Survarium - joewillburn

Greetings Survivors,

Today we are happy to present you with yet another Q&A. We gathered a bunch of your suggestions from our official Discord (https://discord.gg/survarium) and took time to read through them, consider the ideas and proposals put forward and answered them as best we can. So we hope you enjoy the read.

On a side note: If you would like to submit your ideas for changes or make some suggestions just join our discord and check out the #feedback-suggestions channel.



Title: Remove smoke from Slaughter game mode.
Description: Smoke should be used tactically, it is not tactical when one smoke blocks 10% of the map. It gets really annoying when literally 60% of the map is covered in smoke and it's just people running around melee-ing each other.

A: Smoke is definitely a problem on smaller maps, and we will think about a way to tune it down or remove it completely for Slaughter game mode. However, you should keep in mind that if we do remove it, Slaughter will most likely turn into a camp fest.

Title: Melee overhaul.
Description: Kind of an alternate take on the previous suggestion. My idea this time is that there could be an armory of melee weapons with different abilities, rather than just hitting your target with your stock and somehow killing them. A few rough ideas for weapons could be a knife that has high damage but is hard to hit people with, similar to the current system; or like a machete that deals lower damage but inflicts bleeding with an attack that covers a wider area. Or even an anomaly spear that deals little damage over time in a large circular area, stuff like that. This could definitely be a vast improvement to the barebones and questionable melee system in place, especially in a game that's all about fine-tuning your loadout to perfectly fit your playstyle.

A: At some point we were thinking about introducing melee weapons into the game, but even estimation of the development costs (functionality, modeling items, animations) proved to be too much for a little to no gameplay variety: after all, the majority of kills are with ranged weapons.

So we decided to rework the way melee functions, which we did a couple years ago with 0.59b https://survarium.com/ru/game/updates/survarium-059#b

However, we will discuss the possibility of making melee hitting for less with the team. Perhaps it could ignore all armor but hit for 70-90% HP, so it could be used as a finisher, but not one shot. What do you guys think?




Title: Rework spawns and spawn protection in slaughter.
Description: honestly it's pretty self explanatory. The spawns in Slaughter are outright horrible. You can spawn next to the entire team like 4 times in a row. With the spawn protection it just doesn't work. It works with certain people in the match and not everyone in the game (also people can still shoot with spawn protection which is kind of dumb). Could probably change the spawn protection to work for everyone and it goes away when you shoot/sprint. The spawning problem can be fixed by the spawn protection problem.

A: We will think about it in the context of doing something about smoke spamming. However, the issue exists in every online shooter with respawns and small maps, and there's simply no one good universal solution that makes everyone happy.

Title: When you buy a gun or armor piece, the price is permanently reduced to 20% of the initial price.
Description: In a game like this, you often find yourself experimenting with different weapons and armors to find what's just right. The idea for this change is that when you buy something and sell it, but wish to buy it back later, the price is reduced to a little more than what it was sold for, so you don't lose as much value for experimenting. The change itself should be rather easy to implement and benefit every player.

For example, when you buy the VEPR it costs 60k, but you may find its performance subpar. Wanting your money back, you sell it. Fast forward a month and now it's significantly more powerful, but now you lost 51k. With the change, you would buy it back for 12k, meaning you lose only 3k.



A: First of all, you can always test any weapons in the shooting range. Secondly, the game economy was designed and balanced with some specific limitations in mind, one of which being inability to buy the same weapon with a huge discount. If we introduce it, it will break everything, and we will have to reduce match rewards. Which, in turn, will make it harder to acquire any weapon in the first place. Bottom line, we think that any discounts for items you already own is a bad idea.

Yes, you can't test a weapon in the shooting range with any set of modules and modifiers, but the idea is to let you get the basic experience of using that weapon, and if you like it, you can modify it further to suit your play style better.




Title: Ability to rent a gun and mods for round for a moderate fee.
Description: kind of self-explanatory. Just the ability to rent a gun with selected mods. My idea is that the gun costs 15% of its original price to rent, and each mod costs an additional 1k silver. To prevent people from just keeping the gun by renting it over and over, there is a 1 round limit every day. This could allow for experimentation without extreme financial repercussions.

A: The game economy was not designed around renting. Even if we were to introduce it, obviously, renting a gun should cost more than you get from a match (otherwise everyone will only rent). But in this case you don't get silver to then buy a weapon. Not the best approach, eh?

Moreover, in our opinion it kind of ruins the progression aspect of the game. If you can rent any gun with any mods you want, what's the point of getting modules and spare parts, or rerolling modifiers?

Sure, you already can get premium weapons anytime, but the selection is limited, and here we are talking about all the equipment.


