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Showing posts with label Dev Blog. Show all posts
Showing posts with label Dev Blog. Show all posts
Thursday, November 8, 2012
Hello! This is Mr. J from the Combat Arms Planning Team.
This week's topic is a sensitive one, and something that a lot of you are probably curious about. I'll be having a Q&A session with our Balance Designer, Desperado, on the topic of new Combat Arms weapons. I'll be asking plenty of questions from our users.
Mr. J: What is the process for creating a new Combat Arms weapon?
Desperado: The general process of producing a weapon is pretty similar to that of producing general game resources. The process can be broken up into 3 main parts.
Desperado: The general process of producing a weapon is pretty similar to that of producing general game resources. The process can be broken up into 3 main parts.
1) Collection of Materials and Selection
From the beginning, Combat Arms has emphasized realism. That means the process of collecting data and material on real-world weapons is very important. We don't want inaccurate data or material to make it less realistic, so we go through various books, internet materials, videos, exibits and more before selecting weapons to add to the game.
From the beginning, Combat Arms has emphasized realism. That means the process of collecting data and material on real-world weapons is very important. We don't want inaccurate data or material to make it less realistic, so we go through various books, internet materials, videos, exibits and more before selecting weapons to add to the game.
2) Modeling the Weapon
Once a weapon is selected, the 1st/3rd person modeling, animation, and FX production tasks are taken on by the graphics team. At the same time, the programming team works on weapon operation and resource allocation processes. This will create a 1st draft form of a weapon that can be used in the game. This still leaves the sound process to complete. Once a separate sound team gets the resources, they work on sound effect production and sound linking. By the way, in our background music, all the guitar music is played by a member of our team. I hope I can introduce him sometime!
Once a weapon is selected, the 1st/3rd person modeling, animation, and FX production tasks are taken on by the graphics team. At the same time, the programming team works on weapon operation and resource allocation processes. This will create a 1st draft form of a weapon that can be used in the game. This still leaves the sound process to complete. Once a separate sound team gets the resources, they work on sound effect production and sound linking. By the way, in our background music, all the guitar music is played by a member of our team. I hope I can introduce him sometime!
3) Weapon Balancing
If the previous processes are finished, then it is time for the actual balancing. The basic balancing directions for the weapon have already been decided in the previous steps.
If the previous processes are finished, then it is time for the actual balancing. The basic balancing directions for the weapon have already been decided in the previous steps.
Balance data including perturb, firing rate, directional recoil, precision, weight, and modification effects can all make a minuscule or a large difference. About 100 of these values are determined at this point. Although the 1st objective at this step is to recreate the feeling of the actual weapon, this process also seeks compromise. This is due to the difference in operating the weapon in real life vs. in game. So this is a process of adjusting to the weapon operations in game while attempting to keep the feeling of the real weapon.
At this point, we would be about 90% done with the whole process. The other 10%, although not much compared to the other portions, is still a important step. It is the process of testing.
We perform multiple tests, checks, and revisions on previous process outputs. After we have everything tuned just right, the weapon is ready to be added to your arsenal.
Mr. J: What kind of weapon should I use to become better?
Desperado: That is probably the hardest and most sensitive question to answer.
Desperado: That is probably the hardest and most sensitive question to answer.
If we take a look at the different types of Combat Arms weapons, they can be divided in the following categories: Low-level GP weapons, High-Level GP weapons, NX weapons from the Black Market, weapons from Cases, and Epic-level weapons.
Of course, the weapons listed above have differences in how they are balanced, depending on their category. The difficulty of obtaining a certain weapon is reflected in the balancing of that weapon.
The difficulty level of obtaining a certain weapon is reflected in the balancing of that weapon, such as: the time it takes for one to acquire enough EXP to get past the level restriction, the efforts to save enough GP, working to earn money in real life to charge NX, or completing surveys for free NX.
But it is not designed so that the higher difficulty balance equals much more damage or faster firing rate and such.
This is because I think that even though players should be rewarded for their efforts in obtaining the weapon, in the game everybody should be on a level playing field when competing.
So what would be the standards for establishing a level playing field? Why aren't I getting better even after purchasing expensive weapons?
Skill in FPS games is not decided by comparing the difference in damage between the enemy and myself. This is because everybody has different individual playing tendencies such as mastering certain weapons, using their own key control methods, and learning the maps.
These individual tendencies can be easily seen in internal tests.
When various testers test out the same weapon, some testers will be able to perform better than they usually do, while others will be looking at their corpses a lot.
This is the reason why the previously mentioned process of 100 data values adjustments are needed for one weapon balance design.
There are hundreds of guns in Combat Arms and they all are able to have their own individual characteristics by adjusting various values.
