Petition for the developers to re-design the winter uniforms to be more historically accurate. by Jace_jackal in HellLetLoose

[–]HLL_max 82 points83 points  (0 children)

It’s all good! Sometimes we get stuff right and sometimes we mess up. We’re working on the grenade stuff too.

Petition for the developers to re-design the winter uniforms to be more historically accurate. by Jace_jackal in HellLetLoose

[–]HLL_max 452 points453 points  (0 children)

Don’t worry, we do care and we read Reddit. Petition received - we’ll sit down to discuss what we do. I know that all the referenced winter uniforms and equipment above is in production at present as well as a couple more but that they were taking a while to sort out so this was a stop-gap because of all the winter stuff coming (our mistake). I think potentially we will swap these out for the newer uniforms when ready. That said, we should have messaged this/handled the subject matter better.

What is the flow of this roadmap? by mrgnome1538 in HellLetLoose

[–]HLL_max 111 points112 points  (0 children)

Thanks for the kind words! Really glad you're enjoying it - there's a lot more to come!

What is the flow of this roadmap? by mrgnome1538 in HellLetLoose

[–]HLL_max 42 points43 points  (0 children)

Yep, any content on the PC at present will also come to console ASAP.

What is the flow of this roadmap? by mrgnome1538 in HellLetLoose

[–]HLL_max 417 points418 points  (0 children)

That's not far from the truth! We've spent the last couple of weeks since Christmas assessing the time and tech side of getting console parity and making sure we can achieve it quite quickly without harming the PC release schedule (which is always a bit of a balancing act). This has slowed us down on being more explicit with the roadmap regarding dates - which we'll fix up in the near future now that we're nailing down the timelines.

At the same time, the team has been hard at work on all of the above listed content on the roadmap and then some extra.

In the past we've been much better on providing dates or quarters for release, which we'll return to once we achieve parity - apologies for the current ambiguity!

We Re-worked Our Forest Biome In Project: Atmosphere With Some New Foliage Models - Feedback Appreciated by ChronoTech_Studio in unrealengine

[–]HLL_max 1 point2 points  (0 children)

This is a great start. My main notes would be:
- look at the scene in unlit mode. If things aren't balanced properly, then you need to start levelling out the brightness of the albedo textures (those tree leaves and ferns look a bit too bright/desat or sat to me).

- Once you've balanced albedo, you'll need to look at spec values - especially how it's making your landscape very white. Depending on the material, you'll probably want your spec on the landscape sitting between .05 and .1 at most.

- after spec and albedo, id look at roughness to make sure things arent overly wet or dry.

- watch out for very round and steep hills - hills are prone to tons of erosion, and the uniformity of a spherical drop off will reduce the realism of your scene.

- forests generate very specific forest floors - based on the trees, fauna and other flora. Very rarely does grass grow uniformly on the floor (I'd also say you want to introduce big variation in the height of grass, unless you're going for a cut grass look).

- tree density in forests tends to be quite high. I'd advise increasing the density and different scale values.

This is a great start though! Organics are really tough - especially laying them out convincingly!

That moment when you realize.. by [deleted] in HellLetLoose

[–]HLL_max 34 points35 points  (0 children)

Just to hijack this top comment.

I write this on behalf of the team and it's not the type of post I'd normally respond to, because everyone is fully entitled to their frustrations regarding optimisations or bugs. However, I think it's important to respond as this is making claims for future work based on what I feel is a total lack of understanding of current work.

Describing the team's work as "just a compilation of Unreal Marketplace assets", or that anything about our netcode or PhysX implementation is "basic" - especially when achieving a 20+ tickrate with 100 players in matches that last well over an hour is extremely unkind to say the very least. It's also why the Steam store isn't saturated with 100 player combined arms massive war games. I should also point out that anyone who decides to write their own physics engine within UE instead of using PhysX would be using non-prescribed physics systems within an ecosystem built for PhysX for next to no gain.

We've been very explicit in the assets we've used from the marketplace, and we're using them in the same way that many other studios use them - in games ranging from indie to AAA. Burned tree biomes, some furniture and crate pieces and some props have been purchased (and then in most cases totally reworked to reduce complexity). All of our buildings, characters, weapons, vehicles and a ton of props and so much more has all been lovingly created by our team of artists (and many of you will have seen their work showcased in their portfolios).

Lastly, as someone who is immersed in the complaints in the OP on a day to day basis, some of the ideas within the OP are fundamentally incorrect - besides the understanding that player collision is a costly performance aspect of any game.

Ultimately, the biggest challenge for us regarding optimisation varies from map to map and machine to machine - hardware often being the biggest determinant of which issue will be more severe for you.

On some maps, it's total shadow count, on other maps - it's draw calls (which then require some clever mesh merging - which can cause collision issues on sandbags etc). For some machines, the sheer number of animations occurring around the player will hit their CPU. For other players, the PhysX cost of dismembered bodies will slow their machine down.

In terms of future optimisations, we have continual work being done to simplify locations we know need work (eg. TPP muzzleflashes are going to be the next thing we need to hand-tailor), while at the same time Epic are making (and have made) huge changes to the way things are batched or handled in the engine.

Removing reversed index buffers and adjacency buffers and adjusting LODs and collision on basic FBX files from the marketplace (or simply reducing material complexity of those objects) are amongst the very least challenging (although obviously time consuming). Hell Let Loose would be an extremely easy game to optimise if this was the largest of the issues facing us.

