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Posts posted by TeamWolf
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Hey, sorry I thought the person behind the design choice was going to respond but it looks like they got distracted.
We don't really agree that it's immersion breaking, since we're basing it's movement more off the in-game unit and not the cutscenes where it moved at a pretty high speed for the unit.
This is also because it fills a role of an early, cheap anti-infantry vehicle to move out into the field and try to challenge the buggy. But we don't try to actually match it's speed to the Buggy, so we give it better armour & firepower.
In a Shooter, the balancing doesn't usually match up the same as an RTS. In this respect, we match infantry against infantry and vehicles against vehicles and build the Meta around that. This should hopefully give you better context to my above explanation about why we make it a different, semi fast, anti-infantry, cheap vehicle, kind of like the Nod Buggy, but with clear differences such as firepower output and armour.
Thanks for bringing this discussion point up though and I hope that answers your question. Also as a heads up, all caps posts aren't the best to be taken seriously with ;).0 -
Is this directed at Interm Apex? If so, specify next time.
Now, you're reporting bugs with being unable to pick up the stealth suit and Obelisk Gun power ups. Can you give us more information for this?
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On 8/22/2023 at 10:16 AM, Metaridley said:
Here is a pitch for new updated trailers for the W3DHub Games.
I saw the last teasers and trailers on youtube and their are pretty outdated. Now we have the remaster collection on hand, my idea as a video editor was (for GZ and APB) to mix their gameplay with W3DHub Games to show the transition from RTS into FPS 3D. The same would be apply for TSR, AR and BfD. For other games like IA, ECW and CWC we would need other structual trailer concepts.
Question is, would the higher staff want updated advertisement for the games or not? Also if i would record gameplay i would need a free roam spectator camera mode. We were in talk about this but it never materialized.I actually missed this topic completely when you first posted it. I think this would be a great idea, since some of our trailers are years old at this point and don't fully reflect the current state of our games!
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14 hours ago, hunterX said:
I just wanna go on my own Butlerian Jihad and gas some heebs I MEAN uhhh infidels with the Ordos Chem Trooper.
You guys got Ordos infantry gameplay in the pipeline? That's gotta be unique with the chem trooper, mortar and saboteur. Is the chem trooper the freebie class? If so how is it balanced versus Atreidies and Harkonnen light infantry? Also, does the Harkonnen Flame Trooper beat the Ordos Chem trooper 1v1?
House Ordos is planned, but not for the next major version release due to the amount of work the Vehicle Release is already going to take. But I do have some high-level designs for how each Ordos infantry and vehicle is going to work/play out, but the balance is hopefully going to be able to line up pretty well with the already established weapons. The first place we always start when it comes to House vs House is the Light Infantry, making sure they are evenly balances, then work out the balance from there.
In terms of the Flamethrower vs the Chemical Spray, I'd say with the current balance of the Infantry Release (the publicly released version), the Flamethrower would win every time. However, we're looking at potentially mixing some things up for our Vehicle Release, so things might be a bit closer between the two weapons, but we still need to figure out how we can make the Chemical Spray mechanically different from the already established Flamethrower.
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12 hours ago, hunterX said:
Where is the Kindjal Infantry?
We didn't include the Kindjal Infantry in this version, due to how fast paced the combat is, a deployed stationary unit wouldn't stand much of a chance.
Also, the Kindjal Infantry is a unit that excels at anti-armour combat, which isn't currently present. However, they will be making a return in the next version!
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Hey everyone, welcome to another Battle for Dune: War of Assassins Infantry Release September Update! "Two updates in one month, what??", "We barely get 3 a year!" I know, what's happened to us?!
What's New In this patch?
This is a fairly small patch compared to previous ones, but it sure does pack a punch! In this bad boy we've got a tweaked Grenade Launcher, Fixed Building HUD icons, and brand new Shaders! Here's the change List for all this tasty stuff:
- Sniper Rifles now lerp into their scopes
- Fixed missing Master Volume string
- Increased Grenade Launcher Explosion Damage Radius from 4.5 > 6
- Increased Grenade Launcher Explosion Inner Damage Radius from 1.5 > 3.5
- Fixed Building Icons not appearing on the HUD
- Added the new Bloom shaders
- Added new Outline System to infantry that appear at a distance of 25 meter (2nd Radar ring)New Outline System and Bloom Shader
As mentioned above, we've got two cool new features that improve the graphical and gameplay quality of Battle for Dune, but the Bloom Shader (already seen in Tiberian Sun: Reborn) and the brand new Outline System!
The Bloom Shader adds a new depth to the look and feel to the lands of Arrakis, making the lighting stand out more and object pop to a greater effect!
