EXBO про старый Север, Звуки шагов, Операции, Ивент и Аирдропы на Кузне-11 | STALCRAFT: X

EXBO про старый Север, Звуки шагов, Операции, Ивент и Аирдропы на Кузне-11 | STALCRAFT: X

Introduction to the Stream

Overview of the Stream

  • The stream welcomes viewers from Twitch and YouTube, indicating a casual atmosphere.
  • Mention of a "default" stream with potential guest developers joining later.
  • Encouragement for audience interaction through Discord, hinting at an informal Q&A session.

Discussion on New and Old Northern Locations

Concept of Northern Locations

  • Introduction of the new terminology: "wild northern locations," replacing "old north" and "new north."
  • Key areas mentioned include Yanov, Red Forest, and the previously known Quiet Bay (now Tikhaya Zavod).

Design Decisions

  • The speaker expresses uncertainty about changing location names, suggesting it’s a legal matter rather than a design choice.
  • Emphasis on creating engaging gameplay that captures the essence of old northern locations while ensuring competitive dynamics among players.

Gameplay Mechanics in Wild Northern Locations

Player Dynamics

  • The focus is on creating an environment where all players can engage in PvP combat without forming large teams, promoting solo play.
  • Discussion about how player interactions will be structured within these expansive environments to maintain excitement and competition.

Artifact Generation Mechanic

  • Introduction of artifact generation installations as a core gameplay feature; players must defend these against both mutants and other players.
  • Players can either extract artifacts early or wait until installations complete their processes for better rewards.

Map Navigation and Player Spawn Points

Map Layout Changes

  • Description of new pathways leading to different locations like Yanov and Red Forest via altered routes to enhance exploration challenges.
  • Players will spawn randomly at southern points in these locations, similar to mechanics used in Limansk, allowing for strategic movement towards objectives while avoiding ambushes from others above them.

Challenges for Solo Players

Difficulty Level Adjustments

  • Acknowledgment that solo players may face significant challenges due to increased danger levels in wild northern areas designed for high-stakes gameplay.

Reward Systems

Discussion on Game Mechanics and Clan Dynamics

Survival Without Clan Support

  • Players express concerns about surviving without assistance from a squad or division, while simultaneously complaining that the new northern area is too casual and easy to farm. This reflects a misunderstanding of character development in MMOs, where joining a clan is often essential for progression.

Balancing Player Types

  • The game developers aim to cater to various player types by creating operations for PvE players. Future content will also focus on providing opportunities for social players, indicating an effort to balance gameplay experiences across different styles.

Clan Engagement and Rewards

  • There is a desire for more engaging clan activities beyond just capturing territories. Developers acknowledge that while new clans may find it easier to engage in these activities, there needs to be more substantial rewards and challenges associated with clan participation.

Challenges of Raid Mechanics

  • The discussion highlights the aspiration for raid mechanics within the game, emphasizing that such content requires careful construction over time. Developers are exploring how to implement raids effectively while maintaining balance among existing gameplay elements.

Historical Context of Clan Warfare

  • A historical perspective is provided on clan warfare dynamics before location copies were introduced, illustrating how clans had to strategically distribute their members across multiple bases during attacks. This complexity has diminished with the introduction of location copies, which have altered competitive interactions significantly.

Future Developments in Gameplay

Limitations of Current Mechanics

  • The current mechanics do not support large-scale battles as seen in other games due to location copying issues, which hinder dynamic interactions between factions during conflicts. Developers are actively seeking solutions to enhance this aspect of gameplay without compromising performance.

Conceptualizing Faction Wars

  • There’s an ongoing project focused on developing faction wars within the game framework, aiming for a concept that integrates well with existing systems while allowing meaningful conflict between factions. This indicates a commitment to evolving gameplay through community feedback and internal brainstorming sessions among designers.

Addressing Gameplay Imbalances

  • Developers recognize that simply having four factions does not change gameplay meaningfully; thus, they plan enhancements that will make faction membership impactful and relevant within the game's ecosystem rather than superficial additions without depth or purpose.

Expansion Plans for Game Areas

  • Plans include expanding certain areas like "the Forge" and introducing territorial control mechanics that would allow players more engagement through territory disputes rather than solely extraction-based gameplay typical of Stalker-like experiences in other locations.

Community Interaction and Feedback

  • The developers invite community interaction regarding rules and regulations within the game environment but acknowledge past implementations have been poorly received due to perceived absurdities in enforcement measures—highlighting an ongoing dialogue about balancing fairness with fun in gaming experiences.

