Sep 9, 2019
World War 3 - [F51] Rozmo

Another one! This one has a lot of bugfixes and we hope that it will make the game a bit more fun. We're still working on fixing some of the most annoying bugs for 0.7, but overall it's coming along nicely.

We've also added new challenges - let us know if they work and if some of them are too annoying to complete.

PTE 0.7.3 Patch Notes
We are counting on your feedback, please post it here:
Feedback: https://forum.worldwar3.com/index.php?/topic/10309-feedback-on-update-07/

Important: Warsaw Warzone will be unavailable in 0.7.3 due to lighting errors, but it won't impact testing and would push patch back if we were to fix it!

[KNOWN ISSUES]
  • Warsaw is missing from the Warzone playlist,
  • There is still some grenade desync,
  • White box instead of hit data texture,
  • Spawning on MSP's can result in getting stuck,
  • JDAM strike has the upcoming napalm particles,
  • Resupply packs are still disappearing sometimes,
  • Shotguns are OP,
  • Some vehicle HUD bugs are present,

[BUGFIXES]
  • Switching a weapon by picking it up sometimes triggers a gunshot,
  • Fixed a crash related to Audio Components,
  • Crash fix for FSlateApplication::ForEachUser(),
  • Changed replication priorites and merged replication graph priorites,
  • Fixed DistanceRelevantCharacter replication issue,
  • Fixed vehicle HUDs drawing on top of Quick Map,
  • Fixed projectiles dormancy,
  • Fixed character replication pausing too soon,
  • Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk,
  • Fixed IFVs acceleration, max speed and climbing,
  • Sound positioning fixes,
  • Rocket 'penetration' fix,
  • Fix for music lowering volume randomly,
  • Fixed Moscow TDM missing loading screens,
  • Fixed bug with not sending match end event on TDM,
  • Fixed bug with not saving TDM kills and deaths in player statistics,
  • Random map rotation on TDM fixed - Warsaw will now be randomized as well,
  • Fixed PSS emblem,
  • Fixes is SCAR lowers,
  • Many visual fixes in weapon menu - socket positions, explode positions, attachment categories,
  • Fixed phantom bullets and repeated reloading after picking up weapon with different ammo type than default,
  • Fixed Seat Widget taking color from settings when it shouldn't,
  • Warsaw - Collision fixes,
  • Warsaw - Floating paper fixes,
  • Warsaw - Level streaming fixes,
  • Warsaw - Map holes fixes,
  • Warsaw - Draw distance fixes,
  • Polyarny - Decal scale fixes,
  • Polyarny - Collision / stuck point fixes,
  • Polyarny - Map hole fixes,
  • Polyarny - Streaming fixes,
  • Polyarny - Physical material fixes,

[GAMEPLAY]
  • Increased MBTs, AFVs, and IFVs HP,
  • Decreased IFVs rear armor thickness,
  • Moved Helicopter Drone to CUAS category and updated it's stats,
  • Adjusted AJAX's suspension,
  • Tweaked summary screen time (30 seconds) and looking for new server time (30 seconds) for all game modes,

[IMPROVEMENTS]
  • Network optimization - Claymore & Semtex C4,
  • Network optimization - action replicator,
  • Added armor stats for vehicles in menu and updated the previous to match the current balance,
  • Voip ducking, new warmate sound,
  • Local player voiceover effect,
  • Removed projectile distance check because it is checked inside Replication Graph itself,
  • Projectile cull distance setup for Replication Graph,
  • Barks distance tweaks,

[NEW CHALLENGES]
  • Basic Training: Spotting: Spot 10 enemies,
  • Basic Training: Vehicles: Destroy 5 vehicles,
  • Basic Training: Healing: Heal 5 allies,
  • Basic Training: Ammo: Resupply 5 allies,
  • Basic Training: Drones: 5 drone kills,
  • Top Gun: Kill 10 enemies with flying drones,
  • Airwolf: Kill 10 enemies with the Heli Combat Drone,
  • Morning smell: 10 airstrike kills,
  • Every Breath You Take: Spot 10 enemies,
  • Senor Wingman!: 10 enemy kills from RCWS,
  • Got your back: Spawn on leader 25 times,
  • Float Like a Butterfly, Sting Like a Bee: Kill 25 enemies as a LIGHT soldier,
  • Regular Everyday Normal MFer: Kill 25 enemies as a MEDIUM soldier,
  • Juggernaut: Kill 25 enemies as a HEAVY soldier,
  • Whether It Storms Or Snows: 10 Tank kills,
  • Steel Hail: 10 AFV kills,
  • Support the Troops: 10 IFV kills,
  • Last Resort: 10 kills on last healthbar,
  • Tremor: Kill 5 enemies with RPG.
- World War 3 Team
World War 3 - Captain Price

Available in the following languages: PL | RU | DE | FR

Ten-hut!

