![]() US Forces: Airborne, Armored and Special Operations Battlegroups However, at launch, Tactical Pause will be available in the singleplayer Dynamic Campaign Map in Italy, in the North African Operation, and in singleplayer Skirmish. As this test is Multiplayer focused, Tactical Pause will not be available.Note that there are many tutorials and first-time-user tooltips that will not be present in this test, but you will be able to experience them at launch. Mission Zero – First time launch tutorial (skippable).From everyone at Relic, thank you for taking part in the Multiplayer Tech Test and we can’t wait for you to play the full game at launch. We’ll have more news on some of those big post-launch updates as soon as we have all the details.īe sure to keep your feedback coming in the weeks and months ahead, as that’s going to help us prioritize it and continue improving this game and franchise that we all love so much. We’re continuing to work on features and systems we know players want, and your feedback is helping to shape and inform what those systems look like, and we want to deliver them in the best state possible without compromising the core game at launch. Though this recent test was more focused on testing our online infrastructure, all these discussions are giving us a head start on fixes, balance patches and quality-of-life changes that we want to address in the first few weeks and months after launch. Additionally, we found two rendering and map bugs that were causing lighting shadow artifacts and missing terrain details, so we really appreciate everyone calling these out! We have most of these fixes internally already and look forward to showing the game again closer to launch.Īfter: Latest version with bugs now fixedĪdditionally, we plan to start vehicles in a state that is slightly more weathered, so they don't feel as 'clean' when they are first produced.Īfter: New vehicle starting state - slight weatheringįinally, we know there’s been a ton of discussion about balance, systems, unit abilities and more. ![]() For some users, game scaling was defaulting to a Low setting, meaning they were seeing subpar resolutions and blurriness. We’ve also identified a couple of key issues that were contributing to degraded visuals. First, the version of the game we used for the Tech Test was about a month old, and a major lighting pass wasn’t quite ready for this build of the game, but you’ll see updated versions in our upcoming Deep Dives. One of biggest topics of discussion during this Tech Test focused on the look, feel and readability of the game right now. The team at Relic accomplished our goals with this test, but we also want to let you know how we plan to tackle your feedback. No game can ever have a 0% crash rate, but we can try to get close! ![]() We’re going to continue this work over the next month to reduce our crash rate even further. Our goal is to make the game playable on as many configurations as possible at launch.Īfter our first hotfix, we were also able to cut our crash rate almost by a third. The Tech Test allowed us to identify this issue early, and we’ll continue to make improvements based on that player data and feedback. Our data also showed that certain GPU models that are slightly older were experiencing worse performance than they should have been getting. Additionally, we found some fun bugs related to AI and economy exploits. We were able to test over 1,400 different processors and video cards across different hardware setups, and we found and fixed several crashes related to configurations, rendering and game mechanics. Our average gameplay latency or matchmaking times were both lower than our targets, and we continue to look at ways to improve both. We had 4x our estimated players and we had no server issues. On all counts, this test was extremely successful for our team.
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