State of the Game: October 27th, 2016
Last week’s State of the Game was a recap of the features that were coming with Update 1.4. If you somehow haven’t heard, Update 1.4 is now available on all platforms! Make sure you watch the Dev Diary to hear more about what’s new straight from the devs!
This week, we are delving a bit into what has happened since Update 1.4 went live.
For everything discussed on the stream this morning, check out the VOD below or listen to it as a podcast!
There was no maintenance this morning as we had one on Tuesday to deploy Update 1.4.
With the Update now in your hands, we want to again thank the Elite Task Force members, everyone who took part in the PTS, and everyone else who provided thoughts and ideas. Your feedback and discussions helped us shape our priorities and identify an excellent middle ground. Update 1.4 is an incredible testament to our cooperation.
It does not end here however. We are going to continue to work on improvements through iterations and future addons with the systems we have in place now. We are closely monitoring feedback and suggestions we receive and will make adjustments if needed.
With the future ahead, we want to discuss PTS on consoles. It’s clear that many of these issues that are present now would have been addressed by having the PTS on consoles. We are working on this process but it’s complicated and right now we can’t guarantee anything. The Update 1.4 PTS was our first test with it to see if the idea would work, and it’s clear that it did. Our goal in the future is to involve as many people as possible.
While we are excited Update 1.4 is available, we are aware of the performance issues that are present. We are actively working on getting them resolved as soon as possible. The Known Issues sub forum will be updated with the latest information.
Finally, if you do encounter any issues, please report it to us on the relevant Technical Support sub forum and provide us with as much detail as possible. The more information you can provide, the better. Before posting, do a search to see if the issue is already present and if it is, add any information you can to it! It helps us organize the information into a single area that is easier to follow.
Patch 4.3 will be deployed on October 12th for PC, and October 25th (tentative date) for Console.
Edit: Patch deployment for Console has been postponed until October 25th. We apologize for the delay.
Improvements to Network Infrastructure
Today we will be updating to our latest internal network library. This upgrade does not come without risks, but is a pivotal steps toward having a more reliable service, as well as give us the tools we need to correct connectivity issues more quickly. While this update will not correct all connectivity problems right now, the update to our infrastructure is aimed more towards preparing us for the road ahead. You will see a reduction in connectivity issues in future patches as we continue to utilize these improvements to positively impact your gaming experience!
As this is new technology that we are experimenting with, there is a possibility that we may be forced to perform a roll back to Patch 4.2. If this is the case, we will correct the issue and deploy the changes below in Patch 4.4, prior to the release of Season 4.
Some players would exploit a bug that would prevent Caveira from successfully finishing an interrogation. She has received additional training and will now complete her interrogations regardless of whether or not an enemy player quits.
Anti-Bullying System Activated
As promised, we are continuing to make improvements to our process for identifying and punishing team killers. In Patch 4.3, we have activated an anti-bullying feature. This is intended to prevent players from targeting a teammate and griefing them repeatedly. Players will now suffer the standard team killing penalty after killing the same teammate twice.
As a reminder, the team killing penalties can be found below. Be advised that we do not offer appeals for team killing bans.
Casual- Kicked from match.
Ranked- Banned for 15 minutes, 50% Renown penalty for 30 minutes.
Second offense: Banned from Matchmaking for 30 minutes.
Third offense: Banned from Matchmaking for 2 hours.
Fourth offense: Banned from Matchmaking for 24 hours.
Fifth offense: Banned from Matchmaking for 7 days.
We have implemented an additional update for BattlEye. This update will not add any programs to the white-list.
Main Bug Fixes
FIXED – If a team surrenders at the end of a round, Renown, Experience, and Rank points are not awarded. (Surrender functionality will be returned in Patch 4.3)
FIXED – Landing a headshot through a wall or barricade would sometimes result in the hit not registering.
FIXED – Players receive Error [2-0x0000E004] when they attempt to join a squad that has a member with an abandon penalty.
FIXED – Reloading is cancelled when going prone.
FIXED – Players are unable to create local custom games when the servers are unreachable.
FIXED – An Attacker that has been overhealed by Doc's Stim Pistol will take 100 damage when triggering Frost’s Welcome Mat.
FIXED – When Barbed Wire overlaps, Operators are able to move through the overlapping sections too quickly while crouched. (The speed for individual sections of Barbed Wire remains unchanged)
FIXED – On the P90, the Muzzle Brake attachment has the same model as the default barrel.
FIXED – Allies are sometimes killed by Claymores.
FIXED – Defenders are able to see the subtitles and hear audio cues when a Claymore is being deployed.