Today we have a fresh batch of equipment to show, all of it coming soon to World War 3. We’ll be presenting not one, not two, but three different guns, so you’re in for a treat! They’re covering a wide range of roles: We have a new SMG (or, rather, our first PDW), a new LMG (a rare one at that) and a brand new Battle Rifle. So, there should be something fun for everyone today. Let’s give them a look!

MP7

Starting with the most compact of the bunch: We’re finally introducing the long-requested MP7, referred in-game as the PDW7. Designed by Heckler & Koch in the 90’s, the MP7 is a Personal Defence Weapon, developed at NATO’s request for a compact, fully automatic weapon capable of penetrating modern body armor. Thus, HK’s new weapon fires 4.6x30mm armor-piercing ammo, which is considerably more effective against well-protected targets than the pistol calibers of old. Initially designed for widespread usage by rear-line personnel, the MP7 and other weapons of its class became very popular among special forces due to their compact size and high lethality.

In-game, the MP7 offers a very high rate of fire, good accuracy and base armor penetration comparable (if not better) to that of a full-sized assault rifle. However, it comes with two major downsides. First, while not as heavy as an assault rifle, it’s noticeably heavier than an SMG. Secondly, the damage per bullet is smaller than that of an SMG. So while an SMG may seem more deadly on a shot by shot basis, a heavier armor can easily stop its rounds, while the PDW7 will almost always deal its full damage, therefore making it a more consistent weapon overall. Coupled with a very high rate of fire, the MP7 is, essentially, a short-range lawnmower, for lack of a better term. Have fun chipping those heavies to bits!

KAC LMG

We’re very glad to finally be able to lift the curtain on this one. We’ve hinted a new, 5.56 LMG for a long time, so here it is: The Knight’s Armament Light Assault Machine Gun, or, as we shortened it in-game, the LAMG. Designed as a replacement for the famous Stoner 63 multi-role weapon design from Eugene Stoner himself, the LAMG was meant to be a reliable, lightweight machine gun chambered in 5.56 NATO. Featuring the Constant Recoil system found on LMGs like the Ultimax 100, it is exceptionally controllable in full auto fire. While no major military force adopted these guns, they became very popular among private military contractors for their compact size and low weight.

In WW3 you’ll find the LAMG to be the missing link between assault rifles and light machine guns: Not much heavier than an average assault rifle, very controllable due to the Constant Recoil system and, being belt-fed, able to put a ton of lead down range before having to reload. Keep in mind that the 5.56 ammo doesn’t have the stopping power or penetration of a typical LMG bullet, so you’ll still be outgunned by heavier machine guns - and at a longer range at that.

MSBS-762N

Last but not least, we present to you a new (and possibly final) variant of the polish MSBS Grot rifle: The MSBS-762N, a recently announced battle rifle variant of the MSBS weapons family. It is essentially the same rifle as the default MSBS, but scaled-up to the 762x51 NATO cartridge, similarly to how the HK417 is a scaled-up HK416. It features a larger magazine well, a heavier barrel and the fire group redesigned to fit a bigger bullet.

Finishing up the trio of 762x51 Battle Rifles (expect future ones to feature different calibers), MSBS-762N is designed with the most classic DMR-style performance of the three. It has the lowest rate of fire in its class and quickly loses accuracy in full auto, but it shines in single fire, with a minimal recoil and excellent muzzle velocity, turning long-range sniping into pure bliss. It doesn’t have M417’s extreme accuracy or Scar’s short-range capabilities, but if you want that medium/long-range tapfire experience, then this is the ultimate gun for you!

That’s all for today, but we have, as always, much more to show you! The MP7 definitely ain’t the only PDW we’re going to introduce into the game (it did face fierce competition, after all…), and there’s a ton of new long-range combat options coming, in all shapes, calibers and fire modes available, so stay tuned for more. But enough hints, see you on the next one!

At ease!\

- World War 3 Team


World War 3 - Captain Price

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

We’re hard at work fixing up the PTE bugs found by us and our players last week, with 2 patches for it already out and almost all crashes smoothed out. We had over 260 crashes over the last weekend and only [X - TBD]. This gives us 99% reduction in crashing mainly thanks to the Public Test Environment working as intended - giving us more data than we can gather ourselves in our small team and leading us to faster fixing. Thank you to everyone that took part in the testing, reported bugs and sent the crash reports - we couldn't be as effective without your help.

