Pinned Tweet
New stream schedule, start times:
Mon:▫️8pm UK / 3pm EST
Tue:🔸1pm UK / 8am EST
Wed:▫️8pm UK / 3pm EST
Thu:🔸1pm UK / 8am EST
Fri:🔸1pm UK / 8am EST (ScavTalk Podcast)
Usual stream length is ~3-4 hours, and might start a little early for the evening ones!
PSA Creators📢: Review your setup for security
With all the hacks, vulnerabilities and exploits exploding right now, it's 100% worth a full review of your stuff
I've never stopped Windows from updating, but turns out I was THREE YEARS out of date due to an older version of VoiceMeeter that was preventing the new patches being applied.
Didn't notice until I proactively got a review of my setup - windows reported "You're Up To Date" despite this being false.
...so yeah, get a review done. For reference, I used codex on the cheapest plan, definitely more thorough than I could have done on my own.
I personally hope the "Tarkov style" gameplay is only part of what FragO offers.
Personally, living in a big solar system world with a bunch of meta game elements around it that you work on over time would be sweet!
This is an unfortunate outcome overall - in the short term I just wish the map was still usable, but with no units on it.
I hate to think how annoying it is to get to the Zone for newer players who don't know the routes. If I'm playing a team I don't usually play it's super easy to go the wrong way hah
I join a server. Game is in progress. I cannot spawn APC. I cannot see the map. I cannot see my team mates or fobs.
Buy car. Blindly search for road to zone. Find zone. Open mini map. Enemy fob right in front of me. I die.
Why is this a thing? @Brammflakes
Live season 2: xitter.cf/i/broadcasts/1oJMvNZDP…
WARDOGS SEASON 2 xitter.cf/i/broadcasts/1oJMvNZDP…
Always a shame to see competitors in this space fail, but in this instance it shouldn't be a surprise to anyone...
One of the worse playtests I've been in!
I genuinely can't wait to see what this looks like. It's a mix of excitement but also fear that it won't be quite what I am expecting😅
Either way will be great to see what they have put together for this
#frago
Fragmentary Order full gameplay footage is coming a lit bit later, guys.
As I said - it will be pretty long (15-16 mins approx.) and we need to finalize it properly.
Sign up on fragmentaryorder.com/
@fragorder
We will start Prime Batch Program pretty soon with the full gameplay trailer release.
Be the first. Future is set.
LIVE WARDOGS xitter.cf/i/broadcasts/1yxBePApX…
WARDOGS NEW PATCH xitter.cf/i/broadcasts/1yxBePApX…
CEO John Wardogs 😂
WARDOGS has sold more than 3 million copies, all on PC with over 54,000 “Very Positive” Steam reviews, putting heavy pressure on the developers.
CEO John Brammer said the team has been “a bit overwhelmed.” They’ve faced “bottom feeder cheaters and constant DDOS attacks” while keeping up with rapid growth.
After weeks of intense work, much of the team was given mandatory time off to recover.
Brammer said they’re “finishing a sprint and taking a breather to prepare for a marathon.”
He warned the next stage could get “spicy.” Some issues won’t be fixed immediately, and criticism is expected as the team keeps changing and improving the game.
Console versions aren’t expected until 2028 at the earliest.
SOLO FOB RAIDERS xitter.cf/i/broadcasts/1DGleVWML…
Just scale that bad boy a bit. Far from zone? Less exp/money. Close to zone? More exp/money. Inside zone same as usual
One little thing I wish could be changed in #Wardogs is to extend outside the CZ slightly on what is considered a drop off, theres many times a Drill/FOB exists on the edge, if that base is under attack, you find yourself dropping off just outside the area you get nothing...
Not a WoW guy, but damn this guy gets it. Applies to so many games actually
I'm seeing a lot of discourse about who WoW Forever is being made for and while I cannot speak for anyone else on the team I can speak for myself. I am making WoW forever for the classic gamer and for the millions of people who have had their accounts lapse over the years because they were not satisfied with changes that were made to the game. Whether those changes were to the art style, the story, social aspects, game design, or changes to their favorite class.
I did not spend the last year of my life relearning and mastering how to do things like we did it 20+ years ago for retail players. I could have taken it easy and just kept doing things like I had done for the past 8 years on retail...because I was much more familiar with it and it actually takes a lot less time to do (height maps on textures do a ton of heavy lifting). Because the reality is that the majority of retail players wouldn't care and would probably actually prefer it. But I felt I had a duty to uphold an artistic vision and integrity that millions of people expect from us. But not just for our players, but for my co-workers past and present who worked on it over 20 years ago. If I could not create something that resembled their work then I failed not only them...but myself.
Please do not take this as me throwing any shade at retail players or the retail team because I am one myself...but I wanted to make Forever as authentic of a Vanilla experience as possible. This involves making decisions wildly different than retail. It means holding the line against changes that create a domino affect down the road. It means keeping friction and inconveniences in the game. It means finding friends and forming groups with strangers and being social!! Because WoWs social aspects have always been the pillar of the game and over the years it has slowly been chiseled away at with changes that allow you play alone.
Since the day I started working on the Riverglades I have lived by three sayings.
"Convenience is the death of the journey."
"If you're making a game for everyone then you're making it for no one."
"Every change we make incurs a debt to the authenticity of the game and sooner or later that debt will be paid."
These are my core beliefs and I had a specific group of people I was targeting with my work. These beliefs cannot be shaken and I will try to hold the line against anything that goes against them and will continue to pester the team about things that feel out of place.
That being said, my hope is that Forever will pull in as many people as possible, whether you are a retail gamer, a classic gamer, someone who hasn't played in years, or even a new player. I hope you can all remember what made this game so special in the first place and that starts with understanding why we are so passionate about keeping it authentic.
WARDOGS doesn't focus on realism - we should judge the systems and mechanics based on their game impact, not whether they adhere to real life. We see a lot of this in the Tarkov community and imo it's unhelpful.
My usual rule of thumb for design suggestions, coming from EFT:
- If a system is realistic and adds to the game: Perfect
- If a system is unrealistic, but adds to the game: Sure, if considered appropriately, can work well
- If a system is realistic and negatively affects gameplay: Changes/removal should at least be considered
- If a system is neither realistic and negatively affects gameplay: It should be removed or adjusted
Not saying exactly which camp this specific discussion falls into (AT mines), just that we shouldn't judge design choices based on IRL as the sole criteria - very dangerous rabbit hole to fall down
Replying to @Gigabeef
So IRL the whole purpose of AT/AP mines is to slow advancing vehicles, restrict troop/asset movement, create bottlenecks and force the use of movement by air.
Sounds like the developers got it spot on to me?
Unlocked the AT mine and tried it out. Not sure improves WARDOGS at all:
- Boring to place
- Boring to be hit by
- The only counterplay is making logistics even more tedious by having to drive offroad everywhere
- Makes helis even more favourable for everything
Maybe I'll be proved wrong and there's onion levels of gameplay hidden inside the mine... but currently I feel underwhelmed by how one dimensional it is





