Title: Ability to use non-premium helmets and masks as cosmetics.
Description: Kind of self-explanatory. Just wanna wear a cool looking scavenger hood without taking off my helmet and getting rid of the set bonus.

A: The idea of cosmetic items is that your opponents see it's a cosmetic. If you can use any item (premium or not) as a cosmetic, that ruins the whole idea. And most likely these items would then be used to trick opponents into thinking you have some different equipment.



Title: More profiles available in the match.
Description: Depending on the type of map or type of match, I would appreciate more available profiles to choose from. The current three are really not enough. I'll exhaust them on my favorite assault rifles and would like another profile on shotgun and sniper, for example. In other, similarly focused games, it's common to have 15 or more profiles to choose from (which of course doesn't mean they all get used). These profiles could be a bit more expensive again, so there would be additional incentive to earn some silver. But that's up to you.

A: It probably comes down to how many people actually need more than 3 profiles. We don't remember people asking for more profiles before.

Besides, if you could take more than 3 different equipment sets and switch between them in a match, that would make your loadouts too universal. The idea always has been that you need to compromise because you never know which map you may get into next.




Title: Trading system.
Description: Its self explanatory. You can trade everything but league items and gold.

A: The game was never designed with trading in mind. Adding it would require not only a lot of UI and backend work, but also rebalancing the whole economy (equipment prices at the very least). So no, it's not gonna happen.

Title: Small buff for medium armor.
Description: There's couple of medium armors (64 chest points), which in most cases have too many downsides compared to lighter sets (ex. Combat Set) or extremely heavy ones (ex. Heavy Set).
I suggest buffing just a little bit of some of them to make them more appealing:
- Army Set & Light Set - increase armor in gloves to at least 55 (60 with the upgrade). Right now using those sets is pointless as players can be easily hit in hands making extra armor on chest worthless;
- OZK-1 Set & Firefighter Set - decrease slowdown by at least 2%. It can be made by decreasing the slowdown of particular set parts or by adding a corresponding bonus. Right now the player moves in those sets as slow as in any heavy suit.

A: We are planning another balancing update soon, and we'll look into changing armor as a part of the update. No promises, though.

Title: Intermediate sights/optics.
Description: It would be nice to have like 1.5x/3x or 2x/4x, basically LPVOs(Low Power Variable Optics). I know there are some 1.5x and 2x collimators but I miss something where you can just switch zoom if you need to and don't have to switch between sights in close-range to mid-range combat situations.

A: With over 300 modules already in the game, we don't really feel like we need more.



Title: Upgrade weapon modules with spare parts or spare parts + silver.
Description: The current system of getting 3 random of CERTAIN QUALITY mods to get a 50% chance to upgrade a module is stupid. At least one should be able to upgrade a module with 600 spare parts (total sum of three modules). Remember, you want more players to stay. People don't enjoy grinding to get a chance to gamble.

A: Actually, we wanted to do something like that for a long time, but there was always something more important that came first. Perhaps in one of the future updates.

Title: New Anomalies and Artifacts.
Some new anomalies and artifacts to make them more attractive. For example, an artifact, when being used, gives the player a few seconds of thermal sight to spot campers. Or another one which grants higher jumping or makes the player camouflaged.

A: That's another thing we were hoping to do for a long time, and we have some ideas already. Hopefully, you will see a new artifact and anomaly in a few months. But first we need to test our ideas internally and see if they are even feasible (both in terms of implementation and gameplay).

Title: Heavy weapon rework.
Heavy weapons in the game such as light machine guns and anti-materiel rifles should be heavier and far less wieldy than they are now. Right now, light machine guns feel more like assault rifles with more ammo than actual machine guns that should be used for point defense. The anti-materiel rifles just feel like sniper rifles with more damage.

A: That's because Survarium is a game, and that's how similar weapons work in other shooters. We don't go for total realism, otherwise you'd need to mount an LMG or the Barrett M82 before firing or suffer the feedback. So yes, generally the anti-materiel rifles are just sniper rifles with more damage and longer reload, and the LMGs are assault rifles with more ammo and longer reload. And that's highly unlikely to change.



Title: Improvements to ELO system.
The ELO system could have few improvements in my opinion:
- Not being able to avoid ELO loss just by paying 5k silver (quitting or afk penalty)
- Reduce ELO for a long period without playing (so long time inactive players can't stay on top of leaderboard, example of simple implementation in discussions)
- Give the win or loss a (small) impact on ELO change on top of personal performance so a better win rate will lead to a better ELO.

A: At some point players' Elo was decreased for leaving matches/going afk, but many players abused it to lower their rating to then enter matches with weaker opponents. Those players were even willing to pay silver fines for leaving matches to lower their Elo quickly. So no, we are not going to return to decreasing Elo for leaving matches.

