Director’s Comment
A.V.A: Dog Tag Development director engages in direct communication with our community!
Forward dashing versus strafe dashing.
You are now able to choose between forward-only dashing and strafe dashing. We wanted to provide our users more freedom with movement in-game. You are able to either enable or disable strafe running in Settings.
Primed grenade cancellation
All grenades have now been modified to allow prime cancellation where you may switch back to your weapon(s) even after priming the grenade.
Throwables (grenades) seems ineffective.
Weapon balancing (including grenades) is an on-going balancing issue. As we progress through our Beta testing, we will modify their efficiency and continue the modification work as needed.
Changes to weapon & environmental sounds
We are progressively working to improve the sound quality to better allow soundplay. There are various sound reworks for weapons as well as situational environmental sounds.
How can I check my weapon stats?
We are currently planning to introduce a new system where your unique weapon statistics can be tracked through the inventory UI. The idea is to include K/D ratio as well as efficiency, detailed % stats, and weapon ranking.
Would boarderless windowed mode be supported in the future?
We are always trying our best to provide you with the best gaming experience possible. Boarderless windowed mode requires development and may take time, but we plan to add it into the option in the future.
Can we have more FOV options?
Additional FOV options have been received as one of many suggestions. We plan to add more options for our users in the future. However, delivery schedule may be after official release due to other prioritized work we are engaged in.
Will there only be scope/sight addons available for weapons?
No, we will add various weapon attachments in the future to allow weapon customization for various handling possibilities.
Will there be additional weapons introduced at a later stage? How would they be chosen?
We will continue to add variety of weapons for all classes as we progressively move towards official launch. However, we do not plan to continuously add weapons endlessly due to overall game-wide balancing issues. Additional weapons will be chosen in accordance to the balance work but community feedback on new weapon addition will also be taken into consideration.
Movement modifications
We have received feedback regarding how slow the shift walking speed was for all classes and have increased walk speed of Poinman by 30%, Rifleman by 20%, and Sniper by 20%. In addtion, we have also modified dash to allow weapon switching without defaulting out of the dash. Jump-movement acceleration have also been improved to make it easier for users to jump onto props.
Will there be a test server to check the changes before patches in the future?
We are currently planning to add custom channels in OBT where users may test various aspects of the game without having to playout the match. Test server is something we are considering as of current and if decided upon, may be introduced after official launch.
Friends list, party invite, and chat system seems clunky.
We are currently in the early stage of UI/System development. More functions and modifications related to friends list, party invite, msging system will all be improved.
Will there be an active in-game kick system?
As we are currently in our testing phase, kick options or relative functions were not deemed as a priority system. With this being said, we will introduce a vote kick system to eliminate any in-game inactivity and/or situational need.
Why can't I bind my mouse button?
Special function buttons (Mouse side buttons) may not register currently but we are looking to allow such bindings in the future.
Tapping and spraying patterns are the same. Shouldn't tapping have the benefit of less recoil (kick back)?
Although varied upon the type of weapon to a certain extent, general rule is that the full spray and tap firing works differently in terms of weapon kick back. However, in order to eliminate macro abuse, there are safety measures in place for the game to differentiate generic tap fire from macro use where consecutive bullets fired is deemed as unnatural (in which case, the system would determine it rather as a spray).
Picking up Dog Tags in Demolition mode creates a sound audible by the opponent. Is this a bug?
No, our intention was to allow users to utilize this function towards strategic play. Sound made from Dog Tag pickup can be used in different ways to outplay the opponent.
Is it possible to increase max framerate past 200?
No, we have set maximum fps cap to 200 in order to deliver the best optimized gameplay experience possible for all users. It is important to understand that FPS above 200 does not alter gameplay due to the maximum amount of frames capable of being seen by human eyes. Removing the 200 FPS cap would only further exhaust resources without producing tangible results.
Does AVA DT support 4K resolution?
