What is the game about?
"Enlisted" - is a MMO squad based shooter featuring some of the most famous episodes from World War 2. What is the difference from other MMO WW2 shooters?
Every battle in WW2 - is actually a separate game. "Enlisted" - is not a “mixture” of different WW2 (specific front) episodes, but separate chapters within certain battles. Other online shooters are basically sports-like competitions
with one team fighting against the other with the background set or decor of a particular historical period, but it’s not a battle, it has nothing to do with the objectives that soldiers had in real warfare. The desire to actually “walk in a real soldier’s boots”, to be victorious against the opponent - the opponent being a real person - this is what we as players seek in these games but never find. We want to not only create “arenas” for a 15x15-30X30 team fight, but create scenarios that have tactics similar to real combat missions.
Battles involving equal teams in equal conditions are, of course, interesting as a competition. But they do not have the immersion or the thrill of real battle, where balanced forces and symmetrical objectives are unlikely.
The other feature of "Enlisted" is detailed accuracy in every battle. You may be a defender of Moscow in the trenches dug around the city, facing advancing enemy tanks and superior forces, with an objective to hold the enemy, to stop the advancing army in its tracks with all the resources you have. Your task is not to kill every enemy soldier; imagine being a member of the landing operation with an objective of capturing a foothold and mounting defenses, making it possible for the main forces to land on the continent, or, on the contrary - defend against the landing party, or lead your troops so that they arrive in time to a strategic point. This is something one can experience in single-player games but not in online game with human opponents.
The next important feature of "Enlisted" is an opportunity to control a military unit in specific scenarios and not a single character. First, you gather your unit and then you play with this unit until you complete your objective or until the last member of this unit of yours dies. We want to make every character and every weapon somewhat unique, similar to how it is done in some action-based tactical games. What about match-making? Will we have an option to create our own servers with our own rules?
Match-making on the “rating” servers will be based on the player’s rating (skill) with an opportunity to make a squad, meaning that you can invite your friends to play in the same team. Private rooms (servers) will have no rating. We plan to develop an option for the players to create their own scenarios for their private rooms, but at the moment this is not a priority task. Will it be first person or third person view?
Currently we have both. But we think that first person view should be the primary option, In some cases 3rd person is more comfortable, especially for new players, but first person view provides much more immersion. How many soldiers will there be in one battle?
The game will have different scenarios. We have tested battles of 120-150 soldiers in one battle and it seems that it will be close to the maximum. Greater numbers require another approach to detalization, since it means higher system requirements - at least with this level of detail. However the exact number of actual players in one battle is not yet defined. Is Enlisted going to be 100% historically accurate?
After all a game is a game, not a reconstruction, a war simulation or economy simulation. We thrive to recreate the feeling from a real battle, how we perceive it and how the people who watch the movies and read the books perceive it. In real life there are many details that are important - such as off-duty life, organizational matters and strategic decisions which do not actually affect the story of a single battle. A war lasts much longer than any battle and combines thousands of details which we do not plan to recreate. We want to create exciting and thrilling combat, to deliver a real feeling of battle, give our players a feeling of being a part of a unit that performs a military task. A computer game with all its conventionalism may provide for better balance: such as faster and more dynamic battles or concentrating on the most interesting aspects of a battle - e.g. a player playing a medic would hardly enjoy gameplay of dragging a wounded fellow soldier for 30 minutes to a field hospital. How do you plan to protect the game against the cheaters?
Unfair play is a scourge for PC shooters. Online shooters are vulnerable to aimbot and wallhacks by their nature. There are several ways to fight against them and we plan to use them all:
- Basics such as moving, aiming, controls and hit detection are calculated server-side only. Thus speedhack, godmode, instakill or full recoil compensation or bullet spread modifications are impossible on the client side;
- Server anti-cheat system such as FairFight or similar;
- Client anti-cheat system such as Easy Anticheat or similar;
- Certain game design features also help to make a game less vulnerable to cheating - e.g. server-side visibility calculations, realistic speed of turning and aiming provide significant restrictions to cheating,
- Game replay and reporting system;
- Private rooms - where you can play only with people you trust. Will there be an opportunity to control the vehicles?
