Author Topic: March Update 2  (Read 10341 times)

Janne Suur-Näkki

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Hello Wreckers,

Hot on the heels of last week's update we're back with a new one, focusing on gameplay and damage.

The thing is that Wreckfest was always envisioned as a game where racing is as important as wrecking, and so far, we've been doing pretty great on the racing department but not so much in wrecking – the crashes themselves are great and unlike in no other game but while racing, it's simply too risky to try to wreck others because more often than not any plan to race recklessly will backfire and just mean a premature end to your race.

As you know, last week's update already brought some changes to the damage mechanism by increasing gameplay damage in a bid to make crashes more rewarding. Obvously that alone didn't do the trick since while it did make crashes more meaningful it also made them more punishing, and as a result, something that you as a player want to avoid. So, early this week we took a long and hard look at the feedback we received and how we could make crashing more rewarding, and this update is a result of our efforts.

To get to the point: the main change in this update is that by hitting another car you will cause significantly more damage while suffering less yourself. It doesn't mean that you'd be invincible as long as you crash into others, though, since you will always receive some damage yourself too. In effect, this means that during a race, you might actually wreck someone in a few laps time and still make it to the finish, given that you avoid getting hit yourself. In our opinion this alone does make racing more exhilarating and inject some more WRECKFEST into the game but of course you, the players, are the ones to make the final judgment so please do continue to give us your feedback.

We've also used the opportunity to improve the damage otherwise, so now for example the armor sector representation in the HUD matches visual damage better, and a car about to get wrecked can no longer be wrecked by a light nudge (that was frustrating as hell). Also, to keep it within the theme of crash physics we've adjusted the collision matrix to prevent the cars from rolling over at too slow impact speeds, something that's been bothering us (and apparently you) for some time now.

The update also contains a healthy dose of other goodies and bug fixes, with the full list below:

FIXED
  • Fixed missing Gatecrasher LOD2 model.
  • Fixed player unable to reset in Deatchmatch after respawning.
  • Fixed a case in which cars could occasionally receive visual damage on the starting grid after restarting.
  • Bogus "You have already completed this series and you have another series in progress." message is no longer displayed when attempting to continue a series in progress.
  • Disabled mouse axis input as a controller to prevent users with specific hardware from being unable to remap keyboard controls.
  • In pre-race, pressing ESC while being on any of the other tabs than the first now takes back to the first tab.
  • BullDog upgrade parts received as rewards now use the correct car name instead of European 11.
  • Lawnmower is now correctly received after beating the lawnmower challenge.
  • MudDigger and Rocket no longer have duplicate "None" customization parts.
NEW AND ADJUSTED
  • Added more banger racing and demolition derby liveries for select vehicles.
  • Added a new giant can prop to various tracks.
  • Improved environment art for various tracks.
  • Improved various effects.
  • Novice AI now makes more mistakes and is slightly slower.
  • Amateur AI now makes slightly more mistakes and is slightly slower.
  • In derby game modes, the AI now favors the player slightly more.
  • Adjusted collision matrix to prevent the cars from rolling over at too slow impact speeds.
  • Gameplay damage: car vs. car crashes now cause more gameplay damage.
  • Hitting other cars now causes significantly more damage to the victim, less to the attacker.
  • Armor sector representation in the HUD matches visual damage better.
  • A car about to get wrecked can no longer be wrecked by a light nudge.
  • Environment now causes even less gameplay damage.
  • Mechanical damage occurs more logically when compared to the car health.
  • Engine and transmission mechanical damage is reduced to make sure the player can still keep going.
  • Improved lawnmower gameplay.
  • MP: Added chat back to respawn state and spectate view.
  • Improved player stats visuals at the top right corner of the screen.
Thanks for all your support and keep wrecking!

Cornkid

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Thanks for the update BB, and comms Janne.

I have also noticed that the online filter works better since last update, but forgot to thank you ;)

Hope there's no bugs that need splatting after this release, and wish you all a good weekend.

Janne Suur-Näkki

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Thanks to you for sticking around ;) Hoping the same here, also looking forward to hearing feedback about this update.

Oh yes, not sure whether we forgot to mention it in the update notes but the filters were indeed fixed.

TheEngiGuy

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Thanks for the update!

On a side note, something I personally feel is missing regarding mechanical damage (realistic setting, at least) is the damaged wheels that would affect the steering of the car, like in the very first alpha build. Will such feature be added again?

Cornkid

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I dont think there was a mention in the last notes about filters being fixed, but kudos for doing it, I wish they stayed active after closing and restarting game, but its not a priority ;)

I stick around because its a great game and you guys have done well, I know I can be painful with some remarks, mainly about comms, but only because I want the game to succeed.