Technically no, but we do support upto UHD which is 3,840 x 2,160. The 4K (4,096 x 2,160) is a term originally derived from Digital Cinema Initiatives (DCI). Whereas '4K' advertised for gaming monitors are actually rather UHD. There is a slight aspect ratio difference between the DCI 4K and UHD '4k' which is 1.9:1 versus 1.78:1. We do not have plans to support DCI 4K at this time. Additionally, although not listed in the resolution option, for those who would like to use a low resolution (800 x 600), you are able to manually change your resolution setting via ini file in the config section. For further instruction, please visit our official discord.
Why is it that sometimes, there are no grenade indicator showing?
Grenade primed will be dropped even if you die and that same grenade will expload without showing an indicator (as it was not thrown). As this is not a but, it will remain the way it is. However, we have modified it so that dropped 'primed nade' will be highlighted to distinguish it clearly.
Ingame chat messages disappear very quickly.
Our UI is currently undergoing development and chat message logs along with other related issues including chat filters will be modified in the future.
What is the current server tickrate?
Current server tickrate is set to 60. We are considering improving the tickrate in the future for competitive play.
Settings menu is sometime very difficult to see. Is there a way to change this?
As we are currently on-going our UI/Systems development, not all content related to the UI is complete. However, we will continue to improve all areas of UI including settings menus throughout the testing period.
What is the anticheat? Is it working correctly?
For AVA Dog Tag, we have integrated BattEye as our anticheat software. We are progressively testing with our BE to make sure everything is being done in order to fight against game cheats. It is currently working and is integrated with the game build.
There were occasional audio bugs where gunfire sounds were not registering correctly.
We have modified and reworked the overall sound system to fix such bugs while also improving the quality. You may notice a significant difference between the Alpha Test build and CBT build with relation to sounds.
When I alt-tab, it takes a long time to re enter the game client and also minimizes all other applications.
We are currently aware of the issue and will be providing a comprehensive guide to fixing the issue.
Recoil and aim seems out of alignment when spectating another player.
This is a known issue and we will continue to resolve the matter in the future.
Spamming ready/unready in the lobby can make the game/lobby crash
This is a known issue and it should be fixed for the CBT.
There seems to be mouse input delay and/or sensitivity irregularity. Has this issue been addressed?
Yes, we found that there was a bug embedded within the option settings which caused the irregular mouse sensitivity issue. It should be fixed along with other areas affected by the same bug in the CBT build.
There seems to be a bug where people can boost jump using C4 or the Binoculars.
We are currently aware of this bug and look towards fixing it. However, we may require time to fully understand the reason behind the bug as well as the relative work required to fully fix the issue.
There seems to be a bug where people can boost jump using C4 or the Binoculars.
We are currently aware of this bug and look towards fixing it. However, we may require time to fully understand the reason behind the bug as well as the relative work required to fully fix the issue.
Having the knife out removes the character shadow. Is this a bug?
Yes, this is a known bug and we are working to fix it.
When playing for an extended amount of time, V-Sync option automatically turns on. How do I fix this?
This issue is related to the bug found embedded in the option settings. As we have worked out the bug for CBT, this issue should now be resolved.
There is a bug where the C4 falls through the map and respawns at base.
We are aware of this bug and are currently working towards fixing it.
Is there a bug where C4 defuse is force cancelled?
Yes, we have found a bug where an on-going defuse was sometimes force canceled if another player would walk around the defuser. This issue was addressed in the CBT build and should be fixed.
Dropped helmets can be seen through wall with the team X-ray vision on. Is this normal?
This is a known issue but due to it not affecting gameplay, we do not yet have specific plans to rework the issue.
My aim twitches off of target when I get shot at. What is this and why is it there?
In consideration of a realistic engagement, we've introduced Aim Punch(twitch) where getting hit would cause your crosshair to be displaced out of position according to the amount of damage taken per shot. We have significantly reduced the amount of Aim Punch effect in order to allow aim tracking to play a vital role in the game whilst keeping the it viable in particular situations.
