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A.V.A: Dog Tag Development director engages in direct communication with our community!
“Wide variety of weapons allowing users to find and master specific weapons that match their play style and preference”
- Director of A.V.A: DOG TAG
Alliance of Valiant Arms was originally designed as a First Person Shooter which emphasizes on special warfare taking place between regular armies expressed through cooperation on the scale of squads. We wanted to deliver well-balanced realistic visuals whilst focusing on the overall gameplay experience. Alliance of Valiant Arms had always offered wide variety of weapons that allowed users to experience the pleasure and freedom in finding specific weapons that matched their play style and preference.
A.V.A: Dog Tag was founded upon facing the reality of how Alliance of Valiant Arms had become heavier in terms of system as well as content over the course of a decade causing the game to become impersonal and complicated. In A.V.A: Dog Tag, we strive to revisit the core elements which made Alliance of Valiant Arms unique and fun to play while boldly removing any areas in which gameplay experience was either altered or complicated needlessly. We wanted to simplify the overall experience but, at the same time, immerse users with a wide range of compelling and distinct weapons to choose from.
Our priority in development of A.V.A: Dog Tag was to maintain/enhance its distinctive engagement style. A.V.A: Dog Tag’s gameplay, on average, is situated in close-quarter environment where different class-specific weapons act and react uniquely to a given circumstance. Situational engagements would benefit specific classes or weapons over others which would promote utilization of space, class, weapons, and weapon attachments. Combined with different types of armor, A.V.A: Dog Tag offers a unique gameplay experience compared to other FPS games; allowing access to extended engagement sessions to heighten the sense of player immersion in-game.
We hope that everyone participating in our CBT will enjoy all of the changes prepared for you by the development team. Please remember to provide us with your feedback throughout the CBT.
Ever since the start of this journey with you from Closed Alpha last year, we have always kept our doors open for your ideas and thoughts regarding changes made from one phase to the next. Let’s continue to make A.V.A: Dog Tag into a great game together!
Due to a sound channel cap, there may have been some unregistered sounds when multiple sources were prompted simultaneously. In order to alleviate this effect, we have readjusted priority sequencing to make sure vital sound effects are fully prioritized over secondary audio.
One of the reasons we did this during CBT 1 was to test loot crates and their item drop function. In CBT 2 we have made all secondary weapons obtainable through in game achievements (Badges/Medals).
There are no obtainable 'class perks' in A.V.A: Dog Tag. However, each class is designed with different base stats (example: movement speed) in order to distinctively identify subjective pros & cons. Once we have completed our testing phase(s), we will consider disclosing class stats to avoid any confusion.
Yes, hit markers were designed to be part of the gameplay. There aren't any plans to change or remove hit markers at this time. However, we will continue to monitor user feedback throughout CBT & OBT.
Newly created weapon models and skin textures have already been increased to 1024 resolution and we plan to continuously create future skins in 1024 resolution.
Unlike certain SMGs or shotguns, high damage rifles are not at all accurate when suspended in mid-air at the time of fire. High damage rifle are designed to be a high-risk/high-return in terms of their control. However, if your target is within a very close proximity, bullet displacement effect is logically reduced due to the larger hitbox created by lack of distance.
There were various types of feedback regarding ping discrepencies and their negative effects towards gameplay experience. For CBT 2, we have added an additional vote kick option where users are now able to remove individuals with excessively high ping from their game.
Yes, this is indeed intentional and all three classes are affected in the same manner. This type of penalization is designed to counter unwanted gameplay abuse by users intentiionally mix-matching classes with weapons.
No, this is intentional. Helmets in A.V.A: Dog Tag were designed to offer one distinct role; to protect the user from a single headshot which would otherwise serisouly injure or kill you. At the same time, we wanted to offer a way for the ememy to remove this protective head armor outside of actually connecting an initial headshot. Frag grenades are perfect tools to knock off enemy helmets regardless of the amount of damage it does (as long as it does damage). We encourage users to understand this logic and play accordingly to utilize frag grenades strategically rather than solely as a damaging tool.
There may be mouse input delays where each interval of mouse wheel scrolling is being (soft) capped. Difference is quite minor but we will continue to monitor similar effects ingame.
