Developer posts

14.02.2017, 13:09

In Survarium Update 0.46 you can expect the first part of the game changes announced earlier. Read on to find out the key innovations arriving to the game soon!

Reduction of tiers of weapons and gear

In order to speed up the matchmaking, in the coming update we will reduce the total number of tiers for weapons and gear from 10 to 5. This decision will also allow us to diversify the assortment of each faction within one level. As for the items you already own, the current levels of weapons and gear will be proportionally preserved and adapted in line with the new system.

Gear system redesign

In Survarium Update 0.46 we will introduce a more transparent and structured system of gear. All the armor in the game will be split to three classes: light, medium and heavy. New ‘protection against explosion’ parameter will be added to the armor, while the weight of the equipment and weapons will directly impact the speed of your character’s movement.

Additionally, we’ve implemented the notion of equipment sets: the more items from one set you put on the character, the more bonuses you get. Various sets provide different bonuses, so the players can experiment with the gear.

Weapons in the game get a bunch of new characteristics: piercing of materials, chance of bleeding, stopping power, running speed, speed of running in aim, accuracy from the hip, recoil of first shots. Moreover, the set of characteristics for weapons of various classes can differ. For example, the chance of bleeding will be characteristic for sniper rifles only. As for piercing of materials, we will introduce the new formula of calculations. Thus, for instance, the armor-piercing bullets will now reduce the effective distance, but increase the piercing of materials.

Another innovation towards the recoil parameter: now every weapon in-game will have its own characteristic profile of recoil when shooting. The automatic weapons will also get an additional parameter of recoil for the first bullets: they will fly predictably, which will allow the players to use adjustment fire. To avoid use of macros, the recoil profile will always have an element of randomization. Therefore, the ‘scatter’ parameter will be completely removed from the game: now the bullet flies exactly where your sight is looking, the weapon dispersion is brought in correspondence with the real counterparts.

https://survarium.com/sites/default/fil ... 11x590.jpg


Such approach will allow us to ensure the behaviour of each weapon in-game is truly unique and will let the players pick a weapon most fitting their style of play.

Changes to the In-game supplies

For all the grenades we will considerably increase the parameter of piercing obstacles and chance of break of extremities. We will add two new medkits, the current ones will undergo changes. Anaesthetic will now become a supply too. The healing totem will yield protection from damage, while traps will always break legs. The tiers of multiple supplies and their parent factions have been overhauled.

New FOV for weapons

We are redesigning the field of view (FOV) for weapons to make the feel of using weapons in the game more realistic and comfortable. See the current and new weapons FOV compared on the screenshot below.

https://survarium.com/sites/default/fil ... 6x1038.jpg

New game maps variations

In the Survarium 0.46 update the already known game maps will receive a few new modifications. Thus, a traditional passage in the corridor may now be inaccessible, while an anomalous tree can replace the usual rusty car in the hub of the map. Such changes on the maps are designed to diversify the game tactics and add more unpredictability to the game. On top of the standard version each map is planned to have 3-4 modifications.

https://coub.com/view/rvvml

One more map-related change is about the ammo refill crates. We will introduce 1-2 additional ammo crates on each map. This will free up the need to return to the base: if you run out of ammo in the heat of the moment, just find the crate nearest to you and refill your stock. The time to use the crate and resupply has been halved. To prevent any abuse, once utilized, a cooldown timer will start. Until that cooldown time is over, you’ll be unable to refill ammo.

Start of public testing

We have already been testing the changes to the game modes on PTS and will be updating the test server as other changes get added to the test build of Survarium. Soon all the innovations mentioned above will be available to test on the PTS server. Stay tuned for more news coming!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Update 0.46 Preview

03.02.2017, 18:18

Around 6 PM GMT today, on February the 6th, we will update the PTS version of Survarium to include weapons with new FOV and technical improvements! Read more in the whole version of the news. Also read the previous changes in Survarium 0.45c0 on the PTS.

The Complete List of Changes in PTS 0.45c1
Gameplay

- The players get points basing on the distance they carried the artifact, and additional points for delivering the artifact to the base. Thus you will get maximum points if you deliver the artifact all by yourself. If several players worked together to deliver the artifact, each of them gets corresponding amount of points.

Visuals and Animation

- Changed field of view (FOV) for all weapons.

Technical Changes

- High delay should no longer cause fps drops.
- Also fixed situations when a character could die and resurrect (or his HP changed) during a shootout.

by Survarium DevTeam
 
Forum: News
Topic: Test updated game modes on the PTS!

01.02.2017, 18:14

Test out two updated Survarium game modes on the PTS: we reworked Battery Retrieval and added an additional round in Artifact Hunt. Participate in the test by downloading new game version or updating Survarium PTS v. 0.45. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than December 5. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.
All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of December 5 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Please find the update notes below. Keep in mind those are not final and the changes will most likely go into Survarium Update 0.46. See you on the PTS!

The Complete List of Changes in PTS 0.45c0

Final Round in Artifact Hunt

- Final round starts if both teams have equal score when the match ends (15 mins pass). The final round lasts additional 3 minutes.
- You can't resurrect in the final round. The team which delivers the artifact or kills more enemies wins.
- If the final round ends in a tie, both teams lose.

Changing Batteries in "Battery Retrieval"

- A battery is considered lost if it's not in the spawn point, in the base or in the character's hands.
- Lost batteries gradually lose "health". It loses 100% in 45 seconds.
- Upon reaching 0% battery explodes and deals damage to everything around it: characters, devices, other batteries.
- Battery makes a specific sound before exploding.
- Battery explosion creates explosion particles and also makes a sound.
- Battery can be damaged by grenades, bullets and by other exploding batteries.
- When a battery falls it also receives damage depending on the fall height.
- Batteries immediately explode when falling down from a location.
- Destroyed batteries respawn in 30 seconds.

by Survarium DevTeam
 
Forum: News
Topic: Test updated game modes on the PTS!

