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- Poor Performance
- Performance has been the main focus of the team. We’ve addressed numerous issues (just over half of the changes between these tests were performance focused) and improved art/code/setup specifically in mind for performance.
- Too easy to go out of bounds in ships
- Increased the OOB area on foot, vehicles and ships.
- VOIP inconsistent
- Addressed VOIP issues present in both ToW and the PU which includes specific party and proximity issues.
- Poor audio quality
- Many audio issues addressed including repetitious commander audio cues, distortion, missing data, reverb, ship thruster audio and others.
- No “squad” or “friend” mechanics
- A few bug fixes to make party mechanics and VOIP connections work better
- Partying and party launch were inconsistent
- Players can now rejoin specific in progress matches that they disconnect and if it isn't available, a message is displayed. Partying no longer disables the ability to launch TOW and launching as a party should pull everyone into the same match.
- UI issues
- Made optimization to performance and fixes to some icons disappearing/reappearing, crashes and very importantly the mouse cursor disappearing in the spawn screen. Cleaned up the chat window and its position.
- Sight alignment
- All sights have now had a pass and have been tuned and re-aligned.
- VFX and splash damage
- Updates to most VFX including art updates and some performance optimizations also aligned splash damage for some weapons to be closer to the VFX.
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- Art Quality
- Many updates including material changes, bug fixes, performance and other art updates including wind, sun direction updates, shadow fixes, decal usage, color-grades and others.
- Ship Balance
- Updated some ship variants, ships, and loadouts to be better matched.
- Stability
- Numerous crash fixes.
- We want more! We will be doing two more 3 hour play-tests this Saturday and Sunday.
- NOTE: This test is under NDA.
- Instructions for the Test Theaters of War can be found on the front end main game menu (replacing AC/SM). Only Evocati will have access and access will only be granted at the allotted times. When the time comes up, you can login and see the game option. If you are already online when the play-test starts, you will need to re-log to see the game mode. Theaters of War also uses the new party system and you can create squads on the front end and party launch into a game much as you would into the PU. VOIP has been enabled for this game mode and uses standard PU VOIP controls with the ability to swap between party, team, and global chat.
- Please use the PTU issue council to report any issues you encounter and NOT the public issue council. If you have comments or feedback for the development team, use this thread to voice them and up-vote shared sentiment.
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- Current Known Issues
- If a defending player contests a hacking terminal, the countdown will continue despite the zone being "contested".
- Spawn barriers occasionally block players when they shouldn't.
- Players sometimes fall through the world when on foot.
- Dropped weapons are sometimes not cleared.
- There's no UI indicator at the top of the screen to show progress for the capture of C.
- Throwing a grenade may cause your weapon to stow.
- Music may be missing if a player joins the game late.
- The Ursa Rover has invisible collision for the lower part of the body in the drivers seat, which stops bullets.
- Ground vehicles slide around incorrectly after losing a wheel.
- Cyclone and Ballista can spawn partially clipped into the ground.
- Outlaws are not given points for resetting linked terminals in phases 2 and 3.
- Ground vehicle wheels don't register damage.
- Players spawn with secondary weapon equipped.
- Play-test Schedule Tests will be 3 hours long each, Saturday and Sunday.
- ToW 3 hour playtest - Saturday : 14:00 CDT | 19:00 UTC | (SUN) 05:00 AEST
- ToW 3 hour playtest - Sunday : 14:00 CDT | 19:00 UTC | (MON) 05:00 AEST
- Feedback
- Please leave any and all feedback on the mode, but we are very curious about:
- Performance: Areas/phases/situations where the game performed poorly or well
- Desync: If you encountered any and in what scenario. What were you or your opponent doing at the time.
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