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+27
Approved

Map Voting

Gabriel Valentine 8 months ago in All Platforms • updated by whatamidoing 2 months ago 16

Please add a voting system after a match ends instead of cycling maps. Not infrequently, lobbies stack on maps players deem undesirable (ex. Champagne) and many players leave the match as a result. Giving players more control over what map they play would resolve this problem.


Implementation suggestions

Three choice system (à la Call of Duty):

[same map]
[next map in cycle]
[random map]


All maps voting (à la Rising Storm 2):

A list of maps on the left, which can be clicked to vote. All votes are tallied on the right.

Matchmaking/MainMenu Gameplay
+26
Under Review

Score menu -- Total (xp and kill death) for whole team -- whole team rewards

untitledfolder89 7 months ago in All Platforms • updated by Angry Alpaca 3 months ago 9

Suggestions:

1. Add the same   XP / kill / death   display in the "tab"/score menu but   for the whole Entente and Central Powers   so we get to know what the   grand total xp and k/d   for the whole team is.


2. I also suggest   rewards based on whole team   total to encourage teamplay and discourage selfishness. A lot of your current awards could be applied to the whole team.

At least an award related to the number of casualties per team. Because that's something history tends to remember way more than the prowess of individual soldiers.



UI Matchmaking/MainMenu Gameplay
+26
Implemented

Make rear areas desertion zones

RS 1 year ago in All Platforms • updated by whatamidoing 2 months ago 20

Please make rear areas desertion zones in Frontlines.


It is more than just A BIT FRUSTRATING that there are always players not helping their team with defending their trench/capturing the enemy's but instead sitting somewhere in the back, trying to get a good K/D (and more often than not, even failing to do that).


Frontlines is supposed to be about squad-based tactical combat, not about each of the 16 players on the team trying to see who can get the most kills or the least deaths by playing lone wolf and not going for the objective. If they want that, nobody is stopping them from hopping into RDM/Attrition.


So I suggest this:


- When your team is on DEFENSE, everything that comes after the NML just behind the ACTIVE trench (basically, the rear trenches) becomes a desertion zone, so that people are actually encouraged to actually help DEFEND their OWN trench instead of running back to the rear trenches. Or at least can't run back 3 trenches in order to "snipe"...That is: get 2 kills per minute because they a) can't see the enemy from there and/or b) are terrible shots, which is why they are trying to "snipe" in the first place.


This would also have the nice side effect of forcing people to advance when your team captures the enemy trench because your "old" trench becomes a desertion zone in that moment.


- When your team is on ATTACK, everything behind your OWN trench becomes a desertion zone, so that if people try to camp instead of assaulting the enemy trench, they at least have to do it from a place that usually has a line of sight on the enemy, which the NML behind your own trench often doesn't.


Now if you spawn in the area behind your own trench just when your team shifts from DEFENSE to ATTACK, you should obviously have a desertion timer that gives you enough time to get into your trench/into a legal zone.


I think these quick changes would do the game a HELL OF A LOT of good in the teamplay department.

Mapping Gameplay
+19
Fix Live

Remove the blurry effect on rifles

Ecks Dee 5 months ago in All Platforms / PC • updated by WW1GameSeries 5 months ago 15
Weapons Gameplay
+16
Implemented

BOTH GAMES: Make reinforcing bars on German gas mask (somewhat) transparent

RS 9 months ago in All Platforms / PC • updated by WW1GameSeries 5 months ago 1

The metal bars that reinforce the glass on the German gas mask severely impede vision in-game when playing as CP and should be made (somewhat) transparent.

In RL, you would not see those bars as solid lines in front of your eyes because your eyes would automatically filter them out with the information from the other eye and you would only see what lies behind the bars.


This would be the same effect that is already being applied to the center of the screen here and not too difficult to pull off.

Graphics Gameplay
+13
Under Review

Visual/Audio Feedback as reminder to play the objective

RS 1 year ago in All Platforms • updated by WW1GameSeries 4 months ago 5

For the same reasons as this: http://bugs.verdungame.com/topics/1352-make-rear-areas-desertion-zones/


...please put in some sort of visual feedback for players that spend A LOT of time camping behind their own team's trench instead of getting inside/defending it or inside their own trench while the rest of their team is trying to capture the enemy's.


60 seconds or more? Total in 1 phase, not 60 seconds continously spent in the same area, otherwise you'll have people leaving that area after 59 seconds to avoid the message and returning 2 seconds later...


You could make the screen flash messages like "Move forward to capture the enemy trench!" / "The enemy is capturing your trench! Defend it!" in bright red, with the same placement as the "You're blinded" or "Press 3 to use iron sights" messages (but slightly bigger). And/or automatically play soundbytes to help reinforce the message.