Then, reducing rating for not logging into the game for some time. Again, not going to do. Imagine some veteran players coming back in a few months and totally destroying the competition simply because their Elo dropped over time.

Which leaderboards are we talking about here? If those are on survarium.pro, we already provide all information in the API to filter players by login/match date, no need to decrease their ELO to remove them from leaderboards, it's possible via other filters.

Finally, the impact of win or loss. More often than not, players on the winning team already get more Elo because they win because of their better performance in the match. And vice versa for losing. And even if we do make a change like that, how do you define "small impact"? This could totally make people intentionally lose their matches to drop their Elo rating. (see why above).


Title: Fix the ancient bug of sprinting on top of things (rails, boxes, etc.)
Description: This bug has not been addressed for years! Really makes the game feel cheap, unpolished, and of low production value.

A: In truth, the locations were designed bearing in mind that the players could "climb" on items of a certain height when moving around. We could easily reduce that height and fix the "bug" you are talking about, but that would make many locations unplayable. Specifically, you won't be able to finish the team mission (well, maybe you could, but it won't be possible to collect all the boxes).

Title: Add an option to be able to choose between the current lobby and the hangar one (which can still be seen at the end of the tutorial).

A: The hangar lobby was replaced for legal reasons. Can't change it back, unfortunately.
The basement one could theoretically come back, but that's a lot of effort which we feel is better spent elsewhere.


Title: Magazine size on some weapons seems to be arbitrary.
Description: Some (better) SMGs have more than in real life and some (meh) less. Some already good ARs have upgrades to 40, but some of the meh ones stay at 20. I.e., there are a lot of requests to make more extended magazines (no need to create bigger 3d models for them since it's already arbitrary) or increase the size by default.

A: We will look into making some adjustments in the future balancing updates.
Survarium - joewillburn



Good day, Survivors!

Just a reminder, The Survarium Clan League (SCL) Season 2 will kick off in September! Not only do you have the opportunity to prove your skill against the best teams, but also make a name for yourself! Most participants will receive valuable prizes in the form of in-game currency and decals for participation. The event is supported by Vostok Games

All the details can be found on the official SCL discord https://discord.gg/5NTHJ9Ncpn

https://store.steampowered.com/app/355840/Survarium/
Survarium - joewillburn
Survarium Patch 0.67b with the Summer Heat event is now live!

Summer Heat event in Survarium

  • Take part in the summer event! From August 6 to 16 (ends at 15:00 GMT), play in PvP-matches and earn event currency: symbols of herbs, fire and sun. Collect enough symbols and exchange them for unique rewards!
  • The following items are available for exchange: MSBS Radon "Summer heat 2021", "Thermometer" and "Ice Cream" decals.
  • "Thermometer" decal provides +10% bonus to experience. "Ice Cream" decal provides +10% bonus to spare parts.
  • Set of both decals additionally provides +5% to experience, spare parts, and reputation.
  • For the first victory in a PvP-match during the event you will get "Afternoon snack" decal for free, it provides +10% to reputation!
  • During the event Keeper of the Sun pants and jacket are available in the game shop.




https://store.steampowered.com/app/355840/Survarium/
Download Survarium 0.67b and check it out! Hopefully you'll like the changes.

See you on the battlefield!
Survarium - joewillburn


Hello everyone! This time, we want the community to vote for the choice of the new weapon for the next game event, "Summer Heat 2021" in Survarium!

The poll features weapons that do not yet have an event camouflage.

Voting will last 7 days until June 16, 2021!

Cast your votes and this weapon will receive a unique event camouflage!

PS - voting is only possible on the official forum.