The Outline system is something new straight off the Romanov press! To break it down for you, it's a process to make readability better for seeing infantry that are close to you. People have been having a lot of trouble on some maps to see House Harkonnen Infantry on night maps and House Atreides Infantry on lighter maps against lighter colours such as cliffs and sand, with this new System it will draw an outline around any Soldier 25 meters away from you.
The colour represents the Soldier's team being Yellow for House Atreides and Red for House Harkonnen. The Outline will fade in within the set range, and fade away when exiting the set range from the enemy Soldier. (As displayed in the image below)This was a heavily requested feature in the past, but major thanks to Rapp for really pushing the feature request recently and help making it happen!
Saturday Game Night!
Come and join us tomorrow at 7pm GMT for our Battle for Dune Game Night!
That's it for this double whammy Update! We hope you like the sound of the latest changes and see you at the Game Night tomorrow to try them out!
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Happy Birthday to Battle for Dune: War of Assassins! It's been 1 whole year since we finally released the Infantry Release for BFD, and as much as things have been a little quiet over the year, we've got another content update for you to celebration the occasion!
Update 1.0.0.7 - The Birthday Patch In Update 1.0.0.7 we've got a new Game Mode, better Grenades, updated audio and Quality of Life fixes! Check it all out on the Change List:
- Setup new the new Game Mode, Team Deathmatch!
- Added new map BFD_TDM_ClifftopPass
- Added new map BFD_TDM_HaggaGulch
- Added new map BFD_TDM_SihayaRidge
- Added new map BFD_TDM_TsimpoVillage
- All Team Deathmatch maps have a 7 minute time limit.
- Increased Frag Grenade Explosion Outer Radius from 5 > 8
- Increased Frag Grenade Explosion Damage from 120 > 250
- BFD_LonelyRoad has now been set to 10 minutes.Team Deathmatch
If you've ever played a First or Third Person Shooter, you've more than likely played Team Deathmatch! It's a staple of any Shooter Genre, and we at Battle for Dune: War of Assassins thought it was about we introduced it to the sands of Arrakis.
As you'll soon see in-game or notice from the patch notes, currently the only TDM maps in rotation are Conquest maps we've converted over to the new Game Mode! This is largely to test the waters, see how well it truly does fit in BFD and see about making new maps for Team Deathmatch in future.
What's Next?
We've got a few things in the works coming soon that didn't quite make this update, but will be in ones to come!
Keep an eye out for new maps, and more in the coming months. Until then, have a nice warm sand bath and watch out for those sand worms!
[blurb]In this Spicy Update, we celebrate Battle for Dune: War of Assassins' first birthday! With this, we've released a new Game Mode featured on 4 familiar maps, some Grenade tweaks and more![/blurb]
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12 hours ago, Guard55 said:
Oh we're bringing back the cinnamon challenge?
If it's some of the good ol' Spice Melange, then absolutely!
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Hello, fellow Worm enjoyers!
It’s difficult to believe that the end of this month will mark a whole year since Battle for Dune: war of Assassins was released. (I know, I know – where did all that time go?)Our next Game Night!
People have been asking for another Game Night, and we aim to deliver. So, we thought, when better than as an anniversary celebration?
We’ve got content planned as part of an upcoming patch for the event, but we don’t want to give away all our secrets just yet!
So, watch out for more updates on what to expect…
The games night will take place on Saturday 2nd September – 20:00 BST / 15:00 EST.
It’ll be coarse, rough, and might get everywhere… but we hope that you actually like it!
As usual, we will be using Discord for voice comms.
Time to... Slide Away.
We’ll be working hard to ensure we have something for you guys to celebrate. So, if there is anything you would like to see, please let us know!
In the meantime, (do) try not to eat all your cinnamon in one teaspoon…
[blurb][/blurb]
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- Popular Post
- Popular Post
Hello and welcome to a June update (if we don't put an update out in the month that sounds like the theme of the game, what are we even doing?)! It's time to talk about what we've been up to and what we've got planned next!!
Infantry Release Recap
Cast your minds back to the end of August, last year. After almost a decade and a half, Battle for Dune: War of Assassins finally released! But in true W3D Engine fashion, we pushed out an Infantry Only release (because Tiberian Sun: Reborn is our cool, older brother).
What did we achieve with this release?
We were the first brand new released game from W3D Hub, breaking that long running stream of updates, big and small, from Red Alert: A Path Beyond, Expansive Civilian Warfare, Tiberian Sun: Reborn, and Interim Apex.
We were the first W3D Hub title to release with new Gloss and Specular textures and shaders, full infantry inertia movement, First Person only, fully Aim Down Sights gunplay and to show off the wide range of flexible modernized weapon features.