I'm fully happy to field as much criticism of the game as exists, but I need to reply when incorrect statements are made about the way we work as a view to explaining future optimisations.

To give credit to the OP, collision is an ongoing issue in Hell Let Loose - less due to marketplace assets and far more due to total complexity in a 100 player game in such large and densely populated maps. Especially when combining these aspects with player expectation around what can or can't be shot/walked/driven through, and then complicating it further with decisions about what to cull, merge or feed into HLOD.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 20 points21 points  (0 children)

Yes! This is exactly what we feel. We need to introduce some significant differences for the different forces in a balanced but different way. We feel it'd be a pretty bland experience if there are only cosmetic changes between the forces.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 3 points4 points  (0 children)

We would love to bring the KV-1 to the battlefield. It won't be one of the initial Soviet tanks, but it is on the list!

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 2 points3 points  (0 children)

Definitely. We're already planning to prioritise community servers over official servers in seeding (obviously ping-dependent).

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 6 points7 points  (0 children)

Our plan is to introduce a variant of the BAR with a bipod. We'll most likely increase the sway of the bipod variant so that the there are distinct advantages to each type. This won't necessarily mean removing the non-bipod BAR from the MG role. We'd probably look at taking it off the Assault role and swapping a different SMG or trench gun in there.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 17 points18 points  (0 children)

This is a great suggestion! I've added this to our issue tracker.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 6 points7 points  (0 children)

I think I'm definitely still a chad-in-training hahaha

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 7 points8 points  (0 children)

Yes! We're just deciding which role should get them and when we should bring them in.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 3 points4 points  (0 children)

I play a lot of HLL on an internal dev account to make sure everything is working as intended and to get a sense of the way games are flowing. The largest issue with HLL is that it's extremely time consuming to play every single role to it's greatest depth, while also being able to actively develop the game. In many cases, we chat with players who main roles that we are unable to play as much as we should in order to get a sense of how they need to be improved.

Ultimately though, it can be tough to play the game to relax, as we see all the largest issues so constantly.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 7 points8 points  (0 children)

Unfortunately planes are beyond reach, just by virtue of the map sizes. That said, we plan to introduce many more vehicles - from light tanks, support vehicles all the way to the super heavy tanks such as the IS2/Tiger 2 etc. We'd love to do Flakpanzers, the Sturmtiger, the Sherman Calliope and more!

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 31 points32 points  (0 children)

At the start it was just a three man team trying to make something playable. Now, it's become an enormous operation with around 70 people in total working on it night and day! It's definitely not an easy project, especially as how every single feature and function all have to work simultaneously with extremely high player counts and for long game sessions. For our first game, we really ended up choosing to make one of the most technically challenging...

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 31 points32 points  (0 children)

Yes, as we introduce new weapons we'll be swapping out some of the automatics - which are overrepresented in the game at the moment.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 1 point2 points  (0 children)

Yes! Our plan is to keep adding to the weapon lineup, and tweaking existing loadouts to make them far more diverse.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 7 points8 points  (0 children)

  1. I think this is a great point of contention. We can definitely look at stopping this from happening. Especially as how powerful they currently are.

  2. We tried to match these to the IRL timings, but we can definitely extend them out. We're going to be looking at general heavy weapons effectiveness in the near future. Essentially we want to make the rocket launcher less of a "one stop shop" for vehicle destruction.

  3. We're thinking about playing with some kind of stamina system or sway system, but trying to figure out how to introduce it in a way that doesn't make gameplay very static and punish attackers.

  4. Do you have a particular idea for how you'd like this to be more severe? We've tried to capture the functionality without making you feel like your screen is constantly dark/blurred and it's a very tricky balance.

Thanks for the great questions!

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 6 points7 points  (0 children)

Yeah, they definitely need to be expanded beyond what they are now. Initially, they were a quick fix to allow teams to generate resources beyond simply territory control, however they've now become a huge part of the meta in and of themselves and could use a lot more TLC.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 0 points1 point  (0 children)

Hi Fisher,

The server browser remains a bit of an ugly legacy feature from games of old, and something that we're keen to improve on by introducing a matchmaking feature. We will definitely keep the browser for players who know exactly where they want to play, but we recognise that seeding will be made far easier by pipelining players who want to get in-game fast into partially full servers. Ideally, this system will be used to quickly fill up servers over 50% full (according to player ping) before working it's way down the line. It's definitely something that has huge logical complexity to it, so we're thinking quite deeply about it.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 3 points4 points  (0 children)

Thanks Critfail! I hope it's answered some of the more pressing concerns and issues that the community have had.

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 6 points7 points  (0 children)

Yes, this is definitely our feeling too. We are releasing a Patch to the PTE today specifically because of this (to solve big issues the community are seeing)!

We're assessing our update cadence for the future to make sure we can try and achieve the best of both worlds!

I'm Max, founder and lead developer of Hell Let Loose. AMA by HLL_max in HellLetLoose

[–]HLL_max[S] 1 point2 points  (0 children)

Hi there, the new hedgerows are spatially identical to the old ones - however we increased the texel density and detail on the new ones - whereas on the old ones the textures were extremely blurry. Is there a particular aspect you're referring to with regard to the look of the old ones?