*Steam users do not need to register on the forum, they can sign in with their Steam account.
Survarium - joewillburn
The new Survarium Leagues Season has already started and will last until June 30! Participate in ranking battles to earn the tokens and obtain unique weapons and equipment!
If your ability to play Ranked is blocked, open the "League" tab (cup icon at the top right of the screen) and go back to the lobby or restart the client.
  • Your character needs to have tier 3 (or higher) equipment profile to participate.
    Players with tier 3, 4 and 5 equipment will be put in the same matches.
  • The matchmaking uses ELO rating to balance the teams.
  • Ranked matches are mostly played on RU and EU servers.
  • Squads, bots, killcam and hitmarkers are disabled in ranked matches.
  • The following locations and game modes are available in this season:
    *All locations use default variations.
    • Rudnya: Battery Retrieval, Research.
    • School: Team Deathmatch, Battery Retrieval, Research, Search and Destroy.
    • Vostok Radar Station: Team Deathmatch, Battery Retrieval, Research, Search and Destroy.
    • Chemical Plant: Battery Retrieval, Research.
    • Tarakanovsky Fort: Team Deathmatch, Battery Retrieval, Research.
    • Vector Laboratory: Team Deathmatch, Battery Retrieval, Research.
    • Cologne Bridge: Team Deathmatch, Battery Retrieval.
    • London: Team Deathmatch, Battery Retrieval, Research.
    • Abandoned base: Search and Destroy.
  • When losing a match and ranking stars, your rank may be lowered, but you will not lose ranks at rank 5 or below.
    Note: you can move down from rank 1.
  • When a season ends you receive tokens: a special league currency. The higher the rank you achieved during the season, the more tokens you are awarded.
  • Finish the season among Top 100 to receive a unique icon next to your nick for 30 days!
  • The special Glock "Legend" version with 33 ammo magazine is one of the weapons available only with League tokens.
https://store.steampowered.com/app/355840/Survarium/
Good luck, Survivors!
Survarium - joewillburn


After the release of Survarium Update 0.67 we've received a lot of questions about changes to the game. We have answered the most popular ones and explained why the Vostok Games team made certain decisions.

Read through the answers to get a better understanding of how the game works!

Shouldn't there be an indicator for whether or not shoe lining skill has been used once per life already? Maybe add points when automatically disabling a mine? Or some sort of sound when the mine is removed?

Originally the point of the skill was that it could save you from accidentally blowing up. So you actually wouldn't be even aware that you stepped on a mine, the skill just saves you. However, many people were unhappy with the randomness, so we removed it. And to balance the ability, it now only works once per life.

Still, we consider it to be a skill that could save you from a mine, if you didn't happen to step on one accidentally. So we believe this skill should still have an element of uncertainty, so adding an indicator or sound goes against this idea.

What do you think of shoe lining skill resetting if you resupply? What sort of crate doesn't have spare shoes?

Ammo crates don't have spare shoes, so no. Once per respawn it is. And we think it's already a good skill since it guarantees you to disable a mine once per life.

First screenshots of the Special weapons are being shared by the players and in the rewards screen it only shows the weapon itself, but the patch notes refer to some kind of boxes. Is there a misunderstanding here or does the box contain something else?

Yes, patch notes were a bit misleading in this regard. You only get a weapon, not a box that you actually open. The "box" concept only indicates that on a certain equipment tier you can receive certain weapons.

Can you disclose the chance of getting a special weapon?

No. But the chances were calculated based on how many matches on each equipment tier a player plays on average when leveling up. And chances for getting low tier weapons (when playing with corresponding gear, of course) are higher.

Will the special weapons get camouflage in the future? For example, the same camouflage for all of them?

We'll think about it, but currently there are no plans for that. The idea is introducing weapons that are ready to be used in battles since it has modules and three modifiers. But these weapons are not to replace premium or event rewards, so no special camo.

Since the VSSK "Dusk" is not obtainable in any way anymore, can you add this camo to the Special version? You have done it with the M1911 "Russian Contract".

We'll think about it.

Do special weapons only drop from PvP?

Yes.

Three skills have been removed from the game with this update. What was the reason for each of them? Is this a permanent change or will they be brought back later when adjusted?

These skills were either too unpopular (rarely used), or had a lot of negativity from the players. For instance, many people hated the Last Chance because it could kill your teammates with a grenade.

As you see, we have reworked many skills (which were too strong or too weak), but we didn't have any good ideas as to what to do with these three, so we decided to remove them. They will only be reintroduced into the game if we have a good idea of how to rework them.

There was mention of an anomaly system rework not long ago. Is the anomaly spawning system logic update all there would be or can we expect more changes in 0.67?

As the patch notes state, we'll continue fine tuning the system. Also, there are plans to introduce a new anomaly, but we cannot promise anything yet. Definitely not in 0.67.

Can you explain how the "Amplification" skill works? Does the bonus increase every minute? Is there no cap to it as long as you have the artifact?

No, you don't have to wait the whole minute, the bonus increases continuously and is not capped.

The artifact power is calculated as the following: base power * (100% + Artifacts Power bonus + Amplification bonus * Time in seconds / 60).

For instance, if you have two points in Amplification (10% bonus per minute), then after having an artifact for 30 seconds, it becomes 5% stronger.
May 26, 2021
Survarium - joewillburn
Please find the complete list of changes of the Patch below. Have a good time playing the game!