We are already aware of this issue and are working towards fixing it. Such boosting is not intended and will be restricted for Esports matches until we resolve it permanently through a fix.
We will work to modify dot sights to eliminate such external influences regardless of lighting and/or environement.
We are continuously looking to fix this issue to both eliminate its effect and also to improve response speed when alt-tabbing.
This is not yet available in CBT. However, we believe this sort of a function will bring positive user experience both ingame and out in lobby. We will consider implementing this feature in the future.
There is a preset timer in the system where it wait for everyone to connect (load) before starting the round. However, there is a maximum preset value to this wait timer which is approximately 2 minutes. This preset timer is required in the case where a user fails to load into the game causing it to crash or become dormant.
Wallbang damage is intented to be reduced compared to direct contact damage. However, detailed feedback including oneshot headshot range should be seen and understood as an on-going balancing work rather than individual weapon modifications. Ever since Alpha testing, various user feedback regarding weapon balancing and thoughts on changes have been compiled and referenced to adapt, change, and implement new ways to balance all ingame weapons accordingly. We will continue communicating with our users to improve overall balance and gameplay experience.
We have implemented a new function in game options where users are now able to adjust their ingame FoV through a slider.
We currently do not have any plans to introduce left handed models.
This is not a complicated matter and could potentially be added in the future. Such preferences would most definitely be added according to the amount of people that would want the feature added.
We do not have any plans to add an additional primary weapon to offer two different weapons ingame.
We will lower the overall default volume in preparation of Open Beta Testing.
We have added ping to be displayed alongside FPS ingame.
Anti-charge armor is designed to soak up more hits whereas Large-caliber armor is designed specifically to lower higher damage hits such as sniper shots. We will be adding descriptions to provide more clarity to users.
You are able to mute individual players present in the game with you which will not only affect their chat but also their voice commands as well.
We are not planning to add this function during CBT. However, through continuous monitoring, we will consider future implementation depending on user request.
Flashbangs are designed to affect the user within a proximity. However, if you are facing away(90degrees or more) from where the flashbang pops, you will not be fully flashed and effect will be diminished significantly.
Yes, we have designed our UI referencing many of the recent games available in the market. ESC, when used from any sub category of main lobby, will always prompt you a client exit option. However, if you are in a sub section through pop-up, ESC will then close the pop-up rather than to prompt for a client exit.
QUESTION & FEEDBACK FROM CBT 1
Fixed an issue with magazine replacement weapon modification not granting extra bullets per magazine.
We are aware of several bugs found in parts of maps where character-interaction was irregular. We will continue to fix such bugs as an on-going effort to improve gameplay experience.
Fixed an issue where aimpunch(crosshair displacement) would sometimes cause crosshair to not be aligned with the original position.
We are aware of a bug with the shotgun firing two rounds at once when shot whilst reloading.
BUG FIXES & KNOWN ISSUES
Unreal Engine 3 is susceptible to script injection threats. In consideration of any potential threats, we are continuously working towards countering forced script injection.
V-sync was removed from the game option allowing users to experience smoother gameplay experience. While offering higher refresh rate support. (example: supprting 144 hz monitors)
There is a known issue where you are able to see through parts of the map while spectating another player. This is currently specific only to spectate mode and we are working towards fixing it in the near future.
We are aware of discrepencies found when spectating players and will continue to work on fixes.
We are aware of several clipping issues and are working towards fixing them. Please continue to submit reports related to ingame clipping.
There is a known bug where team X-ray vision would sometimes randomly display enemy silhouette through the map.
We have changed the way character models interact with each other when collided in order to reduce body blocking.
Fixed an issue with FOV force change upon death.
There is a known issue where ingame chat window can only be scrolled up/down using PG UP and PG DOWN buttons. People using certain laptops or smaller keyboards without PG UP and PG DOWN are currently unable to scroll through ingame chat window. We plan to look into fixing this in the future.
Fixed an issue where minimap ping system would sometimes display inaccurate ping locations.
There is a known issue where reserved magazine would lose bullets upon a [full spray -> reload] action. We are working towards fixing this bug as soon as possible.
Fixed a bug where armor, helmet, weapon animation behavior was irregular.