Server's will be coming down tomorrow (8/9) at 1AM PT and will remain down for approximately 4 hours.
Vehicles
In order to improve the driving experience, vehicles have been tuned to have better handling and be less susceptible to flipping.
Additionally, we wanted to create some tradeoffs between each vehicle. To accomplish this, we’ve tuned vehicle performance and added a new feature to the pickup truck to better differentiate each vehicle:
• The police car is the fastest.
• The off roader has the best handling.
• The pickup truck is the toughest.
• Passengers in the rear of the pickup truck can stand up to shoot forward and crouch to take cover and shoot behind.
Flipped vehicles have more realistic friction, won’t be drivable using turbo, and can be righted by getting out and performing an interaction with them.
We’ve performed a pass on vehicle audio that includes: engine and turbo sounds, tire squeal when turning on pavement, and braking sounds. Vehicles also now have horns [Default: J].
We’ve made some physics tweaks that should have vehicles exploding unexpectedly far less and doing the correct amount of damage when they do explode.
Keys & Hotwiring
We believe map knowledge is very important and, specifically, learning where vehicles spawn and where to land to secure them is an important skill. Having said that, though, we have been concerned with how easy it is to completely deny vehicles to other players, particularly less experienced players. We’ve made some changes to vehicle inventory that address this concern while still rewarding those who are able to quickly secure a vehicle.
Vehicles now spawn with a key in addition to the current vehicle parts. The key is found in the trunk, with the biofuel, and can be picked up. Vehicles will start immediately if they have a key inside or if any player (driver or passenger) is carrying a key.
Additionally, vehicles can be hotwired by right-clicking when a key isn’t available. Hotwiring takes a little time and makes some noise, which may alert other players, but can be used to acquire a vehicle in a pinch.
Other vehicle parts (boost, headlights, battery, and spark plugs) can still be removed, but require more time to do so.
Toxic Gas
We’ve observed that games often have a “mid-game lull” as player encounters slow down after the initial landing & looting phase. To begin addressing this, we’ve made a couple of adjustments to the toxic gas that should increase the pace of play during the mid-game and encourage player confrontation.
Dynamic Gas
The size of each gas ring after the first will now scale based on the number of remaining players, becoming smaller if the player count is lower than expected for that phase. This is intended to reduce lulls in the game, though we’ve been intentionally conservative with the initial adjustments to ensure we don’t overly penalize players who spawned far from the safe area.
Toxicity
Toxicity is a new resource pool that fills over time while a player is in the gas. Once a player reaches max Toxicity, they take increased damage from the gas. The main goals of the toxicity system are to prevent long term gas camping by making it harder to stay in the gas for long periods of time in the early game and impossible in the mid to late game without making the toxic gas more punishing for players that get stuck in it for a short period of time.
Air Drops
We’ve removed air drops from the late game because bombing runs could be too oppressive in the small safe zones.
Air drops should no longer land on steep, vertical terrain that makes is hard or impossible to loot them.
Air drops will no longer originate only in the NE corner of the map and will angle up or down during flight to indicate whether or not they have dropped their payload.
Dropped bombs can be heard from much further away as they are falling.
Parachute
We’ve made some adjustments to the parachute, adding ropes and handles and smoothing animations while flying and landing. These changes will make parachuting feel a little different, but shouldn’t significantly alter parachute flight mechanics. Being able to stretch landings is an important mechanic and something we want to maintain.
Players should no longer take falling damage when detaching from their parachute.
Combat Feedback
Feedback has been improved to better indicate when a player’s gun is in collision and they are unable to fire. Reticle now indicates that firing is disabled and character will enter a passive stance.
Thrown weapons now display a tracer, only visible to the person throwing them, making their path of flight more apparent.
Visuals
In order to make loot in busy rooms more visible, passive highlighting has been added to lootable items in the world.
Teammate chevrons are now visible through collision.
Fixed an issue where distant toxic gas could mask nearby particle effects.
Skirmish Bug Fixes
- Reanimated Skirmish: Fixed an issue causing players to not be able to shoot reanimated zombies from point blank
- Reanimated Skirmish: Fixed an issue where some items (such as Duct Tape) were not spawning in the world
Miscellaneous Bug Fixes
- Fixed an issue where players slightly clipping through thin assets (such as fences) could be shot from the other side.
- Ninja’s shirt is, once again, Ninja’s shirt.
- Fixed an issue where a bit of fuel would be consumed if players enter a vehicle while running
- Kitsune Infiltration Shoes will no longer incorrectly turn shoes into loud shoes.
- Makeshift Armor should now cover the entire body as intended
- Fixed issue causing incorrect animations to play when changing bow ammo types
- Brazil Server: Increased the number of available zones so more games would start