19.01.2017, 16:17

We are glad to inform the January Leagues Season in Survarium starts tomorrow, January the 20th and will continue until February the 20th!

This season comes as the first one in the new year, therefore we decided to offer the players the FN P90 SMG with unique camo of this year’s main symbol – the Red Fire Rooster!

https://survarium.com/sites/default/fil ... 84x853.jpg

- As for matchmaking, we’ll provide for two equipment brackets: equipment tiers from 8th to 10th (bracket #1) and equipment tiers from 5th to 7th (bracket #2). For instance, if you queue into a ranked match with equipment tier 9, be ready to fight in a battle with players equipped with items of tiers 8 to 10.

- To participate in ranked battles you need to equip tier 5 gear or higher.

- You will get 50% more experience, reputation and silver for ranked battles. Moreover, kills for unlocking weapon modules in ranked battles will be counted with a x1.5 coefficient (for instance, 10 kills in a ranked match will be counted as 15 kills for a module unlock progress).

- Just like in the previous season, you can lose your rank when losing matches and the stars, however, it’s impossible to fall lower than the 5th rank. Attention: players to have reached rank #1 can lose their position too now.

Take part in the ranking battles, win the matches to become one of the top 100 players in the first rank who will obtain the main prize of the season!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: January Leagues in Survarium Starting Tomorrow!

29.12.2016, 18:46

With the late December there comes a traditional time to round up the year passing by and build the plans for future. Within the past 12 months we have paid a lot of efforts to polishing the technical side of the game and developing the PvP-part of Survarium. Thus, we introduced the new graphics renderer for low-end PCs, pixel-perfect hit registration, pingless network synchronization, multiple improvements to the game’s performance and stability. A key step towards the fair play in Survarium was made with the integration of BattlEye anti-cheat service.

Among the key gameplay innovations there have been weapon modules, Artifact Hunt mode, tactical supplies, quick commands with voiceover, new user interface, changes in the Leagues system, daily quests and login rewards, as well as new weapons, in particularly pistols that we have focused on in the last few updates. Adding AI-controlled characters (bots) was yet another important step to have the project progress.

All those changes allow us build ambitious plans for the future of Survarium.

Having finalized the work on update 0.45 we got down to forming the development plans and priorities for the next year. Heated discussions are still going, but the top priority tasks have already been defined. Here’s the list:

Rebalancing weapons and gear

We want to bring the game weapons and gear to a simpler structure and make it more transparent to the players. For example, to implement a predictable scatter of fire, the more vividly defined classes of armor, make the gear weight impact the speed of movement more and so on. Additionally, we plan to reduce the overall number of equipment tiers in the game, which will not only provide more variations within each particular tier, but will also ensure faster match-making.

Modifying the system of anomalies and artifacts

We have received so many requests to revert to the old anomalies in the game that we cannot, but satisfy. We want to find the right balance between the use of static and dynamic anomalies, while ensuring they are correctly written into the canvas of the game in terms of balance between the opposing teams. In parallel to the changes in anomalies we also plan to revamp the characteristics and features of the artifacts, so as to make them more influencing the gameplay.

Co-op

We haven’t forgotten and realize how important it is to develop new possibilities for the players, the traditional PvP modes aside. As first step, making use of the computer opponents, we would like to provide you with co-op missions playthrough on the dedicated maps. Further on, we plan to improve the abilities of the AI characters and add new types of NPCs, including animals and mutants, which will allow us improving the PvE component in the future.

System of skills and talents

We plan to redesign the current system of character skills to make the talent effects more sizeable, on one hand, and to make the factions differ more from each other, on the other one. Therefore, we plan to implement both universal skills for all the characters, so as individual ones, available purely with specific factions.

Advanced system of weapons modules

The system of weapons modification with modules has been a welcome addition with the players, so we’d like to expand the possibilities in that area. This relates as to increasing the overall number of weapon modules available, so as to changing the system of bonuses the modules deliver.

New weapons and gear, new maps

Of course, we couldn’t do without such things, so we are going to integrate those as our resources permit.

These are the key changes to Survarium we plan to make within the coming year. Further details on each of the features listed and more can be expected as we get to implementing those in-game.

On behalf of Vostok Games team let us share our sincere Thank You for supporting Survarium. May sound health, inspiration, joy and, of course, good luck in the battle abide with you!

Happy New Year 2017 and have a great holiday season!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium: New Year Diary

20.12.2016, 15:12

Survarium Update 0.45 is now live! Please find the complete list of changes or watch the video overview of the update below. Have a good time playing the game!

Thank you for your help with testing version 0.45 on the Public Test Server. The PTS is closed until the next update.

Not playing Survarium yet?
Download the latest version of the game here!


Survarium Update 0.45 Highlights
Daily Rewards
Following your multiple requests we are returning the incentive to login to the game more often. You will be receiving special bonuses for daily logins. Every fifth day you will receive extra rewards and on reaching the 15th day – a unique reward.

Daily Quests
To make the in-game quests more varied is yet another long awaited request from the community which we are also happy to satisfy. On top of the traditional missions the game will offer new daily quests which can bring you not only extra silver, experience points and reputation with the faction, but unique rewards too! These quests are simple, yet varied: win a match, play in squad, make x-number of frags with a specific weapon type, play for a specific faction and so on.

New Weapons
We continue expanding the arsenals of factions with new weapons. At the rank of Wachmeister (6th tier) the Black Market will offer a Colt M1911 pistol. This very pistol was recently voted for by the Survarium community and we are glad to fulfil the request of the players. The second new weapon in the game is Glock 17 pistol, which is to broaden the arsenal of the Scavengers.