The List of Changes in Survarium 0.67

GENERAL CHANGES
  • Choosing map variation in custom battles is now possible.
  • Changed spawning rules of anomalies and artifacts. Now there should be more anomalies in a match even when they are being actively destroyed.
  • If there's only a few anomalies on a map, a new one will appear every 10 seconds. If there's a lot of amount of anomalies, a new one will spawn each 60 seconds. Between these border numbers spawn timer slowly increases (in 0.66 a new anomaly spawns around each 30 seconds).
  • A maximum of 5 anomalies + 1 for each minute of a match can be on a location (in version 0.66 the maximum number of anomalies is 16).
  • These changes are meant to make the number of anomalies and their spawning during a match more even. Hopefully, this will make anomalous skill tree more useful. We will continue fine tuning anomalies spawning rules once 0.67 is live.
  • Limited the maximum number of friends (5 thousand).
CHARACTER SKILLS
  • Updated character skill trees. Added or changed many abilities, including their placement in the trees.
  • All character skills will be reset once 0.67 is live. Don't forget to redistribute the skill points again!
  • New skills.
    • Cardio. You can jump and attack in melee even if you have no stamina.
    • Breathing control. You can hold your breath while walking.
    • Amplification. Passive artifact bonus increases over time when the artifact is in the container.
    • Anomalous gaze. Visual distortion inside anomalies decreased.
    • Experimenter. You can use different artifacts at the same time (using identical artifacts is still impossible).
  • Updated skills.
    • Shoe lining. 100% chance to disarm and destroy a trap or a mine (once per respawn). Used to be 50% but you had it all the time in 0.66.
    • Supply Pocket. You can equip an additional supply pocket (no longer disables weapon slot).
    • Frenzy. While sprinting damage taken to limbs from firearms is reduced by 25%. Used to be 5% total damage reduced in 0.66.
    • Jagged Edges. Traps always cause bleeding, its strength is increased.
    • Forest Protection now provides 5%, 10%, 15% bonuses depending on the skill level. Used to be up to 30% in 0.66.
    • Medical Training now provides 3%, 6%, 9%, 12%, 15% bonuses depending on the skill level. Used to be 10% max in 0.66.
    • Unbroken now has 3 levels instead of 5 (10% bonus for each level).
    • Strong Bones now has 2 levels instead of 5 (25% bonus for each level).
    • Adrenalin now gives 20% bonus on the first level, then +2% for each consecutive level (total 5 levels, so maximum bonus is 28%).
    • Chiropractor now has 3 levels instead of 5 (5% bonus for each level).
    • Metal Detector now has 1 level instead of 5 (5 meters).
    • Radiolocator now has 1 level instead of 5 (5 meters).
    • Silent Sensor now provides 20%, 40%, 60%, 80%, 100% bonuses depending on the skill level. Used to be up to 50% in 0.66.
    • Soft outsole now provides 5%, 10%, 15%, 20%, 25% bonuses depending on the skill level. Used to be up to 50% in 0.66
  • Removed skills.
    • Last Chance.
    • Anomalous Contact.
    • Potent Painkiller.
SPECIAL WEAPONS
  • You now have a chance to get a box with a special weapon after winning a match (players with premium also have a chance to get the box after losing a match).
  • Special weapons have rare modules and three modifiers. Also special weapons have +10% to spare parts bonus.
  • Box and special weapon tier depend on character's equipment. But the higher the tier, the lower the chance.
  • Contents of these special boxes:
    • Tier 1. AKM "Special" or PM "Special".
    • Tier 2. OTs-02 "Special" or Yarygin pistol "Special".
    • Tier 3. Benelli M4 Super 90 "Special" or APS "Special".
    • Tier 4. AS"Val" Special or Colt M1911 "Special Russian Contract".
    • Tier 5. VSSK "Vychlop" Special or Glock 17 "Special".
BUG FIXES
  • Fixed grass on Vector Laboratory.
  • Fixed a bug when a player left a team mission, but still received boxes collected by other players.

https://store.steampowered.com/app/355840/Survarium/
Download Survarium 0.67 and check it out! Hopefully you'll like the changes.

See you on the battlefield!
Survarium - joewillburn
Survarium Patch 0.66d with Victory in Europe Day event, improvements to some locations and bug fixes is now live!

Please find the complete list of changes of the Patch below. Have a good time playing the game!

Not playing Survarium yet?
Download the latest version of the game here!