Work on 0.7 is progressing nicely, with almost all big issues resolved in the last week and more issues fixed on friday and over the weekend. Apart from normal optimization effort, we’re also focusing towards networking optimization, which will further help with CPU load on the server and make the game ping lower.

With networking mainly done, we can now optimize and bugfix as much as possible without the problem of it being constantly changed and broken by new features. This is true for all facets of development and with more and more systems being finalized, we’ll have more resources to put elsewhere and into optimization and bug fixing.

Since 0.7 hit PTE, we’ve already found a few big things to improve, like replication your own equipment every 30 frames and not every frame, main base points sending their state to everyone even though they can’t change their state during the whole game and we’ve tightened up the shooting direction of other players, so you better see where the shots came from. The list is quite a long one, but not all of those changes make it into patch notes due to their technical nature - most of them don’t make any sense without the knowledge of the underlying code. Overall, there’s a lot of small changes like that and they will make a big difference in the long run.

New Strikes
Let us introduce two new powerful strikes, which will help you shape the frontline as you please. The Smoke Artillery and Napalm Airstrike.

Let’s start with the first, more tactical one. The Smoke Artillery is your typical artillery but instead of dropping explosive materials, it covers the desired area with a giant smokescreen which persists for few seconds obscuring the vision. So if you want to disguise your troops before attempting a point capture or you want to cloak your teammates so they can retreat safely, the Smoke Artillery is your new friend.

https://www.youtube.com/watch?v=-h_tJjQgomw
The second and much more fearsome strike is Napalm Bombing. Once you see it coming, you better be running to safety. When it’s called it drops the bombs that explode and do a moderate amount of damage, but what’s more important, the explosions leave the ground burning for some time and will cause more damage until the flames go out. With this tool, you can disable a fragment of the map for a short period of time and make sure that no one will interrupt your masterplan.

https://www.youtube.com/watch?v=kOlMre4Zojo
We hope that those two additions will help with the more tactical play and give players more tools for crowd control and funneling enemies into traps. With a well coordinated attack, we’ve seen whole games turn on one or two of those strikes in internal testing already and with the new VOIP system the coordination should be a lot easier now, making those strikes even more useful for a well oiled squad.

Speaking of which, we’re really amazed by the response it got during the PTE testing and we’re really happy the new VOIP is so well received. We’ll continue to improve it and give you more tools to make World War 3 your own and have as much fun in it - be it roleplaying an officer, having fun ordering people around, or just simply shooting your enemies.

Let us know how you like the look and the idea of those new strikes and see you in the next Weekly Report!


- World War 3 Team
Aug 30, 2019
World War 3 - Captain Price

This update is aimed mostly at stability, but we improved some things and fixed a few bugs as well. We've also added more community emblems to the game, available only from a code obtained from the creator / clan. You will have to reapply this code again on Live servers once 0.7 gets there. For safety, don't redeem codes on Live before it happens, it might break your profile.

From the gameplay side, we've figured out a way to keep shadows working in dark areas so people don't get an unfair advantage by running low shadows. We did it this way earlier to make lower end GPUs work in WW3 and have better performance at the cost of fairness, but we never intended it to be left this way, and with current performance improvements, we figured that it's time. That said, this change is coupled with disabling per object shadows on low and medium settings to offset the performance hit. In our testing the difference is less than 1fps on low end machines and on both AMD and NVIDIA GPUs, but that needs further testing on different machines.

So in short, you will loose shadows on your character, but they will look better overall, there will no longer be an advantage when running low shadows and it won't impact performance noticeably.

We've also added a long awaited map rotation to the game. Now every time you end a match, all players that are left in the game are queued for another game of the same game mode, but different map. The system first looks for a game that is not empty, to fill it up, but if the number of players looking is bigger than the number of free slots, it will push everyone to a new, empty game.

