performance seems to be great (unless you're running an AMD, in that case you're screwed) and it's a lot of fun. The overhaul of the forest maps is great, I've avoided them for the past few updates, but now they're a lot of fun. Militia has replaced the insurgent faction on all AAS maps, which is a bit of a shame but in line with how it works in PR. Overall, it's really great. Don't really see myself going back to RO2 or Arma 3 anytime soon, this is my tactical shooter of choice from now on!
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# ? Dec 7, 2015 12:00 |
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So loving excited for this. Haven't played Project Reality since Aphex Twin was the loading music but I've been thinking about it constantly for years.
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# ? Dec 11, 2015 06:07 |
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gimpfarfar posted:unless you're running an AMD, in that case you're screwed Crap...... do you think AMD users will be fine with future patches?
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# ? Dec 12, 2015 12:06 |
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Knightsoul posted:Crap...... do you think AMD users will be fine with future patches? There's been a lot of feedback and complaints from AMD CPU users (AMD GPU's are fine it seems?) on the forums, so I can't imagine it's not being worked on, especially if it's an Unreal 4-related issue. Even I started getting the micro-stutters and 1-2 second freezes yesterday (the main symptom for AMD users) with an i7 and a gtx965m. Restarting the game fixed it for me, though. Servers seem to be ramping up the population as well, most servers go up to 70 slots now. Hopefully we'll get some vehicles on the 15th! A lot of hiking at the moment, especially on the bigger servers/maps.
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# ? Dec 12, 2015 12:51 |
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Have backers received access to the 15th build yet? From the changelog, it seems like they've added a ton, and I'd be surprised if optimization wasn't a huge focus.
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# ? Dec 12, 2015 22:14 |
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protip: never buy amd
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# ? Dec 12, 2015 23:23 |
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Alexander DeLarge posted:Have backers received access to the 15th build yet? From the changelog, it seems like they've added a ton, and I'd be surprised if optimization wasn't a huge focus. A patch dropped last night on Steam. It looks like bug fixes for the most part, so I'm not sure it's the build for the 15th or not, but I'd hazard a guess that we'll see one more beforehand.
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# ? Dec 13, 2015 01:09 |
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Hey dev guy, are you planning on keeping Militia on the desert maps? They don't exactly seem like a proper fit. I understand having them there temporarily because... well, alpha and there's only one map they do fit in, but green gorkas don't exactly look right in the desert.
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# ? Dec 13, 2015 04:24 |
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Is there any plans to make large modern city maps like in Project Reality?
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# ? Dec 13, 2015 14:58 |
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GyverMac posted:Is there any plans to make large modern city maps like in Project Reality? Yeap, as part of the kickstarter campaign one of the stretch goals was to remake two maps from Project Reality (one was a bonus, Fool's Road, which is in the current Steam build) - the other is Fallujah West, after a community vote Another patch released on Steam today, from what I hear it's the release candidate for Early Access, barring any major surprizes. No vehicles, but one new map (Chora, which is really cool) and a bunch of fixes. Focus seem to be on server stability, which is a good thing
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# ? Dec 13, 2015 19:43 |
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gimpfarfar posted:Yeap, as part of the kickstarter campaign one of the stretch goals was to remake two maps from Project Reality (one was a bonus, Fool's Road, which is in the current Steam build) - the other is Fallujah West, after a community vote drat those scrubs for not voting Kokan.
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# ? Dec 13, 2015 21:27 |
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gimpfarfar posted:Hopefully by the next update (that's my wish) but no official word yet, I think. Last I heard, they are drivable in the developers build but the implementation is still rudimentary. Won't be there on the 15th though, pretty sure of that. Do the insurgent teams sperg out and consider vehicles to be their personal fiefdom the way they tend to be in PR? I always liked that you could just grab a truck if you needed it on the insurgent side without trying to contact the truck/apc squad and begging someone to help.
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# ? Dec 13, 2015 21:30 |
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Panzeh posted:Do the insurgent teams sperg out and consider vehicles to be their personal fiefdom the way they tend to be in PR? I always liked that you could just grab a truck if you needed it on the insurgent side without trying to contact the truck/apc squad and begging someone to help. Vehicles aren't in yet so I wouldn't know Most if not all backers playing seem like pretty chill people so far.
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# ? Dec 13, 2015 23:36 |
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Kind of wish the devs would consider some kind of 'free to play' class implemented like RO2's Rising Storm (anyone could play the most basic class for each team for free). I'm just hoping the game gets enough exposure/players when it comes out because I loved PR.
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# ? Dec 14, 2015 02:41 |
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Captain Beans posted:Kind of wish the devs would consider some kind of 'free to play' class implemented like RO2's Rising Storm (anyone could play the most basic class for each team for free). I'm just hoping the game gets enough exposure/players when it comes out because I loved PR. Too much trolling potential, hope there are some free weekends upon release though. I do feel PR's community will migrate though.
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# ? Dec 14, 2015 02:59 |
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# ? Apr 19, 2024 01:31 |
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This has appeared on steam and is due to be released on the 15th (who knows with steam).
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# ? Dec 14, 2015 19:23 |