Technical Improvements
With this update we introduce "pingless" network synchronization. In previous implementations of the network synchronization we continuously reduced the delay of player inputs, but it remained constant for everybody in the match. With 0.45 we make that value an individual one, so you are no longer dependent on the network conditions of other players. Besides, we minimize the response time to change of the network conditions, which will considerably reduce the number of input shifts without increasing the delay parameter much. All that will result in improved comfort of play regardless of the systems' performance and network conditions of other players in the match.

The Complete List of Changes
Daily Rewards

- Log into the game regularly to gather more bonuses.
- Every fifth day you will receive extra rewards and on reaching the 15th day – a unique reward.

Daily Quests

- These quests are updated daily. Daily Quests are separate from missions.
- Daily Quests are easier than missions, but cannot be further simplified.
- You will receive a reward for each of the Daily Quests.
- Complete all 3 Daily Quests and receive an additional reward: a box that contains various items including rare equipment (with a small chance).

Gameplay

- You can now interrupt reloading by sprinting.
- Spawn invulnerability time reduced from 6 to 3 seconds.
- Changed draw and holster times for all weapons. Sniper rifles have the longest time, pistols have the shortest.
- Every pistol is drawn in 0.4 sec and holstered in 0.5 sec.
- Batteries left on the ground in Battery Retrieval mode are now displayed on the mini-map so teams do not hide batteries.
- Batteries are not displayed on the mini-map in the following cases: a battery is on its respawn point, or it is put into the device at a base, or it is carried by a character.

Locations

- Removed spawn points near battery storage in Battery Retrieval mode.
- Removed spawn points near artifact storage in Artifact Hunt mode.
- Changed artifact spawn points in Artifact Hunt mode.

Technical Changes

- Improved network synchronization due to introduction of individual delay for each of the players.
- Now you are no longer dependent on the network conditions of other players.
- Read more about the synchronization in the preview.

Equipment and Weapons

- New pistol – Glock 17. Damage is 24, armor-piercing is 45, rate of fire is 450, weight is 0,9 кг, magazine size is 17. At the moment available only as a rare drop from a box you get when completing all 3 Daily Quests.
- New pistol – Colt M1911. At the moment available as the Daily Login reward for veteran players on the 15th day.
- Colt Python: damage increased from 40 to 60.

Bug Fixes

- Fixed various UI issues.
- Fixed all known issues that lead to crashes of the matchmaking servers.
- Fixed issues when using a mouse with a high poll rate.

Download Survarium 0.45 and check it out! Hopefully you'll like the changes.

See you on the battlefield!
User avatar
by joewillburn
 
Forum: News
Topic: Survarium Update 0.45 is now live!

28.10.2016, 11:26

Hi everyone,

Herewith the Q&A from yesterday's Facebook Live video in text format. For those of you who wish to watch the video, you can do so here. Enjoy!

1: Will the killcam be improved so it doesn't confuse players? At the moment it does not compensate for the “delay” in the game.
The killcam shows the game from the eyes of your enemy. The reason why you may experience a delay-related problem is basically due to the fact that between you and the other player there is always a time “distance” from you to the server and from the server to the other player. It’s impossible to remove it, yes. But generally speaking, the lower the ping difference between you and the other player, the less delay issues will be experienced. Previously we had the delay as fixed parameter, and that caused a lot of complaints, especially from low-ping players. Now we have it set to be dynamic and the number of delay-related complaints has been substantially reduced.

2: A lot of players use no recoil macros; will you do something about this?
We’re ready to deal with this issue. At the moment though we don’t understand how critical an issue it is in the game. We’d appreciate if you could provide us with more information, such as reports, videos etc. of people you suspect may be using macros. This could help us prioritize the task properly.

3: Will 3D rendered scopes be returned to the game?
These were never been removed. All the scopes in the game are in 3D.

4: Why did you decide to remove squads from the ranked matches?
That was made due to severe imbalance issues which occurred in the ranking matches. Therefore we decided it would be fairer to have individual players compete in ranking matches. In the meantime, we plan to introduce a special team-play mode to the game to support clan- and squad-play in the game.

5: Why weren't bots used as a replacement for people who leave the match or go afk?
Currently bots are inferior to players (we are improving them all the time) and cannot perform all the actions available to human players.

6: When will we have a real statistic collection for players, counting only player vs player interaction without bots?
We’re already working on a solution to reduce the effect of the bots on player stats. Not sure that we can neglect bots completely as they still pose a challenge to the player and are a vital part of the game development going forward.

7: In its actual state the spawn protection is hurting the battery game mode. Will you remove it from the battery mode?
We plan to add changes to the Battery Retrieval and Artifact Hunt modes to prevent players abusing the game mechanics. Expect that to be added with one of the next updates.

8: When playing with a high ping the delay goes even higher. Can you explain why?
Delay = Ping + time to resend messages when packet loss occurs. Which therefore means it will never be lower than your ping.

9: When will the middle anomaly on Tarakanovsky Fort work the same for both renders?
The plan is to continue improving the functionality of the new renderer by gradually adding features from the older renderer. Ultimately we want to only have the new renderer. But it should have all the functionality to make the game look very good on high-end systems. At that point the anomaly will look and work exactly the same.

10: There are fps drops with the new render (low end PCs) and even on good gaming PCs; what causes this and are you working on a fix?
Try playing with the latest 0.44d update; it contains a number of fixes which improve that. We expect, if not all, definitely the majority of players who had such issues before to notice performance improvements to their game.

11: Are there plans to add pistol stocks?
We are considering expanding the system of gun modules in the game. We’re not ready to comment on pistols yet, but we’re happy to consider that option.

