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Full Z-Grav: Clash update
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What changed
- Gameplay
- Performance
- Server
- Maps
- UI and audio
Z-Grav: Clash changes
Hi, I'm Neal, the producer of Gravity Royale. The Pre-Alpha test has lasted for seven days and concluded successfully. I'd like to express my sincere gratitude to all the players who participated in our game's Pre-Alpha test. Your involvement made this test meaningful.
Next, I want to share the overall results of the Pre-Alpha test, suggestions from everyone, and our plans for the next phase.
Pre-Alpha test Results:
Game Progression: It was possible to complete the entire game progression successfully. The entire Battle Royale gameplay process, including lobby matchmaking, parachuting, battles, match settlement, and returning to the lobby, could be smoothly completed.
Client Performance: In the QUEST 2 version, the frame rate remained consistently at 60+ throughout the gameplay, ensuring smooth movement during battles. Some PC streaming players experienced a "mysterious space" issue at the start of the game where the scene was completely black, with only the controller ray visible. Most players were able to resolve this problem by restarting their devices or PCs.
Network Performance: On the first day of the server launch, there was an issue with black screens preventing players from entering the game. After restarting the servers, everything functioned normally. Since only two servers were set up in Asia and North America, players from other regions experienced high network latency and lag issues. In the next test, we will add more battle servers to improve the network experience for all players.
Player suggestions:
During the Pre-Alpha period, players provided numerous constructive suggestions. We have compiled and selected the most common ones, which are listed below:
1. Interactions:
a. Loot picking is challenging, requiring precise aiming and often being obstructed by the belt and reload areas. b. Opening and closing the map is annoying, and it's easy to accidentally trigger it during battles. c. The interaction between the 2D and 3D interfaces in the backpack confuses players' understanding.
2. Weapons:
a. Players would like to have melee weapons. b. The interface for attaching and changing weapon accessories has a low success rate for triggering the accessory change. c. It's difficult to master the aiming and zooming mode.
3. Teammates:
a. Finding teammates' positions and identifying them during gameplay is challenging. b. Players hope to have a feature that allows them to match into the same game with their friends.
4. Others:
a. The grappling hook often triggers the loading sound effect erroneously. b. Vibrations frequently trigger incorrectly.
Future Plans:
We have already begun the process of redesigning the interaction system, including looting, map interaction, and backpack interaction, striving to make the interaction more comfortable to use.
The aiming system and attachment swapping system for weapons will undergo a redesign.
New weapon types will be added (such as melee weapons), and aesthetically pleasing playable characters will be introduced.
In the next version, we will consider incorporating physical attributes into interactive items, including but not limited to weapons, medicine, and bullets.
We will add a friend system that allows players to team up with their friends and fight in Battle Royale together.
We will continue to optimize the network and add more combat servers.
Once again, thank you all for your participation and support. We will strive to improve the game and ensure that every player has a pleasant experience. We aim to make significant progress in the upcoming tests and development. Please stay tuned for our updates and announcements!
With Much Love, Neal
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