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The renovation of Warface in 2020

Categories: General
Dear players!
 
Here’s a “little” peak into the not so distant future of our beloved game. The following information has been taken from the interview with the Franchise Producer of Warface – Ivan Pabiarzhyn.
 
If you have not seen the development roadmap for 2020 yet – be sure to check it.
 

Throughout the article – you’ll see the pictures of the new content that has already landed on Warface servers with the March update

Main Directions 

Let’s start with the main outline. We can call 2020 the year of the renovation of Warface. We plan to focus on two areas: creation of high-quality content (new Special Operations, PvP maps, or weapons) and the reworking of technical game aspects.

As for the key changes, let’s look at the technical side, and the game interface update first of all. We are working to bring it to modern standards both visually and technically; moreover, it should make it possible for us to make changes faster.

In addition, the introduction of in-game crafting is a very important feature. The new system will diversify the game content and give players more opportunities to receive rewards and goals to achieve in Warface. The updated clan system will improve users’ social engagement and provide a foundation for its further development in 2021. Soon we will share more detailed info about specific changes of the last two areas.

Finally, we plan to completely redo the initial game stage, thus, showing all the diversity of the content and provide objectives that will help beginners better navigate Warface.

      
    PvE missions

    We decided to modify PvE missions. This measure will allow for further development of this part of the game. We understand that the removal of some old content can upset our active players; nevertheless, this step must be taken to improve the experience of beginners who try Warface for the first time.

    We also agree that it would be unfair to simply remove certain content. That is why we decided to create new PvE missions based on separate stages of Special Operations.

    Upon releasing new Special Operations, we will be able to elaborate PvE missions that will allow to study separate phases of Special Operations in greater detail and get prepared for the marathon – completion of a Special Operation from beginning to end. We have many more interesting ideas for the development of unique PvE missions, but these are plans for 2021.

    Old missions hinder beginner adaptation in a way. PvE missions are perfect for getting used to Warface. The majority of new players start their in-game career from them. Nevertheless, in the framework of surveys we often receive feedback indicating that the graphics are poor and users refuse to play despite the fact that the game offers lots of more modern and higher quality content. Users simply do not have enough time to try it.

    Special Operations in this sense are more difficult to complete, even at an easy difficulty level. Therefore, no matter how hard and sad it is to remove part of the content, the present time requires changes. Such steps are necessary to meet modern standards and remain competitive in the market.

    These are our current plans. Meanwhile, we are preparing a survey where players would be able to share their suggestions and opinions on the topic. Depending on the feedback, our plans for PvE missions may be readjusted.

    Netcode

    The original netcode was developed according to the modern at that time but now outdated standards. It was game client (not server) oriented which could lead to poor synchronization of players’ actions in several places at once - on the server, on the user's screen, on the screens of other players.

    The new system, in its turn, uses up-to-date technologies and facilities allowing to process all events exclusively on the server side and create an absolutely identical picture for all players.

    While launching the new system, we faced some unexpected problems, but the development team managed to promptly fix them.

    Expanded potential for further improvements is a particular feature of the new system. With several consecutive updates we have continued to improve and fine-tune the netcode.
     
    I admit that some players from remote regions with high ping or an unstable Internet connection may experience some issues from time to time; however, we actively work on further improvement of the system and aim to resolve such problems. You will be able to test fixes yourselves after upcoming updates go live.
     
    Now the difference between the position of the player on his or her screen and on the server rarely exceeds 5 in-game millimeters, and this is an excellent result. From this point of view, we plan to constantly fine-tune the netcode, because there is always room for improvement.
     
    At the same time, it is necessary to change in-game mechanics as they mislead players when it comes to the actual effectiveness of the hit registration system. For example, this is the very reason why we are now changing the in-game hit indicator, the so-called “damage cross”, making it more logical and understandable.
    SED

    SED has become one of the most talked about novelties of 2019. It is very different from other classes, but at the same time its intuitive mechanics can be easily mastered by any player who spent at least a couple of hours in Warface.
     
    The introduction of the SED into the game expanded the range of class interaction schemes on the battlefield. Now the Medic is able to show how truly devastating it can be, the Engineer can provide even greater support to his squad, while the Sniper has to reckon with a fighter who is not easily defeated with a single well-aimed shot.
     
    With the spring update we have significantly expanded the field of application of the SED: the robot has received alternative weapons, and an armor set with unique specs that can make the fifth class more mobile. The SED is an important novelty in the Warface universe, and we are perfecting it.
     
    The influence of the SED on the gameplay has been widely discussed since its introduction. Part of our players fell in love with the robot as a “sniper killer,” while others noted a slowdown in the pace of the game for both the SED and other users. The discussion of the recent announcement of SED tweaks showed that it is necessary to act carefully, taking into account interests and requests of all groups of players. It is important to preserve the class features of the SED that players like, but at the same time to give fresh gaming experience to those who were not "hooked" by the original SED. 
     
    The new “Mercury” SED gear set, which increases the robot’s speed of movement and reduces its armor, seems a great solution. At the same time, the previous armor sets will remain unchanged. 
     
    Thus, SEDs will retain the function of a slow “tank”; however, they will be able to assume the role of a more mobile but less enduring fighter. The possibility to select equipment most suitable for a certain combat style is an interesting and viable solution that will give the fifth class a fresh coat of paint. 
     
    Weapon balancing

    Our task is to avoid separating weapons into two balance categories: arms for those who can afford to buy them for real money and guns for those who cannot. This system is outdated, and we consider it unfair.
     
    Time is the most valuable thing people have, and we would like to reward our players if they decide to spend their time in the game. 
     
    Therefore, we seek to ensure that there are various ways of obtaining different types of the game content. Depending on the path chosen, it will take a different amount of time. Each player will be free to decide what way to opt for.
     
    A new approach to weapon receipt in the store will help us achieve this goal. A new crafting system and changes in the game shop functionality will provide more opportunities as well. The latter is called the "Limited Sale System" and will be compatible both with the existing content and the crafting system.
    Development transparency

    Every year we have ambitious plans, but we used to share information only just before new content appeared in the game. Now we want to change the approach.
     
    Our ultimate goal is to make players happy and capable of influencing Warface development because the project exists thanks to your support. We appreciate it and are very grateful for it.
     
    As for long-term plans, we would like to give the Warface community all around the world the opportunity to unite and play together on a single, global server, including cross-platform play.
     
    In conclusion, modifications of the content and game mechanics will depend on the opinions and feedback of our community from different parts of the globe. More than 85 million players have already registered in Warface, and this number grows every day. Our players are the ones who determine the vector of the project development.
     

    Stay tuned!


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