We went with a different approach to traditional W3D titles in terms of game modes, which was Conquest (Capture Point based objective gameplay) instead of focusing on Base vs Base. We released with 6 maps in total, 4 Conquest, 1 Base vs Base and 1 Hybrid (Conquest with Bases), with all the intention to follow up on that map count, but alas that hasn't happened yet.
Ultimately, we achieved what we set out to do. We had every intention of sticking to a healthy post-release support plan, but getting Battle for Dune out the door took it's toll on us and we were left pretty burnt out.
We've managed to get some Quality of Life and bug fix updates out, but none of the maps that were being worked on which were in high demand by you guys. We still do have plans to get some new maps out and a few more QoL improvements pushed out for the Infantry Release, but it's not currently where our biggest motivation lies...What does this mean, TeamWolf?
Vehicle Release Development
As the title suggests, we've entered development on the next Chapter of Battle for Dune, but I hear you asking...
Why are we deciding to do this now?
It's pretty much self explanatory at this point, that our lack of motivation largely comes from wanting to work on the full version of the game - Battle for Dune's Vehicle Release! It's the most requested thing we get when asking what you guys want to see next, and we're no different.
With the 1 year anniversary of our game's launch 2 months away, we felt that we should be getting on with the next installment and bring the full Battle for Dune: War of Assassins experience to you all ASAP!
High Level Plan
Currently we're looking to add new Base Structures, Infantry, Weapons, Vehicle maps and a wide range of audio! More on these will be shown off and explained in future updates!
We're looking at reworking some areas of the game, such as general damage lethality, Shields, Infantry Classes, and a few more. We're also going to be expanding on existing features, such as Capturable Objectives, Weapon handling, and potentially economy.
For now, allow me to introduce the backbone of the Imperium's massive drug addiction and what fuels your Great House's economy, the Spice Harvester!
Concept art by squidempire.
The Spice Harvester is a huge, hulking machine that is designed to operate and withstand the harsh desert environment of Arrakis. These behemoths work in tandem with Carryalls, being ferried to Spice patches on the open sands and back to the base's Refinery.
Spice Harvester model by Romanov.
Signing Off
We hope you enjoyed the update and let us know if you liked what you've seen so far of our New Chapter in Battle for Dune, we'll be showing off more progress as we go.
Remember, stay Spicy![blurb][/blurb]
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Update 1.0.0.6 – Thinking Machines
After many months of silence, we are happy to release a new patch to Battle for Dune: War of Assassins, the Thinking Machines update!
In this patch we’ve improved how the AI plays, we’ve also added 5 AI players per side for standard maps and new Bot versions of each map, each containing 16 AI players per side! Play these new Bot maps in Multiplayer Lan.
Along side this, we’ve also increased the Capture Point tick allocation rate, to make Conquest maps finish faster. In addition, the Flamethrower Infantry’s Flamethrower has had a slight damage and range nerf, hopefully bringing him more inline with the overall balance and better to play against!We’ve also fixed various map bugs such as floating objects and a couple stuck locations. Overall, we hope you find this update creates a better gameplay experience across the board, and you don’t let the Unholy Machines in the Likeness of a Human Mind get the better of you!
Full change list for Update 1.0.0.6 – Thinking Machines:
- Increased Tick Points from 1 > 2
- Increased Conquest Tick Interval from 2 > 3
- AI no longer jump in combat.
- Created BFD_CQT_ClifftopPass_Bot.
- Created BFD_CQT_HaggaGulch_Bot.
- Created BFD_CQT_SihayaRidge_Bot.
- Created BFD_CQT_TsimpoVaillage_Bot.
- Created BFD_LonelyRoad_Bot.
- Cretaed BFD_ZidarValley_Bot.
- Reduced Flamethrower Damage from 3.59 > 2.5
- Reduced Flamethrower Range from 25 > 22
- Fixed BFD_CQT_ClifftopPass damage zones not working.
- Disabled Portal Pathfinding Generating for Doors (this fixes AI not working on Building maps).
- 5 AI players will now spawn on each team, until players replace them.
- Fixed floating crates on BFD_CQT_ClifftopPass
- Increased all infantry Step Height from 0.25 > 0.35
- Fixed stuck spot on BFD_CQT_ClifftopPass near C
- Slightly adjusted sandstorm settings for BFD_ZidarValley
[blurb]After many months of silence, we are happy to release a new patch to Battle for Dune: War of Assassins, the Thinking Machines update!
This update contains AI Players on maps, map fixes, Capture Point points allocation increase and Flamethrower balance![/blurb]See you out on the dunes of Arrakis!2 -
On 11/17/2022 at 4:27 AM, HairyRussianDude said:
Hello everyone,
Something sparked my memory recently about Renegade and APB, so here I am after many years!
Thrilled to see what this mod turned in to and looking forward to AR!