PTE 0.7.2 Patch Notes

[KNOWN ISSUES]
  • Grenades can get desynchronized between server and client and land in different spots,
  • Ammo/Health/Equipment packs still can disappear,

[CONTENT]
  • Added a few Community arm patches (hidden by default),
[IMPROVEMENTS]
  • Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality,
  • Added map rotation to the ending of the game,
[NETWORK OPTIMIZATION]
  • Decreased replication rate for own equipment and capture points,
  • Slowed down with player state replication,
  • Added dormancy for support capture points,
[BUGFIXES]
  • Attempted fix for LOD switching related bug that causes ~95% of all crashes (needs confirmation),
  • Voice chat - speaker icon for local talker,
  • BCV and VAB speed and acceleration,
  • Laser dot don't stay on the surface after character death,
  • Fixed rerolling challenges duplicating them,
  • Fixed grenade offset on start of local grenade simulation interpolation,
  • Increased gadgets starvation priority, and lowered relevancy distance (fix for disappearing packs),
  • Fixed Moscow loading screen misaligned throbber,
  • Fixed audio engine crash on Berlin TDM,
  • Fixed collision for RPGs on Berlin TDM,
  • Fixed disappearing bushes on Berlin,
  • Fixed some exploit points on Berlin TDM,
  • Fixed broken/dissapearing destroy packs on Berlin TDM,
  • Other minor fixes.

- World War 3 Team
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

0.7 is finally out on the PTE and we’ve begun testing and fixing it. It’s still in its infancy, but we can see feedback already - you love the VOIP and new lighting, and some people even report performance increase, even though this was not intended to be the effect just yet.
We’d like to reiterate, changing engine version was done mostly for bug fixing and server-side CPU performance gains, with only slight client-side optimizations. That said, we plan on bringing the performance up before 0.7 hits Live and we will continue to improve it like we did since the release of Early Access. It’s a slow and difficult process, but we’re making progress each week.
The main focus right now is fixing all the known issues and smoothing the framerate out, eliminating freezes and microstutters.
As for the known issues, we’re quickly fixing them one by one so the game is stable and works well for 0.7 Live. Thanks to everyone for helping us test the game over the weekend and reporting back with bugs and other findings!

VAB
One of the new items on the 0.7 list is the new VAB Mobile Spawn Variant. It replaces the BCV for one of the teams, so you can see in an instant if you’re dealing with the enemy.
It’s also important to note that currently it’s not textured, so it will get a lot more character and loose the clean look.
It’s modelled after VAB MK 3 (Véhicule de l'avant blindé - "Armoured vanguard vehicle" in French) and is a new family of 6x6 medium weight armoured vehicles offering very high level performance in terms of mobility, protection and payload.



In World War 3 it's an "evil twin" brother of Battle Command Vehicle and always appears on the opposite side of the match. Its role on the battlefield is the same as BCV's - providing quick access to the combat, infantry transport, and fire support.
https://www.youtube.com/watch?v=JxqA6NBLSOY

https://youtu.be/c5REYzUTwm8
Challenges
We’ve added daily challenges to the game. It should let you earn money faster and give people something to do on top of just playing the game. Each day you will be randomized 3 challenges, ranging from winning 3 matches on a certain map to getting X kills with a particular weapon. Each time you complete a challenge, you will be rewarded by either cash, or items - like camos or even weapons.



This is the first step into proper progression and challenge system. We plan on expanding this feature into weekly and even monthly challenges, special events, special unlocks and one-time achievements as well as a tool for supporting the player progression system.

Lighting Changes
Thanks to new engine version, we were able to tweak the lighting on our levels a bit. The change isn’t drastic, but indoor areas are now more bright, and you can actually see the camouflage of your fellow soldiers. This is not finalized by any means either, we will tweak the lighting more each patch to make sure it looks good and plays well.

New HUD
We have also implemented a new HUD for vehicles and just in case you didn't have a chance to see it yet, here's a drone with new layout. Similar to the lighting changes, it's nothing big, yet we think it gets us this little bit closer to what we have envisioned for World War 3:


GiD vs PSS Clan Match
We’ve had our first proper competitive match played over the weekend. Around Friday, 10:30pm CEST, two of out clans fought over dominance on Warsaw Warzone server. While we don’t have proper tools to facilitate this kind of play, we worked with both teams to provide them with a password-protected server and tried to make it work. There were some minor issues at the start, but in the end, the match was won by GiD 5000 : 3068. The rematch is planned for next week, this time playing Team Deathmatch.


That’s it for this week, thanks for reading and make sure to catch the next Weekly Report!

- World War 3 Team

Want to be up to date? Sign up for our newsletter, follow us on Facebook, Twitter and VK, talk to us on the official forums and Discord server!
Aug 23, 2019
World War 3 - [F51] Rozmo

Just a quick one before the weekend. One information: if you experience crashing a lot, try lowering down Meshes in the Settings. The most "popular" crash is related to LOD loading, which is not happening as often on lower settings. It shouldn't impact game looks a lot, just lower memory usage (it uses lower quality models for objects).