12: Any new game modes coming?
You can expect to see a mode encouraging squad/clan play soon! We are also considering some other exciting ideas!

13: How's development going with the new character controller?
Currently it’s put on hold, primarily for the reason that we’ve already managed to speed up the current character controller significantly by other means. Another reason why we wanted to implement a new character controller was to remove places on levels where the player can get stuck. This is a fix we’re going to do nevertheless. So even without the new character controller integrated at this point, players can already experience performance improvements which the new character controller was designed for initially.

14: Is it possible to add a notification under a user in your friends list showing when they were last online?
Thanks for the idea, will be considered.

15: In terms of game development, are we close to a final product?
No, don’t think so. Although much has been done, there are still a lot of ideas that haven’t been integrated as yet.

16: Will you add more WW2 era weapons to the game?
There’s a decent arsenal of guns in the game already, our first priority would be to fill in the ‘gaps’ for example, with pistols, having said that, new weapons, including those of WW2 era could make it to the game as well.

17: Why do all the weapons look brand new? In the post-apocalypse, everything should be broken, scratched and dirty.
This most likely relates the new renderer for low-end systems where we had to remove all effects of scratches and wear for performance reasons. If talking about the primary (old) renderer, we have that all in place.

18: Will the Treasure Hunt offer rare equipment and not just weapons?
We’re working on improvements to that system. Currently it’s in its initial implementation, but we see the room for improvement. Certainly equipment is not excluded.

19: What do you think of announcing the winners of the ultra-rare weapons (M82, Jackhammer and such) in general chat?
We have been considering a system to inform players of important things happening in the game, especially when it refers to your friend list. There are pros and cons though: If messages appear often, there’s a risk you’d feel spammed, so you’d rather want them to be switched off. But we are happy to consider a solution to make the game more informative and social.

20: Is this possible to make the old lobby an option for players to choose?
I don’t think it’s possible, since we are talking not only about background design, but also the layout of menus, buttons etc. We’d rather be open to improvements of the current lobby. We still haven’t forgotten the idea of several lobby designs based on the faction you align with, it’s more that we haven’t had the time necessary to integrate those.

21: Does VG have a philosophy of covering most players vs. those who invested time (2+ years or so)? A clear answer would be appreciated. If yes, and the policy is to bring in new players, have them pay, are disappointed and then repeat the whole cycle again - at least this should be mentioned clearly.
In a nutshell, the philosophy is roughly as follows: improve the performance and player experience with the game for all the players; make the game smoother for newcomers; provide ‘old’ players with new experiences and content.

22: Is it possible to make the gear belonging to your current faction have lower replenishment / purchase / repair cost?
If your question relates to creating an incentive for the player to use gear from his faction only, yes, we are thinking of ways how this could be improved in the game.

23: These days, everyone seems to play TDM - the fastest match search + most frequent mode played. Could statistics confirm this?).
Currently we have two modes which are most popular: TDM and Research. We plan to add changes to the other modes in an effort make them more interesting for players.

24: Is it possible to return counters - like, how many players are in queue in which tier, in which game modes etc.?
We’ll discuss this idea, thanks.

26: Is it possible to apply different reward rates (multipliers) for different modes? E.g. TDM to have the highest rewards for kills, high KD, accuracy and least number of deaths, Research; highest reward for capturing a point alone, Batteries and Artifact hunt, on top of rewards per battery / artifacts brought, should have bonuses for killing those who assault your fellow team mate who carries the item.
Good idea, appreciated. In general, your ideas on how to make the game modes more balanced and interesting are welcome.

27: The game is unfair on all high ELO players and basically forces them to lose 70% of the time by giving them teammates with low a very low ELO. Would it be possible to tone down the meaning of ELO in matchmaking?
Yes, and we already have a solution for that. But to make it work we need more players online! Spread the word!

28: Do you think, in the future, we'll have some sort of e-sport tournaments in Survarium?
We’d love to, yes!

29: I would love to see more methods of earning spare parts in the game. We used to be able to break down items for parts but that was removed since it was too easy. Is a new system coming into place allowing for more spare parts to be earned?
We’re not ready to comment on this one yet, but we have some ideas. Stay tuned!

30: Is it possible to make more pre-sets available for saving? I don't mean having them available in-game - the premium profile philosophy is pretty clear and having 3 profiles available per match is fine. My point is enabling 3-4 to be saved per tier.
That’s already available in the game.

31: What's the story element behind player keeping an artifact once he respawns?
The artefact is usually not easy to get in the game. Also, since combos have better effect we need to have the player preserve it and be able to combine. At least while we have the current system of anomalies and artifacts in the game.

32: Will it be possible to select the maps you want to play?
For now we don’t plan to add this functionality in Random and Rank Matches. But you can do it in the Training mode.

33: Is it possible to make artifacts spawn more often and/or in places rarely visited? Their locations are too predictable.
Not without redesigning the current artifacts/anomaly system.

34: Why are oxygen tanks automatic? Applying the same logic, the medkits / bandages or painkillers should administer automatically as the character receives gunfire or explosive damage.
We used to have it activated by a hotkey. Later this was made automatic as it was inconvenient to many players. I’d say such changes need to be considered only in the context of general redesign to how the anomalies work in the game.
User avatar
by joewillburn
 
Forum: News
Topic: Q&A 27/10/2016

29.09.2016, 16:51

Hi everybody!

After the release of Update 0.44 we have planned a few hefty changes to the game that we would like to share with you today.

The first change is about splitting all the battles into two variations, Random and Ranking. Now you will be able to choose whether to play a standard match or a ranking based one (League). Let's take a close look at each of the scenarios.

