Survarium Update 0.57 is on the PTS!

Discussion of the latest news and events related to Survarium.

14.02.2019, 19:34

We have launched the Public Test Server with Survarium version 0.57a0! To participate in the test, please download and install new game version. 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 February 9, 2019. 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 February 9 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.

Read find the update notes of Survarium PTS 0.57 below. Please note that those are not final and The public server will receive version improved based on the results of the testing! See you on the PTS!

The Complete List of Changes in PTS 0.57a0
Character Skills

- Introduced new skill tree: Technical.
- All characters' unlocked skills were reset for free. You will get the skill points back and can redistribute the m.
- Improved smoke grenade. Now the smoke is darker and more dense, so characters are harder to see.
- Equanimity skill now reduces demasking radius by 5%, 10%, 15% depending on the skill level.
- Firm grip skill now reduces dispersion when moving by 2%, 4%, 6% depending on the skill level.
- Accuracy skill now reduces dispersion when shooting from the hip.

User Interface

- Instead of a time stamp a timer is now displayed in the matchmaking penalty window. When the timer reaches zero, you can enter the queue again.
- Now the ingame chat closes when you click any window in the Premium shop.

Weapons, equipment and supplies
General Changes

- AKMSU is not available in this version of the PTS. The weapon will be added to the 4th tier of the Renaissanse Army in the future updates.
- Changed how optical sights affect dispersion and recoil. It's now harder to shoot with x3, x4 sights, but easier with x6, x8 sights.
- Sight Sway modifier parameters on optical sights decreased to -10%...-30% (with increments of 2%).
- RGD-5: damage increased from 150 to 170.
- RGO: damage increased from 130 to 150.
- Now your character will not receive fractures when under the effect of Anesthetic. Its other effects (reducing bleeding duration and stopping power affecting your character) remain the same. Anesthetic duration is unchanged: 10 sec.
- Motherwort extract: bonus changed from "Resistance against fractures +30%" to "Sight sway -15%".

Assault Rifles

- AKM, AKM'65.: effective distance decreased from 60 to 45 m.
- Valmet Rk.62, Valmet Rk.62 NY 2017: effective distance decreased from 60 to 45 m.
- AKS-74U, AKS-74U: "Corsair": effective distance decreased from 50 to 35 m.
- М4A1, М4A1 "Hi-Tech", M4A1 NY 2017: effective distance decreased from 65 to 50 m.
- AK-74M: effective distance decreased from 70 to 50 m.
- AК-74N, AК-74N'82: effective distance decreased from 75 to 55 m.
- FN-FNC, FN-FNC NY 2016: effective distance decreased from 65 to 50 m.
- VEPR, VEPR "Wanderer": effective distance decreased from 65 to 45 m.
- VZ-58P, VZ-58P "Lab.": effective distance decreased from 60м to 45 m.
- MSBS Radon: effective distance decreased from 70 to 50 m.
- L85A2: effective distance decreased from 65 to 50 m.
- 9A-91, 9A-91 NY 2019: effective distance decreased from 55 to 35 m.
- H&K 416A5, H&K 416A5 "Shamrock": effective distance decreased from 65 to 50 m.
- OTs-14: effective distance decreased from 45 to 35 m.
- VSK-94, VSK-94 "Guardian": effective distance decreased from 70 to 50 m.
- SR-3M, SR-3M "Vikhr": effective distance decreased from 40 to 35 m.
- AS-VAL, AS-VAL "Halloween 2018": effective distance decreased from 45 to 35 m.
- A-545, A-545 NY-2018: effective distance decreased from 65 to 45 m.
- AК-12, AК-12М1: effective distance decreased from 65 to 50 m.
- ASh-12, ASh-12 NY 2016: effective distance decreased from 45 to 30 m.
- FN SCAR-H, FN SCAR-H "Legend": effective distance decreased from 70 to 55 damage decreased from 39 to 38. Armor-piercing decreased from 28 to 27. Penetration improved from brick to steel.
- VSS, VSS "Vintorez": effective distance decreased from 70 to 50 m.
- VHS-2, VHS-2 "Halloween 2016": effective distance decreased from 60 to 45 m.