PTE 0.7.1 Patch Notes

[IMPROVEMENTS]
  • Reduced dropped weapon lifespan to 30 seconds,
  • Added an array for always loaded assets - for making sure markers are always loaded,
  • Added counting vehicle shots fired and hit to statistics,
[BUGFIXES]
  • Fixed taking leader by requesting orders,
  • Fixed UAVs marking dead bodies,
  • Fixed not displaying statistics during first launch,
  • Fixed disappearing bushes on Berlin,
  • Rebaked destropacks on Berlin,
  • Fixed exploit points,
  • Removed not ready / unnecessary items,
  • Fixed bug with relational challenge events.
- World War 3 Team
Aug 22, 2019
World War 3 - Captain Price

PTE 0.7 is scheduled for today. The team is encountering some delays, but it's still going live today. Stay tuned for updates!

--- Update is now live! ---

Finally! We’ve got a 0.7 build that is stable enough and without critical issues, so we can start testing it. Bear in mind, that this is just after switching engine versions and rewriting how our netcode works (more information here), so expect it to crash a lot and to have bugs. The list of known issues is going to be shortened very soon, we’ve just added it so you don’t waste time on reporting bugs we’re already fixing.

We’ve got a lot of work to do to get 0.7 to a state that is playable enough to push to Live servers, so everyone that can should help us test this version, especially over the weekend. We’re going to gather a lot of data and we will also be playing to make sure all big issues are fixed next week and only smaller problems are left to iron out.

Thanks for being patient, but this change was the biggest one since 0.3, and we want to make absolutely sure that it will be at least as stable as 0.6, and preferably more.

Engine update doesn’t come with a lot of content, but it will let us improve the game a lot more in the long run.

Now, as for what is in the update, we’re adding daily challenges! It’s still a bit rough, but that’s why we have PTE. You can complete challenges every day and get rewards for them.

There’s also new lighting. It’s a lot more realistic and eye adaptation works properly now, but it might need tweaking. Let us know how you like it and what we should change.

We’ve also added new VOIP system, because the old one was not good enough. This is also something we need as much feedback on as possible.

As usual, send us your crash reports and make sure to leave your feedback on the forums, so we can get to it easily and plan changes accordingly.

Thanks for playing!

PTE 0.7 Patch Notes

KNOWN ISSUES
  • Packs (Ammo/Health/Equipment) randomly don’t spawn when tossed
  • UAVs mark dead enemies
  • Markers show up late sometimes
  • Players drop copies of their weapon at random
  • Taking leader by requesting orders is not working
  • Grenades spawn to the left of the camera
  • It takes a second to load the weapon into player hands
  • Crashing and performance issues
  • No Berlin TDM or Warzone for now (map issues)

FEATURES
  • Daily Challenges added - this is still an early version!
  • New VOIP system [Default: hold “~” (tilde - next to 1)]
  • New Unreal Engine version - 4.21
  • Replication Graph implemented
  • New lighting
  • New KIll Screen
  • New Vehicle HUDs - still Work in Progress

IMPROVEMENTS
  • Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions
  • Added VAB - a Mobile Spawn Point variant, so it’s different for each team
  • Added synchronization status on loading screen for debug purposes
  • Added location debug info on screen for better bug reporting (community suggestion)
  • Added Vehicle Kill Assist (community suggestion)
  • New Equipment meshes for UGVs
  • Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical
  • A lot of adjustments and improvements

BALANCE
  • Increased Heli Drone Rockets Battlepoints cost
  • Decreased Heli Drone HP (600 to 450) - now it’s 1 tandem RPG hit
  • Decreased Heli Drone rocket PODs' ammo capacity
  • Vehicles speed, acceleration, turning and HP rebalance - now the differences between vehicles are more noticeable
  • Attachment prices have been adjusted to better fit the progression system
  • Attachment modifiers have been reworked to better reflect differences between individual attachments
  • Weight difference between barrels of different lengths has been increased
  • Weight difference between magazines of different capacity has been increased
  • Additional changes coming soon, including a horizontal recoil multiplier on grips
  • Moved resupply packs to between capture points

BUGFIXES
  • Fixed shooting between rounds on TDM,
  • Fixed rebinding X button
  • Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell
  • Fixed direction prioritization when exiting a vehicle
  • Hundreds of other bugfixes


Thanks guys,

- World War 3 Team
World War 3 - Captain Price

Available in the following languages:PL | RU | DE | FR

Hello, Soldiers!

Let’s recap what’s been happening in World War 3 in the last week - and it’s been a busy one!