My current bug has been "ready" in online doesnt always show up, but will let you know if it happens again.

Again, thanks, off to check it out now ;)


Janne Suur-Näkki

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On a side note, something I personally feel is missing regarding mechanical damage (realistic setting, at least) is the damaged wheels that would affect the steering of the car, like in the very first alpha build. Will such feature be added again?

By damaged, I take it that you mean wobbling? Can't say actually, did it really have an effect in the first alpha? Been too long...

Paul_B

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Damage has never been an issue for me cars are gonna get wrecked, "it's does what it says on the tin"....As long as it looks believable I'm happy with that.
Intel Xeon quad v3-1220@3.1ghz/ASUS Z97-A
Nvida GTX 1060 6gb/16gb HyperX ram/Windows 10/ Thrustmaster TX Leather Wheel/ Thrustmaster  T3PA Pedals / Logitech G27 Shift

TheEngiGuy

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On a side note, something I personally feel is missing regarding mechanical damage (realistic setting, at least) is the damaged wheels that would affect the steering of the car, like in the very first alpha build. Will such feature be added again?

By damaged, I take it that you mean wobbling? Can't say actually, did it really have an effect in the first alpha? Been too long...

I'm pretty sure it did, the car in the first build would steer by itself when damaged (the AI was funny too :D), that's why I was wondering if it was still planned.
Either way, so far so good! Winter is almost ending though.

Tonza

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On a side note, something I personally feel is missing regarding mechanical damage (realistic setting, at least) is the damaged wheels that would affect the steering of the car, like in the very first alpha build. Will such feature be added again?

By damaged, I take it that you mean wobbling? Can't say actually, did it really have an effect in the first alpha? Been too long...

I'm pretty sure it did, the car in the first build would steer by itself when damaged (the AI was funny too :D), that's why I was wondering if it was still planned.
Either way, so far so good! Winter is almost ending though.
Still 2 months of winter left in Finland ;)

The Very End

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Btw: who complains that cars roll over too easy? The first versions of the game was great at this aspect, flipping cars and mayhem. Now, you are lucky if you flip one car in a derby :/ Just my honest and worrying thought.

basti4655

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Btw: who complains that cars roll over too easy? The first versions of the game was great at this aspect, flipping cars and mayhem. Now, you are lucky if you flip one car in a derby :/ Just my honest and worrying thought.

Agree 100%
It already was hard flipping over a heavy car with a heavy car but now its even harder? Doesnt sound good.
I7-6700K, GTX 770, 8Gb Ram, Win 10 64bit

TheEngiGuy

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Just tried the update. The damage definitely needs more adjustments. My car had no mechanical damage at all but still its health was down to 30/100 on normal setting, after 10 or so laps. Only a few hard hits done.

Btw: who complains that cars roll over too easy? The first versions of the game was great at this aspect, flipping cars and mayhem. Now, you are lucky if you flip one car in a derby :/ Just my honest and worrying thought.

I like weighty cars, but I admit this change is indeed a tad too much.

EDIT: I've noticed overlapping textures on Crash Canyon (it "glitches" when moving the camera)

« Last Edit: March 09, 2018, 08:45:01 PM by TheEngiGuy »

BlacX

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Hi Janne,

Could you read this http://community.bugbeargames.com/index.php/topic,10712.0.html and give your thoughts.

Forgot to mention in that topic if there is going to be any visual improvements? I remember in old pictures, what you had in front page of http://www.wreckfestgame.com the visuals looked so much better then what we currently have.

Janne Suur-Näkki

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Btw: who complains that cars roll over too easy? The first versions of the game was great at this aspect, flipping cars and mayhem. Now, you are lucky if you flip one car in a derby :/ Just my honest and worrying thought.

We're mostly talking about the issue in which, if you for example use a Firefly to tap another Firefly to the side, the other one might have previously flipped over as if by magic. This happened even at very slow speeds which didn't make much sense. That said, of course when playing with physics you can't really perform a surgical extraction for just something like that but other aspects are also affected, hopefully not by much though.

Janne Suur-Näkki

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Just tried the update. The damage definitely needs more adjustments. My car had no mechanical damage at all but still its health was down to 30/100 on normal setting, after 10 or so laps. Only a few hard hits done.

How did the car look like? Were you using any visual parts? Keep in mind that there's necessarily no mechanical damage unless the engine or the wheels have received damage and with normal setting mechanical damage kicks in pretty late.