Hopefully on this later on, sound interesting even if the models for the weapons and the hands look like the ones I built in uni
Any one playing now/this afternoon/this evening?
I will be on this soon just not this weekend… I think the trial goes on for four weeks so I have time but I do not have the concentration for this today
You know when you think - “ffs someone needs to put down a spawn beacon” so next game you quickly pick officer, decide on a good spot for the beacon close to the frontline, spend 10 minutes getting there, notice your squad has just all run off in different directions so you have no support, and just as you start cycling through your stuff to get the beacon but you can’t find it just binos an enemy hops over the hedge in front of you but you’re stuck on the german grenade priming animation, so you think “feck it have some grenades” and throw both grenades over the dirt mound then peek round the side to see him aiming down his sights at you, get a couple of rounds off at him and he head shots you?
Yeah that’s frustrating when you’re already frustrated…
‘B’ to build. Then press ‘1’, then ‘B’ again and you’ll see the outline of the radio. Look at your feet and left click.
It isn’t very intuitive, I’m guessing they’ll change it a bit. You’d still need a squad mate with you to build it with. We need a ZiiP squad.
So, twitchy or not? Need the eyse of a sparrowhawk to see where shots are coming from?
Gameplay only - howzit compare to BF2 (my sweet spot for ZiiP squad play)?
I don’t find it twitchy at all. It’s nearly all about the teamwork and with time knowing the map. You see a lot of people stood around in open fields looking at maps waiting to get shot in the head Actually I’m finding a lot of similarities with BF2 except it’s a lot more unforgiving. Longer spawn times, farther to travel, although that will be interesting to see how transports etc affect, none of which are in game yet. Suppression really works a treat. However, well placed lone riflemen hidden in bushes can really screw up your day and cause a lot of confusion if you let them. But frankly, if they want to camp in a bush - let them. Go somewhere else and steal a cap and win the game while they enjoy the beautiful sunshine playing gently across the field…
Just had a very long game where I thought we were doing well until the leader DC’d in the middle of a fire fight. Lost all squad cohesion. The entire game went to ratshit after that. People firing and not telling anyone what they’re firing at, people getting shot and not saying anything about how or where from, protracted firefight over the Barn which was fun but ultimately annoying when we lost ot for those reasons - you can only do so much when you hero charge a barn and take it killing 3 but then get left alone until the enemy machine gunner strolls back in the front and hoses you…meh. But this highlights just how well we should be able to do at this with good comms, or at least the guys who have been working together a lot and know how to cover each others arcs.
Good ol’ Phly is also playing it.
It’s finally here! Thank you for your continued support - whether backing us financially or being an active part of our community. We’ve really appreciated your patience over the last few weeks as we’ve raced to fix critical issues that have arisen.
Over the next four weeks we will be testing every aspect of the game - from server and net-code issues, to role and weapon specific bugs - to issues around the meta-game and what makes Hell Let Loose satisfying to play.
Our key goals during this time are numerous and we’re looking for as much information as possible in order to make the experience as fun as we possibly can. To do this, we’ve set up numerous avenues that you can report issues, as well as feedback about the game in general.
Server and Netcode:
We have deployed region-specific servers with a mixture of specs. During our pre-Alpha profiling, we measured both the top spec server and the minimum required spec server to host the full 100 player population. We have deployed a mix of both in order to record server performance as well as player experience. Should our minimum specs not meet the required performance over a sustained period of time we will look at specific optimizations. We are also interested to watch their ability to continually host games back-to-back.
We have decided during this time to work with G-Portal in order to collate all server crash reports and profiling information. We want to collect as much data as possible to ensure our Early Access release is as smooth as possible.
Fixing server crashes is our number one priority.
We are continuously profiling within the game and working through bottlenecks - particularly those that effect low end machines. We are aware of some specific map-location drops in FPS and will be working through those throughout the Alpha. We know that we have more work to do on optimization - particularly ensuring a good experience on minimum spec machines.
Both the FPP and TPP animations will be refined as we lead up to Early Access release. There are several transitions that we will be introducing to make other player movement look more natural, and your own movement feel more fluid. There are also small issues around jumping and some visual glitches that occur when rapidly shifting from hip to ADS.
We are aware that some aspects of the sector meta-game need refinement and fixes in order that it work as designed. These will be major fixes that will occur during the first week of Alpha, as it effects the enjoyment of the game at every level. Issues such as sectors not capitulating when cut-off, and capping diagonally will both be fixed. During the Alpha we will also be working on ways to make the victory conditions clear to a new player.
In addition to this, we will be altering the way an Officer deploys both OPs and Garrisons in order to make the deployment process simpler and more intuitive. While the rules for deploying these spawns will not change, we will message the method to do so much more effectively
We are in the process of implementing and refining certain weapon sounds and foley. This is a process that will continue until Early Access release. Our brilliant sound artist - Danyal - was recently able to spend a couple of days at a range firing and recording all the weapons included in the game. We are currently working through applying these new sounds to each weapon.
From character models, to weapons, to vehicles, to environment props, to buildings - we’re going to be updating, refining and optimizing continually. We are intent on ever expanding our game world to fully reflect the battlefield of the time.
Quality of Life Additions:
During this time we are very interested to watch the player experience and establish tool-tips, sound cues and other prompts. We want new players to be able to pick the game up and get a sense of where they should be, the flow of battle and how to effectively use their role as fast as possible.
We will also be fleshing out the options menu (including functional key bindings, sound controls etc.) as well working on improving anti-aliasing quality.
We have established numerous ways to help us collect data and communicate with you during the course of the Closed Alpha and beyond.
You can find a link to our public development Trello HERE. We will be updating this to reflect our closed-developer Trello so that you as a community are able to see which issues, bugs and features are being worked on.
Bug Report Form:
We have established a bug report form HERE. This will be a very easy way for us to collect specific information about an issue you are having. The more information and media we have about the issue, the easier it will be for us to reproduce and fix. We appreciate any time you take to submit this.
When that crash report pops up, please send it to us! We have a server specifically set up to collect them, and it’ll allow us to examine the exact issue and hot-fix it. It is crucial that we receive these.
The forum is a great way to discuss strategy, tactics, weapons, roles and the general feel of the game. We have set up specific sub-forums so that we can look at specific issues. We will be keeping an eye on them and we’re keen to read your feedback and conversations about different features. We know that you’re one of the most valuable sources of information on where the title could improve, and what would help you play.
I Can’t Find or Haven’t Received My Key Yet!
We’ve found that some smaller mail providers block or send the key emails to the spam folder or other places. If you’re a Veteran tier backer or above and you’ve searched through your email and haven’t had any luck finding the email containing your key, please email firstname.lastname@example.org with the subject line “OH HELL, NO KEY” from the same email tied to your backer account and we’ll follow up with you as soon as possible. We ask for your patience during this time, as we are dealing with each occurance as fast as we possibly can.
Lastly, we appreciate your patience during the Closed Alpha. We understand that things may break, crash or not function as intended and we really appreciate both the communication of the issues and time given to us to fix them. We will be working very hard to address issues as they arise, as well as build in new features - both big and small.
As a team, we want to thank you for the opportunity!