Survarium Update 0.57 is on the PTS!

Discussion of the latest news and events related to Survarium.

16.02.2019, 10:29

Now you cannot see anything from the outside. But you can be inside, closer to the edge, invisible for your enemies and see through the smoke. It is even worse than before. Visibility inside should be less than now on pts.
And don't forget about:
- disappearing grenades issue;
- instant smoke dispersion issue.
There are still a lot of things to improve about smoke grenades in this game.
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Ne Bro
 
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16.02.2019, 11:55

Ne Bro:Now you cannot see anything from the outside. But you can be inside, closer to the edge, invisible for your enemies and see through the smoke. It is even worse than before. Visibility inside should be less than now on pts.
And don't forget about:
- disappearing grenades issue;
- instant smoke dispersion issue.
There are still a lot of things to improve about smoke grenades in this game.


There seems to be some kind of aura around the character when he is in smoke, that makes the smoke dissipate slightly. I can already imagine vape gods throwing it under their ass and exploiting this to make camping even more comfortable.
Last edited by UnknownPlayer666 on 16.02.2019, 11:55, edited 1 time in total.
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UnknownPlayer666
 
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16.02.2019, 13:25

Hi, everyone! Today we have a proposal to those of you who are interested in testing the update of Survarium 0.57a0 on the PTS. Come online at 18:00 Kiev time (19:00 Moscow time). Here's the authorization method if you use a Steam account: https://steamcommunity.com/app/355840/d ... 666976822/

If we collect enough information about bugs of the PTS version, we will be able to fix them faster, that is, before the update releases on the main server.

You can write about the problems found on the forum in this thread, we will carefully read your posts, I will try to answer your questions.

P.S.: This message is a translation of one written by FANTOM (VG) on RU forum.
Last edited by Chandrian on 16.02.2019, 14:02, edited 1 time in total.
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Chandrian
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16.02.2019, 15:04

Chandrian:Hi, everyone! Today we have a proposal to those of you who are interested in testing the update of Survarium 0.57a0 on the PTS. Come online at 18:00 Kiev time (19:00 Moscow time). Here's the authorization method if you use a Steam account: https://steamcommunity.com/app/355840/d ... 666976822/

If we collect enough information about bugs of the PTS version, we will be able to fix them faster, that is, before the update releases on the main server.

You can write about the problems found on the forum in this thread, we will carefully read your posts, I will try to answer your questions.

P.S.: This message is a translation of one written by FANTOM (VG) on RU forum.


This information about PTS through steam should be pinned somewhere.
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s0mething
 
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16.02.2019, 15:06

s0mething:This information about PTS through steam should be pinned somewhere.

It's now on Steam and Facebook :)
Last edited by Chandrian on 16.02.2019, 15:10, edited 1 time in total.
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Chandrian
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16.02.2019, 15:22

I don't have a problem snipers been 1 shot kills. What i suggest that it would be bit harder to make those 1 shot kills. I dont mind snipers running around and quickscoping - if you are decent enough they are dead before they can take the shot. But aiming time should probably be bit longer. But i have a problem with snipers who are camping in the bushes somewhere. And to counter them i have a small proposal. The longer you are aiming through the scope the bigger the wobbling goes. And holding breath shouldnt make it perfect stable - make it like the usual wobble is atm.

Its logical this way. We dont have bipods in the game. Aiming through the scope your arms will get tired over time and will start to shake more and more with time.

Also. What has really pissed me about Survarium for a long long time. When aiming it doesnt seem to be difference in accuracy when moving, standing, crouching. Would love to see some random conefire added that would make shooting when crouching the most accurate and increase the cone of fire with standing and moving.

With conefire weapon balance could also be made better. Assaults could have high conefire when shooting from hip and SMG's low conefire from hip. For balance sake.

Also bit randomness would do good for everyone as those macros some are using to counter the recoil pattern that is or atleast seems to be the same all the time would not be as useful anymore.
Last edited by s0mething on 16.02.2019, 15:23, edited 3 times in total.
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s0mething
 
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16.02.2019, 16:09

Chandrian:
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).



