Now that we have the foundations of the clan system in place I’ve moved on to the fun stuff… Bragging rights PVP systems to rank clans!
The first of our endgame PVP systems dropping next patch will be the Territory Control System. Scattered throughout the maps will be special build cells in fixed locations that have permanent totems that can only be occupied by one clan at a time. The cell will be surrounded by a significant nobuild area (currently 2 build cells in each direction). Construction is allowed by the controlling clan in the center cell but only with a limited set of prefabs (currently concrete + wood + doors) making it much harder to defend.
To make things even harder for the defenders, a new type of explosives is craftable that can only be deployed inside territory control cells. The crafting cost is muuuch cheaper than normal C4, meaning holding these points is gonna be a big challenge and we expect them to change hands often.
PVP in Hurtworld is very rarely a balanced fight, especially online raiding. We expect a lot more online raiding to happen with these mechanics and want to make sure that this isn’t just a numbers game. That annoying scenario where you are fighting 1v3, kill the first two people, battle the last for a bit then finally win the fight 3v1 only to have the first person arrive back and kill you. We can’t do anything about the 3v1 fight to begin with, but we want to try to make it harder for the higher number team from extending the fight indefinitely. To do this we have built a player lockout system, it works like this:
If you are killed inside a territory control cell you will gain a debuff that indicates you are currently locked out of all territory control cells. Entering any of these cells before the debuff wears off will cause you to take lots of damage. This timeout is currently set to 5 mins, we will tune this as we go.
Ultimately if you kill someone in a territory control skirmish, they stay dead for a bit regardless of their bed proxmity / cooldown. This should put everyone on a more even playing field.
In addition to this no beds will be allowed inside territory control cells. If you are killed as a defender safely behind your walls, you are locked out of the cell. No picking up your loot, no running back up to get back in the fight… making online raiding a LOT easier for these bases.
Initially the territory control system will purely be for bragging rights. We plan something around 2 per biome that will show clearly on the map which clan holds each one. Territory totems will also accumulate reputation points over time that need to be manually claimed in person periodically. Unclaimed points will show on the map putting a higher bounty on sacking specific territories for enemies.
For the first iteration reputation points will be used to rank clans in the clans window. Over the coming patches we plan to add in clan unlocks that can be purchased with reputation like special clan tags, gear shaders, and vehicle skins so it is obvious when out in the world that your clan is powerful in this server.
As mentioned a few blogs ago, this system aims to achieve a few things:
1. Create a meaningful end game meta for clans to compete
2. Make raiding mechanics more accessable more often and to a wider group of people without making securing bases impossible
3. Broadcasting the narrative of the server to all players (who is attacking who, who is controlling which areas etc) so that solo and casual players get a peek into the higher level play and possibly aspire to participate
4. Mechanics are Opt-In, normal play will not be adversely affected / make life harder for people who aren’t into PVP
We will be rolling out this system on Thursday the 8th of November
I got the workbench update done this week, I think it came out really nice. The old one had all it’s PBR texture values wrecked between V1 and V2 and while it looked okay, some parts were like mirror chrome. This is pretty much the same mesh, but upgraded and the poly count was optimised. Had fun working on this and it should be in game very soon.
We decided to change the current Clan Totem mesh because of some colour issues we noticed. When the Clan Totem is inside a base with metal walls, the clan totem gets pretty much lost in the same kind of material and colour. This asset will now be used as the Territory Marker, when that comes in very soon. I’ve taken the design from the concepts I did with the odd 7 shaped marker and we will use that as the Clan Totem when it’s complete. This has 3-4 materials, so should contrast nicely with the inside of a base no matter what walls are up around it. Below is the high poly version. I’m getting through this quickly and I’m at the UV mapping stage right now. Should be done with the texturing by Tuesday I hope.
Worked on getting all the character updates in game this week, there were a lot of challenges with weird skinning processes luckily it was stuff that had already been worked out during the female characters. Just need to fix up some texture issues here and there but nothing major, gotta add in all the gear that had to get fixed up to stop any clipping on the new models. Might be adding just a bunch of new heads for some variety while we are already running through this workflow. We shall see.
Since last devblog I’ve been finishing up the clans implementation for the 0.6.3.0 patch and then continuing to polish it up further adding better tracking of your clan applications and doing a pass over the new interaction tab UI improving the layout consistency.
With the clan system fundamentals in place we can now start moving onto the exciting stuff we’re planning to build on top of it!
I also fixed a long standing bug in our mesh attachment generation system where skinned mesh attachments would fail to generate correctly if any bones that indirectly affected mesh deformation differed from the skeleton rest pose.
Getting this bug fixed removes the major blocker to getting the updated faces Splatt has been working on into the game.
I’m taking the next couple of weeks off to go on holidays so you won’t hear from me for a little while. Once I get back though it’s full steam ahead with Hurtworld as we’ll be making a big push to get stuff done by the end of the year, hopefully we’ll announce some more specifics about this soon!
After a busy week of getting stuck into the UI, updating icons and refining the clan windows, it is time to get back on the V2 trailer.
We have a loose storyboard on the go and have been throwing around ideas to capture the vibe of V2 and everything the lads have been working on.
Lots of capturing footage and setting the tone with placeholder music ahead.