In the Random Battle mode:

- Both individual players and squads will be allowed;
- Any equipment tier is allowed;
- Battles are always 8 vs 8;
- Expansion of gear tiers during matchmaking is prohibited: if you are wearing a tier-6 gear, the game will match-make you into a 6-level match only;
- Instead of expanding the tiers during matchmaking the number of bots added will increase, but no more than half of the team;
- The player ranking in Random Battles is calculated individually based on ELO formula;
- The teams are balanced based on the player ranking, bots are added in equal numbers into both teams;
- As always, when searching for a game you can disable two of the four game modes;
- The results of the battle do not affect your progress in the Leagues;
- Based on the battle results you receive experience, silver, reputation with your faction and trophies (when victorious).

In the Ranking Match mode (Leagues):

- Only game characters of level 4 and above will be allowed;
- Only solo players will be allowed, no squads admitted*;
- Battles are always 8 vs 8 players;
- Expansion of the equipment tiers is prohibited: if you are wearing tier-6 gear, the game will match-make you into a 6-level match;
- Match making is based only on the gear tiers 4, 6, 8 and 10. If you equip tier-5 gear you will be matched into a 6th level match, if 7th – level 8, if the 9th – level 10 respectively;
- As always, the Leagues require a certain gear level for you to progress;
- The position of the player in ranking matches does not depend on that as in the Random Battles and is calculated individually based on the ELO formula;
- The teams are balanced as equal (in terms of summarized ranking of the players) as possible; the match-making continues until such balance is ensured;
- Choosing game modes is disabled;
- The battle result impacts your progress in the Leagues as follows (players are sorted based on the number of points gained in the match):
In the winning team:
- The top 4 players receive 1 star
- The 5th player receives 0.75 star
- The 6th player receives 0.5 star
- The 7th player receives 0.25 star
- The 8th player receives no stars
In the losing team:
- The 5-8th players lose 1 star
- The 4th player loses 0.75 star
- The 3rd player loses 0.5 star
- The 2nd player loses 0.25 star
- The top player loses nothing


Other Changes
To complete the integration of all the features mentioned above we need some more time, therefore we decided to extend the current Leagues Season by one week and to open the new Season on October 7th. It will become a bit shorter and hugely experimental, but we hope you will like the new rules.

In addition, we're planning slight changes to the Team Deathmatch mode. Now each kill will give you not 10, but 15 points. However, each death will have 5 points deducted from your score.

The launch of the game update featuring the changes mentioned is planned for October 7th.

*To support the clans and squad play we plan to introduce a "Team vs Team" play mode in one of the future updates. There you will be able to gather your team and invite another team to battle against yours (5 vs 5 players minimum).

by Survarium DevTeam
 
Forum: News
Topic: New in Survarium: Random Battle and Ranking Matches

15.09.2016, 15:07

Hello Survivors! As you already know, Survarium 0.44 will introduce several important innovations, such as bots, changes in the treasure hunting system, new supplies and pistols. Yet, one long-awaited addition has been kept secret until now.

We are glad to announce that starting from the Survarium Update 0.44 the game client will be protected by the BattlEye system! We joined forces with BattlEye Innovations to continue fighting with cheaters even more effectively.
It’s worth noting that Survarium originally uses the cheat-proof network protocol, which ensures protection against all possible hacks apart from Wallhack/ESP and Aimbot. Now there’s no more room for those in the game. The system will instantly prevent using such cheats in the game.

Therefore, once a player is detected using prohibited software, they will automatically leave the battle and their account, banned. Other players will be notified accordingly in the match and the in-game lobby. Our goal is to ensure fair play for all the players in Survarium, therefore we’ll stay vigilant and continue fighting against cheaters.

Play fair and win gloriously in Survarium!

by Survarium DevTeam
 
Forum: News
Topic: Client-Side Anticheat in Survarium 0.44

08.08.2016, 19:17

Hi everyone,

Here's a contest (very simple) where you stand a chance to win a Premium L85A2 Assault Rifle.

Enter on Facebook or Twitter
User avatar
by joewillburn
 
Forum: Official Contests
Topic: Win a Premium L85A2 Assault Rifle this August!

22.07.2016, 13:46

This weekend we are having the Stolen Parts event again. During the event you will get a spare part each time you kill the enemy character. The more frags you have over the course of the battle, the more spare parts you get after the match. Bonus spare parts along with the rest of the rewards are awarded after the match ends.

The event has already started and lasts until July 25, 12 PM GMT. Get bonus spare parts and upgrade your equipment to the maximum!
User avatar
by Yava
 
Forum: News
Topic: Get Spare Parts for Frags on the Weekend!

19.07.2016, 09:57

Survarium Update 0.43b is now live! Please find the complete changelog in the update below.

Technical Changes
    • Notifications of the mission rewards when quitting the game before the match end fixed;
    • Synchronization issues when entering an anomaly with an artifact activated fixed;
    • Player model hit registration error fixed;
    • FPS drops when shooting fixed.
See you on the battlefields of the game!
User avatar
by Yava
 
Forum: News
Topic: Installing Survarium 0.43b Tomorrow

18.07.2016, 15:32

Starting at 8AM GMT tomorrow, July 19, the game servers will be temporarily unavailable due to the installation of Survarium 0.43b. The expected downtime is about 15-30 minutes. We will inform you as soon as the servers are back online!
User avatar
by Yava
 
Forum: News
Topic: Installing Survarium 0.43b Tomorrow

15.07.2016, 15:41

Hi guys,

In an effort to bring you closer to the development of Survarium and into the office of Vostok Games, I have arranged (I will do my best to keep to schedule) that we will begin hosting a "facebook live" feed every week, midweek. I know many of you have asked time and time again for communication, even if there is nothing major to share. So, after an internal discussion today, I was able to get approval for my idea and we'll try the first one next week. We'll announce the time and day later.