The List of Changes in Survarium 0.66d

GENERAL CHANGES
  • Added timestamps to chat messages.
  • Small balancing changes on Vector Laboratory (Slaughter), and Duga Radar Station.
VICTORY DAY IN EUROPE EVENT IN SURVARIUM
  • The event starts on May 7 (2 PM GMT) and ends on May 17!
  • Play in PvP matches (including ranked and Paintball), receive special event currency (flags, flasks, and helmets) and exchange it for the unique decals and weapon with V-Day camos!
  • The higher you place in a match, the more event currency you get!
  • Exchange the event currency for "Homing pigeon" and "Victory" decals, and VSS "Victory Day" assault rifle with an unique camouflage and three random modifiers. Huge thanks to John Rivian and ODESSAmamaUA for rewards design!
  • The "Homing pigeon" decal provides +5% to experience and +10% to reputation. The "Victory" decal provides +5% to silver and +10% to spare parts. Set of both decals additionaly provides +5% to reputation, +5% to experience, +5% to silver, and +5% to spare parts.
  • You will also get the "Tank" decal for the first PvP win during the event. It provides +10% to experience.
  • Premium account provides +25% bonus to the amount of the event currency.
  • You can also purchase the event currency in the Survarium web shop or in the game shop.
BUG FIXES
  • Fixed incorrect M1911 icon in the kill log.


Download Survarium 0.66d and check it out! Hopefully you'll like the changes.

See you on the battlefield!
Survarium - joewillburn
The first season of Survarium clan league organized by [AGW] PanterA on the SCL discord server recently came to an end. And don't forget to join Survarium discord server as well!

The first prize went to [ILS] International Legends, and its members will receive a custom decal as a reward which we will be adding in the upcoming Survarium updates. [Bier] Bier A* took the second place, and [-TLS-] Team Last Shot – the third.

Congratulations to all the participants who made it to the end despite some issues! The organizers consider this season a huge success, and Survarium team couldn't agree more: we hoped that clan battles functionality would be used to have tournaments like this one.

Meanwhile the organizers are preparing for the next season and ask everyone to fill in this questionnaire.

Huge thanks for organizing the tournament to:
@[Bier] ShavedCoconut
@joewillburn @[dNiNa] Hammer2Head
@[BOTS] JarasonTheMLGPro
@[Bier] t0FF @[Bier] Danteska
and also anonymous sponsor.
SCL would not have happened without you!

See you in the next season of clan battles!

Survarium - joewillburn
Greetings Survivors, we wanted to share a little feedback from our team with some recent responses to your concerns and suggestions in Survarium 0.66. Some of these were selected from our official Discord and the rest are general concerns about current balance. We had omitted the toxic suggestions and the ones about modules (we already have 300+ of them in the game) unless there were specific issues, like with silencers for pistols. Below you can see what we had to say.

Join our official Discord and submit your own suggestions if you'd like to see them answered. The ones with the most upvotes will be passed along to the devs whenever possible!

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1. Playerbase division caused by current branching, ordering, and weighting of passive skills in the skill trees. Speed (movement speed and action speed) and stamina delta (Δ) between low/medium level players with few skill points and veteran players with many skill points is too great. This encourages campy gameplay in low level players and hackusations against high level players.

Meta skills are inaccessible to most players due to being placed in the final branch of the trees, which gives a small group of players the ability to dominate everyone else. Boring for veterans, frustrating for everyone else. Meta skills should be close to the start of the tree, with diminishing returns approaching the last branches of the tree. Like this, players wouldn’t feel that they are wasting skill points on useless skills just to reach the useful ones, especially in the last 2 skill trees due to them requiring 10+10 more points just to unlock the final branches.

ADS (“aim-down-sights”) speed delta can be on the order of 4-5x if the correct gear set, passive skills, weapon modules and modifications are employed. Reload time reduction can be 55 %, or more if you mix the sets. This is a massively unfair advantage. The difference in ADS speed, reload speed, movement speed should be no more than 1.3x between basic and fully minmaxed. This would be more in line with other non-p2w games.


We are actually reworking many skills (and adding new ones), coming in 0.67!

We are also thinking about giving new players some skill points right from the start. One idea is to give 10 points on the first level, but don't give skill points on levels 10, 20, etc (now that the players get decals on those levels). So with this approach nothing changes for veterans, but new players would have more skill points to experiment with. What do you think?

Another option to explore is to make the stacking effect of similar modifiers smaller. Either by diminishing returns or by changing the formula. However, this requires a lot of research, testing and fine-tuning. Don't expect this to come soon, though, as by introducing these changes without much thinking could only make the things worse.


2. Players who don’t leave the base. Maps are designed in such a way that enemies can be killed without leaving your base.This was acknowledged over one year ago in the Duga map interview (available in RU/UA), but progress hasn’t been made to alleviate this and, in fact, the developers have recently said that “working on locations takes a lot of effort, even if the changes seem small”.

If it’s not possible to modify maps like London or Cologne (people just sit at the back of their base on top of the rails, a train or a balcony) by simply obstructing the view, then you need to approach this in a different way. Don’t let them deal damage from inside the base spawn or make them start receiving damage for staying in the base, because they don’t care about the objective.