We plan that there will be different sorts of military vehicles as a part of the scenario for different battles, since they are a very important part of real combat operations and objectives in most episodes from WW2. But player control of the vehicles is not planned at this moment. We will think about adding such an option if we have enough resources and the community is interested. What are the system requirements?
The game requires DirectX 11 and a 64bit system (Windows 7 or newer), we will probably add support for Vulkan later on. Graphical card minimal requirement is 1GB Nvidia 660GT or similar. We will try to provide support for older hardware if it’s possible. Also, if the community is interested we can possibly release the game for MacOS. Why do you show how much money you have gathered?
We want our players to be a working part of the development process. Along with the “African campaign”, we have launched a vote for the future goal of the project. We plan to recreate several of the most famous WW2 battles such as the Battle of Moscow and the Invasion of Normandy, with support from our players we hope to make some other campaigns as well. E.g. the Battle of Iwo Jima, the Battle of Stalingrad or even the Battle of Berlin. Working on every such battle requires not only its own content - locations, characters, weaponry, but thorough work on the balance and game rules.
Our campaign is more than just one map or location, vehicles and soldiers involved It mean dozens of missions with almost hundred variants for weaponry and environment will cost too much and and will have extremely high requirements for your system. If we try to make all the campaigns as one game, such a game will be very expensive, take 5 years to develop, require a lot of space on the drive and will not be needed in the end.
That is why we are addressing you - our players, so that you will decide what battles you want to play. The current list of campaigns is not final, we will thoroughly read your suggestions and will do our best to implement the things that our players are interested in.
If the “open development” succeeds - it will show that we are moving in the right direction alongside with our community who will provide major support for the development.
As a part of our “open development” program we are going to not only show how much money we have gathered but also publish regular reports on which aspects of the development this money was spent and what goals we have set for further stages of the development. What sum is needed for a successful campaign?
The minimal sum is $250,000 - it will cover the basic expenses for the content of one campaign. It is not the whole budget of development but achieving this milestone will allow us to bring more people to the team and work on further campaigns and expand the gameplay, such as an opportunity to control vehicles for example. At the same time we will understand what campaign is most interesting for our players so that we can concentrate our efforts on it in the first place, prioritizing the development process.
Why do you sell collectable weapons and unique characters instead of the game itself with DLC, or season passes? Does it mean there will be microtransactions and everything in the game will be sold for money?
We don’t like the approach when the game is divided into several DLC’s or episodes and is sold via Season Pass or imposing further additions which is popular at the moment. Every player should decide whether he wants to play a certain game and spend his money with an understanding of what he will get.
That’s why we have decided to make access to these battles independent of the other - each campaign will be a separate game. However a player who purchased more than one will see them all in the game as selectable chapters. Also we do not want to impose micro-transactions as an opportunity to purchase some sort of ingame advantage. A player will have an opportunity to get collectable weapons and characters that are different from the others but do not offer ingame advantage (which is strange in the first place - a bullet to the head means death for every person after all) rather providing uniqueness or rarity. Is the game paid or free-to-play?
At the moment each campaign is planned as separate paid game on Steam, with limited demo access for you and your friends. From the start, it will be available in Early Access exclusively for supporters who bought “early access” campaigns. What happens to my money if the game isn’t released?
All your funds will come back to your account in Gaijin.Net. From this account you may purchase in War Thunder, Star Conflict, Crossout and other games available on Gaijin.Net. But we are sure that "Enlisted" will be released. What about video game consoles?
If pledges exceed $1 000 000 we will initiate multiplatform development. Every platform launch however primarily depends on the platform holder. When will the game or first campaigns be released?