Basically my goal is for Vostok to become more "human" in the community's eyes. To see the faces of the people that work here on a regular basis and to be given some insight into what the studio looks like, who does what, where they sit as well as provide minor development updates. If a week rolls around where there is nothing to mention other than "we have been fixing bugs", I pressed for us to continue with a live feed and if we have nothing more to say than that, we say it. Of course, I want as much information for you all as possible, so the above was purely an example of what I want this feature to be. A regular "visit" to the studio each week.

I'd be happy to hear some suggestions or feedback on the above idea :)

Survarium's Facebook Page
User avatar
by joewillburn
 
Forum: Developer Answers and Feedback
Topic: Facebook Live

21.06.2016, 18:11

Well, with .43 incoming and no less than 2 rare items introduced (bear with me its a bit of a in-depth question);

If memory serves, when we asked a while ago whether the drop weights of the rare items could be increased (significantly), we were told that the drop weights (currently 1, which is, if memory servers, a fifteenth of the rarest non-rare weapon) might get increased once more drop-only weapons got introduced. So, with 3 new rare items being added in such a short period of time, can we expect the drop weights to be increased to a more sensible weight? Currently there are many people who played for 800 hours since the drop chances were set this low and are yet to see a rare weapon appear in the after-game loot pool, let alone looted one successfully.

As a direct result of this, it is community consensus that any rare weapon is to be considered, for all intends and purposes, a premium only weapon, and with the inclusion of the Barrett and the oncoming inclusion of the Jackhammer, a P2W weapon because it offers a degree/efficiency of utility that cannot be met by any weapon of its tier.


Yes, we are aware of that issue and we definitely are going to resolve it. The problem is that with the current system in place the increase of chances will not fix the problem as it will still not match the expectations of the players in terms of the drop frequency. We plan to completely redesign the after-match drop system, so it will better correspond with the current state of the game. The new system will have players see good weapons drop more often, while the number of free attempts will depend on the player’s in-game activity. Unfortunately we cannot make it with this change by 0.43, but should be able to include in the next update.

What is the motivation to put the Jackhammer in the game? Though the repeated use of the weapon and copies in many movies and games surely gives it a legendary status, there is actually only a single functioning weapon prototype in existence. Is it purely out of a design perspective; to meet the need of having a automatic shotgun, and the USAS and AA-12 were considered not cosmetically appealing enough?

Let’s keep in mind we’re developing a game, not a combat actions simulator. Therefore, the looks and story (hype) behind a weapon means a lot to us. And, a clip of 32 bullets fired at 360 rate looks way too powerful, even for a tier-10 gun.

Are you going to implement a indicator for how many people are queued in different tiers for the new lobby/matchmaking screen? That's the only real disappointment I got while using the new lobby.

We don’t plan to implement that.

Can you shed some more light to how damage is calculated? Meaning taking into consideration all factors: Armor, distance, Onyxes, aesthetics, and different skills that affect damage.

We’ll arrange a separate post to explain how it works.

While the UI isn't new to 0.42, I'd like to ask what are you planning to do with the rare weapons not showing anywhere. Before we had a window with all the equipment each faction has *and* a special tab for rare weapons that can only be won in a match. They cannot be bought, so their place isn't in the shop, just like supplies and other stuff do not show unless you decide to equip them. Basically, new players don't even know the "rare" versions of premium guns exist until they read about it in general chat or drop one in a match, so they go all "p2w because there's a weapon in the shop that cannot be bought with silver".

We are going to make the rare weapons displayed too.

Old UI and match history screens used to show the supplies each players had equipped. Now this is only possible if you decide to view the replay file. Will you bring this back? It would be nice to see equipped artifacts and ammo type used, too.

We’ll do our best to implement that in the upcoming updates.

Private message system is not working properly in 0.42. If someone is in a match, it will no let you send them a message if you didn't have a chat window with them open from before. If you go to options, you can check that the "ignore private messages while in a match" is bugged and cannot be ticked/unticked. Is this known? Is there a fix planned for 0.43?

This will not be fixed with the 0.43 update but we’ll do our best to get this fixed in future.
Around 0.41 or so it was said that the armor modifier we can get on backpacks doesn't work. Is it still like this? Will it be fixed or replaced by something else? 0.42 patch notes didn't mention any fix for this.

Can’t say for sure right now. We are going to look into this.

When will we be able to choose the voice commands language? I'd like to hear them in Russian but I can't unless I change my game language.

This feature is not on our plan list at the moment.

Are there any plans to add "Uniform aiming" into the game.

No plans for that one.

Can we expect to see high tier handguns in the near future?


Yes, working on it.
User avatar
by joewillburn
 
Forum: Developer Answers and Feedback
Topic: Q&A: Update 0.42 Part 3

14.06.2016, 17:51

We are launching a new screenshot contest and we would love all of you to take part.

Here are the guidelines:
▪ The contest lasts until Tuesday, 28 June 2016
▪ Entries must be emailed to joemullinvostokgames(at)gmail.com
▪ Include your Survarium username along with your entry
▪ To disable the HUD, open the console by pressing the ~ key and type "ui 0" and "ui 1" (without the quotation marks)
▪ The winner will be selected a notified by email

We look forward to your entries and can't wait to see your creativity. Good luck Survivors!
User avatar
by joewillburn
 
Forum: Official Contests
Topic: Survarium Screenshot Contest: Win 1 Month Premium

10.06.2016, 16:58

What was the reasoning behind buffing hipfire?
There has been no buffing of hipfire. Yes, we lowered the default scatter of fire, but increased the scatter for burst firing. We also reduced bonuses which could be obtained from modules and modifiers. So in the long run the non-modified weapons would give somewhat lowered scatter of hipfire, while the modified ones would have it increased.