Nobody likes campers, but punishing the players for staying at the base seems wrong, especially if the enemy team is pushing hard and forces you to stay at respawn. This applies to both dealing damage to them or not letting them attack. There's got to be another solution to that.

Having said that, we'll think about what can be done to make the bases less sniper friendly (regardless of whether that team is winning or losing).


3. Headshot multiplier. Too many deaths are instant because of easy headshots. It has been a controversial topic in the game for the last 2 years. I personally know players who stopped playing because of this.

For example, the lowest damage carbine, can kill the heaviest armor helmet in the game with one shot. And most of the ARs kill it with 2 shots. What’s the point of improving armor if you still get obliterated?

With lower HS multiplier, the lightest masks/helmets could take one hit to the head and they would die to the next bullet. Headgear with medium armor would require 2 shots, which would feel instant... but you could decide to wear heavy armor and it would require 3 shots in the head to kill you. Your skill would have a much greater role in 1v1, and hitting consecutive headshots would be rewarded with a fast kill.


We increased headshot damage multiplayer due to community requests in the first place. But due to requests, we'll decrease it to x2.5 down from x3 in the next balancing update, likely with 0.67. In general, there shouldn't be other changes to TTK, so decreasing headshot multiplier would lead to less one shots and increased TTK on average.

4. Shotguns in version 0.66. Update 0.66 increased the number of pellets in each shot from 8 to 12. There’s less randomness, pellets are distributed more evenly. In long-range fights, hits are more common, and although these pellets deal less damage, it’s irrelevant when the rate of fire is faster than on carbines and can kill targets even on mid-range fights (imagine across the School gym distances). There needs to be more overall dispersion (less shot grouping) for maxed-out shotguns, they can’t be the only choice for close quarter maps.

Please also take a look at Vepr-12 reload speed when fully minmaxed. Jackhammer dispersion from the hip also needs to be revised, as there’s no need to aim down sights with that shotgun. As an extra, it’s not possible to buy a pump-action shotgun for Silver, all are behind Treasure Hunt or Gold.


Shotguns, by definition, are the best choice for close quarters. And Jackhammer is the only fully automatic shotgun in the game, and it's tier 5, of course it's a strong option for close to mid distances.

Another point to consider is this: when you think something is too strong or too weak, you are judging by your subjective opinion, and we rely on statistics. And statistics show that on tier 5 Jackhammer is far less popular than assault rifles and SMGs. Not only that, it's also less effective (based on K/D ratio with the weapon). And in general, shotguns are much less used than any other weapon class other than pistols.

So, if someone is good at exploiting a weapon's strengths, you think it warrants a nerf? But maybe we'll make the hipfire less accurate.

Regardless, armor and weapon balancing changes will be coming soon. We just can't promise we will nerf shotguns or any other weapon class, for that matter.


5. Diminishing teammate nicks. It has been suggested in the past to make the nicks hide if they’re far away or behind a wall when the option “always display teammate nicks and health bars” is enabled, but that hasn’t been implemented for unknown reasons. Objective icon opacity (in Research, Batteries, S&D…) is reduced while aiming down sights, so please at least implement the same but for teammate nicks to avoid situations where they are right behind the enemy and you die because you thought it was a friendly.

6. Friendly marker/tag colorization (Discord suggestion). There should be an option to choose friendly marker/tag colors. The small white marker arrow or even full white name text can easily be washed out from the environment lighting for a few moments leading to unintended friendly fire. More tag color variety should help reduce friendly fire overall and make them more noticeable for each individual's needs. If it's not possible to add such a feature, then friendly tags should at least have a black outline around the white text, making it visible in any situation.


So one question is about making teammates' nicknames less visible, and the next one is about making them more visible? We don't know how we should react.

But ok, we will see if we can implement the suggestions: reduce opacity when aiming down sights and add a black border around the white text.


7. Rage inducing spots on London map. There is one place in London that is particularly used when stealing batteries to safely get away from the enemy base. This is the spot in question: https://i.imgur.com/0vrr4TV.jpg The problem here is that the ceiling on the left is too low for the character to jump across, and the first box is too high to jump on it. Normally by using the sprinting mechanic to get on things this wouldn’t be a problem, but it’s not possible when carrying a battery. Put the first box in the same angle as the second one to create a type of ramp and you’ll easily solve this problem.

We'll see what we can do.

8. Spectator mode in custom matches and clan wars (Discord suggestion). Ability to watch the match as a flying camera in private lobbies. This was a very requested feature during the successful Survarium Clan League (SCL, season 1), where it became apparent that there is no way to view the matches live to commentate them like in other competitive games. A player can record or stream the match, but it will only be seen from his point of view.

