Hell Let Loose At TwitchCon Vegas
October 20th - 22nd
We’ll be over at TwitchCon Vegas this weekend, where you’ll be able to head on over and play Hell Let Loose as part of a 100-player LAN, plus, we’ll be on the front page of Twitch from 5pm PDT - we hope to see you on the frontlines!Public Testing Feedback
We want to continue to make sure that it is your feedback that helps to guide development, and in order for that to remain the case, we’re going to be looking at re-evaluating when we hold PTE sessions so that we can better populate games for you to fully try out the latest fixes and new content. This means that future public testing sessions will no longer be held on the weekend, and instead be condensed into a shorter time frame to encourage more 100-player lobbies. Thank you to everyone who did join the PTE and provided feedback - we’ve taken a look at your responses, and have been able to make some adjustments prior to release. However, in order to get this patch out to you this month, we haven’t been able to address all feedback from the session at this stage - but it has prompted a much larger conversation around accessibility in Hell Let Loose.Accessibility Conversations
Head-Bobbing
We mentioned in our last developer briefing that dive to prone had been reworked, and as part of that, had worked on camera improvements to prevent camera limitations as the dive ended - which were present with the initial dive to prone implementation. As part of that work, the system that controls head-bobbing was also rewritten to be more versatile and allow for smoother transitions between profiles, while increasing visual quality. By reworking this code, it has also made head-bobbing more noticeable to those who are sensitive to motion. Thanks to feedback from the PTE session, we have now made tweaks to this system to reduce the level of motion. While some players will be pleased to see head-bobbing working, we also want to make sure we’re supporting as many players as possible - and so will begin scoping what is possible in terms of improving accessibility settings.Dive to Prone
Now that this functionality has tuneable parameters, we have been able to tweak these to address your previous feedback. Your responses from the PTE showed that over half of those who submitted feedback agreed that dive to prone now feels more realistic, that players were no longer able to dolphin dive, and the slide distance now feels ‘just right.’Nvidia Filters
As many of you have pointed out, some players will use Nvidia filters to avoid being at a disadvantage on the purposefully-designed night modes. While these filters can be customised to provide more of a competitive edge, it can also deter players who do want to experience the maps as intended. We’ve heard your feedback around this, and will begin the process of reaching out to Nvidia to understand how these filters can be disabled while playing Hell Let Loose - evening the playing field and allowing new strategies and ways of playing to form.Ultrawide FOV Settings
While Hell Let Loose now officially supports ultrawide monitors, we understand that some players with particularly large monitors are now experiencing discomfort while playing due to the change in FOV - including for those who are visually impaired. We will be looking to extend the FOV slider in video settings so that players are able to adjust the settings for improved accessibility, after Patch 14.4.Vaulting & Mantling Improvements
Locomotion changes continue to equally divide opinion! From the feedback provided during the public testing session earlier this month, some players were pleased to see improvements to the responsiveness of vaulting and mantling, however, some felt the slightly more automated movement to feel restrictive.Zitat:
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For this initial improvement, we wanted to focus on consistency: making sure vaulting and mantling work consistently, work in a way that’s consistent across different obstacles, and work in a way that’s consistent with our tuning values so that we’re able to reliably control and tune these mechanics and know that the values we’re setting will correctly correspond to what we see in-game. - James, Gameplay Programmer
As part of that work, and to maintain that consistency so you’re not getting stuck unable to complete an action, players will no longer be able to vault up onto an obstacle.
The short hop players see in-game actually had no specific animation, instead playing the regular vault animation while teleporting a player’s character to where it needed to be.
In Patch 14.4, vaulting will now consistently mean vaulting over something, and mantling will consistently mean climbing up onto something - values that are determined by a few factors, including:
The player will vault an obstacle if -
- The obstacle ‘thickness’ (i.e., the distance from its near edge to its far edge in the direction of the vault) is less than 50cm
- There is a suitable landing position for the vault (i.e., a player-sized space to land on the other side of the obstacle that’s at the same height the vault started from or lower.
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You’ll consistently vault over anything you can vault over and climb anything you can’t - and it’s now much more obvious which will happen before you actually do it. This should all improve consistency, reliability, and quality of the actions. - James, Gameplay Programmer