Armed Forces Day
Last Thursday, on the 15th of August in Katowice, Poland, we’ve had a parade of military assets, including helicopters, planes, armed personnel carriers, tanks and other hardware, as well as personnel for the national holiday of Armed Forces Day. World War 3 took part in the celebration by setting up a stand with Polish Territorial Defense Forces. We’ve had a lot of people visit and play World War 3, ranging from families with children to veterans. We’ve had a lot of fun talking to everyone and we hope to do more of this kind of cooperation in the future.

At the Studio
We’ve had a busy week at the studio, with preparation of the first PTE build of 0.7 being almost ready. We’ve discovered an instability in the game on tuesday that caused it to crash a lot when loading into a match which pushed the release of PTE patch to next week. We’re anxious to get the new engine into your hands and we really can’t wait to see how it performs, but at the same time, we want to give it enough time to be a good testing tool, not just something to show. We’re still making the game and the more solid information we get, the better the end result will be.
Apart from the instability (which is already fixed), there are only a few minor issues that could get omitted in the first iteration of the PTE version, so we’re pretty sure you will see PTE on 0.7 this week. Of course, if something unpredictable happens, things might change.
The version of 0.7 you will get is going to include almost everything that is planned in 0.7, with further stability, content and - most importantly - performance upgrades coming in during the duration of PTE testing. We want 0.7 to be at least as good as 0.6 was, so it will take a few weeks of testing and improving to finally get 0.7 to Live in a satisfactory state.
To get you up to speed on what’s in 0.7, let us recap the changes and new features we’re going to have, according to our Roadmap.

Challenges
We’re implementing the first pass of the Challenge System. It consists of daily challenges randomized every 24 hours. Everyone gets the same ones, so you can have fun with friends completing those in a party. Completing a challenge will net you a reward - those can be some cash, XP or even items like weapons, skins or attachments.
This system is a precursor to something much bigger - an expanded progression for players and more complex challenges. We also have a few surprises related to this, but we are not sharing them at this time. Let us know what doesn’t work and how would you change it - and your ideas for more challenges, too!
New Squad Manager
The new squad manager is mostly an “under the hood” feature, but this doesn’t mean it’s not exciting. If we did our job right, you shouldn’t notice much change, but this new tool lets us expand how squads work greatly and was a necessary change to making the party system work as intended. It will make the party system a lot less unpredictable and fun to use and fixes a lot of old bugs we had no way of fixing without changing it.

HUD Improvements
We’re starting to upgrade all of our HUD elements closer to their final versions. We’ve learned a lot about how people interact with the game and where the UI has its shortcomings and we feel like there’s a lot of good changes to be done with the HUD. 0.7 marks the beginning of this change, and we’re starting off with the new Kill Screen and strike HUDs. New Kill Screen will now show you an approximate direction the kill shot got you from via a small minimap and will provide you with much more information on what you were killed by - including how much HP you enemy has left, too! It’s not a 100% final version, but it will be more useful.

Another HUD change are the vehicle HUDs.
They are much more clear and should work much better than the old ones, while looking a lot better.

Information Layer Improvements
This is an umbrella term for a lot of small changes we’re making to the way information is presented in the game. Starting with new challenge progress UI elements and new widgets, with new information in the customization (you will be able to see how the sight looks in-game without having to equip it or even buy it!), new HUDs are also part of this initiative. It will continue after 0.7 up until 1.0 release.

Attachment Rebalance
We’re taking a look at attachments and how to make them more of a cool choice and less of a ‘take X because it’s best’ that we see happening with some parts right now. The rebalance will also impact weight, so some builds that were impossible to do earlier will now be viable. We’ll see how it turns out during the PTE testing and update the values accordingly.

New VOIP
We haven’t been satisfied with our previous implementation of the VOIP system, so we’ve decided to make it a lot better. It will now let you choose between Open Mic and Push-To-Talk, choose your own bindings and has a lot more options for the players. You can disable it altogether with a volume slider or mute people from the scoreboard or deployment screen.
Remember - VOIP in World War 3 lets you communicate with your Squad only. This is done for a number of reasons, one of them being the performance of decompressing audio from a lot of people, but also the vision of your squad being a self-contained unit that can change a lot in the game. We feel like playing with your squad is the best way to play World War 3 both because it helps your team the most and because it’s the most fun.
This new VOIP mimicks how a radio could sound as well and is really adding to the ambiance of the conflict. It sounds a lot better and will improve team communication a lot.

