Servus Allies! Earlier this week, we asked all of you to send us your most pressing questions about SAND, whether it's about current features, future plans, ongoing issues/concerns or anything in between and today, we're back to answer them. So let's just get straight into it.
If we split matchmaking into too many separate queues, then even with tens of thousands of players online, there still won't be enough people to fill matches. Just look at how long you can end up waiting for a game if you only queue for certain maps and a single game mode.
Instead, we'll try to match you onto servers where all teams are the same size whenever possible. That means you'll still occasionally run into larger teams (still within your queue limit), but it should happen much less often.
The reason our anti-cheat improvements are taking so long is that we need to significantly rewrite the character movement and interaction systems. This will allow us to verify whether the information sent by the client is actually valid.
Once that's finished, things should improve.
Will cheaters disappear completely? I don't think so. No game has ever eliminated them entirely. But there should be significantly fewer of them and help us identify anyone that slips through more efficiently.
As for compensating players, we technically can't identify every loss that was caused by cheaters, so I can't promise that everyone will get their gear back.
Trampler capture will return once we've made it impossible for cheaters to abuse the mechanic.
It's a great feature that creates very tense moments. We'll also rework it a bit to make those exploits much harder to pull off. Re-implementation of this feature is a top priority for us, but we need to ensure we’ve got the cheat situation under control before we can bring it back to the game. Realistically, this will be at some point next week, likely with update #5.
Yes. We plan to continue improving server stability.
Right now, though, we're working on what we call an "emergency parachute." If a server crashes for any reason, players will receive the loot that was stored on their Trampler.
The game won't save every second, but we think we'll be able to save your expedition's progress roughly every 10 minutes.
Unfortunately, we need to focus on addressing the most prevalent issues we’ve seen reported since launch before we can focus on GBMM.
Hopefully, we'll release an update with it sometime this summer.
We'd rather avoid doing forced wipes.
Prestige (optional wipes) seems like a much more elegant solution for letting players start their journey over. We already have a few ideas for how that could work, but I don't know when we'll be able to start working on it.
Yes. We want to add both quests and contracts.
Our goal is for players to have different objectives during a match-sometimes encouraging conflict, and other times encouraging cooperation.
We expect to start working on that around autumn.
GBMM should resolve the steamrolling issue.
First, we'll separate new players to give them room to learn the game. Second, we'll match players with others of similar progression, so even experienced crews will have to stay alert because they might run into an even bigger fish.
Absolutely.
With every update, we try to improve shooting in some way. These will be gradual improvements over many months, rather than one big update that says, "We fixed shooting, everything's perfect now."