LegendOfKage
Member
[Update] The next beta will be June 21-23, and it will be an open beta available to all. People who played the game during the closed beta will be able to start playing a day earlier on June 20th. The full game will be free to play, and will be released later this summer.
Aside from that, the developers have announced a roadmap for the game's first year. Every three months there will be three new maps, a new character class, and maybe a new game type now and then.
The COD community has been genuinely hyped for this game, and most COD you tubers have had some fairly positive things to say about it. It delivers classic COD multiplayer design in a way that the series hasn't managed to replicate in a long time, and it's arriving at a time when a lot of COD fans are fed up with Activision for a wide assortment of reasons.
Here's a basic overview on some of the recent announcements:
And here's the original thread:
Original thread:
Multiplayer fans are always saying that they hate battle royale. Will there be enough of them to make this a success? Will the gameplay be good enough? Ubisoft doesn't have the best track record with f2p titles, but will the ex-COD developer behind this game be able to pull it off? A closed beta will be starting towards the end of this week, and it will finally no longer be under an NDA, so expect to hear and see a lot more about this game soon.
For now, here's some Q&A info from their website, so you can see what I mean about classic COD game design:
How will skill-based match making be handled in matchmaking?
First, it’s important to note that we will have both Casual play and Ranked play. Ranked matchmaking will obviously be based on your rank, but in casual play matchmaking will be based on ping. There will be no SBMM in Casual.
Now to caveat that, when you first start the game there will be a Welcome playlist that you can only play in if you are under a certain level to let players ease in and get acclimated to the game. You will be able to play the other normal playlists as well if you want, but once you pass the level limit that playlist will disappear.
Now, in the future, we may create a secondary matchmaking pool for lesser skilled players. So, depending on what our skill curve looks like, those on the bottom of the curve (left on the bell curve) will prefer to matchmake against each other rather than the general pool. This should only be for a small group of people. Not the bottom half for instance, but rather, maybe just the bottom 10%.
One final point, we will be balancing teams based on a hidden MMR (Skill). So that each team in a match has a fair chance to win.
How are you going to handle cross-input matchmaking?
The plan for input-based matchmaking is to prefer the same input in matchmaking. Mouse and Keyboard will play with other Mouse and Keyboard players and Gamepad players will play with other Gamepad players regardless of platform. However, we don’t want to prevent friends from playing together just because they have different inputs, so we will still allow for friends to group up and play regardless of input.
Do lobbies disband after every match?
We are doing our best to give players the best experience possible when playing. If you pick a single game mode to play, let’s say Escort, then at the end of the match you will stay in a lobby with the other people that picked that mode as well. However, if you want, you can create your own custom play list with multiple modes. If you do that then you will re-matchmake after every match. Hopefully this gives players the best of both worlds.
How does the mini-map work?
The mini-map should be a useful way to boost a player’s situational awareness and help new players learn the map. Friendlies will be visible on the mini-map as team-colored directional arrows and as directional indicators if they are outside the view area of the mini-map.
Enemies will show up as enemy team-colored dots under certain circumstances. If a teammate has an enemy in line of sight, they will show up for as long as they are visible to that teammate. If an enemy player fires an un-suppressed weapon, then they will show up on the mini-map when they fire and for an amount of time after.
There are attachments that will reduce the time that the red dot from firing shows up and attachments that remove the dot from showing up on the mini-map altogether. The mini-map is always up and functionable unless you’ve been affected by a device, ability, or Ultra that would scramble your mini-map.
Will there be incentives for people to get a higher level and complete challenges?
Absolutely! We have a number of short, medium, and long-term objectives for people to challenge themselves on. Additionally, because this is a live game, there will always be new content and new challenges that will be introduced to give players the incentives to play.
Is there a mastery skin if you complete all the challenges for a weapon?
We have a Weapon Mastery system that will allow players to unlock unique weapon skins that are only available via perfecting Weapon Mastery for each weapon. This will be a long progression that will unlock multiple tiers of weapon skins.
What types of things can be bought in the store vs what is obtainable through grinding the game?
We’ll have more details on this coming soon, but we can confirm that anything that impacts gameplay can be unlocked for free.
Is there a final killcam or play of the game highlight system?
