[DEV] BRAMMERTRON

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Everything posted by [DEV] BRAMMERTRON

  1. And we haven't denied that! We've openly said our direction has changed, we also still support the community that want to play without skins. Joe
  2. People care about this game, that's why there frustrated and rightly so. If we change something or decide to do something we will always have a reason for doing so and it will always be for making the game a better experience. We don't want people to play the game twice and say "that was fun" we want people to finish playing the game after 5 years and remember how frustrating trying to rank up was but how rewarding it was when you finally got there. Joe
  3. Tuna is doing his job and liaising with the community. If you think we're not saying legitimate reasons, that's on you. Because we certainly do have legitimate reasons. I'm one of the main people behind keeping the alpha windows short and sweet. We want to test things with a large group of players, we want to hammer the game when you guys are on and we can't do that if we have 50% population or even lower. Also, after a couple of weeks people might and probably will show less interest in the alpha and helping us test, if we keep the windows short we will be more likely to grab people's attention. We take our alpha very seriously, I'm so impressed that our community has cared this much about the game and I'm always touched when we get people passionately asking to play the game, because really that's all your asking right? Let us play the game! But trust us, we know what we're doing, every decision we make here is for the benefit of Battalion in the long run. Lots of games rush to the finish line and try and get things out the door. Without offending any developer, I merely think their methods didn't work; Days of War and Dirty Bomb, both games had big open alphas where people could just play the game all the time... feel free to go and check their player counts now. Both polished and complete games, but neither lasted much more than a month. Now if you look at; Quake Champions, they've been doing private weekend alpha sessions for a few weeks now and it's been very good and super fun; however even at peak times we've had to wait 3 to 4 minutes to find a game. Concurrent players are a luxury and players don't realise the significance. Look at these statistics: http://store.steampowered.com/stats/ Rainbow 6 Siege: 1.8m steam users own this game / Highest Peak concurrent players; 45,000 (2.5%).. Based on that ratio: Battalion has around 6500 players in the alpha / Peak concurrent players 162 (2.5%).. So those numbers obviously aren't exact AT ALL or even that useful, but they get the the point across; that just because you want the game to be open and available at all times, doesn't mean everyone agrees and will be ready to play at the same time as you. I also understand you want to jump around and practice or even test locally but we want to have you guys hammer the game on the weekend then discuss the issues and possible fixes (for balancing) throughout the week, we want to have active discussions in the week and then apply changes in the next alpha weekend. Joe
  4. Hey guys, I wanted to see your opinion on aim assist! Personally, I think it's something console gamers need more than they think. They've been conditioned to use it and Battalion will have a lot of one shot rifles compared to current shooters on console. This means spray and pray, although it has its place, will only be part of the firing mechanics in Battalion, you'll have to use precision a lot more as well. Anyway, let me know what you think. Joe
  5. We did actually reject modern rendering techniques to be fair... But that was because there was 1ms of frame lag, most people don't notice but new COD's, Battlefield's, Assassin's Creed etc etc, they all have it.. Just the people playing don't notice, those of you looking for an old school game realise it's uncomfortable and doesn't feel great so you don't play it.. This is 1 of many reasons why. @Razor I understand your frustration, but we fully anticipate your clan to play on the modded community servers, not the official servers. We intend to support the modding community 100% and have already started by making a simple easy to grab editor. No other Unreal game or any game in fact does what we're doing with modding. This way, you guys get to play a game that feels like an oldschool FPS but without any of the parts you don't want, and if there are some adventurous mappers out there, some bigger maps too! Joe
  6. We haven't said yet, but this discussion is frustrating so I'll drop a hint. We're experimenting with some flashy skins that are tied to WW2. I'll say no more. But its cool as shit if you're into WW2 stuff and if you're into flashy skins. Again; experimenting.
  7. Extensive research from Activision, Ubisoft, EA, and Valve that we've correlated and read will show the following; 1. Most gamers find skins cool 2. Gamers don't care about 'realistic skins' different woods/metals etc 3. Gamers want their skins to be flashy and boisterous, its part of the showmanship of gaming, especially in FPS games. 4. The people who don't want skins, are actually a minority. 5. The reason people are scared of the word 'skins' is because they subliminally connect this to Black Ops 3, mainstream console gaming, and excessive in-game purchases- even though these people complain, they usually end up A. not playing the game and reviewing it badly or B. enjoying the skins and the bravado of having unique weapons. So whatever your opinion; for the drama queens "YOU'LL RUIN THE GAME YOU DON'T KNOW WHAT YOU'RE DOING"... Well.. we do. We're quite good at this. There is the information, enjoy.
  8. I really like silent jumps but the problem is its super glitchy and buggy. It's not even like a feature that might just be going to far. No fall damage or noise on vault is a thing though.
