Environmental

We don’t want to add fog effects outside the circle, we don’t want to punish people harder for being outside of it. Battle Royale is supposed to be about the fight, not the environment.

We may add more environmental sounds, but we don’t want to overly distract you from the gameplay.

If we do add night maps, it will not be dynamic. We don’t want your environment changing in the middle of a match.

We do have plans for weather and possibly night maps. We first need to fix performance in the game first. We would like to add snow, but it’s very CPU heavy.

We are going to adjust the final circles to make them a little bit slower, but no we are not reducing the damage.

Ranking

We will have ranks for your ratings as well, that will be implemented sometime in the future.

We will have separate ranks for solo on co-op.

We plan to have unranked matches so you can go in and just have fun and learn the game without concern for your rank.

We do want to add ranks above people’s heads in the lobby as well so you know who you’re up against.

Eventually, we have proper matchmaking when the ranking system is pretty stable.

Kills are based on who you killed (their rank) and who you died to.

We are going to work on the reward points.

Guns

There is currently [virtually] NO bullet drop, but we are adding air resistance, with full plans to add bullet drop in the future.

We are considering adding a second option to scopes, red dots to ACOGs etc.

Muzzle attachment changes: The compensator reduces the vertical recoil of the gun.

Flash Hider changes muzzle light, particle effect, and a small compensator buff w/ partial horizontal recoil decrease.

Suppressor makes a small change in deviation in random spread, and reduces the attenuation range of your weapon while adding a little audio spread mechanics to your sound. So you can still hear it, but it makes it harder to pinpoint by about 20 degrees.

We will be changing muzzle flashes as well as line attenuation, so they will be able to be seen from longer distances.

We may add more calibers to the game, depending on the weapons, but really what our intentions with the weapons is to really just balance the classes more than anything else. To make sure there are good pistols, good SMGs.

The UMP is one of the weapons that we need to rework because it’s way too weak right now. It’s one of the weapons that aren’t currently using real world values for the muzzle velocity.

This is subject to change: Verticle foregrip significantly reduces horizontal recoil by a large amount, and angled foregrips reduce both horizontal and verticle but by a smaller amount.