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DevDiaries #80: Metagame and statistics
We have already written that work on the metagame is the final straight before the release of the Early Access. And no one can underestimate the importance of this work. Here we talked a little about the Soldiers: Arena metagame, its interface and the principles underlying them. Meta is the first and last thing a player sees, and most strategic decisions are made there. In the battalion constructor, he will decide how to play and with what, and only after that he will implement the chosen strategy in session. In the technology tree - a player will think how to spend the accumulated experience, which commander to open and which branch of units to focus on in the first place. Collect allies, communicate with them, go into battle against AI, players or go through a cooperative campaign - also will take place in a metagame. All this and much more should work like a clock so that the player can enjoy the gameplay of Soldiers: Arena. It's hard to enjoy, when matchmaking cant find opponents, or the Play button does not work for example. But performance isnt the only thing. For insrance, matchmaking, the convenience of the battalion constructor and the presence of graphics for the needs of the test were desirable, but not necessary. The number of alpha testers is not so large, and we had the opportunity to bring in everyone. And explain to everyone where to click to create a battalion, to join the session and play. But in the Early Access we would like to avoid complicated tutorials on how to play and use placeholders where artworks should be. By the way, it is precisely because of the fact that not all artworks have been drawn yet and added to the game, that today we are showing interface sketches, not screenshots. We are pleased to inform you that the largest and most important part of the metagame's functionality works as it should and the much smaller part left to be done.
Link
The sketch above shows the window with the results of the battle. There you can see the basic data about the session: its duration, earned silver, experience and free experience. In the lower right corner of the battalion's icon the damage done in battle is also indicated. For many, the damage and the number of enemy units destroyed is a universal indicator of the contribution to the victory (or loss). But the attentive reader knows that Soldiers: Arena is not so simple and the fight does not boil down to these two indicators. This means that this data will not be enough for the player.
Link By clicking on the icon of the battalion, you will go to personal statistics and be able to find out all the most important about each unit of each Franz Stammer: how many units were caused, lost, how much they caused damage and gained experience. And here we close the cycle, which began with the creation of the battalion and continued through the session itself. According to statistics and the results of the battle, you can understand whether your strategy good or bad, find weak points in it and fix them in the battalion constructor. In the lower left corner, you can see statistics on earned and spent silver. It is worth saying that in Soldiers: Arena you will not lose silver in any case, but the amount earned will directly depend on your actions. And here we take into account some other things besides the damage caused:
For a developer, statistics are even more important than for the player. Especially in such a difficult game with a huge amount of mechanics. In the past diary we wrote that the system is more important than particulars and the situation with statistics is another confirmation of this. We started collecting data from the very beginning of testing, and partly because of this we can now enjoy a good balance already in the early beta. The statistics that the player sees are only a small part of what we collect and use to set up the game. We collect such statistics for each commander and each unit: frequency of use, number of battles conducted, win rate, average values of experience and silver earned in battle, the average duration of the battle, damage done and much more. Based on this data, we group the units according to their complexity, the potential payback in the battle and the average contribution to the victory and immediately fix the imbalance. However, in some moments you can notice an obvious imbalance even without statistics. In the USSR technology tree, there were significantly fewer premium units than in the German ones. And that means less opportunities for development in the branch not starting from the beginning and less unique gameplay. Therefore, we decided once again to shoot two birds with one stone: to correct the imbalance and to fulfill your request. You asked to add Lend-Lease units to the USSR tree, and we did it. So you will be able to drive your Churchill, Sherman and Valentine without waiting for the release of a new playable nation.
Link By the way, we are still discussing what data should be shown in post-match statistics, so we are happy to read your ideas in the comments. Wish you all the best!
[ 2019-04-14 10:58:49 CET ] [ Original post ]
Link
Hi, friends.
Today we will talk about the metagame and changes in its interface, new units in the USSR tree and post-match statistics. Because most of the updates of recent months are associated with the metagame, and because diaries are here to inform you about the development process. And if the word statistics, for example, doesnt touch your soul or excite you, but rather evokes a rattling boring nothing ... That does not mean that we shouldnt talk about it. And maybe you just dont know how important and interesting statistics are!
What is meta?