  9. We are working on something like this potentially for the SMG's/shotguns ... but unsure yet.
  10. It's awesome when I can just keep working on the game because our community are so switched on. I ratify this information. Don't be too upset about people making new threads about things, people want to know answers, and when people re-start threads, we always see new discussions and answers. As a dev team, we've never been upset about people opening new threads about old subjects. Joe
  11. I mean, we have most of the weapons done, but its about balancing the game.. Battalion is going to be rolling out content slowly, not rushing anything. Joe
  12. I do like this, we've actually already been looking at it.. But admining it can be a problem, will let you know how it progresses. Joe
  13. To tag big tuna you need to include [CM] same with [DEV] for me and Howard. What a great idea, I understand how difficult that can be and we wouldn't want you to trash the quality by downloading from youtube and recompressing/uploading! @[CM] BigTuna lets try and sort this out this week, find a way to get people content through a press kit. Thanks a lot for the suggestion. Joe
  14. we know what film tweaks are but we aren't letting people change the sky to purple or anything no.
  15. I did say from the start.. but people got upset when I made comments on Days of War, even though literally everything I said would happen, including plagiarism.. happened. It's not a case of listening to the 'right' community, it's more that we had a plan, we've made 2 games before, and we have a design formula for Battalion.. The community help us balance and iron things out. Our amazing gameplay programmer Dave has done awesome work over the last year to make the feel just right.. Joe
  16. People can control the hue/contrast settings themselves, everyone's PC is different. We just make a base visual setting, people customise it anyway. joe
  17. Please don't bring PC vs Xbox vs PS4 debate to this forum, its just stupid. Are console versions being neglected? Compared to PC? Yes.... because we're working on the PC version right now and I absolutely refuse to rush to deliver a sub par video game we said on the kickstarter we would deliver a game that felt 'hand crafted'.. and that will take time, but this doesn't mean its ignored AT ALL. I have a lot of meetings with platform holders trying to get the best deal for console gamers on Battalion- straight up transparency; Xbox are more keen to work with us than PS4 as Sony have a focus on VR at the moment. But we aren't going to "port" Battalion to consoles. Consoles are totally different to PC, from a player psychology point of view, technical, and design. Instead we're going to take what we have and redesign it for console (don't worry, it's no more or less work than porting). But this may mean a different focus on gamemodes, maybe even unique game modes for console. But I still today don't understand why developers and publishers insist in porting and copying games to different platforms despite having totally different audiences. The best example I can give is as follows: The Girl with The Dragon Tattoo is an excellent Swedish film; except you have to turn on subtitles to watch it in English. It's also lower budget than what English speaking films are used to and some of the jokes/quirky parts of 'Lisbeth Salander' don't come across. The US/UK adaptation with Daniel Craig and Rooney Mara follows almost exactly the same story line, but with a much more cinematic approach, English speaking, with English/American humour and ultimately a much stronger focus on the films shot by shot visual quality. That's the best way can think to describe it, I hope that helps. I just don't understand why companies feel the need to port the exact same content over (in FPS games mostly) when they're massively different.. Do you realise how few PC players play Team Deathmatch? But its by far the biggest gamemode on console!? Just interesting^ Joe
  18. Things I would change 1. No sprint - its a modern game, even CSGO has some sort of 'sprint'. Whilst you might dislike it, you are after all a hardcore COD2 player, the are many other players that want it2. More recoil on all weapons.- You can't tell the recoil if you're watching the video, a lot of the recoil has been upped but I'm controlling it pretty well. But we are upping them again anyway.3. Movement is way too fast- We're testing slower movement now, will let you know the results4. Red dots off- no, it helps new players not only compete but also learn to use sound and direction. 5. Seems to reward too much on jumping- agreed, we're looking at this. But we do enjoy the movement side of the game, slick movement will contribute to top players games.6. The hit indicator- will be staying, but do you have something you specifically don't like about it?7. Weapons are too accurate when firing unzoomed - agreed, but this was really just a time thing, we hadn't had time to tweak. 8. Map should be a compass" - because you play cod2, but why the f*** do you need to know where north is? Hope that helps, will watch for your response, I'm crazy busy but I'm reading everything!
  19. What if I told you, we're working on something that's based on S&D, but we add something more competitive . . .
  20. Hey CplDixon! That's awesome thanks for posting some of your work. Very cool. However; the reason a lot of vehicles in game maps (ours included) are often incorrect is to keep the shapes basic. We're working on a tractor right now for instance, and this particular tractor has a few gaps in the engine and wheels, in-game people would be able to see through the gaps and shoot people almost without being seen. Look at the two images I attached, one is a work in progress render of a tractor we're modelling. The other is the reference for the type of tractor we're using. Can you see how blocky we make the tractor? Can you see how many gaps and holes and OP peak spots are in the reference tractor? Personally I think this is a good decision what do you guys think? We've gone for gameplay first. @ToonBE do you remember the changes they made to the fork lift on Cache? That's what we have in mind.
  21. You guys are going to love our core game mode
  22. https://www.pcgamesn.com/battalion-1944/call-of-duty-ww2-batallion-1944
  23. We did have a go at prototyping it to work as a shotgun, short range powerful etc, but nahhh, doesn't work as well as we'd hoped... so nope.
  24. Prove it. Prove that you have seen "SEVERAL TIMES" that we said PS4 release date is end of 2017... I bet you can't from a authentic source.