Submachine Guns

- Ots-02, Ots-02 "Kiparis", AEK-919К "Kashtan", PP-91 "Kedr": damage increased from 36 to 41.
- PPSH-41: damage increased from 36 to 38. Armor-piercing increased to 17.
- PP-2000, PP-2000 "Ornament", PP-19-01, PP-19-01 NY 2018, PP-19-01 "Vityaz", H&K MP5, H&K MP5 "Shamrock", Kriss Vector, Kriss Vector "Shamrock", H&K MP5 "Bloodlust": Armor-piercing increased from 11 to 14.
- UMP-45, UMP-45 NY 2016, UMP "Halloween 2019", Uzi: damage increased from 48 to 50, Armor-piercing increased from 14 to 16.
- H&K MP7: reduced recoil. Decreased horizontal barrel sway.

Pistols

- M1911: armor-piercing increased from 14 to 16.
- APS: damage increased from 38 to 41.
- Yarygin pistol: Armor-piercing increased from 11 to 14.
- Cz-75: armor-piercing increased from 11 to 14.
- Glock-17: damage decreased to 35, Armor-piercing increased from 11 to 14.
- Beretta: armor-piercing increased from 11 to 14.
- Colt Python: damage increased from 56 to 60.

Shotguns

- MP-153, Spas-12, Benelli M4, Saiga-12: distance increased from 20 to 22 m.
- Vepr-12: distance increased from 25 to 28 m.
- Jackhammer, Pancor Jackhammer: distance increased from 22 to 25 m.
- TOZ-66: distance increased from 15 to 18 m.
- KS -23: distance increased from 10 to 15 m.

Sniper Rifles

- Barrett: M82, ASVK: aiming time increased from 0.65 to 0.7 sec.

Bug Fixes

- Fixed an issue when you received a penalty if you left the queue right as a match was starting.
- Fixed an issue when the loading screen did not disappear after connecting to a match.
- Fixed an issue when the post match screen had empty players' profiles.
- Fixed an issue when a random player's profile was selected on a post match screen.
- Fixed an issue when the post match screen had incorrect number of bots.
- Fixed an issue when decals window was not updated after changing an account.
- Fixed an issue when it was impossible to go to the inventory tab from the achivements tab.
- Fixed an issue causing screenhots to not be created.
- Fixed an issue when tutorial subtitles were displaying in the next match.
- Fixed an issue when login form disappeared after entering incorrect password and continuously clicking on the login button.

Survarium DevTeam
Vostok Games
 
Posts: 8
Joined: 16.05.2014, 17:20

14.02.2019, 19:53

Where is sniper nerf?

aiming time increased from 0.65 to 0.7 sec. for SR is a bit joke comapred to AR's nerf...
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Ventori
 
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14.02.2019, 20:21

What's up with download speed ? Barely goes up to 1MB/s with torrents allowed (even less without torrents).
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UnknownPlayer666
 
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14.02.2019, 23:11

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Chandrian
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15.02.2019, 00:48

Survarium DevTeam: AKMSU is not available in this version of the PTS. The weapon will be added to the 4th tier of the Renaissanse Army in the future updates.


Well, nothing really interesting in that update :(
Even for one weapon it couln't have been on time for 0.57.
I really have the feeling that update is to change what have been done on previous one. And worst after 5 years playing always changing weapons distance, damage and rechanging again and again and again....

- where are the different type of weather? What about this nonmap, is it finish ? So much to ask or but I give up....
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William-g
 
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15.02.2019, 01:25

William-g:Well, nothing really interesting in that update :(
Even for one weapon it couln't have been on time for 0.57.

It doesn't mean that the weapon won't be available in 0.57, just not with this first version of PTS.
William-g:where are the different type of weather?

