We understand you have been waiting for a Sitrep, and we're excited to share some updates with you. We recently released hotfix 220.127.116.11, which addressed an issue with our custom maps. We are now back to working on some major game updates that will include both new and redesigned features, in addition to back-end work for game stability.
The devs' desks will go over some new features and fixes that are in the works. But first we want to take a moment to be more transparent with you and discuss our upcoming redesigned development processes.
Communication to you is a top priority for us and a commitment we will continue to honor. We understand that as our development projects have grown our feature details and timelines have become a bit more vague than what you have seen in the past. As the needs to best support the game and you, the players, continue to fluctuate, we want to make sure we are communicating realistic expectations that we can deliver on.
The Onward player base has grown at an exponential rate and the game now runs on multiple platforms across several different devices. As a live crossplay multiplayer title, this requires a lot of work and testing to make sure we continue to raise the quality bar we strive to clear. We are constantly working to keep up with the demands while also improving the quality of the game and creating new content. This can sometimes mean more work and time has to be spent on building out and enhancing back-end systems to prepare for new features or fixing issues on a larger scale rather than individual bugs.
To help prioritize all the ongoing necessary requirements and upcoming features, we are reviewing the design of features currently in the game as well as those we are developing for future releases. We are putting careful thought into each upcoming release as we work on balancing player needs, long term infrastructure support, and new features for Onward. This will help us build a solid foundation to provide you the best Onward experience possible.
Let's get to the exciting new features we are working on located in the Devs' Desk section of this Sitrep! In the Community Center, you can also find details regarding some upcoming community events and new custom maps.
From the Devs' Desks
We are developing three exciting new features to help strengthen gameplay, correct a current exploit, and provide new content to you! We have prioritized these, alongside some of our other current projects, in order to better balance and enhance the game.
Equipment Points Rebalance
When we started reviewing the overall game design, one system that stuck out was Equipment Points and its impact on gameplay. After several discussions and design iterations we decided to update this system. We are not just changing the values of some weapons, but the whole structure. Let's dive into the why and how:
Why are we changing the points structure?
The loadout point structure was introduced many years ago and has had very few changes after its first iteration, despite the game having changed significantly around it. With the rapid expansion of the player base, updates to areas throughout the game, and the addition of weapons and equipment, we think a redesign of the structure will bring a new balance to Onward's gameplay. In addition, we aim to bring new options for players to explore, while addressing existing issues in the balance that have led to the "meta" loadouts that have developed over the years.
Onward's focus on tactics and team communication remain unchanged. One of the major considerations for the points rebalance is to force players to make more strategic decisions when building their loadouts. The intention is to help facilitate players' need to communicate with their team and develop a more tactical approach to combat opposing forces.
How points were determined when designing the updated system
When we reviewed the loadout points system we took a lot of things into consideration. For weapons we looked at damage output, tactical advantages and disadvantages, and other details including feeding, caliber, fire rate, mag capacity, damage points, charging mode, mag location, mag release, and fire modes. In addition, we looked at the accessories that can be added to the weapons and how those pieces change the player's role on the battlefield.
The redesigned point systems should help players focus their builds - such as a long ranged sniper or breacher role rather than an all-in-one soldier. We are looking forward to seeing the dynamic roles and tactics people create with this redesign!
Geometry Exploit Fix
There has been an ongoing issue with some players being able to manipulate their playspace and navigate into locations they are not supposed to be able to be in. We understand it is a very frustrating issue many of you have been experiencing and reporting to us. It is a complex issue that has taken us time to fix, but a fix has been developed and will be introduced soon.
A new map has been in the works with our level design team. We don't have any images of the new map yet, but we can provide a few details:
- Name: Intercept
- Location: Western Iraq
Stay tuned for more info on this map soon!
The Onward Charity Community held its finals this past weekend and we want to give a big shout out to the Tournament winners and to everyone who participated and donated!
Congratulations to the members of Bossfight on the win in the Hero Bracket and to Astro for the win in the Rise Up Bracket.
The Onward Charity Community was able to collect over $6,000 in donations to help the National Breast Cancer Foundation. Thank you to everyone who continues to be a part of this organization and play Onward to help support great causes. If you would like to be a part of future tournaments please check out their Discord!
IVRL Season 1 Playoffs start April 23. To watch the intense show downs leading up to the IVRL Finals, check out their Twitch channel
New Custom Maps
New custom maps have been added. Head over to the workshop area to download and give them a try.
Omega Fun Center - (PC) & Omega Fun Center - Lights Out (PC) submitted by Sheldorino
"After a totally rad birthday, it was time for the afterparty to get started."
Skyfall (PC, Quest) submitted by Glitch0320
"MI6 Marsoc Agents have been sent to eliminate a group of Volk arms dealers in the heart of enemy territory."
The Complex (PC, Quest) submitted by Linkster
"Volk are taking over an industrial complex in search of supplies. Eliminate them!"
Valley (Day & Night) (PC, Quest) submitted by Gargarbot
"In an attempt to expand control of the surrounding region, MARSOC needs to capture a Volk base protecting a critical transportation route. Fog renders night vision less useful."
Backrooms (PC, Quest) submitted by Gargarbot
"How did we end up here?"
Dead Forest (PC, Quest) submitted by Whitefang
"Volk have invaded a campground in middle America. MARSOC must clear them out. But be warned - local legend warns of something worse than Volk that occupies these woods."
Garage (PC, Quest) submitted by Gargarbot
"MARSOC must infiltrate an abandoned parking structure that is being used by the VOLK as a communication hub. Night vision is discouraged for competitive play."
Retro Factory (Quest) submitted by Ho11ow
"A fun reconstruction of a classic FPS multiplayer level. Great for Gun Game and One in the Chamber."
Desert Compound (PC, Quest) submitted by BassSlappa
"Volk has taken over this site and it's time to take it back. Fight it out within the compound for intense CQB action, or head to the mountains with your trusty 12x to get some sniper practice."