![]() ![]() Only items in your backpack drop on death (hotbar and equipped items are intact)ĮDIT: This wasn’t clear. There is also the effect that I have seen on most popular twitch streamers is an anti PVP mentality due to the usual imbalance of encounters. Any awesome piece of loot you have you probably won’t use from fear of losing it, and most players end up running around naked with a cheap gun to minimize risk. Creating backups of all your stuff to ensure you aren’t naked next spawn is boring, it also stops us from design mechanics that let you get attached to your gear. Losing everything isn’t that painful if gear is easy come easy go. As Hurtworld has more of a progression of gear than most survival games (and will get much larger as we add more content), the amount you have to lose & time wasted from death becomes greater and greater. This system is design to create more PVP interactions with significantly less butthurt. I’ve also got the new Infamy system to introduce that we’ve been working on for a few weeks. I’ve been fixing bugs, tweaking the map and balancing out the new progression. Hey Folks – We are all working hard towards EA release, 9 days to go. Expect some gyfycats in coming weeks! Hurtworld Update #15 – Racing towards the deadline… Few small bugs and improvements to be made to state-flow too (they will go in with patches). First up is taking the Pistol from Gav and making it move. ![]() Anyway, will keep the support coming, but I have animation tasks that I have to get moving on. Pretty intense 6 days! I haven’t posted that much on Forums in 6 years! Good to get to know a lot of you. Will be nice to see you all rolling these down the road soon. Will be making a few more varied sizes and styles over the coming days. I have a bit of a passion for these vehicles. This new wheel is inspired by the style that suits, 1960’s – 70’s muscle cars. So I’m working on more sexy wheels for the cars. Wow, what a week! In between responding to as many emails and forum posts as possible, I also managed to work on some wheels. First up is a BorMask as they are probably still my favorite creature so far □ Once things settled down a bit I have gotten back to cranking out content.We wanted more ways for players to be able to individualize themselves, so I have started to make a bunch of masks crafted from the various Hurtworld animals. Well its been a pretty crazy week for which we have all you guys to thank….SO THANKS! He built the awesome new server browser, put more languages in and has been on bug fixing duty. Spencer: Cowtrix wasn’t in the office for this dev update so I will summarise. This might take a week or two but will be worth it. I have someone on the task of sourcing our own dedicated servers and will be automating more of the process so we can manage the official servers much better. We’ve outgrown our current operation and need rethink our approach. We don’t have enough, some keep disappearing. Priority one is stomping out cheats, metagame will be next on the agenda. Unfortunately I haven’t even had a chance to play the game since launch I’ve been so flat out, so I can’t really make judgements on these mechanics until I can really experience them myself. I’ve been collecting heaps of feedback on things that affect the metagame like respawn time, infamy balance tweaks, loot frequency etc. We also plan to implement Easy Anti Cheat this week which will give us access to an extra team of people dedicated to hunting down and stopping client side cheats. I am aware of a few security holes in our server protocol that I’m working on patching right now. The next wave of exploits that are starting to pop up are client side cheats. ![]() The first wave of exploits were caused by our own bugs. The main focus has been keeping everything running and patching out any major exploits that come up. Putting out patches, breaking stuff, fixing it again etc. This week I’ve been in full damage control mode. ![]() We’ve been trying to read everything everyone’s posted, we were drowning in communication but I think we’re finding our feet. With so much going on it’s easy to get caught like a deer in headlights watching it all go by. You guys have been thrashing the new build, tracking down heaps of bugs and giving us loads of awesome feedback. This update will be short and sweet, once things settle down a bit I will lay out our roadmap in detail. We still don’t quite believe that number is real. This last week has been insane! We went from our tiny closed alpha of ~20 people online at a time, to over 10000 concurrent users across 1000 active servers in just 7 days. ![]()
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