The game will be released in 2017. Before the release there will be several stages to gather opinions and feedback and to adjust the game balance: Closed Alpha test, Closed Beta test and Early Access on Steam. Alongside, we’re eager to launch the Early Access with a quality and feature set as close to the final version as possible. After Early Access launch there will be only optimization, balance and polishing work. Early Access will last for a few months. Why is Enlisted not a part of War Thunder?
"Enlisted" is being developed on the Dagor engine by a team of kindred minds - Darkflow Software. Many of us have worked for Gaijin Entertainment in many projects including War Thunder. We are well acquainted with Gaijin’s technological basis and we believe the Dagor engine to be the best for developing a full-scale warfare gaming project, which includes the vehicles of battle. Also, we’re working closely with experts from Gaijin Entertainment, our publisher. We do reckon on Gaijin Entertainment expertise to achieve the highest level of refinement and details.
Enlisted is based on different principles of game design than War Thunder. Primarily, we are focused on a detailed and deep reconstruction of battle - not the vehicles or soldiers specifically on their own. Thus the game is much less “simulation” than War Thunder. Secondly, the game has skill-based matchmaking and a completely different meta-game, based on the collection and statistics, closer to such games as Counter-Strike: Global Offensive or DOTA2. You know War Thunder’s machinery pretty well, can we expect similar level of detail for the vehicles for Enlisted?
At this point player-controlled vehicles are not planned. So this level of detail will hardly be appreciated enough. In the case that players would like to see controllable vehicles, we will endeavour to reach the War Thunder level of detail - and since we will need a very limited amount of controllable vehicles (compared to War Thunder) - this goal is possible to achieve. Especially since Gaijin Entertainment provides really big support for this project. I presume the game will have all sorts of achievements, rewards and other content that brings diversity to the game. Do you plan to add some unusual features to these mechanics?
We would like to create an opportunity to barter weapons and characters between players. This would be something new for warfare games. If the players are interested in this - it would bring significant diversity to the game. Will Enlisted be connected to other games, for example War Thunder? Economically, or maybe achievements that unlock certain content in the other games, common log-in etc?
Since the game is published by Gaijin Entertainment, it will be connected. Especially since War Thunder includes WW2 as one of it’s settings. Of course there will be a common log-in with other Gaijin projects. Source
Assuming you've already read Valves FAQ on the Overwatch
which I won't repeat here, I'll answer questions I've seen floating around the CS:GO Subreddit which I've found interesting. I'll happily update this post with any more questions that the answer is known for. How do I get into Overwatch?
On top of what is already in Valve's FAQ, it is estimated that you need to win at least 150 games in Matchmaking. What are the main types of things to watch out for while watching a replay?
Why is the vote of one Overwatch Investigator valued more highly over another?
- Triggerbot: The weapon will automatically shoot when it comes to a certain range of a pre-defined hitbox (Such as the head).
- Aim Key: The crosshair will move to the pre-defined hitbox of a nearby enemy and automatically shoot.
- Automatic Aimbot: An aim key that is always on.
- Recoil reduction: Weapons that are consistently "pulled down" or where spray lands in the same spot each time without the bullet psuedo-randomness being applied.
- ESP or Extrasensory perception: Data that is displayed through the wall, such as 'enemy bones' in the player model, Health, Name, Weapons, Etc.
- Lambert: A world that has no shadows, rendering dark corners useless (Fullbright).
- Transparent world: All in-game walls or certain objects such as wooden boxes are transparent, or translucent.
- General Nuisances
- Bunnyhopping: While roughly a dozen hops possible, the suspect isn't supposed to be able to easily hop around the entire map and is likely using automated means to do so.
- Upside down views and Spinbots: When a player, or Overwatch Investigator view a suspect, the views will not be normal (So either upside down, or spinning constantly). As the suspect views it though, their view is normal to them.
- Speedhacks: Although largely eliminated by updates to the Source Engine, it may still be possible to come across people that perform actions or move much faster than normal.
