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Status Update on the Rising Storm 2 Beta

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Hello everyone!

    We wanted to reach out and let everybody know what has been going on since the close of the last beta wave! We've been combing through tester feedback from the surveys as well as the well-written and thought out (thanks for that!) supplemental feedback in our various forums as well as Reddit and Discord. While we may not be able to action as much of it as we want for this next wave, many changes have happened based on it (I'll swing back around to that).

    First I want to let everybody know our current focus and priorities (so everybody can make sure they are aware and it can also help focus current feedback). In order:
    • Performance (both map specific and overall with changes being made in content, engine and effects to bring this to expected levels)
    • Gameplay balance (several maps are undergoing work to address issues and we are looking at system tweaks) and...
    • Bugs (killing them with fire, a big thanks to the testers who have stepped up and helped us find reproduction cases that we have asked for help on! We are also focusing on prone transition and movement bugs as priorities)

    Now back to community feedback. We've got some upcoming changes for wave 7 that the testers should enjoy (by popular demand and bug reporting). In no particular order:
    • In-game vsync should now be functioning as expected
    • Tripple buffering has been added
    • Fixed a bug that could cause AA to not work properly at all resolutions
    • We are addressing several map balance issues (more on this below)
    • Squad leaders will be rewarded for spawns and arty markers (points), as well as issued a sidearm
    • Servers will now reserve a connection spot and not allow others to join (and be booted when the server filled up while they were connecting) until the player has failed the connection

    To our current testers, we plan to publish an interim closed beta build (that will not have undergone extensive QA testing as our previous closed beta waves) leading into this weekend. Our goal here is to get some bodies in maps that have had a gameplay balance pass, so we can evaluate the changes before we open the doors on the next full fledged closed beta wave (and have time to react to the evaluation if need be).

    Last but not least we've been enjoying many of the informative (and funny) videos our testers have been creating and have a few to share from the last wave. We'll likely be sharing more of these as we continue forward towards launch!

    This one from Bruhaker about transport helicopters:
     
    Let's see how the overhauled SL will turn out. Points for every single spawn and a sidearm might be a little bit too much imo but let's see.

    The rest are betterments for sure! I like how bugs for the movement take priority.

    Since RO2 there also is a bug with smoke and fraggrenades: When you want to throw (a second) nade the character will hold it even though you don't hold a button and will throw it if you click with the weakest strengh. I can't replicate it.
     
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    NorthDumpling;n2290765 said:
    What do you mean fix SDK? It should be working fine.

    For example: trees dont have any leaves, there are no bushes, no grass sets visible when placed to the map and the bamboo thicket wall thing is just a lump of green matter etc. .
    The meshes were fully working before wave 5, if I remember correctly.
     
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    StmRtn;n2290766 said:
    For example: trees dont have any leaves, there are no bushes, no grass sets visible when placed to the map and the bamboo thicket wall thing is just a lump of green matter etc. .
    The meshes were fully working before wave 5, if I remember correctly.

    Well you better join discord for this. Its have been discussed that you need to place a WindDirectionalSource in a level.
     
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