Updating UAT right now! Anyone interested in a play test this afternoon on the Infantry Map? I'm going to schedule one for tomorrow at 7:30PM UTC. We'll do CSM vs ORK. We also updated the beginner tutorial to help players better learn the mechanics of the game before setting them free into the wilderness that is EC.
Switching to UAT right now and then I'll try to see if I can shoot one of you guys Edit: After I had a look at the map for a couple minutes: It definitly improved, and I'm beginning to like the look. Sadly I never got time for the play tests with more players, as it's impossible to get an impression on the actual gameplay with just 4 or 5 players. One thing that caught my attention is that all buildings are still pretty much empty rooms (besides some crates). I'm still not really sure what the story of that map is, but I think some cogitators/panels/band-conveyors/etc. would really add to the look and feel. Those assets are in the game already, put them to use Also, seeying all the big fires in the outskirts around the map, I think some AA/quadguns (intact or destroyed, both would be fine) in the outskirts would really fit the setting. It's an imperial base, and it looks underarmed
@jbregg I won't be doing the playtest today but went into the garrison to see your changes. I have some improvements to suggest: Add another point they can interact with to start the capture(if not the existing one). Perhaps, in the event of multiple players in the same garrison instance, this could be interrupted by other players. Add some detail on the time mechanics for capturing points and the progress bar that is filled(points with clock/timer icon give bonus time etc).
Its more straight forward , you have to follow a path before exiting the building so you actually need to read all skulls , give you less freedom its cool
So I checked out the new improved tutorial in the garrison. I think it's great, if unfinished. If I had to make a few suggestions they would be: 1. Considering loadout stations are not in actual matches perhaps its tutorial should be moved outside or ahead should my second suggestion become a reality. 2. The on-rails tutorial for a class should be followed by another on-rails tutorial for the next class. And the next and the next until the player has gone through one for each. 3. The animations for any class mechanics should be fully animated. Such as the act of capturing. I realize the second possibly requires a lot more work or creative thinking on how to fit all that into the map but I do think its the path that should eventually be pursued.
Reminder we have a playtest at 7:30 PM UTC today! ORK vs CSM on UAT ! Match will be open for 20v20. a relic pack will be given away for the player at the top of the scoreboard on the winning team for both matches.