Why does my crosshair automatically move downwards after I spray with my weapon(s)?
All weapons possess recoil (kick back), which is the backward movement of a gun when it is discharged. More powerful the rifle, bigger the kick back. Crosshairs in A.V.A were always designed to be aligned with where bullets would travel. When you spray, you will notice that the crosshair starts to become displaced due to such consecutive kick backs. When you compensate for a spray, your crosshair remains relatively steady but once the accumulated kick backs from your spray settles, the crosshair returns to it's normal position. Because you've compensated (pulled down) for the spray kick backs, when the accumulation settles, it seems as if your aim is dragged downwards automatically. This is not a bug but how weapon recoil system have always worked in A.V.A.
The Smoke grenade pops in mid air and won't allow me to long-distance throw it for cross map usage.
We will be introducing different types of smoke grenades to allow strategic use for various situations. Current smoke grenade does pop after a fixed amount of time but there will be others introduced in the future where it'll only pop after material contact.
How will binoculars function in competitive play?
Binoculars were one of the most symbolic and strategic items in A.V.A. We plan to allow users to play around its benefits whilst creating possible counter methods to play against Binocular-centered strategy.
What are the differences in Armor types?
There is a starting armor (Standard Armor) which basically has no effective stats. You are able to choose between two types of armor; first we have, Anti-charge armor which is effective in reducing damage taken by a % while armor points are present and the second choice is the Large-caliber armor which is effective in surviving a heavy damage bolt-action sniper shot which would otherwise kill you in one hit. It is not a matter of which armor is better but rather which armor should be used for certain situations.
I can see my teammates through walls. Can this function be turned off if I want to record a gameplay footage?
This function allows for users to better understand where an engagement is taking place as well as positioning of the teammates. We plan to add an option to enable/disable this feature by Open Beta Testing.
What are the roundtimes in Demolition Mode?
As of current, demolition mode roundtime is set to 2 minutes 30 seconds. According to our statistics, average playtime per round is approximately 1 minute 20 seconds. Considering such data, we have reduced the roundtime from original 3 minutes down to 2 minutes 30 seconds. Considering both casual & competitive play, we want users to have enough time to execute various strategy effectively not being punished by lack of time remaining in a round.
Tab pop-up in-game shows enemy team's class choices.
We wanted users and teams to utilize this information to their advantage in creating or executing strategy. By understanding the setup your opponents are running, you now have the option to choose your own class to outsmart them.
Weapon recoil & bloom.
All weapon balancing is on-going and is subject to change. We will continue to test balancing related matters as we progress through our Beta testing. Community feedback is important to us in this respect and would appreciate continued input by everyone.
Why is there no option for Raw Mouse Input?
RawMouseInput has always been set to 'Off' (False) in previous A.V.A versions. Vast majority of users have experienced the game without it being 'On' (True). We do not want to force anyone to use RawMouseInput as a default setting and therefore it is set to 'Off'. For users who would like to turn on RawMouseInput, you may do so by accessing the ini file in the config folder to manually change it to the 'True' value.
Will there be custom crosshair options available in the future?
We are currently on-going UI/System development and it is important for such development to first complete before we are able to add sub-functions utilization. Custom crosshairs is something we are looking into for post-official launch period.
How can I check my overall character stats?
Statistics page will be included in the CBT build where users are able to check their class stats, medals, badges, ribbons, and map-related information.
UI looks unfinished? Will there be additions in the future?
Yes, we are currently on-going UI development and have made changes for the CBT build. However, we plan to continue UI development throughout OBT.
Will there be any changes to the in-game HUD?
We are currently considering to modify the in-game HUD to visually optimize it.
Will there be eSports components to the game in the future?
Absolutely, as we prepare for official launch, we will apply various options for users to experience in competitive play. This includes external 3rd party integration such as, ESL and FaceIt as well as client-based ranking system including Clan systems and Ranked.
Will there be a replay system?