It would give more direction for newer players ("where do I go?") and less excuses for snipercampers along the lines of "if they didn't want snipercampers, why are there scopes in the game/why can I run back 3 trenches then without getting punished?". If doesn't help much, make the screen slowly go turn dark/gray in addition.


When the game itself is telling players to PLAY THE OBJECTIVE (and how to start doing that) in an aggressive manner, new players have more guidance and the occasional snipercampers might feel pressured enough to actually do that from time to time.

UI Gameplay
+11
Implemented

Weapons Sound the same in FMOD (A response to Leo)

Yos 2 months ago in All Platforms / PC • updated by whatamidoing 4 weeks ago 20

Leo's Original Quote:


>The difference in rifles on distance is now much smaller due to the nature of shots over distance and their echo. This will take some time and skill to get used to unfortunately, they are recognizable by bullet caliber and secondly by unique clanks.  

_________________________________________________________________________________________


They are not recognizable individually or even necessarily by caliber. The video below shows weapons of similar classification (handguns, long rifles, carbines, and machine guns) pitted against each other. The results show that the sounds between weapons of similar classifications are by and large the same. If there is a difference between them it is so minute that players will have a very hard time being able to tell the difference, where as at present you can easily distinguish what weapon is being fired and where the shot is coming from. 


If by "clanks" you mean the bolting/cocking sounds I highly disagree with this, not necessarily because a player wouldn't be able to tell what gun a player has based on these sounds, but rather because the actual distance in which you can hear this sound is incredibly small. The tactical value in this is quite low and will often not be of any benefit to a player, as Verdun is 1. A predominantly medium-long range oriented game and 2. If a player can actually hear these sounds they more than likely already have seen/know an enemy is there. 


The weapons compared against one another in chronological order:


K98AZ VS SMLE

Lebel VS G98

Mousqueton VS K88

Webley VS Modele 1892

Lewis VS MG08/15

Luger VS Ruby

1911 VS Reichsrevolver


The comparisons pitted weapons of similar classification against one another, however these were all still completely different firearms chambered for completely different rounds, in several of the clips the weapons sound identical while in others the difference is barely noticeable. This is both unrealistic and completely undesirable for gameplay. As I've stated, at present the current sounds work well, you are able to easily identify where players are based on gunfire and all the weapons have their own unique sounds. Without an extensive rework of the gun sounds the importance of sound will be drastically reduced as the ability for players to effectively identify enemy positions based on gunfire will be heavily diminished. 


Additionally as has been pointed out by Korv (and others) the ambient noises are overly loud and do a great deal to help drown out the actual sounds. 


Lastly for whatever reason gasmasks greatly muffle all sounds a player can hear in the game, this is in spite of the masks not actually covering a players ears (at least according to the models). 



Actual sound heard while using a gasmask:




Based on this it is clear that there will need to be extensive efforts made to correct the various issues plaguing the new sounds and adjust the guns to actually have unique and identifiable sounds as is currently present in the game. Although I do not believe that any of this is actually particularly pressing. The game is losing players by the day and it is clear that nobody in this community actually cares about a sound update. What we have right now works and has very few issues, the only obvious issues being the lack of reload sounds on the BAR and RSC, however this is very minor and is not all that important. Personally I suggest that the focus be moved onto other much more pressing issues like bugs and Verdun's heavily needed new content (squads and maps). Players can currently enable these "new sounds" with FMOD so if there is truly any desire to use them players do have the option. Spending time and resources on correcting the new sounds is pointless, especially when you consider that this sound update will benefit the game in no way. Players are not going to be returning to Verdun for a sound update, nor is anybody sticking around because of one. On the contrary if you decide to push these new sounds out without fixing them, you will once again be contributing to the games decline, yet another botched update that brings the overall quality of the game down is not something this community needs right now. It should be pointed out that there have been virtually no calls or requests for these sounds to be released, and essentially nobody has ever complained about what we have in the game at the moment. 

Weapons Gameplay
Answer
WW1GameSeries 4 weeks ago

comparisons.wav


To avoid all confusion and close this ticket, attached is a comparison to the video posted (25 meters distance, same order of guns). We did in fact address the issue after OP posted. 


After playing with these sounds for 6 months, I can honestly say that its mostly a matter of getting used to, I can actually distinguish them myself in combat. The pat-pat of smle's versus the deeper bangs of the mausers and french weapons for instance. 