Survarium was never intended to be a cybersport discipline, so effort was not put into creating a spectator mode. Alas, at this point it's unrealistic. Moreover, this feature can be used to gain an advantage in a match, so we'd have to introduce some kind of delay for spectators. And it's also not easy to do.

9. Killcam duration. Killcam duration in TDM is about 13 seconds because it is the respawn timer. Killcam should be shorter to give instructions better to the teammates. There’s no need to see what the killer was doing before starting to shoot. Play the killcam first and then do the respawn timer, don’t link them to one another.

The idea is that the killcam shows you how your character was killed (which is especially useful to new players), but also does that with a slight delay, so it's harder to exploit that (like you say,
let the teammates know). We think it's fine as it is.


10. Map variations in custom matches (Discord suggestion). When creating custom matches or clan matches, you can select spawn sides or a server, but the map variation is random. It may happen that one of the teams, despite a change of sides, still has an advantage over the opponent because the map variation has changed. It can be seen very clearly on Rudnya or London, where Research mode objectives are distributed in different places quite often. Therefore, it should be possible to choose a variation in the lobby.

That's a good point, we'll do that in 0.67.

11. “Tournament rules” for custom matches. Clan wars are played without a killcam and with no hit markers, but it’s not possible to disable them in custom matches. This would be useful when practicing against your own clan members, or for teams who, like it happened during SCL, had more than 2 line-ups for the tournament and were forced to play custom matches against each other with different rules and a “gentlemen” agreement to disable killcam and hit markers.

We'll see if we can add an option to toggle killcam and hitmarkers for custom matches.

12. Option to choose the default color scheme on Premium sets (Discord suggestion). The Premium sets are some kind of crazy survivor's nightmare. Why are they so bright? Are we going to a party? How to hide with a red, orange or blue flashy set with all the greenery around? Some say that even if they had all the money in the world, they would not buy these sets even with 90 % discount. So, just like how with premium weapons you can choose the default skin, the same should be allowed for Premium sets by simply adding the "camouflage" button.

When the sets were first created, it was believed that the players would want something shiny in this post-apoc world, and the artists didn't think about making it possible to easily recolor the textures. So to change the set colors, we'd have to essentially retexture them from scratch. It's a long and expensive process. We already discussed it with the team, and decided that it's not worth the effort.

However, it might be possible to enable models from common (silver) equipment for the identical premium items. We'll see how and if that can be done.

And frankly, with 90% discount the sets would be a great deal simply because of the premium weapon included. But we don't force you to buy them, with discount or now, as there's plenty of other equipment in the game which is free.


13. Chemical plant issues with sniper campers. In old versions of the game there was one anomaly that made this map balanced, but when it was removed, this map became unbalanced. The water spill area near A flag once had a toxic field that made it impossible for people to be there for long periods of time without an oxygen tank or high anomaly protection. This area is now full of sniper rats that usually manage to kill a lot of players before dying, because they have a very good view of the enemy base and are hidden by the grass, and there are very few ways to get close to them to kill them (one of them involves going from behind, through the enemy base, across the whole map). It seems only logical to bring back this type of anomaly to such a strategic spot, to keep the sniper presence limited.

Yes, one of the teams has a 59.3% average win-rate on this map (that's really a lot!), and on all other maps it's much closer to 50%/50% split. We'll see what we can do to balance it better and remove that spot.

14. Recoil value in the shop view of a weapon (Discord suggestion). Right now the current recoil value of a weapon can only be checked in the workshop, please make the standard recoil value also visible in the simplified shop view of a weapon with all the other characteristics. Would make it easier to compare weapons for beginners who don't have millions of Silver to purchase every weapon.

We doubt showing numbers will be useful to beginners. Testing weapons in the shooting range (before buying) seems like a better option, and you already can do that in the game (you can press RMB on any weapon in the shop and there's an option to test it in the shooting range). We'll think about how we can promote that feature better.

15. Pistol suppressor sights (Discord suggestion). Iron sights get obscured by the suppressor when it’s used on any pistol in the game, forcing the player to use collimators or no suppressor, and pistols like Mauser don’t have access to collimators to solve this issue. In real life, a thing called “elevated iron sights” exists to solve this issue. This attachment can apply to all pistols and expand game content. Pictures for reference: https://i.imgur.com/XG9d4NH.png and https://i.imgur.com/UPaHr5I.png

Not sure if something like that can be easily added without tweaking camera and attachment placements. But we'll look into that, as well as into making hip fire more accurate for pistols.
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