Finding a weapon that has characteristics that match your playing tendencies will be the key to choosing the right weapon for you in Combat Arms.
I hope that this process of finding the best weapon may become the most entertaining portion of Combat Arms.
Mr. J: What is the objective of the systems like Modification, Customization, and Forging that allow you to tune your weapon?
Desperado: These are processes that allow the individual traits of the weapon to become even more specialized.
Desperado: These are processes that allow the individual traits of the weapon to become even more specialized.
Modifications can be made upon the weapons silencer, scope, or magazines. The use of these parts vary by weapon. These can be seen as methods to aid the user in his or her playing tendencies.
Adding a silencer will allow you to quietly subdue an enemy from behind. An additional scope will allow quick sniping without the need to haul around a heavy sniper rifle. And an extended magazine will allow you to continually harass your enemies.
Customization is the process of keeping the original characteristics of the weapon, but enhancing the weapon on what it lacks.
Say for example that you have a weapon where you like the damage it can cause, but don't like the recoil patterns. Or if the weapon would be the perfect weapon for you, only if the firing rate is improved. These would be instances where you can customize to adjust the weapon to better fit your playing tendencies.
Forging is a process where you can obtain weapons that you can only get from the Emporium.
To be consistent with the concept of Combat Arms, the weapons are mostly based off of modern weapons. But sometimes there are guns added due to their classical charm, such as the Boneyard Shotgun and its skull designs. Some guns are there to add familiarity too, like the Alien Gun or the Toy Gun.
Mr. J: Can you tell us what type of weapons you use, as a bonus?
Desperado: Of the GP Items, I personally prefer the ACR, DSR-1, and the MP7. And of the NX Items I like using the REC7, DSR-1 Subsonic, and CZ Scorpion EVO 3 A1.
Desperado: Of the GP Items, I personally prefer the ACR, DSR-1, and the MP7. And of the NX Items I like using the REC7, DSR-1 Subsonic, and CZ Scorpion EVO 3 A1.
Despite the fact that I have these weapons, my skills have not gotten better. This tells me that that working on this game and being good at it are two completely different things.
I barely keep a 1.1 KDR with these weapons. Sniff, sniff...
Oh, and one more thing! If this Dev Blog gets more than 1000 replies, through Facebook and the Forums, I'll pick the best comment and give the writer 3 of my 30-Day NX weapons.
(Of course, I'm not saying this article is boring without a giveaway!)
(Of course, I'm not saying this article is boring without a giveaway!)
I hope you liked this topic. I also hope that this was able to satisfy some of your curiosity. Now, until next time...
Thank you.
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Monday, October 15, 2012
Miss part 1? Check it out here!
How's it going? I finally get to say my hellos to everyone through this developer blog.
I am Desperado, the Planner for the Combat Arms team.
I'm here to tell you about the Usability Revamps that are being added in October.
The purpose of the Usability Revamps at this time is to review the overall usability of Combat Arms and provide better information to the users, along with making improvements.
The revamps are mainly small changes to new information that is being added. Also, these revamps were made using the suggestions users have made through various channels and internal research.
The small changes include Wait Room List filtering, map list re-ordering, and a safety measure for item deletion.
To explain, the Wait Room Filtering will include filters for rooms available for play, and things like Wait Rooms without passwords and such. These options can be used to sort the Wait Room list to find and connect to a room faster.
Currently, the Map List in the Wait Room is arranged according to the time it was added, so it makes it difficult to find the maps you want. To help this situation, changes has been made to put the map list in alphabetical order. So, if you know the name of the map you are looking for, it will be easier to find.
Lastly, when an item in possession is deleted now, a notification is shown but one wrong click can cost you an item you want to keep. So, as a safety measure against item deletion, we are implementing a check where a special phrase has to be entered to delete an item.
Although the above changes were very small, we took into consideration many suggestions and lots of research to make sure these changes would not hinder any smooth game play.
For a larger change, we are adding a User Blacklist and Shop/Inventory List Method changes.
For the User Blacklist, we have added this to take measures against adverse effects of communication.
We know there are times when someone will continue to pour on insults or take actions that make things uncomfortable for you unrelated to game play. So, a Blacklist has been added to the Other Tab in the Options so that people who bother you can be managed by yourself and communications from those people can be blocked off.
We made it possible to add or remove users through a user click menu or through a chat command.
Lastly, there is a change coming to the Shop/Inventory List. Several hundred items are currently being sold in Combat Arms. So the Combat Arms UI is presented to the users as a list based on text to make it easier to look at the items.
Of course when clicked, item information is provided in a separate detailed space towards the bottom. I know there are users out there who want to see the items as an image without a click on the text, so that they can see it right away. So both the text and image methods will be provided with an option for user to select what they like.
