Announcement

Collapse
No announcement yet.

Developer’s Briefing #4

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Developer’s Briefing #4

    Click image for larger version

Name:	Dev's brief.jpg
Views:	2
Size:	250.8 KB
ID:	13102
    Greetings!

    This is the Development Team Manager of Combat Arms Reloaded with this month's Development Briefing.



    Firstly, the Combat Grading System (CGS), which our team has long been preparing has finally been applied to the patch on the 25th of April.

    CGS that was released allows for users to measure their skills for each mode and provides a wide range of rewards according to the grade thus aiming to provide a more meaningful experience to the game.

    In addition, CGS will be connected with the Quick Play function that automatically finds a room which is most similar to the ranking of the player for the selected mode so that players can join faster and more conveniently.

    We hope that CGS will bring a more competitive and exciting experience to the game.




    CGS will become a core element of Reloaded, but there are still many contents that needs to be developed.

    However in the next month, we would like to have a moment to reinforce the existing content before applying new contents.

    Existing content updates that various users have given much feedbacks include specialist items and EM/SEM items and also includes increasing the damage of launchers such as RPGs.

    Specialist items that are not considered to have a significant impact on the balance of the game are being discussed to be available in all possible modes.

    Currently, there is some controversy about EM/SEM items, but one thing we can assure you is that we will not give a function to kick a user unlimited times.



    Recently, it seems to us that not easy to develop satisfying content for everyone these days.

    We would like to reflect the opinions of each users as much as possible, but we are at times worried about the opinion that represents the user as a whole.

    Realistically, it is impossible to reflect the opinion of all users.

    Your smallest concern and expectation definitely matters to us, but it is sometimes a burden and worries us that we may not give satisfactory results.

    There is no correct resolution for this, but we believe that continuing to devote our effort is the closest thing to a correct answer.



    We will continue to do our best in order to bring a better game experience for everyone.

    Thank you.
    vThrones
    Combat Arms Operation Team

  • #2
    Originally posted by iwillkickyou View Post
    increasing the damage of launchers such as RPGs





    Thank you, launchers in CA (with the exception of the M32 and the M136) always felt ridiculously weak when compared to their counterparts from [insert pretty much any other FPS here]. I understand why some people don't like them, they are inherently noob friendly thanks to how they work and many players feel like they don't deserve to be killed by "no skill noob weapons" but this doesn't make them "OP" or "unbalaced". In fact, doing consistently well while using nothing but explosives is rather difficult when compared to your average "P90TR spam", they might have a low skill floor but they also have a low skill ceiling.
    And there are upsides to them as well, RPGs / granade launchers are good against campers (although this is a thing). There are just two things to note here:

    - If the buffs are to much for QR to handle just increace the explosive dmg resistance of the zombies in order to prevent collateral damage to other modes.

    - Don't buff weapons like the regular M32, it's fine as it is rn. In general (for regular game modes), don't make it a one hit kill if it doesn't force the player to reload after every shot but it shouldn't take more than two hits to kill either otherwise it will be to inefective to be usefull (this is why no one uses the XM25 CDTE, speaking of which it should have 8 "bullets" in reserve).


    Originally posted by iwillkickyou View Post
    Specialist items that are not considered to have a significant impact on the balance of the game are being discussed to be available in all possible modes.





    That's great news but define "a significant impact on the balance of the game", ignoring the super weapons from what I can see there are only 4 items here which actually fit this discription: the Auto Turret, the Synapse Scrambler, the First Aid Kit and the Satellite Scanner. Everything else is generally less useful than the previously released Medkits, even tho some of these items are more salt inducing (which is why I wanted to see the implementation of a decent weapon filter before the reintroduction of these items) but this has nothing to do with balance.


    Originally posted by iwillkickyou View Post
    it seems to us that not easy to develop satisfying content for everyone





    That's normal, the release of a new fierteam map is not going to satisfy PvP players and vice versa. If you want to satisfy everyone then you should focus on quality of life updates like implementing weapon / gear loadouts or a search function for our inventory. If players want more for their specific game mode then they have to be more patient but this had to be expected. The only two problems I personally have with the content you released (which mostly boils down to guns and boxes) thus far is the fact that direct purchases are not available for perm and that the boxes contain items which are not of permanant duration (one would think that you guys have learned something from how successful the VIP box is but I guess not).


    Originally posted by iwillkickyou View Post
    Realistically, it is impossible to reflect the opinion of all users





    Yes you can't satisfy everyone at once but you can satisfy as many people as possible. Take "overpowered weapons" for example. Let's say player A wants to play with "OP" weapon X but player B doesn't want to deal with this weapon at all. Of course you could nerf this weapon but player B might still think that it's to much while player A now complains that you "ruined it". It's not hard to see how this approach has the potential to do more harm then good to your game. Now if instead of nerfing the weapon you implemented an extensive weapon filter player B could just make a new room and ban the usage of the weapon in question while player A would still be able to join an all permitted room and both players would end up getting exactly what they wanted.
    Last edited by Wumgum; 05-16-2018, 06:41 PM.

    Comment


    • #3
      Nice to hear that Valofe is trying to make this game playable, I am sure there is still large quantity of players who follow this game with thought to return once...

      Regarding elite mods or moderation in general, in my opinion it should come together with room name or possibly description box what is accessible ingame ! The room rules based moderation was great, i enjoyed it and players i played with enjoyed that as well.

      Launcher re-balance sounds good. I may be one of these 'noob' players who enjoy running around with them. Th fact that you could combine rpg and law and quick switch between them was great and fun move to have, then you have additionally some sniper or mid range AR to kill in case enemies come near.

      Regarding specialists i have mixed feelings, I used to love turret, but now when playing in classic I got bored of it in few days. This gets tiresome especially if you have players camping with turrets. No spec could also be easy option in room, that way everyone can be happy.


      Comment


      • #4
        Originally posted by SERPERM View Post
        Regarding specialists i have mixed feelings, I used to love turret, but now when playing in classic I got bored of it in few days. This gets tiresome especially if you have players camping with turrets. No spec could also be easy option in room, that way everyone can be happy.
        SERPERM

        https://forums.valofe.com/forum/comb...8-patch-update

        Click image for larger version

Name:	fetch?id=13227&d=1525846293.png
Views:	2
Size:	35.1 KB
ID:	13370

        Turrets aren still not in Reloaded.
        Official Staff & Moderators: CA: the Classic & CA: Reloaded & CA Brasil
        VALOFE Combat Arms Discord

        Comment


        • SERPERM
          SERPERM commented
          Editing a comment
          Nice, did look through patch notes a bit but missed this one. Another step forward

        • iGoKiwiv2
          iGoKiwiv2 commented
          Editing a comment
          I've seen a few select people with Turrets since Reloaded started.

      • #5
        Pls back old launchers in CA (before 2015) for QR mod.
        Last edited by Boczek233; 06-28-2018, 11:33 AM.

        Comment

        Working...
        X