Hey there, welcome back and enjoy your stay again :D
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2 hours ago, METALLIX said:
I just click install and the download is going on, and then at the end of the download this error pops up. I didn't move the file folders.
So you've tried multiple times to download and install the game?
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20 minutes ago, METALLIX said:
hello, can you tell me how to fix this error? ,,An error occurred whilst installing this application. Error details: Failed to install package games ~woa~1.0.0.0~always_environments2.zip"
Hey Metallix, is this happening every time you try to install it? At the same place?
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2 minutes ago, Trollek said:
Tbh, one of the first nice things I noticed playing the game for the first time, was two free combat charaters, that were quite different in terms of role: close quarters machinegunner and long distance fighting rifleman. It is nice to have choice of playstyle. That's why I personally dislike the idea of making rifleman priced. However, if you think this is necessary, let it be.
This is exactly why I haven't done it and it's only been a floating idea! I wanted players to have a choice between those two different roles at the start of a match and when they have next to no money.
It's something to certainly think about, but I am more interested in fine tuning their roles balance better first than making them cost anything. Thank you for your feedback on the idea!
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2 minutes ago, Trollek said:
How about rotta carabine? It is very powerful and also has great rof. You literally can rush onto three ppl without thinking about it and win. Moreover, you don't really need too much skill, unlike Iphigenia which requires good aiming skill.
At least these are mine experiences so far.That's a very fair point, and I'll be reviewing the Carbine as well to see how this has effected the balance between them in the long run.
I have been thinking about making the Rifle Infantry cost 150, like the Scout. This would validate how powerful they are better, what do you feel about this idea?
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19 minutes ago, Trollek said:
Really, Arti bolt rifle nerf?
Yeah, it's a very strong weapon still. But now you can't go in alone against 3 people with machine guns and win without thinking about it.
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Hey everyone,
Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here!
This is the first patch of many to address the top balance issues raised, along with other bugs and improvements.
Here's the full 1.0.0.5 change list:
Spoiler- Increased Supply Kit Ammo Capacity from 5 > -1 (should fix Supply Kits not properly refilling ammo)
- Fixed Harkonnen Repair Tool third person model having Atreides textures to Harkonnen
- Increased Conquest Tick Interval from 1 > 2 (Conquest maps won't last in 10 minutes anymore)
- Decreased Shield Regeneration hit points from 5 > 1
- Decreased Shield Regeneration Interval from 1s > 0.1s (Shields will smoothly regenerate)
- Fixed Harkonnen Scout Radar Visible icon not appearing
- Removed Fire swapping hint from Flamethrower Infantry
- Setup the Spice Storage A and C Capture Points
- Setup the Temple A and B Capture Points
- Setup the Smuggler Cache B and C Capture Points
- Setup Temp Silos on Conquest maps apart from Clifftop Pass
- Potentially fixed z-fighting on House Atreides spawning platform on BFD_CQT_SihayaRidge
- Fixed Capture Points on BFD_ZidarValley to be the correct Letters
- Fixed Capture Points on BFD_ZidarValley to be in the correct HUD order
- Created new Harkonnen Containers
- Repair Tools now Disarm Mines (Anti-Personnel Mine and the Claymore)
- Decreased Iphigenia Bolt-Action Rate of Fire from 0.85 > 0.65
- Decreased Iphigenia Bolt-Action Falloff Range Start from 70 > 45
- Decreased Grenade Launcher splash damage from 100 > 75
- Increased Grenade Launcher clip size from 3 > 4
- Decreased Grenade Launcher Explosion Damage Radius from 6 > 4.5
- Increased Hawk Sniper Accurate Recovery Rate (Movement) from 12 > 19
- Increased Designated Marksman Rifle Accurate Recovery Rate (Movement) from 12 > 19
- Decreased Achillus MK.VI Damage Falloff Range End from 250 > 200
- Decreased Achillus MK.VI Damage from 30 > 25
- Increased Achillus MK.VI Rate of Fire 8.5 > 6.5
- Decreased Achillus MK.VI Spray Angle Increase Per Shot from 0.90 > 0.83
- Decreased Achillus MK.VI SEMI Rate of Fire from 15 > 10
- Decreased Rotta Carbine Rifle Falloff Range Start from 80 > 45
- Adjusted Rotta Carbine Rifle Recoil to be less jarring
- Adjusted Rotta Carbine Rifle Spray to not have Negative Values while ADSing
- Increased Skin Melter MK.2 clip size from 50 > 75
- Decreased Skin Melter MK.2 Flamethrower damage from 4.59 > 3.59
- Increased Skin Melter MK.2 Flamethrower Explosion damage from 2 > 3
- Increased Skin Melter MK.2 Flamethrower Explosion Damage Radius from 3 > 4.5
- Increase Skin Melter MK.2 Flamethrower velocity from 50 > 65
- Designated Marksman Rifle is now Automatic firing
- Hawk Sniper Rifle is now Semi-Automatic firing
- Decreased the Mutilator Shotgun Spray Angle from 5 > 4.5
- Fixed Harkonnen Timed Sabotage Device Weapon playing looped audio
- Decreased Silenced SMG clip from 30 > 20
- Decreased Silenced SMG Ammo count from 180 > 140
- Decreased Silenced SMG Damage Falloff Range Start from 20 > 15
- Decreased Silenced SMG Damage Falloff Range End from 150 > 100
- Grenades now bounce more predictablyLet us know what you think of the changes, and remember to measure your water usage!