+11
Approved

Add ingame reporting/flagging

Kaiser KoRv 4 months ago in All Platforms • updated by Black Yoshi 4 months ago 30

There should be a better way to report suspected cheater. 


My suggestion is to add a reporting tool or way to flag suspicious cheaters while in game. Best would probably be if the tool automatically opened a ticket/topic here with it's own category. I also suggest adding ticket numbers to all topics here. That way when I click to report a player in game I could get a ticket number back so it would be easier for me to find the report when I exit the game and want to add additional info to the ticket, like a video. 


When I click to report a player there should be a few categories like; aimbot, wallhack ect. 


All tickets should get an automated header, my suggestion:

Reported player: (Player ingame name)


So if somebody reported me the header would be: Reported player: {Pirates}KoRv


When sombody clicks report the following info should be displayed in the description of the ticket:

- Ingame ID

- Former ingame ID (if these are logged?)

- Cheat category

- steamID 

- steamID64 

- customURL 

- match id

- time

- map


(This is all useful info I can think of atm)


I think it would be best if all reports where hidden, and would only be shown if;

1. The player who made the the report has his steam account linked to this site

2. You make a search with the ticker number (case sensitive).


I wish for a proper way to report players as the current process is ineffective and slow. 



I would also request that if a player is reported on the steam forum the thread should be deleted or locked asap. Because if you are following the steam community guidelines you shouldn't choose which guidelines are enforced and which aren't. I have several times seen that comments like "+1" getting deleted from threads but cheater report threads like this https://steamcommunity.com/app/242860/discussions/2/1694920442961846186/ don't even get locked. Either enforce the guidelines or don't do it. Don't do it selectively. This is feedback for all mods/devs.

+11
Under Review

Weapon stats display overhaul

RS 1 year ago in All Platforms / PC • updated by WW1GameSeries 3 months ago 7

Replace the "shots-hits-accuracy-kills-killed by" part of the tooltip info that you see when you hover over weapons on the squad loadout screen with the actual weapon stats you can see on the equipment screen in RDM/Attrition (ROF, reload, etc.)


People can check out their accuracy stats, amount of shots fired, etc. under "Account -> Weapons" outside of matches anytime.


Seeing the weapons' stats directly is more important during a match and helps new players get familiar with the weapons. They often ask "what's the differences between the weapons/weapon types" during a match because there's no way for them to see or even compare weapon stats outside of Attrition/RDM and it takes too much time to explain in detail in the chat during matches.


Like this:



Also rework which weapon stats are actually being displayed and the way in which they are, the red bars might look neat, but they only give a very ROUGH indication of the weapon's stats (at least without additional numbers on them), especially in comparisons. Grouping attachments into 2 rows 2 instead of 1 column of 4 would give the required space for the added info.


Like this:



Grouping stuff by weapon class would imo also be much better than sorting the weapons alphabetically.


And just to really idiot-proof the whole thing, add all that on the main menu weapon screen as well:



Also make it so that the tooltip stays as long as you hover over the resp. card and doesn't just disappear after a bit.



Weapons UI Texts
+10

Stop adding x128

Sgt_KarlWollf 3 weeks ago in All Platforms / PC • updated by Vicar Andrew Starke 1 day ago 10

So this morning I was playing Verdun. Usual stuff and regular matches, I was wondering where are the x128 public matches at and I was happy that those formats were definitely over. But at some point Mr Leo came in my regular match and with his obnoxious admin priviledges he changed the capacity of that lobby. Fine, I quitted because me as a 3-yo-player I dont want to play that kind of unbalanced artyspam fest mess  game. So I looked around in the Frontlines main menu and surprisingly (not really), the only one lobby available was the big one. Now my question, as a guy who supported this game for enough time I guess, why should I have been forced to play something that I dont like while others do? Why are new players forced to play that gamemode where you can only die constantly? This is stupid questionable, besides a bad marketing move (not like M2H is famous for its ideas, dont take that as an insult I'm just looking at the past facts), in fact have a look at the Steam charts, as far as I can see it's again red there. I'm not accusing anyone here, I'm just pointing out the fact that Verdun isn't advertised as a x128 game (besides the fact that it's badly advertised, but that's another thing I guess) and people are forced to play that gamemode because there aren't regualr lobbies. It's ok, I'll play once, twice, maybe even 10 times (!!!) that x128, but at the 11th try, I'll quit because that thing ain't Verdun. 


Now I know that this thing is going to be half ignored because devs like to listen to other type of advices (not the best one in my opinion) and because one player less over 1m of sold copies of the game is nothing, but I'd like to warn you about that. Maybe today it's just me but tomorrow it could be half of the already small playerbase! 

Gameplay