They will be brought back when the rendering errors are fixed.
William-g:nonmap

What's the meaning of this word?
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Chandrian
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15.02.2019, 03:57

I'm still waiting for sniper rifle nerf. One shot=one kill without protection from it on such a big maps is joke.
Last edited by Albi on 15.02.2019, 03:58, edited 1 time in total.
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Albi
 
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15.02.2019, 06:03

I love when people are cryin' over sniper rifles (amr's too) *loud cry* I got oneshoted please nerf, imagine bein' hit by bloody .50 BMG or similiar cartrige.

12312412414
 
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15.02.2019, 06:11

yes ofc quality game play still damaged because there is no penalty to snipers. as always, lots and lots of players will just sit their asses hidden somewhere in bushes or behind something, masturbating for a kill
5 years and still no balance to snipers. must be really hard to do something about it

PS is there r VG game designer willing to discuss sniper rifles and how can we balance them?!
Last edited by da_capo on 15.02.2019, 06:15, edited 1 time in total.
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da_capo
 
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15.02.2019, 09:48

Chandrian:
They will be brought back when the rendering errors are fixed.


I think it is more than a year that there is no weather variation?
Rendering errors, the same that with the storm? Because the storm we are still waiting.

Chandrian:
What's the meaning of this word?


I'm talking of this aberration the tower map who for me isn't a map. Just a surface with decorations.


da_capo:yes ofc quality game play still damaged because there is no penalty to snipers. as always, lots and lots of players will just sit their asses hidden somewhere in bushes or behind something, masturbating for a kill
5 years and still no balance to snipers. must be really hard to do something about it

PS is there r VG game designer willing to discuss sniper rifles and how can we balance them?!


I think there is not so much sniper now, and in my point of view the damage is ok but using sniper rifle you should not be able to run and you should not be able to shoot in standing position. And sniper rifle like barret I will add a function that after 5second you can't aim.
Actually I would do the same with machine gun, I will add a function that you can aim but on for few second.


Really 5 years of changing weapons characteristic every time it is to much.
Last edited by William-g on 15.02.2019, 10:00, edited 1 time in total.
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William-g
 
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15.02.2019, 10:44

It requires 15 skill points to unlock 3rd level of technical skills. Should be just 10, right?
(4th - 15, 5th - 20)
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HUSK44
 
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15.02.2019, 12:54

HUSK44:It requires 15 skill points to unlock 3rd level of technical skills. Should be just 10, right?
(4th - 15, 5th - 20)

I agree. I don't understand why does this skill-tree have to be "special". The number of points required for the skills, the number of invested points to unlock the last skill is more than in other branches. Why? It should be about the same as the rest. Not 15 skills, but 11-12. Not 60 points, but about 40.
If I, for example, do not use grenades and scanners, but mine my mines (:D), then why should I improve scanners and grenades to improve mine disabling time?
"Shoe lining". Doubtful skill. Step on a mine and it just disables it, just some kind of magic. And random too, at 50% of chance.
"Condenser M2". Just make an anomaly skill-tree, with things like isolation, antitoxines, bonuses to collection time, etc., go even further. You do not need to put something from one skill-tree to another.
If you put in "Last Chance", then the player must be given a choice - to throw a grenade or not, and not automatically throw it. Why, you ask? Because there's friendly fire.
Why is there no time REQUIRED to install mines, scanners, traps, totems, a box for special equipment? I'm not talking about the animation. There is time for neutralization, but there is no time for their installation.

It would be possible to make a skill-tree without these absurd skills. Something like this (skill level, what makes a skill, how many points do you need to upgrade).
I Reduces disabling time (5). Reduces installation time of special equipment (5).
II Reduces the time to replenish the ammunition (5), Increases the range of the scanners (5), Protects against fractures from explosion (1).
III Increases the duration of the special supplies (5), Reduces the sound of scanners (3), Adds pocket capacity +1 (1).
IV Reduces the sound of footsteps (5). You can throw a grenade after death (5).
V Can detect mines (1).
Last edited by Chandrian on 15.02.2019, 15:46, edited 1 time in total.
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Chandrian
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15.02.2019, 16:56

12312412414:I love when people are cryin' over sniper rifles (amr's too) *loud cry* I got oneshoted please nerf, imagine bein' hit by bloody .50 BMG or similiar cartrige.