[blurb]Battle for Dune: War of Assassins Infantry Release Patch 1.0.0.5 is finally here! This is the first patch of many to address the top balance issues raised, along with other bugs and improvements.[/blurb]
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Hey everyone!
Patch 1.0.0.4 is now live and on the server! This patch addresses a few map issues in terms of stuck spots and some graphical issues (still working on the strange mesh flickering on BFD_CQT_SihayaRidge) and a few crashes that people have been experiencing! We're still tracking down the cause of the other crashes, thank you for being patient with us!!
1.0.0.4 change list:
- Removed Shader Cache
- Removed screen countdown display on Timed Sabotage Devices (was casuing crashes)
- Fixed a crash causing error around Ammo Swapping code
- Change Harkonnen Submachine Gun muzzle position to have same height offset as Atreides Submachine Gun vs the sights positioning (this should make them feel similar)
- Fixed being able to shoot the Atreides Barracks from just outside the Harkonnen Base on BFD_LonelyRoad
- Fixed stuck spot at the back of the Atreides Base on BFD_LonelyRoad
- Decreased Atreides Wingtip Shotgun damage from 12.5 > 12
- Increased Atreides Wingtip Shotgun Inner Spray Angle Ratio from 0 > .33
- Increased Atreides Wingtip Shotgun Inner Spray from 0 > 4
- Increased Harkonnen Mutilator Shotgun Inner Spray from 0 > 10
- Decreased Harkonnen Mutilator Shotgun Outer Outer Spray from 18 > 14
- Increased Harkonnen Mutilator Shotgun Inner Spray Angle Ratio from 0 > 0.5
- Fixed stuck spot on A Capture Point on BFD_CQT_ClifftopPass
- Deleted grey cube between Harkonnen spawn and C Capture Point on BFD_CQT_ClifftopPass
- Slightly moved C Capture Point towards the Atreides spawn on BFD_CQT_ClifftopPass
- Added Projectile Collision blocker in front of Atreides Silos on BFD_CQT_SihayaRidge
- Added some cover to the Harkonnen approach to A and B Capture Point on BFD_CQT_SihayaRidge
- Added more dead Glowblobes to BFD_CQT_SihayaRidge
- Replaced non-tiling rock texture on BFD_CQT_SihayaRidge
- Added additional building to Temple Level for Line of Sight break on BFD_CQT_SihayaRidge
- Moved Out of Bounds warning boundary closer to map boarders near the Pyrimid on BFD_ZidarValley
- Added support to show loading status for clients that are in the game but haven't finishedAnother patch update down, now go and enjoy your Spice Coffees!
[blurb]In the latest patch for Battle for Dune: War of Assassins Infantry Release we address some map stuck points and visual issues, along with some of the crashes people have been experiencing! [/blurb]
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Hey everyone,
Battle for Dune: War of Assassins Patch 1.0.0.3 is now live! Here's the change list:
- Removed blocker obstructing part of the Atreides Tunnel on BFD_CQT_TsimpoVaillage
- Fixed Atreides Windtrap exterior seam
- Removed collision from Console antennae
- Fix Alpha Blending issues on BFD_CQT_HaggaGulch
- Fixed a stuck spot inbetween Capture Point C and the Atreides base on BFD_CQT_HaggaGulch
- Fixed blending texture issues on BFD_CQT_HaggaGulch
- Improved lighting in Smuggler Cache cave on BFD_CQT_HaggaGulch
- Removed lightening storm from BFD_ZidarValley (hopefully should reduce crashes)
- Fixed being able to get onto Harkonnen Wall narrow path on BFD_LonelyRoad
- Fixed a stuck spot around the ground glowglobes in the Harkonnen base on BFD_LonelyRoadWe know this is a little late notice, but there is a Battle for Dune: War of Assassins Infantry Release Game Night today/tonight at 7PM GMT!
That's all for now, don't get too dizzy from too much Spice!