When are you going to optimise the maps? Some maps such as Fort and Laboratory have bad performances.
Not sure what causes performance issues in your case specifically, but briefly saying, you can expect an overall performance improvement with the 0.43 update. If your issue related to graphics side, then we’d recommend trying the low-end renderer, in 0.43 we’ll have improvements for that as well.

When will you reduce shotgun damage and range?
Currently there’s a bug of buckshot damage decreasing much slower than it’s supposed to be. Will be fixed with the next update.

When will you add SEA/Asain servers?
This should be possible within the next 6 months. First important precondition is the introduction of AI controlled bots. When adding new servers we need to make sure the MM is fast and smooth.

When will you implement a vote-kick for AFK players?
Don’t have that on the plan list as yet. We’ll discuss if it makes sense to implement in future.

When will you implement a gifting system? I have multiples of premium items that I won in various store deals that I would like to gift to friends.
There are no plans to implement such a system as yet. Our efforts are focused on improving the game’s performance and finalizing the initially announced features first.

With the performance boost for multicore CPU's, what exactly are you going to change and/or add?
We have paralleled the calculation of players, saving and restoring the game (which is performed several times per frame), have optimized and paralleled the calculation of bullets, while users of low-end renderer will receive its multithread version.

The hero of the day winstreak seems to be broken with people that have over 50 winstreaks(but when you open the survarium.pro you see that they have lost matches), are you aware of this?
Indeed, right now there is a way to abuse this mechanic. We’re considering the options to fix it.

Where are we at concerning cutting down on, or even removing artificial delay?
(I believe we went down to 150ms, but that it was reverted back to 200ms again?)

Yes, we experimented with 150ms, but the solution didn't turn out as we had hoped and thus we reverted it to 200ms. Expect more news soon.

Any plans to tweak matchmaking algorithms now that The league is making a lot more People squad up? Matches tend to get much more uneven and lopsided lately, due to more strong squads queueing together.
We constantly work on match-making, doing our best to find the balance between the waiting times and the power of the team. Truth is, the quality of matchmaking is directly dependent on the number of players on server, so however complex our algorithms are, they stand no chance if there’s only 16 players (for example) of your battle tier currently in the queue.

Are you going to replace the kills requirements to a more team-based objective requirements, such as "win X games, do X amount of assists, etc." for unlocking the weapon modules?
There’re no such plans. But thanks for the idea, will be considered.

What was the reasoning for specifically targeting Tier 8 assault rifles with AP nerfs?
They used to be too effective against the armor of tier 9 and therefore many players would skip the level 9 weapons preferring to play with cheaper to use and upgraded level 8 weapons.
User avatar
by joewillburn
 
Forum: Developer Answers and Feedback
Topic: Q&A: Update 0.42 Part 2

20.05.2016, 15:40

Hi everyone,

I've had a chance to collect and answer some recent questions pertaining to the latest update of the game as well as a few general development related queries. As I am sure you've all seen, there is a thread exclusively for 0.42 questions on the forum. So, this should be just the first Q&A.

When will the mp7 get 30 rounds mag?
Not planned at this point.

Why HK MP5 is so weak?
Our stats don’t confirm that statement.

How exactly does the bleeding mechanic work in 0.42? Is it the same as previous versions?
Largely yes. The only difference is that the chance of bleeding depends on the difference between the weapon’s armor-piercing ability and the armor parameter of the vest.

Will we see a reduction in damage for shotguns? Right now they are way too powerful!
We have already made a few changes in that direction. We will continue to monitor the situation and will make further changes if necessary.

The hit detection is much improved in 0.42. Will we see further work on this in the next few patches?
Yes, we’ll continue working on improvements. Can’t tell how soon we can have news on that feature as yet.

Are there any plans to increase dispersion when the player fires from the hip?
No.

It would be nice if you gave points to players for destroying anomalies. Is this a possibility?
Will consider this idea, thanks.

Do you like your game its current state? Do you want to change gameplay in some major ways? Or do you think it is fine as it is?
There is always room for improvement, so we can’t say we are totally satisfied with where we are right now. Our key task is to finalize the PvP part and ensure it performs as smooth as possible; then to move onto the next big features.

When will you update the Anticheat system in the game?

This remains on our plan list. Although there’s no ETA for it yet, we’ll surely keep you posted once there’s news available.

What gameplay elements are planned on being added to the game in near future patches?
As usual, expect to hear the details of the upcoming updates in our previews on site. Also the general pipeline for the next 12 months can be found in one of the recent article: https://survarium.com/en/news/survarium ... ment-plans

Why does VG believe the recent changes to the London map are actually an improvement? The map is much smaller than before and makes the gameplay too fast with far less tactical options.
That was the effect we were trying to achieve – to increase the intensity of gameplay. The fact that there is less tactical variety now is not true. To the contrary, we see the players using side passages more actively now.

Are VG planning on adding any anti-spawn camping systems sometime soon, and what will they be?
We don’t see much of a necessity for this feature. We believe the player invincibility after spawn gives enough protection.

It seems that the speed of the gameplay in Survarium is increasing slightly nearly every patch. The original playerbase came for a slower-paced, more tactical game. Are there any plans to return the game to its roots?
If comparing to early versions, the time to kill opponents at close range increased about 20% and doubled for long-range distances. So we can’t agree the game pace increased. Yes, the game used to punish players more for their mistakes, which forced them to play more cautiously.

With freeplay a while off, will VG work on adding co-op story maps to the game?
Co-op missions are something we’d like to implement, yes. But bots should come first. NPC (AI) component is a required step first.

How far along is the planned weapon camo system?
At the moment we can’t add such a feature due to technical limitations (introduction of camos on weapons would increase memory requirements dramatically).
User avatar
by joewillburn
 
Forum: Developer Answers and Feedback
Topic: Q&A: Update 0.42

16.05.2016, 19:22

It’s been five days since the new Leagues season started in Survarium. Today we are glad to share the first results! In the first few days since the launch of the Survarium 0.42 update, over 35 thousand players have taken part in the Leagues!

