A throwdown, a showdown, no we won't slow down!
Greetings contestants! Welcome to the Island Diary for May 27, 2016.
The sun is shining and flowers are blooming and so we’ve decided to SPRING a surprise on you lovely savages! The Test Servers will be live tonight from 9PM until Midnight (EDT). Test Servers are located in the North America East Coast region. This latest session is an early look at some key changes and a brand-new solution that we hope will forever change The Culling for the better.
We hope you’ll come out tonight to spill some blood and join us to test a few changes.
We will have devs in DISCORD to hear your feedback.
Thank you for your incredible support!
Your favorite murder supplier,
Allegiances on the Island are about to get more interesting, and bloody.
Teamwork is good, except when it’s bad. The top cause of angst in the community lately has been the rising prevalence of teaming (both ad hoc and premeditated) in Solo and Trials matches. After much deliberation between Chas and Frank, we’ve decided to add a new match event to Solo and Trials matches: SHOWDOWN.
Rather than trying to prevent teaming completely, we’ve decided to try a method that prevents it from being a winning strategy. When you’ve been flagged as colluding with a teammate, attacking another player will spawn a SHOWDOWN arena. If you are tagged in a showdown, you must quickly enter the arena and fight your former ally until one of you is left alive. If either player attempts to escape the arena, they will be executed. When one of you dies, the SHOWDOWN ends and the remaining player is free to proceed in the match. If neither player dies before the timer runs out, both of you will be killed.
While we’re not going to delve into all the specifics of how the system works, we have taken pains to ensure that non-teaming behavior will not be misconstrued as teaming (i.e. chases, stalking, temporary truces, etc.). If you do find cases where the system fails to catch teamers or misidentifies teaming activity, please let us know!
Combat and Netcode
Our approach to combat netcode relies heavily on client prediction to allow for the smoothest, most responsive experience possible. When you press a button, your client expects those things to happen when those inputs reach the server, and will start playing animations in anticipation. The reason actions have some windup time (in addition to looking better) is to allow some wiggle room to allow for players of differing pings to both participate in the “shared illusion of playing a fun game together.” Most of the time this works flawlessly and neither player knows the difference. Unfortunately, this prediction can break down in some situations, such as when both players are simultaneously sending block and attack commands which are going to pass each other in flight to the the opposing player. Those situations end up with results that can feel arbitrary at best, or infuriatingly buggy at worst (“HOW DID HE PUNCH ME THROUGH MY BLOCK?! *ragequit*”). It isn’t an easy problem. For those of you who are so inclined, here are a couple of overviews that begin to scratch the surface of the forces at work and the wide variety of issues that present themselves in the process of solving these issues:
The underlying netcode has been modified to favor accuracy over input responsiveness (subject to further iteration, of course). Most players should hopefully not notice a huge impact on their play, but blocking may end up feeling more sluggish for players with higher pings. We await your feedback before we invest more time in polishing the presentation of this approach.
Being struck in melee while shoving will stagger the shover.
When equipping a bow, you now need to nock an arrow before firing.
Defensive perks are firmly in our crosshairs. Defensive perks have been over represented in every match, they also extend the length of fights and upset the general balance because there aren’t offensive perks strong enough to counteract them. Adding offensive perks that just increase damage isn’t the approach we want to take, it’ll just exacerbate the problem of feeling like defensive perks are a must have, or creating a glass cannon vs. tank approach leaving everyone in the middle feeling terrible. In addition, any perks that have no active gameplay component like Big Boned (you take it and get all effects without any action required) are reduced even further, these passive bonuses should not be as effective as those that are conditional or situational. Be, aggressive, B-E aggressive.
Big Boned hitpoint bonus reduced to 10.
Tough Mother mitigation reduced to 10%.
Thick Skin mitigation reduced to 30%.
Thick Skin has had the firearm component removed from it, which has been moved to Bomb Suit.
Bomb Suit now affects both explosive damage and firearm damage, and remains at 50%.
Trapper no longer increases damage of traps, but instead applies a 50% Expose wound to a target that has triggered your traps.
Trapper now also includes the bonus from Faster Trapper +75% increased deployment speed and increased disarm speed.
Faster Trapper has been combined with Trapper and removed.
Cannibal health regained reduced to 25 and stamina regained increased to full stamina.
Maniac has been removed.
Leather Hide has been removed.
Blowhard redesigned to increase the sickness applied by the blowgun to allow for two vomits.
Man Tracker perk now allows you to move while man tracking, in addition to spawning with one.
Dig Deep health regained from Dig Deep reduced to 15 and Dig Deep now triggers when the player hits 1 hitpoint allowing it to be triggered by bleed, but removing the bleed in the process.
Angry Octopus cooldown increased to 120 seconds, either that or two minutes.
Armorer now spawns you with Crafted Armor instead of Body armor.
Red Gunner now adds *Bleed, *Expose, and *Cripple to your shots. (And alarm gun ammo can be crafted with Rocks, Nanites are crafty!)
Faster Crafter has been removed
Stealthy can again craft quietly
Master Crafter damage bonus remains at +20% but now also increases crafting speed by Faster Crafter perk values at +50%
Longshot now makes an audible bassy noise when you hit a target at greater than 40 meters, so you know it’s working and when.
Ol’ Painless reduced to 10%
In general this perk pass has been a long time in the works, but we needed to get closer on other larger issues in order to focus on the perks. We have more changes planned for perks and more perks in general coming for the future including more interesting things and more offensively focused perks. So we have plans for the future, but we need to get our stock batch in order first.
Culpepper Outfitters has had a full art pass
Fix for point of aim not matching point of impact with bows
Replaced Gold Crates with Holo-Spawners. These appear as the match nears completion and preview the item you can purchase for 100 FUNC.
Overhauled drainage tunnel under the mountain to include more gameplay elements
Reduced interaction time with FUNC barrels and FUNC piles
Increased Medkit application time to 4 seconds from 2.5
Fix for bug where control sensitivity did not reset when being disarmed while aiming a ranged weapon
Improved visuals for being struck while initiating a block to communicate better
Increased Stun Gun recycle value to 20
Reduced Recurve Bow recycle value to 20
Fix for axe weapons applying the wrong wounds when thrown
Fix for the crafted knife and crafted snare so they can now be picked up with the number keys
Fix for disarmed snares leaving a trigger volume behind in some situations
Lowered audio volume in lobby
Lowered volume of first-person movement sounds while stealthy
New locations in South East and South West corners of the map
Removed “Grab My Package” match event for now (too similar to “Loot Express”)
We’ll see you on the island!
Test Server Instructions
Anyone who owns the game should find “The Culling Test” in their Steam Library (you may need to restart your Steam client to see it). Once you’ve installed the test build, you will be able to join us in testing during designated times when the test servers are live. Solo, Teams, and Private Matches are all available.