- Griefing: Anti-social or anti-competetive behaviour such as blocking others, shooting teammates, deliberately getting in the line of fire of teammates and so on.
This is so accuracy is maintained within the system and people properly review footage before making a verdict on the suspect. There's no point to the system if everyone is to skip to the end and check all the boxes that say they're not legitimate. Is an Overwatch case assigned to me based off cases in my region, or is it random throughout the whole world?
Cases are dispersed to Overwatch Investigators worldwide. I've seen suspect players killing themselves and taking control of Bots. Is this a way to bypass Overwatch?
Playback will not be fast forwarded when "The Suspect" takes control of a bot. So simply, it is not a means to cheat without being caught. Will it count if I report a suspect multiple times?
Yes and no. The Overwatch report system counts unique votes for each report category. So, if you report for Aimbotting and later find that the suspect is Wallhacking, you can send a second report and this will be counted, unlike two Aimbot reports for the same suspect. Source Is it worth reporting everyone I think is suspect and let Overwatch sort it out?
Not really. The more people you report that doesn't result in a conviction, the less your report, or vote, will count for. Basically, only report if you feel the suspect is actually cheating. Source Is there any feedback or incentive for Overwatch Investigators to continue watching replays?
At this point, no. However there has been considerable noise going around that has no doubt given Valve some ideas as to how to provide these things without creating unfair circumstances. (Crate drops, keys, displayable coins, etc) Who has the final say in a suspect being banned, once there's a majority vote?
The Overwatch system is generally automated at this point, however there is a reviewer at Valve who also manually applies bans for certain convictions and reviews false positive cooldowns. Source Automated bans lead to false positives!! Why can't it all be done manually?
I understand there would be a lot of concern about this. With cheating being so prevalent in CS:GO, automated bans need to be put in place to remove the more obvious cheaters, quicker. While there has been false positives resulting in highly skilled players being applied cooldowns in the past, the system is being tweaked and evolved during the beta phase in order to make the system sustainable over a long term period. I personally believe that manual cooldowns will still always be applied in cases where suspects are more subtle in their cheating though. How long is a ban once Overwatch has confirmed that the suspect is cheating?
The cooldown is applied for 365 days (1 year). This is different to VAC which bans permanently from the game they were caught on. (That is, being VAC banned in Call of Duty: Modern Warfare won't result in being banned from CS:GO) Will the Overwatch system replace VAC?
No. Valve's Anti Cheat will always ban in "waves" to rid the community of confirmed cheaters using confirmed hacks (That is, no false positives because X cheat was detected on their computer) both blatant and subtle, but Overwatch Investigators are required to fill the gap between those waves. One system will not well without the other. I was disconnected from a competitive match and rejoined, but I still have a cooldown! Why?
Remember that reviewer at Valve I mentioned earlier? I should let him explain it
better than I can summarise it! There, Vitaliy explains the "tiered offense rank" and what you need to do to have it reset completely. Reviewing a replay takes too long, but I still want to help the community! How?
You may want to look into putting this into your autoexec, which will let you easily fast forward through unimportant sections of the replay and go back to normal speed again using a few keys:
// Overwatch Review Commands bind kp_home "demo_timescale 0.5; alias demotoggle demoresume" bind kp_uparrow "demotoggle" bind kp_pgup "demo_timescale 6; alias demotoggle demoresume" alias demotoggle "demopause" alias demopause "demo_pause;alias demotoggle demoresume" alias demoresume "demo_timescale 1; demo_resume; alias demotoggle demopause"
By keeping your fingers on 7, 8 and 9 on the keypad, you'll easily be able to shave 5 mins off the review time. Who are you, you random ?
I'm just an average player that has always interest in ridding the community of cheaters since I got into the game in 2004 by moderating various Australian online Counter Strike communities. Since Overwatch support is sadly dwindling, it sometimes just takes someone, or a group to speak up to remind us of what we've got and that it's worth reviewing footage in order to make our community cleaner.