Call of Duty®: Modern Warfare® II is the first title in the franchise to introduce an overhauled in-game reporting system, providing players with more ways to report offensive behavior and new features for our moderation teams to combat toxicity.
The upgraded system also allows our moderation teams to restrict player features in response to confirmed player reports, as part of our security and enforcement policy.
If a player is verified to be engaging in offensive voice chat, for example, our system upgrade now allows the moderation team to mute that player globally from all in-game voice chat features. Similarly, our system can restrict text chat features for players found to be abusing in-game global chat.
These features will also launch with Call of Duty: Warzone 2.0 later this year and is foundational f or all future Call of Duty titles going forward.
This new reporting system and moderation features are thanks to the hard work from Infinity Ward, High Moon Studios, Sledgehammer Games, Demonware, Treyarch, and Activision Player Support and more.
We know that in-game situations are not always one-size fits all, so our reporting system now allows players to provide context to their reports.
This optional dialog box allows players to tell us more about the situation. This, along with the entire overhaul, is foundational to the third pillar of the Call of Duty universe Code of Conduct to “Stay Vigilant,” providing players with more tools to help report anything offensive or inappropriate they encounter.
Your in-game reports are important to identifying and moderating bad behavior. Working together we can push to make our games a more positive experience for all.
Code of Conduct
At the start of everyone’s journey, players will be presented with the Code of Conduct acceptance screen. Acknowledgement of the Code of Conduct is required, and the prompt will pop-up when players select any multiplayer playlist for the first time.
The in-game Code of Conduct acknowledgement screen first debuted during the second weekend of the Modern Warfare II Open Beta, highlighting our mission to combat toxicity during the largest beta in Call of Duty history.
Combating toxicity is an ongoing commitment. We look forward to making progress on this front together as we continue in the fight to make Call of Duty fair and fun for all.
Hello! Artists finished their jobs for the upcoming release. You can see Hanako’s scene preview here. And our big girl Mona got a new dress. You can check it out here. As always, the new “skin” is available from Maggie for dream shards. Don’t worry, the new update will introduce a new opportunity to get some.
I’m almost done with the party with all girls. Mostly finishing touches and playtesting since there are a lot of cutscene elements to check. Since it’s the first time for such a big and complex pack of cutscenes that doesn’t focus on combat, I would love to hear your feedback once the release rolls out.
Added wood and rock to Ar’Abad’s merchant to make buying upgrades easier.
Fixed dash spellbook’s name. Before it was labeled as fireball. A pure cosmetic fix, the book still allowed players to properly learn the dash skill.
As always, if you don’t like something about the game – tell me, and if you like MonGirl Sexpedition – tell your friends ^^
For those considering getting "Falling Out", we have once again made the demo available to play! We are celebrating being part of the IndieCade event and are excited to be featured alongside many great indie games.
To kick things off, we will be doing a livestream so you can take a quick look! If you miss it, we are also doing rebroadcasts for the rest of the event.
Firstly, a huge thank you from the team for all your feedback and suggestions. Now let’s talk about the intel we’ve been gathering from all of you Specialists in the field.
Here are the items we are intending to implement in Patch 1 (subject to change):
Save Game
We hear you, we’re working on a system which will save your progression and spawn you back to your last save point. This means your items, perks etc will remain, you will only need to traverse back to the area you were defeated (don’t worry we won’t tell anyone).
Cursor Visibility
We’re working on a number of shapes and colours which you’ll be able to select to customize the cursor.
Note: The cursor in-game is tied to your operating systems cursor, this was a design decision to help reduce latency with the cursor movements in-game. If you alter your cursor size in Windows, your cursor in-game will also adjust to match it.
Tutorial Message Pop-ups
Going forward, we will address the issue with pop-ups during gameplay.
Pausing
Our plan is to roll out the ability to pause in-game in our upcoming patch. We’re not fully decided on how we’ll accomplish this for a multiplayer session just yet, but we’re looking at options such as if the host pauses the game, all players screens will have a message to indicate this. (We’ll keep you updated on this)
Skippable Cutscenes
Our plan is to have all cutscenes skippable in our first patch.
Weapon Chest
We read your frustrations at not being able to share weapons across your Specialists, so we’re going to introduce the Weapon Chest. The chest will allow you to store your weapons at specific locations and let you collect them anytime using any Specialist. (Think of them a little like the ones found in a very popular zombie game that rhymes with President Weevil)
And that closes out our first patch priority list!
Our aim is to release this sometime towards the end of this week (Targeting November 10th or 11th). If anything changes regarding the date, we’ll keep you informed.
Now we know what you’re thinking, “but what about Multiplayer?”.
We hear the calls for Matchmaking or a Lobby System, Local Coop support, and Client Progression Save states. These things require further investigation, and timing to get right. We can’t provide exact details just yet, but rest assured we’ll be making improvements.
In the future, we’ll share an update on content roadmaps, but right now, we want to focus on addressing player feedback. Please keep your feedback and suggestions coming! We’re thrilled to have such an awesome community that’s invested in From Space and wants to see further improvements to make the game even greater!
For all things From Space, be sure to follow us on Twitter, and join our Discord. (And tell your friends to follow and Wishlist us here on Steam! 😊)
Heya! Hope you all had a great two weeks since our last bi-weekly update. This time, we’ve got a variety of stuff we’re ready to share: whether it be gameplay tweaks, level design progress, or freshly drawn concepts; here’s a bit of what we’ve been working on the last 14 days.
Enjoy!
In the Flooded Dunes, giant crystals jut from the long lost ruins…
It’s been a hot minute since the last time we showed E2M1. Since then, we’ve been steadily performing gameplay tweaks, adding and placing new items and entities, as well as improving on the overall interactivity of the environment, such as bridges, to promote a solid flow throughout the level. See for yourself in this latest work-in-progress screenshot of E2M1!
E2M5 – before and after!
Let it be no secret that our mappers have been going hard at it over the last couple of weeks. For example, E2M5 has recently seen a variety of improvements: Gameplay optimization, combat refinements, item places, additional texture placements, you name it! And to put it all into perspective, check out these ‘before and after’ screenshots from E2M5, both still WIP:
BEFORE
AFTER
Let there be light, and suffering, unending…
In episode 3, death awaits the player's every step, and every glance is met with terror. And what better way to reflect this, than with human effigies in agonized poses, on fire?
We’ve got to keep the lights on somehow!
Jokes aside, check out this awesome WIP concept for the episode 3 lights; the human torches:
In other news…
What else have we been up to, you ask? Well, besides a variety of improvements to E2M1 and E2M5, and the WIP concept for the human torches of episode 3, here’s a number of other nooks and crannies of WRATH that we’ve been working on over the past 14 days:
E2M2 has had a lot of attention with regards navigation and set dressing, with several textures and models made to characterize areas, along with general decoration.
Our mappers have been kicking ass with detailing, noding, and gameplay adjustments on E3M1, E3M2, and E3M3
E3M4 has seen significant progress on the ‘cathedral portion’ of the map
We’ve been experimenting with various textures in E3M5, including introducing a striking new sub theme to the Episode 3 aesthetic
A number of sounds have been finalized, and are currently being implemented, adding even more of that punch and atmosphere WRATH so deserves
In terms of enemies, fixes are being worked on for the Executioner, while the animations for the Brute are being implemented
Proposals for the E2 coffers’ opening animations are currently being reviewed, while the design for the E3 coffer is on to the modeling stage
That’s it for this bi-weekly update. We hope you enjoyed the work we’ve been putting in, and will continue to put in, as we inch closer to the new year. Stay tuned for more dev updates!