If you want realistic gameplay go play ARMA. If the survarium was realistic, broken legs would not heal themselves, no one would run half the map with full zubr and deep gunshot wounds would not heal with the first aid kit in 3 seconds.

Do you know what I can say?
I love when people are cryin' over the fact that the game is not realistic. LOUD CRY
Last edited by Albi on 15.02.2019, 17:04, edited 3 times in total.
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Albi
 
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15.02.2019, 17:40

Snipers are camping because of the marvellous hitreg. Nothing else.
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ike07
 
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15.02.2019, 17:53

If you reduce the AR's distances, then i think that you should also reduce the distance penalty for silencers.
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BeermanLv
 
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15.02.2019, 18:05

Chandrian:
Why is there no time REQUIRED to install mines, scanners, traps, totems, a box for special equipment? I'm not talking about the animation. There is time for neutralization, but there is no time for their installation.


Good point.
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HUSK44
 
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15.02.2019, 20:17

If you VG don't want to nerf SR's statistics then add some kind of SR limit per team. Not that i enter Rudnya and in16 players, half of them camping with sniper in bushes or houses and the gameplay is getting disgusting. Or maybe add possibility to disable 1, max 2 maps in MM...
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Ventori
 
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15.02.2019, 23:02

Ventori:If you VG don't want to nerf SR's statistics then add some kind of SR limit per team. Not that i enter Rudnya and in16 players, half of them camping with sniper in bushes or houses and the gameplay is getting disgusting. Or maybe add possibility to disable 1, max 2 maps in MM...

Restrictions r never a good way of fixing things man. Players should feel free to play whatever they want. All restrictions r surgical fixes, never to be considered. Thats why I was always against the pokets system or armor sets. It destroyed what little variety this game still had. Solution for SR whould be to add penalties when moving, scoping or turning left/right/up/down. Players should come at full stop before scoping SR. I would gladly play those weapons if they do just these. It would be a matter of skill. Right now, SRs act like decals on screen and the only thing required to do is to press a button.
Another best solution would be realistic size ratio when looking through the scopes. Like 3D scopes. U cant have the enemy in sight when scoping and moving in the same time. Enemy should instantly get out of sight...but this will never happen
I wish a game designer would come here to discuss all these. I really love SRs but not at current state.
Cheers
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da_capo
 
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16.02.2019, 07:57

Firm grip skill now reduces dispersion when moving by 2%, 4%, 6% depending on the skill level.

We don't even know initial weapons dispersion and how it changes when character moves. I presume it should increase, right? 50% or 10%? Or 300% of initial dispersion? You suggest players to spend 3 skill points on 6% reduction of what?
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Ne Bro
 
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16.02.2019, 09:32

Since years, throwing a second smoke nade make the smoke of the first instantly dissapear, in 50% of the cases.
This issue exist since an old update that was making a second mine neutralizing the first, to avoid the use of to mines at the same time.
And another issue that make the smoke nades not exploding still exist.
And VG do what ? Apply a new smoke type on these issues...

And the fact that you have to search during seconds with your PMN mine or your radar too find a place where the game let you put it on the floor, because "i don't know why", never resolved too.

It's hard too understand them sometimes, especially when they add new functionnality on issues.

And about changing weapons modifiers for the third time in 2 years, are you serious, do you want all the playerbase hating you ??? Do you know how many time and spare parts it take to have a chosen modifier and maximise it for a T4 ot T5 weapon ?

And the game is more complicated update fater update.
For example, you gain skill points with experience. Then you gain skill points with reputation ?

And this system of tier that disapeared from mathmaking, but still appear for the items, and the ELO ranges used for matchmaking, new players understand nothing...
Last edited by ike07 on 17.02.2019, 09:54, edited 8 times in total.
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ike07
 
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