WARNO
Meadows
SomeoneSomewhere  [developer] 19 Oct, 2024 @ 10:25am
Feedback
Any and all feedback is welcome.
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Showing 1-12 of 12 comments
cteplr 19 Oct, 2024 @ 4:06pm 
there are 3 big tanks that you can't get into in the (center of the map)
There are also many buildings that you can't sit in, if you need I can look them up.
SomeoneSomewhere  [developer] 19 Oct, 2024 @ 4:20pm 
Originally posted by cteplr:
there are 3 big tanks that you can't get into in the (center of the map)
There are also many buildings that you can't sit in, if you need I can look them up.
I am aware of some buildings not being enterable, I still need to give them tags.

I am however puzzled by your "three big tanks" not being able to enter the center. Please clarify
SNEAKYBEAKY 21 Oct, 2024 @ 11:39am 
Hello. You have some buildings on the map which can't be loaded by infantry. It is mall i guess on the north, few industrial buildings and some farmhouses.
Last edited by SNEAKYBEAKY; 21 Oct, 2024 @ 11:39am
SomeoneSomewhere  [developer] 21 Oct, 2024 @ 5:31pm 
Originally posted by JUSTZLOY:
Hello. You have some buildings on the map which can't be loaded by infantry. It is mall i guess on the north, few industrial buildings and some farmhouses.
Yes, I am aware. I've already patched a few, but I'll finish doing them all this weekend when I have time. Thanks <3
Patriotic 22 Oct, 2024 @ 5:38am 
AIs are not very willing to cap zones. Enemies capped somehow their own, but two games I had to cap all of my team zones. Additionally, even tho enemy pushed into our zones, he never moved CV into them. I was playing 3v3 with Very Hard bots.

I am pretty sure, that the "three big tanks" he was talking about are the 3 silos on the middle of the map, next to the Charlie Zone, on the other side of the main road/highway. It would be super cool if you could swap them for enterable Silo. Especially that the current is not only non-enterable, but also doesnt break LOS, like there werent any silos.

Anyway, nice job. Map for me feels super natural somehow, idk, something I rarely feel with maps in warno.
SomeoneSomewhere  [developer] 22 Oct, 2024 @ 7:46pm 
Originally posted by Patriotic:
AIs are not very willing to cap zones. Enemies capped somehow their own, but two games I had to cap all of my team zones. Additionally, even tho enemy pushed into our zones, he never moved CV into them. I was playing 3v3 with Very Hard bots.

I am pretty sure, that the "three big tanks" he was talking about are the 3 silos on the middle of the map, next to the Charlie Zone, on the other side of the main road/highway. It would be super cool if you could swap them for enterable Silo. Especially that the current is not only non-enterable, but also doesnt break LOS, like there werent any silos.

Anyway, nice job. Map for me feels super natural somehow, idk, something I rarely feel with maps in warno.

AI seems to work fine for me personally, and even if they're "borked", so to speak, I don't know if there is anything on my end that I can do to fix it. There is very little documentation available in regards to map making.

I'll see what I can do about those Silo's though. Thx for the feedback :)
Patriotic 24 Oct, 2024 @ 5:42pm 
I've had several 1v1s with two of my friends on this map, about 10 battles in total. The main issue is the point distribution from the Delta and Charlie Zones (I guess thats how they are called, Im talking about 5-income ones). Since these areas are often heavily contested, once someone manages to push and hold units there for a while, they quickly gain an advantage and secure the win. The high point income leaves very little time to react, as the battle often ends before you have a chance to push them out or flank.

I’d suggest reducing the point income from the middle zones to 2 or 3, with 3 being the absolute max in my opinion.

Additionally, around 80% of the matches were won by the player on the side of the map without the lake. This is likely due to the easier attack path toward the 5-point income zone, as they have buildings on their side that are easy to occupy, while the player on the lake side is partially blocked by the forest, limiting their vision and ability to stop the capture.

A potential solution would be to swap the buildings and small forest, giving the defender a better chance to control the buildings, which act as strongholds.

Lastly, I’d suggest adding another zone—something not too critical, but enough to break the entrenched WW1-style stalemate. Perhaps a 1-point income zone at the apartment blocks would give them more purpose beyond just recon and ATGM spots.

It's the middle of the night, so I probably explained this poorly, but feel free to hit me up on Discord (patriotic_acc), and I can explain things more clearly and help make the map better balanced.
SomeoneSomewhere  [developer] 25 Oct, 2024 @ 7:26am 
Originally posted by Patriotic:
I've had several 1v1s with two of my friends on this map, about 10 battles in total. The main issue is the point distribution from the Delta and Charlie Zones (I guess thats how they are called, Im talking about 5-income ones). Since these areas are often heavily contested, once someone manages to push and hold units there for a while, they quickly gain an advantage and secure the win. The high point income leaves very little time to react, as the battle often ends before you have a chance to push them out or flank.

I’d suggest reducing the point income from the middle zones to 2 or 3, with 3 being the absolute max in my opinion.

Additionally, around 80% of the matches were won by the player on the side of the map without the lake. This is likely due to the easier attack path toward the 5-point income zone, as they have buildings on their side that are easy to occupy, while the player on the lake side is partially blocked by the forest, limiting their vision and ability to stop the capture.

A potential solution would be to swap the buildings and small forest, giving the defender a better chance to control the buildings, which act as strongholds.

Lastly, I’d suggest adding another zone—something not too critical, but enough to break the entrenched WW1-style stalemate. Perhaps a 1-point income zone at the apartment blocks would give them more purpose beyond just recon and ATGM spots.

It's the middle of the night, so I probably explained this poorly, but feel free to hit me up on Discord (patriotic_acc), and I can explain things more clearly and help make the map better balanced.

Brilliant feedback, thank you so much. <3

I was already thinking about a stalemate breaker on both sides and redesigning the center, I didn't consider your other points in regards to the two center points. I'll definitaly look into that and make some adjustments for this weekend's patch.
Patriotic 2 Nov, 2024 @ 8:42am 
So far I only had a chance to play with AIs. The only issue I noticed is visual bug on deployment phase. It's like enemy's deploy zone on a screen corner map is bugging and lines are stretching to the left top of the screen. It's only present during deployment. However, not game breaking issue, so no need to rush this one I guess.
I will drop more feedback (especially balance one) once I can get my guys to play some battles.
Anyway, nice update.
SomeoneSomewhere  [developer] 2 Nov, 2024 @ 8:52am 
Originally posted by Patriotic:
So far I only had a chance to play with AIs. The only issue I noticed is visual bug on deployment phase. It's like enemy's deploy zone on a screen corner map is bugging and lines are stretching to the left top of the screen. It's only present during deployment. However, not game breaking issue, so no need to rush this one I guess.
I will drop more feedback (especially balance one) once I can get my guys to play some battles.
Anyway, nice update.

Huh, that's the first time I hear of that.

Any possibility in providing me a video of that?
Patriotic 2 Nov, 2024 @ 9:54am 
Sure thing my man. Here it is: https://streamable.com/9mrf4y

And update: It's not about enemy deploy zone, but just deploy zone on the lake side.
SomeoneSomewhere  [developer] 3 Nov, 2024 @ 11:36am 
Originally posted by Patriotic:
Sure thing my man. Here it is: https://streamable.com/9mrf4y

And update: It's not about enemy deploy zone, but just deploy zone on the lake side.
Much appreciated. I'll look into it, see if it's something I can solve.

Edit: I've rolled out a small hotfix that *should* fix this issue.
Last edited by SomeoneSomewhere; 3 Nov, 2024 @ 11:58am
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