Concerning the skill-tree I think that it isn't so bad done.
You have to make a choice I think that the purpose of a skill tree isn't to get all options on.
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16.02.2019, 16:54

To solve these sniper and other problems i suggest that snipers shouldnt be 1 shot kill like before and that ARs shouldnt be as good in longer distances as they are now. A few more shots to kill with ARs and most weapons and less damage over distances, atm ARs own snipers at all but extreme ranges - if you get hit your character shakes and u cant reaim effectively and u get hit till u die. Raise time to die - armour have very small difference in taking damage imo, main reason for using them are now which gear you want. Heavier gear are the worst now and die so fast since they are much slower than other gear - almost like sitting duck. Time to die with different armours is so minimal that the value of the armours themselves has disappeared almost appart from their bonuses.
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Shroomcar
 
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16.02.2019, 17:47

u guys wanna guess whats gonna happen soon after update kicks in??!! players with enough skill points would instantly go for Metal Detector shit perk just to avoid those damn idiotic mines. more then 30% of kills occur directly or indirectly because of mines. 2 3 weeks later, everyone will realize that mines r useless because of that perk and stop using them.

and thus the contradiction found here:

"Metal Detector. Enemy traps, mines, C-4 and grenades are highlighted in radius (meters). More points in the skill increase the radius.

Jagged Edges. Traps, mines and C-4 always cause bleeding."

those 2 mutually disable each other because nobody is gonna use mines anymore

so the finally question is: what was the point of introducing mines and render them useless later???
I ll never ever understand those people. Ive got a 8 years old kid reading this and he immediately found the contradiction...
how many ppl r working for this game?!?!??!

OMFG

and one other thing. everyone should get this clear in their heads:
SNIPERS SHOULD BE ALL OHK UNLESS BELLOW UPPER BODY!!!
problem is not OHK. removing that is a surgical solution and its not desirable. snipers should have penalty when moving body/head up/down/left/right. u should never be able to aim snipers unless u r at full STOP. every movement of body should add penalty. moving head in any position by more then 30 degrees should immediately loose target. moving target should be hard to hold in sight
these r the solutions because it would make sniping a matter of skill.
please stop that crap with restrictions or removing OHK coz both r bad surgical solutions

cheers

ANY GAME DESIGNER WILLING TO DISCUSS SNIPER RIFLES PLEASE!!!!!
Last edited by Chandrian on 16.02.2019, 18:48, edited 4 times in total.
Reason: double-posting
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da_capo
 
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16.02.2019, 19:43

Fręęśśóń:
Новый дым лучше в плане того, что не видно сквозь него игроков. Но тот факт, что игрок может сесть в него и видеть всех снаружи - не правильно. Считаю, что видимую зону вокруг игрока в дыму нужно убрать/уменьшить. А уменьшать видимую зону нужно до такого состояния, когда выходя из дыма сначала появится оружие, и только после этого игрок начинал видеть из дыма. Т.е. игроки снаружи и внутри дыма замечают друг друга почти одновременно и есть время на реагирование.

100% agree. Player in smoke should be in disadvantage. Plus new smoke is ugly AF. But potentially it is better than old one.
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Ne Bro
 
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17.02.2019, 09:06

I have nothing against sniper, but using a sniper weapon with a collimator is really not fair. They aim super easily and super fast.
Last edited by ike07 on 17.02.2019, 09:07, edited 1 time in total.
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17.02.2019, 12:46

da_capo:
and thus the contradiction found here:

"Metal Detector. Enemy traps, mines, C-4 and grenades are highlighted in radius (meters). More points in the skill increase the radius.

Jagged Edges. Traps, mines and C-4 always cause bleeding."

those 2 mutually disable each other because nobody is gonna use mines anymore

so the finally question is: what was the point of introducing mines and render them useless later???
I ll never ever understand those people. Ive got a 8 years old kid reading this and he immediately found the contradiction...


You don't understand that after few years that it is the only work of VG? They do something and next update they remove it?
The problem for me is when they create something they don't think before what can be the + point and - of the idea.

Example, they just create only one tier, result no more ranking game.

da_capo:
SNIPERS SHOULD BE ALL OHK UNLESS BELLOW UPPER BODY!!!


Agree with you even if I think that actually sniper rifle are not so useful but by reducing the distance of assault rifle the sniper weapons will back.