We are currently planning to integrate reply system for our official launch. More information will be announced closer to date.
Feedback & Suggestions
Bug Fix
Gameplay & System
Forward dashing versus strafe dashing.
You are now able to choose between forward-only dashing and strafe dashing. We wanted to provide our users more freedom with movement in-game. You are able to either enable or disable strafe running in Settings.
Primed grenade cancellation
All grenades have now been modified to allow prime cancellation where you may switch back to your weapon(s) even after priming the grenade.
Throwables (grenades) seems ineffective.
Weapon balancing (including grenades) is an on-going balancing issue. As we progress through our Beta testing, we will modify their efficiency and continue the modification work as needed.
Changes to weapon & environmental sounds
We are progressively working to improve the sound quality to better allow soundplay. There are various sound reworks for weapons as well as situational environmental sounds.
How can I check my weapon stats?
We are currently planning to introduce a new system where your unique weapon statistics can be tracked through the inventory UI. The idea is to include K/D ratio as well as efficiency, detailed % stats, and weapon ranking.
Would boarderless windowed mode be supported in the future?
We are always trying our best to provide you with the best gaming experience possible. Boarderless windowed mode requires development and may take time, but we plan to add it into the option in the future.
Can we have more FOV options?
Additional FOV options have been received as one of many suggestions. We plan to add more options for our users in the future. However, delivery schedule may be after official release due to other prioritized work we are engaged in.
Will there only be scope/sight addons available for weapons?
No, we will add various weapon attachments in the future to allow weapon customization for various handling possibilities.
Will there be additional weapons introduced at a later stage? How would they be chosen?
We will continue to add variety of weapons for all classes as we progressively move towards official launch. However, we do not plan to continuously add weapons endlessly due to overall game-wide balancing issues. Additional weapons will be chosen in accordance to the balance work but community feedback on new weapon addition will also be taken into consideration.
Movement modifications
We have received feedback regarding how slow the shift walking speed was for all classes and have increased walk speed of Poinman by 30%, Rifleman by 20%, and Sniper by 20%. In addtion, we have also modified dash to allow weapon switching without defaulting out of the dash. Jump-movement acceleration have also been improved to make it easier for users to jump onto props.
Will there be a test server to check the changes before patches in the future?
We are currently planning to add custom channels in OBT where users may test various aspects of the game without having to playout the match. Test server is something we are considering as of current and if decided upon, may be introduced after official launch.
Friends list, party invite, and chat system seems clunky.
We are currently in the early stage of UI/System development. More functions and modifications related to friends list, party invite, msging system will all be improved.
Will there be an active in-game kick system?
As we are currently in our testing phase, kick options or relative functions were not deemed as a priority system. With this being said, we will introduce a vote kick system to eliminate any in-game inactivity and/or situational need.
Why can't I bind my mouse button?
Special function buttons (Mouse side buttons) may not register currently but we are looking to allow such bindings in the future.
Tapping and spraying patterns are the same. Shouldn't tapping have the benefit of less recoil (kick back)?
Although varied upon the type of weapon to a certain extent, general rule is that the full spray and tap firing works differently in terms of weapon kick back. However, in order to eliminate macro abuse, there are safety measures in place for the game to differentiate generic tap fire from macro use where consecutive bullets fired is deemed as unnatural (in which case, the system would determine it rather as a spray).
Picking up Dog Tags in Demolition mode creates a sound audible by the opponent. Is this a bug?
No, our intention was to allow users to utilize this function towards strategic play. Sound made from Dog Tag pickup can be used in different ways to outplay the opponent.
Is it possible to increase max framerate past 200?
No, we have set maximum fps cap to 200 in order to deliver the best optimized gameplay experience possible for all users. It is important to understand that FPS above 200 does not alter gameplay due to the maximum amount of frames capable of being seen by human eyes. Removing the 200 FPS cap would only further exhaust resources without producing tangible results.
Does AVA DT support 4K resolution?