We have already written that work on the metagame is the final straight before the release of the Early Access. And no one can underestimate the importance of this work. Here we talked a little about the Soldiers: Arena metagame, its interface and the principles underlying them. Meta is the first and last thing a player sees, and most strategic decisions are made there. In the battalion constructor, he will decide how to play and with what, and only after that he will implement the chosen strategy in session. In the technology tree - a player will think how to spend the accumulated experience, which commander to open and which branch of units to focus on in the first place. Collect allies, communicate with them, go into battle against AI, players or go through a cooperative campaign - also will take place in a metagame. All this and much more should work like a clock so that the player can enjoy the gameplay of Soldiers: Arena. It's hard to enjoy, when matchmaking cant find opponents, or the Play button does not work for example. But performance isnt the only thing. For insrance, matchmaking, the convenience of the battalion constructor and the presence of graphics for the needs of the test were desirable, but not necessary. The number of alpha testers is not so large, and we had the opportunity to bring in everyone. And explain to everyone where to click to create a battalion, to join the session and play. But in the Early Access we would like to avoid complicated tutorials on how to play and use placeholders where artworks should be. By the way, it is precisely because of the fact that not all artworks have been drawn yet and added to the game, that today we are showing interface sketches, not screenshots. We are pleased to inform you that the largest and most important part of the metagame's functionality works as it should and the much smaller part left to be done.
Link
Why does the player need statistics?
The sketch above shows the window with the results of the battle. There you can see the basic data about the session: its duration, earned silver, experience and free experience. In the lower right corner of the battalion's icon the damage done in battle is also indicated. For many, the damage and the number of enemy units destroyed is a universal indicator of the contribution to the victory (or loss). But the attentive reader knows that Soldiers: Arena is not so simple and the fight does not boil down to these two indicators. This means that this data will not be enough for the player.
Link By clicking on the icon of the battalion, you will go to personal statistics and be able to find out all the most important about each unit of each Franz Stammer: how many units were caused, lost, how much they caused damage and gained experience. And here we close the cycle, which began with the creation of the battalion and continued through the session itself. According to statistics and the results of the battle, you can understand whether your strategy good or bad, find weak points in it and fix them in the battalion constructor. In the lower left corner, you can see statistics on earned and spent silver. It is worth saying that in Soldiers: Arena you will not lose silver in any case, but the amount earned will directly depend on your actions. And here we take into account some other things besides the damage caused:
- Ground control - silver earned for territory control. If you play as an infantryman, and in this column, you have a lower value than the allied tankman - this is a serious reason to think about your deck and actions in the session.
- Fine and Compensation are the statistics of spent and received silver for a friendly fire. In Soldiers: Arena you need to try hard to harm the allies. But those who are trying this hard must pay for allies repairs from their own pockets.
- Capture - silver for the capture of enemy vehicles.
- Repair is an item of expenditure for the repair and replacement of your units. Consequently, the more cautious you play and the less you wear your units in the face of the enemy, the more profitable the session results will turn out.
Why does the developer need statistics?
For a developer, statistics are even more important than for the player. Especially in such a difficult game with a huge amount of mechanics. In the past diary we wrote that the system is more important than particulars and the situation with statistics is another confirmation of this. We started collecting data from the very beginning of testing, and partly because of this we can now enjoy a good balance already in the early beta. The statistics that the player sees are only a small part of what we collect and use to set up the game. We collect such statistics for each commander and each unit: frequency of use, number of battles conducted, win rate, average values of experience and silver earned in battle, the average duration of the battle, damage done and much more. Based on this data, we group the units according to their complexity, the potential payback in the battle and the average contribution to the victory and immediately fix the imbalance. However, in some moments you can notice an obvious imbalance even without statistics. In the USSR technology tree, there were significantly fewer premium units than in the German ones. And that means less opportunities for development in the branch not starting from the beginning and less unique gameplay. Therefore, we decided once again to shoot two birds with one stone: to correct the imbalance and to fulfill your request. You asked to add Lend-Lease units to the USSR tree, and we did it. So you will be able to drive your Churchill, Sherman and Valentine without waiting for the release of a new playable nation.
Link By the way, we are still discussing what data should be shown in post-match statistics, so we are happy to read your ideas in the comments. Wish you all the best!
[ 2019-04-14 10:58:49 CET ] [ Original post ]
Soldiers: Arena
Best Way
Developer
Best Way Soft
Publisher
To be announced
Release
Game News Posts:
122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Features:
- Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
- Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
- The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
- Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
- Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
- Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
- Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
- Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
- Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
- Conceptual new interface for convenient control.
- Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
- OSX, Mac. Linux support.
- Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 15.04
- Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 5 GB available space
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