Discussion on Game Mechanics and Sound Design

Achievements and Account Management

  • The conversation begins with a mention of resetting achievements and managing databases, indicating a lack of clarity regarding penalties for violations.
  • There is an acknowledgment that plans to address account transfers and groupings are still in progress.

Game Metrics Update

  • A brief update on the game's TTK (Time to Kill), which has increased slightly at higher distribution levels but is expected to decrease again due to new modules enhancing weapon effectiveness.

Sound Design Insights

  • Introduction of Vlad Genisis, the sound design manager, who discusses ongoing projects related to sound effects in the game.
  • Focus on unique sounds for mutant footsteps, aiming for distinct audio cues that enhance gameplay immersion.

Challenges in Sound Implementation

  • Discussion about balancing sound dynamics across various game modes (e.g., PvE, clan wars), highlighting the complexity of creating cohesive audio experiences.
  • Vlad mentions the uniqueness of their approach compared to other games like Tarkov, emphasizing their gradual development process due to limited resources.

Future Directions in Sound Design

  • The team is beginning to implement middle airsoft techniques for better sound interaction; however, this requires significant rebalancing of existing mechanics.
  • Emphasis on the challenges faced by a single designer covering extensive audio needs and the importance of collaboration within sound design teams.

Industry Standards and Comparisons

  • Discussion about industry standards in sound design tools like Unreal Engine's MetaSound system, which facilitates easier integration with clients.
  • The need for comprehensive adjustments when implementing new systems into existing frameworks is highlighted as a major hurdle.

Sound Design in PVP Mechanics

Importance of Sound Prioritization

  • The speaker emphasizes the need for sound prioritization during intense gameplay, particularly when multiple players are shooting simultaneously.
  • Prioritizing sounds based on proximity and importance is crucial for enhancing player experience in PVP mechanics.
  • The project aims to improve sound clarity for various actions, including footsteps and grenade sounds, to enhance situational awareness.

Upcoming Sound System Updates

  • There are plans to implement spatial audio features that differentiate sound based on vertical positioning (Y-axis).
  • A game design concept is necessary to integrate clear audio indicators for critical actions like headshots and kills within the game's framework.

Development Challenges and Community Engagement

Current Development Status

  • The team has faced delays in approvals needed for development progress, impacting their ability to participate in events.
  • The focus remains on maintaining development quality rather than sacrificing it for promotional activities or exhibitions.

Team's Perspective on Player Interaction

  • Developers express a strong desire to engage with players at events, highlighting positive interactions with the community.
  • There's an acknowledgment that online criticisms often differ from real-life player experiences, emphasizing the importance of direct engagement.

Balancing Game Mechanics

Feedback on Gameplay Experience

  • A YouTuber shares observations about changes in gameplay dynamics over time, specifically regarding damage-to-kill ratios (DTK).
  • The discussion revolves around finding a balance between high and low DTK values to cater to diverse player preferences while maintaining game integrity.

Game Genre Fusion

Game Mechanics and Evolution in Stalker Craft

Evolution of Game Genres

  • The game has evolved over 11 years, transitioning through various genres, including fast-paced gameplay with instant time-to-kill (TTK) mechanics.
  • At one point, the game resembled an MMORPG where players faced challenges like healing opponents, requiring strategic gameplay to deplete health bars effectively.

Current Gameplay Dynamics

  • The current TTK is compared to games like Warzone and Apex Legends, emphasizing a balance that allows for mistakes while maintaining skill-based shooting mechanics.
  • There is a constant fluctuation in gameplay dynamics, leading to imbalances that affect player experience.

Development Insights

  • Introduction of a new guest developer named Seva, who plays a crucial role as a gameplay producer influencing project decisions and updates.
  • Seva's team focuses on enhancing projects based on player feedback and statistical analysis from surveys conducted within the community.

Future Enhancements

  • Plans for future operations aim to improve visual spectacle and overall engagement based on player expectations for more dynamic content.
  • The design philosophy accommodates different player types—from newcomers to veterans—ensuring everyone finds something appealing in the game.

Randomization and Content Variety

  • Concerns about lack of enemy randomization in operations are acknowledged; plans exist to introduce roguelike elements with varied enemies and environments.
  • Developers aim to create less monotonous content by mixing existing operation rooms with randomized enemies while balancing competitive elements.

Challenges Faced During Development

  • Acknowledgment of delays due to iterative development processes; initial concepts often required significant revisions before reaching their final form.