FIXED – Win conditions for Kapkan's EDD and an Attacker's Claymore were inconsistent when the device was responsible for killing the Hostage.
FIXED – Destroying a Black Eye Camera that has been placed under the Defuser will cause the Attackers to lose.
FIXED – Destroying some objects causes them to fall through the floor.
FIXED – Nitro Cells would not cause damage when detonated on top of the blackjack table on Yacht.
FIXED – Nitro Cells are able to injure players through a wall without destroying the wall.
FIXED – Damage can be dealt through a destructible surface without the surface being destroyed.
FIXED – Killing an Enemy AI while they detonate a breaching charge would make the wall invincible.
FIXED – When vaulting and aiming down sights, an Operator's left hand would move erratically.
FIXED – Operator's hands are sometimes not aligned with the weapon they are holding.
FIXED – Angled grips were not placed in the proper location on some weapons.
FIXED – Blood effects are not rendered in the Kill Cam replay for a crouched or prone victim if they were killed with a pistol.
FIXED – Changing the display mode during a replay would make the screen black.
FIXED – Title remains on a black screen if you are disconnected while changing the language.
FIXED – Players are able to rotate headgear on the X axis after rotating weapons on the X axis.
FIXED – Navy SEAL CTU bundle is not available.
FIXED – GSG9 Operator bundle has the same price as the Attacker Operator bundle.
FIXED – Purchasing the Far Cry charm would result in the wrong charm being unlocked.
FIXED – The Far Cry charm cannot be unlocked.
FIXED – If a player is standing within the area of effect for an object charged by Bandit's Shock Wire, this effect will persist through the end of the round.
FIXED – Buck's Master Key does not reliably destroy walls to allow for vaulting.
FIXED – Capitao's 3D model has no eyelids when the Iron Mask is equipped.
FIXED – Doc does not receive points for healing or overhealing an ally.
FIXED – IQ's hands would clip through each other when she closes her gadget.
FIXED – Players attempting to climb a ladder with IQ's Gadget deployed will experience rubber banding upon reaching the top of the ladder.
FIXED – Low level of detail is visible on Jager's headgear.
FIXED – Jager is able to duplicate his ADS Gadget by exploiting high latency.
FIXED – Mute's Jammers do not prevent Blitz from discharging his Flash Shield as intended.
FIXED – Rook's head would shake when walking and carrying his Armor Plates. (It's heavy, but not that heavy)
FIXED – Sledge is able to breach walls and kill players with his hammer from behind Montagne's extended shield.
FIXED – In some instances, Thermite's Exothermic Charge does not properly destroy reinforced walls.
FIXED – Shock Drone PDA remains attached to Twitch's hand after leaving the drone view using the "Observational Tool" button or hotkey.
FIXED – Shock Drones are only able to destroy a Claymore from certain angles.
FIXED – Throwing a Black Eye camera on the dynamic part of an object breaks the object completely. This destruction is not replicated for enemy players.
FIXED – The wall of the showers in CG1F can be destroyed, providing line of sight to the neighboring stairs. The destruction was not replicated on both sides of the wall. (This would allow players to see a significant portion of the bottom floor without enemies being able to return fire)
FIXED – In the Maps Office, if the floor is shot or a wall is reinforced, it could destroy any gadgets placed in that room.
FIXED – Textures in the corner of sandbagged windows disappear when viewed from a distance.
Hello everyone! We are back today with some more concrete details (subject to change at any time before we launch on Nov 18th as we continue to evaluate it). Last time around, we talked about the high level concept of what the Survivalist is: a high skill cap, jack-of-all-trades-but-master-of-none (or the bard for those of you who play those sorts of games... with “magic” and “dragons”).
Players who choose to play the Survivalist will have an interesting start to the game; by default the perk start with an HE grenade, a machete (for its knife), and a random tier 1 weapon. The Survivalist’s passives include Weapon damage (.6% per level in current testing), Global damage resistance (1% per level), Heavy Body Armor (1% per level), and Zedtime Reload (3% per level).
Diving into the perk skill tree, this is where the player makes choices to how the Survivalist will play out for them.