Check out the stats and current rankings in the Leagues as of today:
1st League: 21 players;
2nd League: 75 players;
3rd League: 230 players;
4th League: 622 players;
5th League: 1181 players;
6th League: 2201 players;
7th League: 3480 players;
8th League: 4838 players;
9th League: 5590 players;
10th League: 17591 players.

Here’s the list of players who have reached the top league so far:

DoctorMW;
AZAK-KTOTA;
ManexCZ;
Maerk63;
Cтрелoк;
TunęR;
Славяна – БанЧата;
Keridven;
XuTPeЦ;
Varok;
Хазбаш Ампутатор;
Маkсим;
-XART-;
VulpeCz;
4agames_UA;
Huskу;
Акакий Помидорыч;
Mąkśłm5489;
K a i z a
BorisQQ;
Roman_415;
_Пе4еНьк0_о.

Those players have demonstrated great results in a short period of time and their will for victory is truly admirable. Congrats and keep it up guys! Your rewards have been duly provided.

Want to see your character in a top league and receive valuable rewards? Fight as a team in battles and receive stars for your team’s victory! Having collected a required number of stars you automatically reach the next league. Each new league becomes more challenging to achieve, but the rewards get better too!

Please, note that once a month the leagues refresh and all the players restart their challenge for victory. So make sure you play actively to receive top rewards while the current league runs!
User avatar
by joewillburn
 
Forum: News
Topic: Survarium Leagues Statistics Update

13.04.2016, 14:45

Greetings survivors!

Back before the release of Survarium Update 0.40 we promised to discuss future development plans, however unfinished work on certain key innovations, such as the new graphics renderer prevented us from doing it. Now, that the new renderer has become available with the 0.41 update, we can catch our breath and discuss the development plans for the coming months. We are hopeful that today’s developer’s diary will give you the answers to your most topical questions.

For starters, let’s briefly sum up what has already been implemented in Survarium. From the very start we set ourselves an ambitious goal – to design Survarium as an MMOFPS game with a unique fully-developed universe, various in-game factions and gameplay featuring elements of survival in a post-apocalyptic world with anomalies and artifacts. We decided to start with the development of the team-play mode (PvP) as the basis of the game, and then add all other ideas on top.

We estimate the PvP mode is 80% complete at this point. We have delivered 4 game modes, 9 maps, over 70 weapons, 4 factions with unique sets of gear, 3 character skill trees, equipment modification system and weapon modules. The system of anomalies and artifacts has been created, so as a proprietary game engine written from scratch, including two versions of the renderer: for up-to-date and slow computers.

The big PvP innovations yet to be delivered include the clan system and the global map mode. Also there is a number of announced technological changes which are in the works, but yet have to be completed: the new navigation mesh, network synchronization 2.0, a more advanced anti-cheat system and graphics renderer optimization. We plan to add these features to Survarium in the coming months.

Now let’s talk about where Survarium will move globally and what our general plan for developing the game, based on the real state of things is. We also will answer the question asked by many of you: why does development go much slower than we would all like it to?

First important thing to realize: everything we earn month-to-month goes entirely to cover the development costs of Survarium. The higher the earnings, the more developers we can hire, the higher the development costs. Six months ago, having fully realized our possibilities, we changed our approach to the development. We started paying more time to solving the technical issues, first of all the stability and performance. Unfortunately we underestimated the challenges behind certain specific changes and not everything deemed has been integrated as yet. However, the positive moves have already been visible.

Compared to October 2015:

- The monthly audience of Survarium and peak online players have doubled.
- Each player on average spends 25% more time in Survarium.
- The return of new players to the game has improved by 15%.

Those indicators are not yet sufficient to keep the development pace as high as we would like it to be. As of today we have a small team of developers working on the game. The forces we have right now are enough to keep improving the PvP part of Survarium and gradually integrate the PvE components. Yet our resources are absolutely insufficient to deliver the Freeplay mode in the near future.

How is the progress with Freeplay thus far? As of today we have the concept document ready, the preliminary technical tests and evaluations have been made, art concepts of monsters have been done. However, let’s be frank, this is not the state to demonstrate the game publicly and post regular news updates on it. As already mentioned, the main reason is that at the moment we have no resources available to boost the team considerably, so that we could simultaneously develop Freeplay and properly support the development of PvP. We are hoping the positive dynamics and general increase in the number of players following the recent updates 0.40 and 0.41 will allow us to gradually expand the team and speed up the development.

Now let’s define the list of the most noteworthy changes to the game we plan to implement in Survarium within the next 12 months (without specifying the order and delivery timing as yet):

Technical innovations

- Improvement of the new graphics renderer.
- New character controller and navigation mesh (required for introducing bots).
- Network synchronization improvements (continuous tickrate, ping impacts).
- Server-side anticheat.

PvP-elements

- 1-2 new game modes.
- New game map.
- Global map mode (clan battles).
- Proper system of player rankings.
- The remaining skilltrees and supplies introduced.
- New weapons and gear items.

PvE-elements

- Non-player characters (bots).
- Co-operative missions.

This list may be expanded as Survarium develops.

The path described provides for a step-by-step evolution of the project. This path requires persistence and patience from all of us, but we are still hoping to get through it together with all of you – today your support is more important to us than ever before! On our side, we are prepared to inform you more regularly and more openly about what is happening in the development of the game at those given moments. This should enable us all to be on the same page.

Thank you for reading and see you on the battlefields of Survarium!

by Survarium DevTeam
 
Forum: Developer Answers and Feedback
Topic: Survarium Development Plans