[blurb]Battle for Dune: War of Assassins Patch 1.0.0.3 is now Live! Check out what we've fixed in Hagga Gulch, Lonely Road, Tsimpo Village and Zidar Valley. Also, don't miss tonight's Game Night![/blurb]
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Hey everyone,
We've pushed out our first sizeable bug fixing patch! This update contains a variety map fixes, HUD updates, Credits corrections and fixing the killer Supply Kit!
Here's the change list:
- Fix Credits going outside of the box
- Fixed how the Supply Kit gives ammo, this should fix the killing issue
- Increased Chat Box size and slightly reduced font size
- Fixed Atreides spawn area Damage Zone on BFD_CQT_TsimpoVillage to stay within the marked area
- Fixed BFD_CQT_TsimpoVillage Atreides spawn top camping position
- Added Exit Objective Markers to Harkonnen Spawn Tunnel on BFD_CQT_TsimpoVillage
- Fixed Atreides spawn area Damage Zone on BFD_CQT_SihayaRidge to stay within the marked area
- Moved Atreides entrance lights and lighting issues on BFD_CQT_SihayaRidge
- Regenerated Pathfinding on all maps for better bot support
- Fixed terrain around Atreides Base cliff path, stopping people from getting onto of cliff on BFD_CQT_ClifftopPass
- Fixed gap at tunnel entrance next to C on BFD_CQT_ClifftopPass
- Moved barrels in Atreides Base tunnel that's a stuck point on BFD_CQT_ClifftopPassHave fun and consume Spice!
[blurb][/blurb]
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4 hours ago, DVD Player said:
As of late, it seems like Voe has been on an absolute power trip enforcing rules that do not exist to a degree that has lead to the muting and threatened banning of established community members over trivial items. Prior to these events, frequent jokes in the discord (and, by extension, in-game as well) revolved around "Bodily Fluids and Excretion". While jokes are jokes, often times these jokes would extend to the use of gifs that would range from tame as hell to borderline explicit. In response to this, action was taken, and in regards to especially the use of the gifs where it it very closely toed the line of the "Do not post pornography/gore" rule, I can understand why the action was taken and why the moderators stepped up to put a stop to matters.
Except, action did not stop there. The enforcement of this "rule" has extended to even the removal of a video from the chat simply because it was titled this: http://puu.sh/J8hfK/a6fb8edfa9.jpg. It has also extended to the 1-week timeout of Sith and Greyson simply because Voe had felt they had overstepped a rule that is not at all stated in the community guidelines and in which nobody else at that moment had any problem with.To make matters worse, Voe essentially admits to the fact that there was no actual rule being broken, and that Sith was muted with threat of ban simply because some people "wanted it" and that there's a witch-hunt involved, as seen in his DM's http://puu.sh/J8hp3/940c9a9314.png
Enforcement is also highly inconsistent when you're basically allowed to post the vomit emoji, which is honestly pretty frontal and graphic. But, it's clear the rule was entirely only made to target one member and one member only, rather than actually and responsibly take care of a community.
The enforcement of these sudden, vague "rules" that are not at all enlisted in the guidelines over perfectly harmless jokes that would be A-okay to see in a completely normal PG-rated film is unacceptable, furthermore that the mods then go to bend the definitions of existing guidelines in an attempt to justify this behavior. Hell, they're even equating making a poop joke to be on the same level as actual hate speech simply because they don't like it http://puu.sh/J8hqQ/ee0bf2ba1b.png.
At this point, the mods are going on a full power-trip and being absolutely over-the-top and nailing down even just plain fine and innocent jokes, but also so far as to threaten with banning long-time established, even donating members as Sith when they haven't even broken a rule.
If you can't justify moderator action on something with proper and clear-cut community guidelines such as posting porn/gore, actual hatespeech or flaming, and essentially listen to a couple people who have a vendetta to enforce a witch-hunt because they want to? That's not proper, responsible moderation, that's abuse plain and simple. Moderators need to either enforce clear-cut and rational rules, or if those rules are not adequate in covering behavior that would otherwise warrant a reasonable response, then craft community guidelines that are properly airtight and easily understood by the community, as well as give the community a proper chance to read and understand those changes. Otherwise, the moderators should back off, and if this community wants to be taken seriously as a community, then they need to be held accountable for their actions.
I've seen you state many times across your posts about a clear outlining of the subject matter needing to be addressed in the rules. However, if we started this approach, we'd be going with an endless list of every subject or phrases that you can't say/use and anything that isn't in that, that we've missed we will be slated for. that seems like the system you're going for.
Do you feel this an unfair assessment of what you're referring to and asking for?Instead, we use the rules as area guidelines and expect people to use their common sense with certain subject matters. That way, with incidents such as these, we warn the offender(s) with what area/rule they have broken and why.