Level 5 - Weapon Handling:
Tactical Reload - Increase reload speed with Commando, Gunslinger, and SWAT Weapons
Heavy Weapons Training - Increase reload speed with Demolitionist, Sharpshooter, and Support Weapons
Level 10 - Survival Techniques
Medic Training - Increase the potency of all your healing by 20% and decrease the cooldown of your syringe and healing darts 25%
Melee Expert - Increase melee attack speed 15%, inflict 10% more damage, and move 25% faster when using any melee weapon
Level 15 - Equipment
Ammo Vest - Carry up to 15% more ammo for all your weapons and your grenades are swapped out for Healing Grenades
Weapon Harness - Increase carrying capacity by 5 and your grenades are swapped out for Molotov cocktails
Level 20 - Destruction
Spontaneous Zed-plosion - Zeds you kill have a 20% chance to explode, damaging and knocking down nearby Zeds
Make Things Go Boom - Increase area of effect of all explosives by 25%
Level 25 - Specialist Training
Madman - During Zed time all your weapons shoot 3x faster
Lockdown - During Zed time the power of all incapacitation methods are increase by 200% for all weapons
Our goal is to have this content in community hands as an opt-in beta at some point over the next few weeks (we are looking at early November) so we can get player feedback and make any adjustments needed before launch. We also are rolling in some changes we had hoped to have out as a Quality of Life update into that opt in beta instead of having it as a separate build to allow us to concentrate more on working on the game instead of the build and QA process.
As we covered in the last WWAUT, the content teams are hard at work on what we hope will be a nice holiday experience for you and yours as you take your trusty Mace and Shield and enjoy the beach while running away from the More Gore Faster (we really need to name him soon, let us know if you have any suggestions!).
Pretty, what do we blow up first? - Myn Donos
Tripwire Interactive Staff
Join Date: Mar 2016
10-21-2016, 01:59 PM
Yes please, I want all the molotovs! mwhahaha
Join Date: Mar 2015
10-21-2016, 02:02 PM
I can already tell this perk isnt quite what I was hoping for.
When you make a perk that's supposed to be a jack of all trades, dont give it perk skills that restrict it to specific perk weapons. Like at level 5. I'd rather it be all weapons reload speed and then something completely different for all weapons on the other side.
Level 10 is either specifically berserker or specifically medic, while medic is alot better globally, it's either going to be "Are you going to melee or not"
It needs to be more of a "what role do you want to fill" than "what perk do you want to try and copy"
Level 15 is better. It's got more general use than perk copying. I like that you have grenade swaps.
Level 20 is more of a "Heres some demolitionist stuff" which doesnt feel like a jack of all trades thing. The two skills themselves might be okay (I actually think they look a tiny bit lackluster) but they both just fit the same theme. On a perk that I thought was supposed to be a "build your own perk" kind of deal.
Level 25, I've never had a perk to level 25. But I guess alright from what I can tell.
EDIT: By the way, I love playing bards in DnD and Pathfinder. Which is why I was looking forward to this perk. Someone brought up that Commando could have been similar to a bard because it has team bonus effects. I also think I remember there being some sort of Damage resistance or reload speed aura somewhere in the game really early in the game.
I think what the perk needs is for the skills to have more diversity. Rather than having a "berserker" skill at level 10, it could be move speed, damage and attack speed across all weapons. Or for simi auto weapons and melee weapons to attack faster, but on the other side have a broad coverage of bonuses. I'm personally fine with having a medic perk becuase it's a generally good thing to have regardless of what you're doing.
In level 5 there's 2 of the same skill but for different weapon groups. I think another way to think about this is all of the perks are focusing more on which perk you want to be like rather than focusing on what you want to do. Like in berserker, you can either pick beween being tanky or doing more damage, having more sustain or being a powerhouse ect. In this it just feels like I'm picking what perks I want to steal from. I like where in level 15 it feels more like you're building a perk because it changes what you can do, rather than chose which weapons you're efficient with. I feel like the weapons that you're going to use should come from your skills, not have your skills chose which weapons you're going to use.
Last edited by PurpleFanta; 10-21-2016, 02:16 PM.
New Heroes Of The West Mod Update and "D-Day" Sale on Steam!
“D-DAY” CONTENT UPDATES FOR HEROES OF THE WEST MOD, DARKEST HOUR MOD AND STEAM SALE FOR TRIPWIRE INTERACTIVE’S RED ORCHESTRA AND RISING STORM AVAILABLE NOW
Tripwire is very pleased to announce that a brand new content update is now live for Heroes of the West, the official community-made mod for Red Orchestra 2/Rising Storm to coincide with the anniversary of the Allied landings in Normandy on D-Day 72 years ago.
First made available in March of this year, Heroes of the West was created entirely by members of the community (as Kernow Interactive with support and assets from Tripwire and Antimatter Games) and showcases Tripwire’s commitment to its fans.
The update introduces 2 new maps, the first being a combined arms map featuring the British in a grueling fight to break out from the Normandy beachhead in summer 1944. The map, Caen Outskirts, introduces the British Bren Carrier troop transport.