Technically no, but we do support upto UHD which is 3,840 x 2,160. The 4K (4,096 x 2,160) is a term originally derived from Digital Cinema Initiatives (DCI). Whereas '4K' advertised for gaming monitors are actually rather UHD. There is a slight aspect ratio difference between the DCI 4K and UHD '4k' which is 1.9:1 versus 1.78:1. We do not have plans to support DCI 4K at this time. Additionally, although not listed in the resolution option, for those who would like to use a low resolution (800 x 600), you are able to manually change your resolution setting via ini file in the config section. For further instruction, please visit our official discord.
Why is it that sometimes, there are no grenade indicator showing?
Grenade primed will be dropped even if you die and that same grenade will expload without showing an indicator (as it was not thrown). As this is not a but, it will remain the way it is. However, we have modified it so that dropped 'primed nade' will be highlighted to distinguish it clearly.
Ingame chat messages disappear very quickly.
Our UI is currently undergoing development and chat message logs along with other related issues including chat filters will be modified in the future.
What is the current server tickrate?
Current server tickrate is set to 60. We are considering improving the tickrate in the future for competitive play.
Settings menu is sometime very difficult to see. Is there a way to change this?
As we are currently on-going our UI/Systems development, not all content related to the UI is complete. However, we will continue to improve all areas of UI including settings menus throughout the testing period.
What is the anticheat? Is it working correctly?
For AVA Dog Tag, we have integrated BattEye as our anticheat software. We are progressively testing with our BE to make sure everything is being done in order to fight against game cheats. It is currently working and is integrated with the game build.
There were occasional audio bugs where gunfire sounds were not registering correctly.
We have modified and reworked the overall sound system to fix such bugs while also improving the quality. You may notice a significant difference between the Alpha Test build and CBT build with relation to sounds.
When I alt-tab, it takes a long time to re enter the game client and also minimizes all other applications.
We are currently aware of the issue and will be providing a comprehensive guide to fixing the issue.
Recoil and aim seems out of alignment when spectating another player.
This is a known issue and we will continue to resolve the matter in the future.
Spamming ready/unready in the lobby can make the game/lobby crash
This is a known issue and it should be fixed for the CBT.
There seems to be mouse input delay and/or sensitivity irregularity. Has this issue been addressed?
Yes, we found that there was a bug embedded within the option settings which caused the irregular mouse sensitivity issue. It should be fixed along with other areas affected by the same bug in the CBT build.
There seems to be a bug where people can boost jump using C4 or the Binoculars.
We are currently aware of this bug and look towards fixing it. However, we may require time to fully understand the reason behind the bug as well as the relative work required to fully fix the issue.
Having the knife out removes the character shadow. Is this a bug?
Yes, this is a known bug and we are working to fix it.
When playing for an extended amount of time, V-Sync option automatically turns on. How do I fix this?
This issue is related to the bug found embedded in the option settings. As we have worked out the bug for CBT, this issue should now be resolved.
There is a bug where the C4 falls through the map and respawns at base.
We are aware of this bug and are currently working towards fixing it.
Is there a bug where C4 defuse is force cancelled?
Yes, we have found a bug where an on-going defuse was sometimes force canceled if another player would walk around the defuser. This issue was addressed in the CBT build and should be fixed.
Dropped helmets can be seen through wall with the team X-ray vision on. Is this normal?
This is a known issue but due to it not affecting gameplay, we do not yet have specific plans to rework the issue.
My aim twitches off of target when I get shot at. What is this and why is it there?
In consideration of a realistic engagement, we've introduced Aim Punch(twitch) where getting hit would cause your crosshair to be displaced out of position according to the amount of damage taken per shot. We have significantly reduced the amount of Aim Punch effect in order to allow aim tracking to play a vital role in the game whilst keeping the it viable in particular situations.
Why does my crosshair automatically move downwards after I spray with my weapon(s)?
