DoW - September Update
This months update comes a few days late, so we'll dive right in. First thing up is a discussion about recoil.
We are big fans of games that are "Easy to pick up, Hard to master"
We've always thought that DoW should have challenging recoil, and when we say challenging, what we really mean is “difficult to master”. We think having this challenge is an important part of what keeps a shooter fun, by raising the ceiling of how good you can get.
Currently, we think our recoil is difficult to master and also can be difficult to pick up, especially for those not used to the mechanics from other similar games.
With this in mind, we set out earlier this month to look at our recoil system with a pair of fresh eyes and try to rebuild it from the ground up with two goals in mind: 1) make the recoil more “masterable”, meaning more predictable and less random 2) make the recoil easier to pick up, and more friendly to folks with lower mouse sensitivities who don’t want to pull down so much.
Our new experimental recoil system relies much less on vertical recoil management and more on side to side, especially when spraying. Even our preliminary internal version feels like an improvement in a lot of ways. By not relying so much on vertical recoil we can still keep a higher skill ceiling on our autos while solving some of the problems that make our current system hard to pick up.
Though we aren't stopping here, we want to introduce hardcoded recoil patterns that are more predictable, thus making the automatic’s recoil more learnable and less random. A few days ago Rainbow Six Siege announced they were switching over to recoil patterns, so if it's a topic that interests you there is plenty of discussion in their communities about the feature.
Read more http://steamcommunity.com/games/454...ncements/detail/1457335749080248167
Last month we showed a few previews of what we are now calling dow_cathedral.
We finished the map a couple weeks back, and wanted to show some previews of the final map
While it has been ready for testing for a few weeks now, we have held off conducting a test until we could do a few other things like upgrading to UE 4.16. We are using our tests of new maps to also test other underlying engine changes, fixes, and features, which means we will not always be testing new maps the minute they are ready.
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include:
Fixed being unable to start any map in single-player mode
DoW - July Update
Over the next few months we plan to continue to churn out maps and test them during scheduled events. We won't be releasing them fully until we feel we've amassed enough new content to justify a significant game update and free weekend, when they will be released as a batch. This is not because we want to withhold content from you, but because we want to have a compelling reason to come back and try the game once its ready.
During this period we will continue to update the game, tweak the guns, polish rough edges, and add new features from our development roadmap (Map Editor, VOIP, Bots, etc.)
Next month we plan to have a big announcement that we think will please a lot of you - so make sure you pop back then.
We are also including a list of recent FAQ below, mostof these are questions we've answered in these monthly updates but we wanted to lay them out in an easy to read format.