The other map, Hill 400, recreates the bitter fighting in the winter of 1944 with the 2d Ranger Battalion struggling against Axis forces in the Hurtgen Forest.
There have been numerous balance, technical and cosmetic additions and fixes introduced in this update. To view a full changelog, please visit the Heroes of the West Steam Store Page:http://store.steampowered.com/app/440090/
Check out the new trailer!
For fans of the original Red Orchestra game, Darklight Games has also released a free update today for Darkest Hour: Europe ‘44-’45. More information about that new update can be viewed on its respective Steam Store Page here: http://store.steampowered.com/app/1280/
To celebrate the release, Tripwire is also kicking off a 75% off sale for Red Orchestra, Red Orchestra 2, and Rising Storm. The sale runs from Monday June 6 at 10AM PST/1PM EST throughWednesday, June 8 at 10AM PST/ 1PM EST.
- See more at: http://www.tripwireinteractive.com/news/new-heroes-of-the-west-mod-update-and-d-day-sale-on-steam!.aspx#sthash.cFjFXB8X.dpuf
We have a huge content update today! All three winners of the Great Outdoors contest are now on the Official servers and in the standard map rotation.
Great Outdoor UMM Contest Winners
•The three contest winning maps are now live! These are all 12v12 outdoor themed maps
•Stone Ruins by RedBaron54 is a foggy fight through some ancient ruins
•Cabin Fever by =groundhog= offers a great hilly indoor and outdoor battle across a frozen landscape
•Rocky Road by Keebler750 puts you in a tug-of-war style battle in a rocky landscape
•Logging in to the game and account creation will now happen in the game and not the launcher
•Launching to the Editor will bring up the launcher and all it's associated functions
•Adjusted the fog density on Bridge to be consistent for both sides
•Fixed a spot on Bridge where players could stand on a tiny collision lip
•Closed a crack on Bridge where players could fire on the extraction point from one of the towers
•Out of bounds area on Homestead tweaked slightly
•Wooden ceiling beams near the Homestead forge no longer intersect with soldier's heads
•Players may no longer jump on several light poles in Slums
•Blocking an area on Slums where players could leave the intended play space
•Blocked a spot on Siege where players could leave the intended play space
•Closed an area on Coldfront where players could, yes, leave the intended play space
•Overload author plaque added to the map
•Fixed an issue where map images in the Training menu could vanish
•"Rank Up" animation now displayed correctly on the AAR
•Activity feed spacing tweaked
•Deploy menu now appears by default when the game is in warmup mode
•Fix for the round start timer appearing incorrectly after opening the server browser from within a game
•Size of confirmation dialogs increased
•Mission Editor Help function works once again
•Fix for shoot house templates in the mission editor causing a crash
Miscellaneous Bug Fixes
•Fix for issue where removing a map from the workshop could cause a server with that map to experience problems
•Pacifist and Clean Sweep achievements are no longer awarded when the opposing team leaves
•Fix for scoreboard becoming stuck during a demorec playback
•Fixed a bug where VOIP was being re-enabled at the start of each match even when disabled in the settings
•Players may no longer pick up a second pistol, should one somehow be in the world to be picked up
•Fix for the occasional distorted soldier in the end of round cam
•Client and server logs cleaned up a bit
•Matches ending due to not enough players will no longer trigger a map change
•Prone performance improved significantly on the server side
•Fix for movement stuttering during posture changes and at the end of sliding when playing online
Battlefield 4 is a massive game, and whether you're jumping into the battle for the first time or you're a seasoned veteran, there's always new stuff to learn, and new skills to master. To kick off the New Year (and to welcome all of the new players joining with the recently released Origin Access* – hello new players!), we gathered some of the best tips and tricks videos the community has put together since BF4 released. http://www.youtube.com/watch?v=0SHXNvPjmFk&list=PLRaUyt8S5zhfDWC0nMSCTuf6livy-FjOR&index=1 XfactorGaming has a series called "How to Be a Better Noob", and it provides a great crash course on the fundamentals of success in Battlefield 4. You can check out the playlist here, or jump into the first episode. http://www.youtube.com/watch?v=P8ifCUbP8l0 LevelCapGaming's video on Basic Tactics 101 does just what the name suggests – it gives a brief overview of some of the most important mechanics of the game. Want to learn about the mini-map, reloading tips, and how to find cover in a firefight? He's got it covered. http://www.youtube.com/watch?v=k8NrekuABbc JackFrags has some tips for players looking to up their skills from noob to pro. In the video above, he gives out some map-specific tips, but also provides some really strong feedback that can improve anyone's game. http://www.youtube.com/watch?v=m3OKaKw7Dsg DooM49 has some advice for players having trouble in the skies. In the video above, he dolls out some solid advice on improving your pilot skills once you find yourself in a jet. http://www.youtube.com/watch?v=zZVdhRyjj50 Westie, on the other hand, has a killer video for prospective Battlefield 4 snipers (Recon class) out there. His advice isn't a one-size fits all approach, but he definitely has some strong advice for anyone looking to attack from afar. There you have it! Hopefully, with these tips in-hand, you'll be able to take on the New Year with some new skills under your belt. *CONDITIONS AND RESTRICTIONS APPLY. SEE WWW.ORIGIN.COM/ORIGIN-ACCESS/TERMS FOR DETAILS.