Other improvements
You will get a more detailed list of changes once the Patch Notes are out, but we have taken some time to introduce some quality-of-life changes and fix some small, but annoying bugs like adding Vehicle Assists or the inability to rebind X. The list is long and will take a while to compose, but for now - rest assured there’s a lot of small changes as well.
One more thing - if you are at Gamescom 2019, make sure to find us and have a chat - we’ll be there!

Thanks for reading and see you in 0.7!

- World War 3 Team

Want to be up to date? Sign up for our newsletter, follow us on Facebook, Twitter and VK, talk to us on the official forums and Discord server!
World War 3 - [F51] Rozmo

Available in the following languages: PL | RU | DE | FR

Hello, Soldiers!

This week we wanted to bring some light to some of the hidden or not obvious mechanics we have implemented in World War 3 over the years. Some things are simple and don’t change a lot in the gameplay, though they can be used to optimize your play, but some are crucial to understanding how to play well and be a good teammate. We’ve compiled things you should know about World War 3 Warzone scoring for this week and if people like this type of content, we have tons of other interesting information about our game.

We’ll get to the secrets of gameplay, but first let’s update you on how the engine switch is coming along and what is the 0.7 progress.

Engine Switch
We’re still working on the 4.21 Engine switch, since last week we’re regularly testing the game and making sure the version that will drop on the PTE is at least stable and doesn’t have critical bugs. It’s not going to be perfect, this is why the PTE is there, but we want for it to at least be fully playable and bring
fun.

The switch is almost complete, we’ve got all replication changes implemented and working, crashing related to the engine switch is under control and the issues that are left are relatively minor: markers not displaying or flickering, vehicles driving too fast or too slow due to some physics changes that happened under the hood, weapons loading a bit too late in player hands, some lighting changes that have to be set up - overall, pretty minor issues that will require some time to fix, but are not blocking us from other work.

0.7 will first be tested on the PTE, so if you can spare the disk space, downloading it now will mean much less downloading later, the patch shouldn’t be much bigger than normal patches. PTE helps us a lot with testing and catching problems early, so be ready! It’s around 50GB unpacked, so you need some space for it, but it will help us a lot with the testing.

Now, for the secrets!


Gameplay Secrets - Squad Scoring on Warzone
A lot of people don’t realize they’re a leader and that being one gives them a lot of awesome perks, for the low cost of pressing X every few minutes. Also, a lot of people don’t realize how working together with your squad will make a massive difference to your personal BP gain and score. This doesn’t even include the big benefit for your team you will provide by coordinating together with others and working on gathering Battlepoints to support the team with deadly strikes or vehicles. And remember, if you win, you get more money after the match is over!

First, a quick refresher on Warzone scoring. Your team only gains score when you have linked points together (notice the line connecting those two points):


Having both parts of a capture area will net your team 1 point per second. Having more will increase that further. The best way to win is to hold more links than your opponent and making sure to break their links as quick as possible to starve them of points while keeping at least one link yourself.

Being a leader gives you the tools you need to guide your squad and win Warzone matches by utilizing this knowledge. You can spawn on your teammates, you spawn a lot faster than them and they can use you as their spawn point as well. A good leader is crucial to winning in Warzone and having one good squad that’s working together is frequently all it takes to turn the tides in your favor.



To unlock this gameplay secret you only need to use one button: X. It will mark objectives for attack or defense, mark enemy infantry and vehicles on the map and double tapping it will place a marker in the world letting your squad know where the danger is or just inform them about something like ammo pack or rally point.

You can also mark objectives by right-clicking them on the deployment screen!

Very early on we decided to make World War 3 a squad-oriented game and move away from running around a map and capping point after point mindlessly. With how our squads work, you can really optimize your score gain and use Strikes as fast as they come off cooldown or summon a fully kitted out tank after less than 10 minutes. This is why:

We’ve got a lot of bonus points for working together. A simple example is getting a kill. When playing a lone wolf it’s 150 Battlepoints: 50 for the kill and 100 for doing 100 damage to the enemy, if they were at full health.

When playing with a squad and being near to the objective set by the squad leader, it’s 350 (150 base + 200 bonus). But! If you are a leader as well, every time someone under your command gets a kill on an objective, that’s free points for you.

You can mark enemies or use UAVs - assists on marked enemies also get you additional BPs.

The same goes for capturing points. It’s taking a long time when you are alone for two main reasons: first, to make coming back and defending possible: if you’re on the next point over and someone starts to take an objective, we want you to have enough time to stop them if they are playing alone. Secondly, if you are with your squad, it takes a lot less time. It’s much more beneficial to you and your squad to take 5 people and cap a point quickly than it is to cap 5 points at the same time, risking being easily killed and stopping your offensive altogether. It also doesn’t give you nearly enough Battlepoints and is putting you and your team in a BP disadvantage situation.

