Full notes
Full Days of War: Definitive Edition update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone, This months update comes a few days late, so we'll dive right in. First thing up is a discussion about recoil.
What changed
- Balance
Recoil
We are big fans of games that are "Easy to pick up, Hard to master" We've always thought that DoW should have challenging recoil, and when we say challenging, what we really mean is “difficult to master”. We think having this challenge is an important part of what keeps a shooter fun, by raising the ceiling of how good you can get. Currently, we think our recoil is difficult to master and also can be difficult to pick up, especially for those not used to the mechanics from other similar games. With this in mind, we set out earlier this month to look at our recoil system with a pair of fresh eyes and try to rebuild it from the ground up with two goals in mind: 1) make the recoil more “masterable”, meaning more predictable and less random 2) make the recoil easier to pick up, and more friendly to folks with lower mouse sensitivities who don’t want to pull down so much. Our new experimental recoil system relies much less on vertical recoil management and more on side to side, especially when spraying. Even our preliminary internal version feels like an improvement in a lot of ways. By not relying so much on vertical recoil we can still keep a higher skill ceiling on our autos while solving some of the problems that make our current system hard to pick up. Though we aren't stopping here, we want to introduce hardcoded recoil patterns that are more predictable, thus making the automatic’s recoil more learnable and less random. A few days ago Rainbow Six Siege announced they were switching over to recoil patterns, so if it's a topic that interests you there is plenty of discussion in their communities about the feature. Our hypothesis is that the combination of both changing the recoil shape and reducing the amount of randomness will satisfy our two goals, and will generally be an improvement over our current system. While going through this process we had another interesting development. As you know we’ve taken a hard stance on our removal of ADS on autos since our update in June. Obviously this was a controversial decision, and not one we made lightly. Our primary reasoning behind the decision was we couldn’t find a good way to reconcile our recoil system with an ADS mechanic that functioned well and wasn’t overpowered. However, with the advent of our new recoil experiments, it seems the situation has changed.
Based on some preliminary testing ADS is definitely back on the table.
To be clear, this doesn’t mean ADS is coming back for sure, it only means it is back on the list of things we are considering. In the next month or two we will announce an event to test our new recoil system with ADS turned on. We want to gather feedback from all points of view, whether you are completely pro or anti ADS, and we will use that feedback to determine the best path forward. We were hesitant to announce this until we were totally sure, at the risk of seeming like we are flip flopping on our positions. And to some degree we are. As we are going through early access, we are learning a lot, and we are
Source
Changelog.gg summarizes and formats this update. How we read updates.