For me it is simple you couldn't aim standing with a sniper rifle and with machine guns.
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William-g
 
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17.02.2019, 13:02

William-g:Example, they just create only one tier, result no more ranking game.

No, ranked matches are not available not because of this. They aren't available because people played them to farm tokens and because they split the playerbase, and internal data shows that enabling them doesn't increase the player numbers. I've mentioned this a few times already.
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17.02.2019, 13:57

Chandrian:
No, ranked matches are not available not because of this. They aren't available because people played them to farm tokens and because they split the playerbase, and internal data shows that enabling them doesn't increase the player numbers. I've mentioned this a few times already.


I do not really believe in that, by creating tokens they should have seen before that players will play just for it. To play ranking match was always to get a reward at the end if not why to play ranking match?
It is exactly what I say they don't think enough before doing something.
Really they spend so much time to unbuild what they have build it is a loose of time.
Last edited by William-g on 17.02.2019, 13:59, edited 1 time in total.
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17.02.2019, 18:58

Chandrian:
No, ranked matches are not available not because of this. They aren't available because people played them to farm tokens and because they split the playerbase, and internal data shows that enabling them doesn't increase the player numbers. I've mentioned this a few times already.


A solution could be that periodically just turning normal playing into league - not as a separete mode during these certain dates? The more you play and win, the higher you rise in league as it normally works. It would be working like the events that visits survarium every 4 months sorta but for 1 month or other time ranges. Then everyone plays in the same pvp default mode but if you play more you earn tokens and rise in league.
Last edited by Shroomcar on 17.02.2019, 19:27, edited 2 times in total.
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18.02.2019, 07:49

Snipers OHK area should be head and full torso. Then removing OHK possibility on arms and legs EVEN for .50 rifles for balance sake (and maybe with lower calibers or lower tier SR like the toz-122 or mosin the stomach area) BUT...When you got shot on a arm it'll be broken and you lose a X amount of health, depending on thye rifle caliber/tier as same for the legs, but since the legs contain vital arteries, you will get bleeding as well the broken leg. Then avery rifle should have a believable amount of damage when out of it's OHK area, for example: The Mosin will OHK on chest and head and taking out 70HP from stomach, arouond 50/60 per arm and 70 for the legs. Instead, the SV-98 (despite being the same caliber as the Mosin) will OHK on full torso, taking out 80HP per leg and 65/70 per arm. Then the Barrett or ASVK or VSSK (with a lower range being suppressed) will OHK on full torso, upper legs and taking out 90HP + Bleeding (not at a tremendous rate) per leg and 80 per arm. ALL Snipers should OHK on the head, kinda like in almost all fps games and there should be a balance between semi-auto and bolt-action, with only exceptions being the .50 rifles, because a .50 bullet is a .50 bullet, no matter what. This is what should like, and NOT should be. Mine is just a consideration. PS: Some shotguns needs a buff...Like the KS-23 (not premium)...come on that thing has the same range as an IKEA pencil...
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Ilves Silmä
 
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19.02.2019, 09:47

Chandrian:
No, ranked matches are not available not because of this. They aren't available because people played them to farm tokens and because they split the playerbase, and internal data shows that enabling them doesn't increase the player numbers. I've mentioned this a few times already.


If you prefer after the one tier creation there is no possibility in PVE to have T5 equipment.
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William-g
 
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19.02.2019, 10:13

William-g:

If you prefer after the one tier creation there is no possibility in PVE to have T5 equipment.

It's not that you can't get T5 Premium gear in PvE, you can only get T4 xD I've suggested to rotate the rewards tier every week or every month or to let the players change it with stash maps, but can't promise anything.
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Chandrian
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20.02.2019, 08:13

Few words about new perks.
Shoe lining - just remove it. Stupid, unrealistic - we don't need another magical/casino feature in game.
Metal detector - I would prefer sound effect or/and some marking on minimap. Battle interface is a mess now, too many icons in my opinion. Often it is hard to see enemies behind all these scanners, mines, point B, allies icons etc.
Last chance - give players an option to activate grenade after death. 5 points to achieve 50% grenade damage is too much IMO. I would reduce amount of points for this perk and for whole technical skills tree.
Radiolocator - had no chance to test it properly in a match. Not shure how it works. How it allows to destroy scanners? By hands like mines deactivation?
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