All weapons possess recoil (kick back), which is the backward movement of a gun when it is discharged. More powerful the rifle, bigger the kick back. Crosshairs in A.V.A were always designed to be aligned with where bullets would travel. When you spray, you will notice that the crosshair starts to become displaced due to such consecutive kick backs. When you compensate for a spray, your crosshair remains relatively steady but once the accumulated kick backs from your spray settles, the crosshair returns to it's normal position. Because you've compensated (pulled down) for the spray kick backs, when the accumulation settles, it seems as if your aim is dragged downwards automatically. This is not a bug but how weapon recoil system have always worked in A.V.A.
The Smoke grenade pops in mid air and won't allow me to long-distance throw it for cross map usage.
We will be introducing different types of smoke grenades to allow strategic use for various situations. Current smoke grenade does pop after a fixed amount of time but there will be others introduced in the future where it'll only pop after material contact.
How will binoculars function in competitive play?
Binoculars were one of the most symbolic and strategic items in A.V.A. We plan to allow users to play around its benefits whilst creating possible counter methods to play against Binocular-centered strategy.
What are the differences in Armor types?
There is a starting armor (Standard Armor) which basically has no effective stats. You are able to choose between two types of armor; first we have, Anti-charge armor which is effective in reducing damage taken by a % while armor points are present and the second choice is the Large-caliber armor which is effective in surviving a heavy damage bolt-action sniper shot which would otherwise kill you in one hit. It is not a matter of which armor is better but rather which armor should be used for certain situations.
I can see my teammates through walls. Can this function be turned off if I want to record a gameplay footage?
This function allows for users to better understand where an engagement is taking place as well as positioning of the teammates. We plan to add an option to enable/disable this feature by Open Beta Testing.
What are the roundtimes in Demolition Mode?
As of current, demolition mode roundtime is set to 2 minutes 30 seconds. According to our statistics, average playtime per round is approximately 1 minute 20 seconds. Considering such data, we have reduced the roundtime from original 3 minutes down to 2 minutes 30 seconds. Considering both casual & competitive play, we want users to have enough time to execute various strategy effectively not being punished by lack of time remaining in a round.
Tab pop-up in-game shows enemy team's class choices.
We wanted users and teams to utilize this information to their advantage in creating or executing strategy. By understanding the setup your opponents are running, you now have the option to choose your own class to outsmart them.
Weapon recoil & bloom.
All weapon balancing is on-going and is subject to change. We will continue to test balancing related matters as we progress through our Beta testing. Community feedback is important to us in this respect and would appreciate continued input by everyone.
Why is there no option for Raw Mouse Input?
RawMouseInput has always been set to 'Off' (False) in previous A.V.A versions. Vast majority of users have experienced the game without it being 'On' (True). We do not want to force anyone to use RawMouseInput as a default setting and therefore it is set to 'Off'. For users who would like to turn on RawMouseInput, you may do so by accessing the ini file in the config folder to manually change it to the 'True' value.
Will there be custom crosshair options available in the future?
We are currently on-going UI/System development and it is important for such development to first complete before we are able to add sub-functions utilization. Custom crosshairs is something we are looking into for post-official launch period.
How can I check my overall character stats?
Statistics page will be included in the CBT build where users are able to check their class stats, medals, badges, ribbons, and map-related information.
UI looks unfinished? Will there be additions in the future?
Yes, we are currently on-going UI development and have made changes for the CBT build. However, we plan to continue UI development throughout OBT.
Will there be any changes to the in-game HUD?
We are currently considering to modify the in-game HUD to visually optimize it.
Will there be eSports components to the game in the future?
Absolutely, as we prepare for official launch, we will apply various options for users to experience in competitive play. This includes external 3rd party integration such as, ESL and FaceIt as well as client-based ranking system including Clan systems and Ranked.
Will there be a replay system?
We are currently planning to integrate reply system for our official launch. More information will be announced closer to date.
Feedback & Suggestions
Bug Fix
Gameplay & System