From what I've seen in the IA channel since this all happened, is Voe putting out the same continuous message of not to post such content and sticking to that. An emoji isn't really comparable to the content that's being moderated, and we've not had anyone complain about it. But if you do have a complain about it, then feel free to raise it in a separate thread and we'll all discuss it.
What and where do you feel the inconsistencies are being made from the repeated message being acted upon?
Your reference to Alp making an example and it containing context with hate speech was actually explained to you at the time. It feels like you've either taken that quote out of context intentionally or weren't in the correct frame of mind to understand what he was trying to explain to you. The example he stated was in reference to the approach of moderation, that it's not an instant heavy handed approach, but a more cautionary and softer approach at first.
If this is intended to be taken out of context, it feels like you're grasping at straws to bolster your argument and make the situation seem worse than you can initially make it out to be.1 hour ago, DVD Player said:"Somewhat flexible" is being generous at best here. The standard for what is okay and what is not to say is not only WILDLY incoherent (a video titled "I take a poo on building" is bad but I can still say normal cuss words? What's the standard here?) but entirely misguided. If your intention is to reign in the chat, you're going about it completely wrong by invoking grade-school standards of "don't say peepeepoopoo jokes or you'll have to go sit in the corner". It shows no time was spent trying to come up with a plan and seeing what gets moderated and what is not, it's so very obvious that situations are purely being cherrypicked and the new "rules" are being used as excused to punish members that are disliked versus those that are. There's no clear standard or guideline being upheld, and any excuses for trying to frame it in existing rules have been farfetched at best.
Humor, especially if we're talking "potty humor" (christ, the fact I have to frame it like this), is an incredibly broad subject in its rhetoric and execution. It can range from the incredibly tame to the explicit and discomforting, as can be said about jokes involving any subject ranging from violence, murder, sex, or what have you. At the moment right now, the environment you're cultivating is like if I were to get banned from a TF2 server because I equipped Jarate. A blanket prohibition is absurd, and the execution is poor, and I'd hope that the moderation team would have the rationality to be able to distinguish what is crossing the line and what is not. But clearly not, based on what sorts of actions are being taken.
And, if we continue with such a system, it becomes obvious how clearly easy it is to abuse. Anyone can make an appropriate stink about something someone else is saying and bring about moderator action, and since there's no clear ruleset, it seems like all I have to do is complain about X person's behavior and suddenly they're just in the crosshairs, regardless of whether there truly was any problem with their conduction.
And onto Sith.
All you're demonstrating for me is a bias. You did not punish for past crimes nor illustrate any present rules that were broken. During the conversation that was present, there was no problem with any other member in the conversation that you recently punished him for. You admitted he broke no rule, could not bring one present, and admitted that it was a witch-hunt. I'm not talking about past examples here, because if you failed to act on those that's on you, and that's in the past. I'm talking about the present, and if you're bringing past interactions that have no relevance into current moderation, then that's acting irresponsibly.
Character alone also isn't the point here. Whether someone is a complete angel making a disconcerting post or a total asshat toeing the line, I expect them to be moderated fairly, over clear guidelines.
and I know WHY Havoc's post was deleted. It was incredibly tame, and the action you took was an incredible overreaction. If you're intent on "cleaning up the frontier" as you will, you need to do a much better job than this.
I think we've covered the first 3 paragraphs here (Unless you feel there are aspects that haven't been covered?). But to be clear, we can add some better clauses on how rules are handled so it's clearer on the approach we take to moderation. If this would clear up better on why actions such as these are taken, then great, if not, then why not?
We've covered the rules parts with our approach already. You're argument about things someone has done in the past not being applicable doesn't really hold up, unfortunately. A profile is going to be drawn up against someone who is repeatedly causing trouble, it doesn't just disappear or not come into light when said person does another action that causes trouble, I'm not sure where or what would follow such a system.
I don't think Voe explained the issue here very well in that chat log, but he can defend himself with that. I know that Sith has been flagged a lot with pushing the limits on what's acceptable. He's not the only one, but he does enjoy doing more often than others, and is louder about it.
Why is this incident the one that made you make this post? If this is something that's been going on for so long and you feel so strongly about, why haven't you reported it to anyone higher than Voe? As you've mentioned in Discord, you're a long standing member of this community, you've been around long enough to know how this works. I'm just confused by your approach of conversation in the IA channel and now this post before acting in any other way.4 -
4 hours ago, trunkskgb said:
Interesting idea! No Ordos? Or are they yet to come!
Thanks, Ordos are planned for a later date!
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Battle for Dune: War of Assassins Patch 1.0.0.9 - Grenades & Rifles
in Battle for Dune: War of Assassins
Posted
Hello everyone, it's that time once again. With this year's C&C Renegade anniversary happening this week, and today's Battle for Dune: War of Assassins game night, we thought it's about time for a new game Patch!