PREPARE TO EXPERIENCE TERROR IN NEW DIMENSIONS AS TRIPWIRE INTERACTIVE ANNOUNCES KILLING FLOOR: INCURSION FOR OCULUS TOUCH
New VR game based on the Multi-Million Unit Selling Horror Franchise in development for Oculus Touch
ROSWELL, GA (June 13, 2016) – Revealed on-stage during the PC Gaming Show at E3 2016 in Los Angeles, California, Tripwire Interactive is excited to officially announce Killing Floor: Incursion, a new VR game based on the long running and highly successful franchise, Killing Floor, is officially in development for the upcoming Oculus Touch. Killing Floor: Incursion brings all of the horror sci-fi carnage that fans have come to recognize and love to the next level in this upcoming VR title. Killing Floor: Incursion will offer intense and unmatched cooperative VR shooter combat in the deep and richly compelling Killing Floor universe.
“Working with Oculus to bring the Killing Floor universe to VR has been a dream come true,” said Leland Scali, Project Lead at Tripwire Interactive. “The technology is expressive and brings an amazing amount of control and immersiveness that traditional games can't begin to compete with.”
Players must take on the role of an elite Horzine Security Forces soldier as they, along with allies, team up to fend off the horrific Zed hordes with an array of weapons including guns, blades and more. Players will be able to freely explore the area as they move throughout the environment scavenging for weapons and ammo while searching for the best locations to fight the monster onslaught. Battle in diverse environments from creepy farmhouses to high tech facilities through Horzine Security Forces missions and unlock the secrets of the Zeds origins.
“We’re thrilled that Tripwire Interactive is bringing their beloved franchise to Oculus with Killing Floor: Incursion,” said Anna Sweet, Head of Developer Strategy at Oculus. “They are a leader in creating unique and engaging FPS titles, and anyone who has played their award-winning games knows they will deliver a VR experience that is exciting, scary, and cool. We can't wait to play more."
For more information on Killing Floor: Incursion, please visit: www.KillingFloorIncursion.com
Check out the teaser trailer here!
- See more at: http://www.tripwireinteractive.com/news/killing-floor-incursion-announced-for-oculus-touch!.aspx#sthash.PUcc7GXN.dpuf
GameTracker is your one-stop social network for gamers with game server stats, website plugins, and game server banners. From current scores to historical player data and worldwide game server ranking, Game Tracker records detailed statistics on how you, your Team, and your gameserver fare against the competition.
=== Client Release 3.0.19 01 Apr 2016
+ Added pre- and postinstall conditions to Updater to allow running custom
commands before or after an update. Will be used to install the new
Visual Studio 2015 C++ runtime for next release.
+ Added French and Spanish translations
* OS X client now uses Apple Transport Security instead of OpenSSL
* Updated Lua runtime in Lua plugin
* New features window now has an expire timeout to prevent opening outdated
news when doing a fresh install.
- Fixed possible crash on Linux 64-bit when receiving invalid network packages
- Fixed banners send with "Cache-Control" HTTP resonse header
- Fixed slow loading banners being shown after disconnecting from server
- Fixed possible freeze when loading lots of channel images
- Updated included libpng
- Updated included openssl
- Fixed master volume slider not updating properly when using multiple playback
- Prevent displaying locale images in bbCode IMG tags
- Don't collect channelid:// URLs in Url catcher
- Fixed freeze with many images in channel description
- Fixed ban presets showing invalid preset items
- Fixed avatar display when uploading a new avatar with different dimensions
- Fixed external links in About / License
- Fixed possible Qt crash when downloading from Http sources
- Removed server IP display in server and client connection info dialogs
- Removed setup wizard, replaced with a simple dialog to let users enter a
default nickname. To be expanded in a future release.
- Fixes to hotkey events in plugin SDK .
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