Geposted von esporti,
Öfter kam es vor, dass die Granaten nicht korrekt oder zu stark von Wänden abprallten. Mit dem Patch vom 25. Oktober soll das Gameplay in dieser Hinsicht ebenfalls verbessert sein. Darüber hinaus wurde die Sichtbarkeit von einigen Orten sowie die Lesbarkeit der Player Models angepasst.
Release Notes vom 25. Oktober 2023
[ MAPS ]
Various bug fixes and tweaks:
Inferno
Improved bomb visibility when planted in fountain on bombsite B
Improved grenade bounce behavior on roof and stone models to make it more predictable
Removed part of railing on balcony
Adjusted garage door on bombsite A to improve player readability and clipping
Fixed lighting bug on Inferno workshop map
Fixed various micro-gaps
Overall clipping / movement polish
Overpass
Removed or tweaked models and textures to improve player readability
Adjusted lighting in certain areas to improve player readability
Adjusted grenade clipping in various areas
Nuke
Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
Fixed collision on doorways from ramp to bombsite B to be more accurate
Improved player readability against container on bombsite B
Fixed some cases where players clipped through garage door at lobby
Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
Fixed various holes in world
Overall clipping / movement polish
Dust2
Fixed micro-cracks in crate models
Anubis
Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
Fixed multiple cases where dropped weapons clipped through world geometry
Fixed multiple holes and cracks in world.
Fixed missing collision on geometry where c4 could be thrown out of the map
Clipped multiple areas where players could stack, providing an unfair vantage point
Fixed lightmap issues around CT spawn water
Improved player readability in mid
Improved CT team intro position
Overall clipping / movement polish
Office
Improved player readability at CT spawn around swat van
Fixed gaps in some cubemaps which were causing lighting issues
Fixed some lighting artifacts on crates at low settings
Disabled motion on vending machine
Overall clipping / movement polish
Vertigo
Fixed ladder collision blocking bullets and grenades
Fixed steel beams having incorrect surface property
Overall clipping / movement polish
Mirage
Fixed various bullet penetration issues
Overall clipping / movement polish
Ancient
Made fog adjustments to improve player readability
Fixed micro-cracks in crate models
Fixed multiple holes and cracks in the world
Made visibility adjustments to donut area
Fixed bullet penetration issues through wood panels near bombsite B
Fixed material properties on some tarp models
Overall clipping / movement polish
[ MISC ]
Fixed some cases where weapons could fall out of the world
Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
Improved performance for muzzle flashes and HE grenade effects
Various bug fixes and tweaks to weapon finishes and stickers
Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
Various bug fixes and tweaks:
Inferno
Improved bomb visibility when planted in fountain on bombsite B
Improved grenade bounce behavior on roof and stone models to make it more predictable
Removed part of railing on balcony
Adjusted garage door on bombsite A to improve player readability and clipping
Fixed lighting bug on Inferno workshop map
Fixed various micro-gaps
Overall clipping / movement polish
Overpass
Removed or tweaked models and textures to improve player readability
Adjusted lighting in certain areas to improve player readability
Adjusted grenade clipping in various areas
Nuke
Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
Fixed collision on doorways from ramp to bombsite B to be more accurate
Improved player readability against container on bombsite B
Fixed some cases where players clipped through garage door at lobby
Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
Fixed various holes in world
Overall clipping / movement polish
Dust2
Fixed micro-cracks in crate models
Anubis
Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
Fixed multiple cases where dropped weapons clipped through world geometry
Fixed multiple holes and cracks in world.
Fixed missing collision on geometry where c4 could be thrown out of the map
Clipped multiple areas where players could stack, providing an unfair vantage point
Fixed lightmap issues around CT spawn water
Improved player readability in mid
Improved CT team intro position
Overall clipping / movement polish
Office
Improved player readability at CT spawn around swat van
Fixed gaps in some cubemaps which were causing lighting issues
Fixed some lighting artifacts on crates at low settings
Disabled motion on vending machine
Overall clipping / movement polish
Vertigo
Fixed ladder collision blocking bullets and grenades
Fixed steel beams having incorrect surface property
Overall clipping / movement polish
Mirage
Fixed various bullet penetration issues
Overall clipping / movement polish
Ancient
Made fog adjustments to improve player readability
Fixed micro-cracks in crate models
Fixed multiple holes and cracks in the world
Made visibility adjustments to donut area
Fixed bullet penetration issues through wood panels near bombsite B
Fixed material properties on some tarp models
Overall clipping / movement polish
[ MISC ]
Fixed some cases where weapons could fall out of the world
Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
Improved performance for muzzle flashes and HE grenade effects
Various bug fixes and tweaks to weapon finishes and stickers
Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
Twistzz: Valve fragt Spieler nach ihrer Meinung
Fortlaufende Probleme bestehen dennoch. So bleibt es bei dem intransparenten Tick-System und den Abweichungen im Movement, was ein Großteil der Community am meisten beklagt. Der Entwickler ist sich dessen bewusst und scheint an einer Lösung der bestehenden Fehler zu arbeiten.
"Valve hat jetzt begonnen, die Spieler direkt nach ihrer Meinung zu fragen", sagte FaZe-Profi Russel David Kevin 'Twistzz' Van Dulken im Interview mit Snowball Esports. Der Kanadier gab dies am Sonntag nach dem Gewinn der IEM Sydney 2023 bekannt und fügte hinzu: "Sie versuchen es. Ich glaube, das ist das erste Mal, dass sie Profiteams dazu befragt haben."
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