The above information is only part of the revamp and more information will be provided in the patch.
The Combat Arms team is always working hard to collect the suggestions of our users and we hope that this revamp will make the game easier to get into.
Thank you.
--Desperado--
Have your own thoughts on the Dev Blog? Discuss it in the forums!
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Friday, October 12, 2012
Hello. I'm Sniper, and I'm in charge of maps on the Combat Arms Team.
A new battlefield is coming in October! This map is set in Turkey, where Eastern and Western civilizations meet!
We're working on a map that encompasses the distinct cultural and regional characteristics of Turkey.
Map Concept Production
Initially, there was a proposal to make a map based on Taksim Square, the most famous place in Turkey. However, after collecting information on the area, we came to the conclusion that this would not make for a good FPS level. So, we started searching for other Turkey Map concepts.
We ended up with 3 proposals that we felt would best express the distinct regional characteristics of Turkey.
- 1: Ephesos (Roman Historical Site)
- 2: Cappadocia (Volcanic Eruption Area)
- 3: Sultan Ahmet Mosque (Islamic Temple)
Hmm...
Ephesos was a good choice for an exciting FPS map, but towards the later stages of production, we discovered that the complex shapes of the ruins were driving up polygon counts and hurting performance. When we finished work on Cappadocia, we discovered that the map felt more like a nature hike than a slice of Turkish culture.
That left the Mosque, which we felt expressed the rich cultural heritage of Turkey best of all. It was still a technical challenge for us, though, because we would need to re-work the layout of the Sultan Ahmet Mosque to turn it into a quality FPS map.
After a long period of consideration, we decided to commit to this plan, but alter the map concept a little to be "Small bazaar street in Istanbul with a view of the mosque".
We reinforced the theme and setting of the map by placing Turkish flags, carpets, and other decorations all around. We also arranged the map to emphasize the unique appearance of the mosque.
We hope you will enjoy this new map, and check below for a few more looks at it! I'd like to point out that the Turkey Map is still in production and there might be some changes when it is finally released in the future. Thank you all for the interest and support.
Have your own thoughts on the Dev Blog? Discuss it in the forums!
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Wednesday, September 12, 2012
From the Combat Arms Development Team:
After the Daily Job update last May, we received a lot of helpful feedback from players, allowing us to pinpoint areas of the system that needed to be fine-tuned. After all the feedback, we decided to remove Daily Jobs for a few months to polish the entire system and work on adding more interesting jobs.
Now that September has arrived, it’s about time for the new and improved Daily Jobs system to return!
Let's take a look at the improvements you can expect to see in the upcoming patch:
System Improvements:
We realize that allowing only 1 set of Daily Jobs may have felt restrictive, so we’ve removed the daily limit entirely!
Multiple Daily Jobs will be provided, and users will be able to choose the jobs they want to take on from the list. In addition to 3-Step Consecutive Daily Jobs, the new system will also provide one-time jobs with only one step. The only restriction is that players can only take on one job at a time.
We’re also adding a Daily Job pop-up menu to make it easier to find available Daily Jobs for the day when you log in. This menu can be turned off if you find it obtrusive.
General UI Improvements:
With the addition of our lovely new job operator, we've streamlined the interface and removed some unnecessary features.
The three job categories will remain the same: "Available," "Current," and "Completed." Click each tab to review the details and rewards associated with your jobs.
Enhanced Scenarios:
The New Job Operator serves as your secretary, managing not only your Daily Jobs, but all of your Jobs. Clients who wish to hire you will send a request message, and you’ll be able to accept the Job through the Job Operator.
There will be a variety of interesting clients, and their requests will lead to exciting scenarios.
Cosmetic Item Shop
We're also introducing a new Cosmetic Item Shop.
This is where you can go to customize your character's appearance. Whereas gear items focus on enhancing stats, cosmetic items are solely for looks and setting your character apart from the crowd. When choosing body gear, players often had to decide between looks and functionality, but with Cosmetic Items, you can have both.
It doesn’t matter if your best gear is ugly. Simply equip cosmetic items to give your character a whole new look! With the increased number of choices for customizing gear, Clan leaders will be able to choose clan gear that everyone likes.
Cosmetic items are equipped just like gear. If you like the 7% movement speed boost you get from your helmet slot item but don’t like its look, equip a new cosmetic item in the cosmetic head slot to change its appearance.
Cosmetic Items can also provide a tactical advantage. There are certain times when you’ll want to hide the information and stats of your gear by disguising it with Cosmetic Items.
Check out concept images for some of the new cosmetic items.
All this is coming your way in the September update! Thank you for playing Combat Arms, and enjoy all the newest additions!
See you on the battlefield!
Mr J.
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