Offerings of the Deep DesertGrenades of all Shapes and SizesIn this Patch we have focused on reworking the Throwable Grenades again as we have something new to play with, Drag Co-efficiency. With this amazing new feature to the engine, we're able to change the Grenade's arc apex, at which the Drag Co-efficiency will take effect and make the Grenade fall to the ground more sharply than the downward trajectory of the remaining arc would of allowed.
Along with this, we've also given Infantry Classes that don't have anything to throw Throwable Grenades now. The Shock Trooper, Trooper and Designated Marksman now have Frag Grenades, and the Atreides Sniper has Smoke Grenades!
The Grenade Launcher has also had a rework! The Grenadier hasn't been able to fulfil it's role of being House Atreide's Crowd Control unit since it's nerf about a year ago, and this has becoming painfully obvious as we make continuous tweaks to the game's balance and overall Combat Design. As a result the Grenadier's Grenade Launcher has received a direct damage, Range, Explosion Damage and Explosion Radius buff. Now, I know what you're thinking, all of these buffs at once sounds like he's going to be pretty broken! We've done a lot of testing around how the weapon performs, how it feels like to play against. Concerning the weapon's damage output, we've done small changes to give it the small kick it truly needed.Snipers and Bolt-Action Rifle Velocity
We've also taken a look at Sniper Rifles and the Bolt-Action Rifle. Looking at these Rifle's performance had made us realise how effect these weapons are and how easy to use and master they are, making them incredibly deadly and oppressive in a skilled player's hands.
In light of this we've reduced the Bullet Velocity of the Sniper Rifle, Designated Marksman Rifle and the Bolt-Action Rifle. The knock-ons of these changes result in you needing to lead your shots more often and at ranges of around 80-100 meters, you'll need to start accounting for Bullet Drop/Arcing.
The Outline ShaderAnd as a final note, we've made the difficult decision to remove the recently added Outlines that appear around Infantry at a close distance. As much as this is a fantastic feature to see Infantry from both Houses on different backgrounds easier to see when fighting, it also completely broke the effect of Smoke Grenades.
When an enemy Infantry was concealed inside of a Smoke field, their Outline would appear when you reach within 25 meters of them. So with this, we chose to remove this feature, however it may return if we figure out how to avoid this issue!
Here's the change list for Patch 1.0.0.9:
Misc
- Re-enabled Anti-Aliasing
- Disabled Infantry Outlines
Rifles
- Decreased Hawk Sniper Rifle Velocity from 1400 > 700
- Decreased Brain Needle DMR Velocity from 1000 > 600
- Decreased Iphigenia Bolt-Action Rifle Velocity from 1000 > 700
Grenades
- Shock Trooper and Trooper Infantry Classes now have Frag Grenades
- Sniper Infantry Class now have Smoke Grenades
- Designated Marksman Infantry Class now have Frag Grenades
- Decreased Grenade Launcher Explosion Grenade_Splash Warhead against AP Mines & Claymore Armor Mines from 0.750 > 0.400
- Increased Grenade Launcher Damage from 30 > 50
- Increased Grenade Launcher Range from 75 > 150
- Increased Grenade Launcher Bounce Damage from 30 > 50
- Increased Grenade Launcher Bounce Range from 75 > 150
- Increased Grenade Launcher Explosion Damage Radius from 6 > 7
- Increased Grenade Launcher Explosion Damage Inner Radius from 3.5 > 5.5
- Increased Grenade Launcher Aim Helper Rate of Fire from 1 > 8
- Increased Grenade Launcher Aim Helper Range to 150
- Decreased Ducal Frag and Heartplug Grenades Range from 75 > 50
- Increased Ducal Frag and Heartplug Grenades Velocity from 60 > 80
- Increased Ducal Frag and Heartplug Grenades Gravity from 2.25 > 2.50
- Decreased Ducal Frag and Heartplug Grenades Elasticity from 0.05 > 0
- Decreased Ducal Frag and Heartplug Grenades Max Bounces from 10000 > 250
- Increased Ducal Frag and Heartplug Grenades Drag Coefficient from 0 > 0.09
- Decreased Ducal Frag and Heartplug Grenades Explosion DamageRadiusInner from 3.5 > 2.5
- Decreased Ducal Frag and Heartplug Grenades ammo count from 4 > 2
That's it for another Game Update!
This was a pretty wordy update, but I hope you guys found it informative all the same! As a reward, why don't you join us for our Battle for Dune: War of Assassins game night tonight (if you're reading this on the 28th of Feb), we hope to see you there!
[blurb]Hello everyone, it's that time once again. With this year's C&C Renegade anniversary happening this week, and today's Battle for Dune: War of Assassins game night, we thought it's about time for a new game Patch! [/blurb]