New Iterations and AI Enhancements in Operations

Continuous Development and Updates

  • The team is consistently refining the game through new iterations, introducing fresh elements even between major updates.
  • The release of operations will occur once two operations are ready; the first is nearly complete, while work continues on the second.
  • Players' true understanding of operations will emerge after they engage in multiple matches, revealing deeper gameplay dynamics.

Airdrop System Improvements

  • The airdrop system has been revamped to ensure fairness; players earn rewards based on their contributions during an airdrop event.
  • Unlike previous systems, longer-lasting airdrops yield greater rewards due to increased competition among players for contributions.
  • Past issues with unfair reward distribution have been addressed; now, player involvement directly impacts their share of the airdrop.

Development Challenges and Resource Allocation

  • Limited programming resources hinder the implementation of all desired features; developers also focus on bug fixes and internal tools alongside gameplay enhancements.
  • Transitioning Starcraft from OpenGL to Vulkan is resource-intensive and would delay visible gameplay improvements for several years.

Performance Optimization Concerns

  • Players often express concerns about performance issues related to multi-threading capabilities, which may affect CPU rather than GPU requirements.
  • Further discussions with engine programmers are planned to clarify optimization myths and realities affecting game performance.

Community Feedback and Misconceptions

  • There are prevalent misconceptions within the community regarding character eligibility for events like OTS (Open Test Server).

Discussion on Game Development and Upcoming Events

Insights from the Programmer's Stream

  • The speaker expresses excitement about engaging with a programmer for the first time during a stream, indicating a desire for more interactions to debunk myths surrounding the game engine of "Stalcraft."
  • A reminder is given about a 50% bonus on seasonal pass points available over the weekend, emphasizing its importance for viewers who may have missed prior announcements.

Changes in Seasonal Events

  • The discussion shifts to upcoming changes in seasonal formats, moving away from singular central events that dominate resources towards multiple smaller events throughout the season.
  • An example is provided regarding double XP weekends as one of these smaller events, suggesting an effort to diversify player engagement rather than relying solely on major events.

Future Event Structure

  • The speaker outlines plans for various micro-events and activities spread across the season, aiming to keep players entertained consistently instead of through infrequent large-scale events.
Video description

📺 Стримы Ziv'a тут — youtube.com/@zivevg Ziv в компании Totoyotata и таинственных гостей провели небольшую сессию вопросов и ответов и поделились свежими новостями о разработке STALCRAFT: X! 🔎 Следите за нами в соцсетях: Сообщество ВКонтакте – https://bit.ly/3VfR0Xq Форум EXBO – https://bit.ly/3i4auA8 Discord-сервер – https://bit.ly/3V2cFms Telegram-канал – https://bit.ly/3TZDq9U 00:00 — О чём будет стрим? 00:31 — Что там со старым Севером? 01:43 — Почему старый Север будет диким? 02:20 — Что планируется на диком Севере? 03:28 — Возвращение Путепровода?! 04:50 — Про награды на диком Севере 05:50 — Про соло геймплей 07:00 — Будет ли обновление Подразделений? 07:53 — Как насчёт клановых экспедиций? 08:56 — Будет ли война фракций на Севере? 09:21 — Зачем нужна война фракций? 11:05 — Что там с правилам на Захватах? 12:00 — Будет ли понижение ТТК? 12:30 — Он создаёт звуки в SC: X — Genesis! 13:01 — Будут ли новые звуки шагов? 14:11 — Почему звуки в SC: X уступают другим играм? 15:25 — Будет ли глобальное обновление звуков? 16:55 — Будет ли фикс нагромождения звуков? 17:49 — Будут ли новые звуки хитмаркеров? 18:38 — Почему EXBO не поехало на РЭД ЭКСПО? 20:51 — Когда релиз дикого севера? 21:31 — Про ТТК в STALCRAFT: X 23:46 — Он спасает обновления в SC: X — Veriford! 24:47 — Почему Операции на ОТС невпечатляющие? 25:29 — Зачем ввели систему Допусков в Операциях? 26:12 — Почему в Операциях нет рандомизации? 26:55 — Почему Операции делали так долго? 28:02 — Про искусственный интеллект в Операциях 28:40 — Когда релиз Операций? 29:30 — Будут ли аирдропы на Кузне-11? 30:46 — Про загруженность программистов 31:35 — Будет ли смена графического API? 31:54 — Для SC: X важнее видеокарта или процессор? 32:39 — ОТС Операций сломан?! 34:14 — Будет ли крупный ивент этой осенью? #stalcraftx #stalcraft #mmofps