As an additional bonus, capping a point marked as an objective gives you bonus score, and the more squadmates there are, the more points you get. The leader also gets +100 bonus for each objective completed by their squad mates.

You can also use X to request gadget use on your team mates if you require healing or ammo - just hover over an ally and press X. It will appear in the objective log like all other objectives:



There’s also one more thing. Whenever you mark an objective on the map, every other squad leader gets an information about it in the form of text under the point, telling them how many squads are currently attacking or defending the point.



This might not seem like much, but if you see enemy starting to take a point, but also see that someone else marked it as defense objective, you can focus your squad on a different objective to get an advantage.

But what if you are not the squad leader and your leader doesn’t know about all of it and ignores the power vested in them? You can request orders by also using the X button. If they don’t give any orders in 60 seconds, you will become the new leader automatically.

We hope you are now much better equipped to fight with your enemies. Let us know if this kind of content is interesting to you and we’ll make more Gameplay Secrets!

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World War 3 - Captain Price

Available in the following languages:PL | RU | DE FR

Hello Soldiers!

Last week the Content Creators contest came to a conclusion. As we said previously, it was an enormous fun watching your creations and watching how much fun you have with our game and we can't stress enough how much positive energy that gave us to work even harder to deliver you the best possible experience! We had a hard time picking the winners ourselves, so we let the community voice their opinion, which you had time to do until last friday, 3pm CEST. Here's the three winners of World War 3 Special Editions, as voted by you!

1st Place: Atway - World War 3. Spare no one

https://www.youtube.com/watch?v=lR_ABDwLgrw

2nd Place: Большой Ти - WORLD WAR 3 - ТРЕТЬЯ МИРОВАЯ ВОЙНА

https://youtu.be/zua3vxXkk-o

3rd Place: AiRJacobs - World War 3 BEST GAMEPLAY & FUNNY MOMENTS #1

https://www.youtube.com/watch?v=J6djYWwi44k

The winners will be contacted shortly and will soon receive their World War 3 Special Editions. Of course we cannot forget about the four other creators that made the final list - TactiGamer, RuTaiN, Alekks and Skibbehify - who will receive World War 3 Steam keys for their efforts! So if you didn't have a chance to vote or watch them during the previous week, enjoy:

TactiGamer - Surviving Warsaw - World War 3 (Creator Contest)

https://youtu.be/TRshhTlsgEY

RuTaiN - SiG MPX WORLD WAR 3 Loud Out

https://www.youtube.com/watch?v=Rn9YANsnA-Y

Alekks - world war 3

https://www.youtube.com/watch?v=4fwfXfIQ1ec

Skibbehify - Free Weekend Madness!

https://www.youtube.com/watch?v=WNovs1ialiQ

Once more: Congratulations to the winners and thank you to everyone that participated in our video contest!

On the technical side of things, we know you’re all very curious to see how the new engine will impact the game and just to have something new in the game - we are as well. Unfortunately, it requires time and effort to be sure we did it well and there are no game breaking issues still in the code and content that would require long downtimes once we start with the testing.

To make sure the testing process is as efficient as possible, we have to eliminate as many obvious and common issues as possible, to not waste your time with finding stuff we already know about.

We can, however, let you know how the progress has been and what are the current challenges we’re facing.

We’re almost done with all the big bugs we’ve uncovered when switching the engine, we’re now starting to get into optimizing the patch. With changes to how replication works came a few critical issues that had to be resolved before we could let you play the game.

Why are we doing it now? We have to take a close look at optimization before every big update, because changes in the game often introduce new stutters and framerate issues - this is why optimization is generally done as one of the last things in a production of a game. In our case, we want to provide you with playable experience during the development, which requires additional work every few months to keep on top of the performance as well as the ongoing work to keep framerates up and RAM usage low.

While we’re not giving you and solid dates, we are happy to report that things are progressing as predicted and the switch went off without any major issues and we’re coming really close to having a playable version of the new, shiny engine.

For those that don’t know, switching engine version should improve server stability and performance the most, while also providing some limited performance increase on the client side. It will also let us use a few new tools and should make the game more stable in the future.

We know it’s taking some time, but to make sure you’re getting the best version of World War 3 possible, we all have to work through the drought - it will be a much better game in the long run!

As usual, keep up with our socials and don’t forget to join the discussion on our official forums and Discord!

Have a great week,

- World War 3 Team
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