We are working on both killcam and final killcam. It will take time to refine these systems, and we will update the community as it progresses.
Aside from that, the developers have announced a roadmap for the game's first year. Every three months there will be three new maps, a new character class, and maybe a new game type now and then.
The COD community has been genuinely hyped for this game, and most COD you tubers have had some fairly positive things to say about it. It delivers classic COD multiplayer design in a way that the series hasn't managed to replicate in a long time, and it's arriving at a time when a lot of COD fans are fed up with Activision for a wide assortment of reasons.
Here's a basic overview on some of the recent announcements:
And here's the original thread:
Original thread:
Multiplayer fans are always saying that they hate battle royale. Will there be enough of them to make this a success? Will the gameplay be good enough? Ubisoft doesn't have the best track record with f2p titles, but will the ex-COD developer behind this game be able to pull it off? A closed beta will be starting towards the end of this week, and it will finally no longer be under an NDA, so expect to hear and see a lot more about this game soon.
For now, here's some Q&A info from their website, so you can see what I mean about classic COD game design:
How will skill-based match making be handled in matchmaking?
First, it’s important to note that we will have both Casual play and Ranked play. Ranked matchmaking will obviously be based on your rank, but in casual play matchmaking will be based on ping. There will be no SBMM in Casual.
Now to caveat that, when you first start the game there will be a Welcome playlist that you can only play in if you are under a certain level to let players ease in and get acclimated to the game. You will be able to play the other normal playlists as well if you want, but once you pass the level limit that playlist will disappear.
Now, in the future, we may create a secondary matchmaking pool for lesser skilled players. So, depending on what our skill curve looks like, those on the bottom of the curve (left on the bell curve) will prefer to matchmake against each other rather than the general pool. This should only be for a small group of people. Not the bottom half for instance, but rather, maybe just the bottom 10%.
One final point, we will be balancing teams based on a hidden MMR (Skill). So that each team in a match has a fair chance to win.
How are you going to handle cross-input matchmaking?
The plan for input-based matchmaking is to prefer the same input in matchmaking. Mouse and Keyboard will play with other Mouse and Keyboard players and Gamepad players will play with other Gamepad players regardless of platform. However, we don’t want to prevent friends from playing together just because they have different inputs, so we will still allow for friends to group up and play regardless of input.
Do lobbies disband after every match?
We are doing our best to give players the best experience possible when playing. If you pick a single game mode to play, let’s say Escort, then at the end of the match you will stay in a lobby with the other people that picked that mode as well. However, if you want, you can create your own custom play list with multiple modes. If you do that then you will re-matchmake after every match. Hopefully this gives players the best of both worlds.
How does the mini-map work?
The mini-map should be a useful way to boost a player’s situational awareness and help new players learn the map. Friendlies will be visible on the mini-map as team-colored directional arrows and as directional indicators if they are outside the view area of the mini-map.
Enemies will show up as enemy team-colored dots under certain circumstances. If a teammate has an enemy in line of sight, they will show up for as long as they are visible to that teammate. If an enemy player fires an un-suppressed weapon, then they will show up on the mini-map when they fire and for an amount of time after.
There are attachments that will reduce the time that the red dot from firing shows up and attachments that remove the dot from showing up on the mini-map altogether. The mini-map is always up and functionable unless you’ve been affected by a device, ability, or Ultra that would scramble your mini-map.
Will there be incentives for people to get a higher level and complete challenges?
Absolutely! We have a number of short, medium, and long-term objectives for people to challenge themselves on. Additionally, because this is a live game, there will always be new content and new challenges that will be introduced to give players the incentives to play.
Is there a mastery skin if you complete all the challenges for a weapon?
We have a Weapon Mastery system that will allow players to unlock unique weapon skins that are only available via perfecting Weapon Mastery for each weapon. This will be a long progression that will unlock multiple tiers of weapon skins.
What types of things can be bought in the store vs what is obtainable through grinding the game?
We’ll have more details on this coming soon, but we can confirm that anything that impacts gameplay can be unlocked for free.
Is there a final killcam or play of the game highlight system?
We are working on both killcam and final killcam. It will take time to refine these systems, and we will update the community as it progresses.
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