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+28
Implemented

Make rear areas desertion zones

RS 8 months ago in All Platforms • updated by LV|Ironstorm767 1 week ago 18

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
+25
Under Review

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

untitledfolder89 3 months ago in All Platforms • updated by Kalko von Schpritzendorf 1 week ago 6

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
+25
Approved

Map Voting

Gabriel Valentine 4 months ago in All Platforms • updated by Yos 1 week ago 13

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
+23
Fix Live

Remove the blurry effect on rifles

Ecks Dee 1 month ago in All Platforms / PC • updated by WW1GameSeries 1 month ago 15
Weapons Gameplay
+17
Implemented

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

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

jumpshooting bots in Verdun

Botxxx46 2 weeks ago in All Platforms • updated by Yos 6 days ago 11

Now since the devs already said that bots are coming soon, I would like the time to discuss on how their 'playstyle' is going to be. Much rather than just seeing them going prone or brainless running around in the nomansland, i would like to see them actually perform a bit, i.e. jumpshooting or strafing. 


First of all this would greatly improve the difficulty in the game and push people away from spending a game alone with bots to avoid real, human players. It would also push those away from saying that only 'vets' are using jumpshots because now like half the game will be doing it. 

Bots
+12
Fix Live

VERDUN: Can't move in new game when the chat is left open after the last one

jhgreen 3 months ago in All Platforms / PC • updated by WW1GameSeries 1 month ago 13

If I'm chatting at the end of a game and the next map loads, you spawn in but the keyboard and mouse are totally unresponsive. I can hit Alt F4 or Alt-tab out of it but the game doesn't work at all. Not sure what happens if you die.

Gameplay
+12
Under Review

Visual/Audio Feedback as reminder to play the objective

RS 8 months ago in All Platforms • updated by Vincent_8798 3 weeks ago 4

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
Fixed in upcoming version

Third Person Models and Weapons:

LV|Ironstorm767 4 months ago in PC / Windows • updated by Kaiser KoRv 8 hours ago 7

Seems that the 3p models are a bit messed up since the Merger or shortly beforehand. I've seen skewed LMG deployments and pistols being held as if they were rifles so far:






Kind of have to zoom in to see the Luger above, but he's clearly trying to aim a rifle when in fact, he's using a Luger.

Here's one when a character is likely prone with a rifle (I believe - looks like the LMG above): http://steamcommunity.com/sharedfiles/filedetails/?id=1262744305
Weapons Graphics
+10
Fix Live

After tabbing out, tabbing back in does not work anymore after update to 260.6784

Thomas 11 months ago in PC / Windows • updated by Trench Rat (Trench Rat) 4 months ago 6

After tabbing out (e.g. checking sth. on discord) you cannot tab back into the game. You still see the game, but when you click around you open files on your desktop behind the game instead. I use a setup with 2 screens with different resolutions. I play games on the bigger one.


Temporary workaround: when I cannot tab back in, I put Verdun into windowed mode by pressing ALT+ENTER and put it back to fullscreen by pressing ALT+ENTER again. Just to avoid ALT+F4 :-) Then it works again.


Even better workaround: Instead of tabbing out or moving your mouse out of the screen (e.g. while a menu is opened), put Verdun into windowed mode like described above, do your stuff, and put it back to fullscreen.


Game version: 260.6784 (default branch)