Hi, friends.
Our today's DevDiary is about (you'll be surprised) how development of Soldiers: Arena is going. We want to give you some feedback, like in the pre-New Year's diary. Tell you a little about the work days of the Best Way, what problems we face constantly, what part of the development process is the most difficult, and how unexpectedly funny bugs could be.
What did we do all this time? Do you mean, except rest in Monte Carlo?
There is no point in trying to describe everything that has been done in the last four months. It's just too much. In addition, some of the features are still at a stage when it is early to talk about them. And some things just has no sense for those who have never played the game to absorb the info. So today's diary is about that small part of the changes that we think are most interesting and fun (everyone knows that developers have a strange sense of humor).
We continue to add to the game some new icons (for example, for abandoned vehicles, for infantry suppressed and "unconscious" and others), vehicle models and skins for special infantry.
We test the size of the map and the Frontline gamemode with different number of players in the session in search of the best variant. We do not want players looking for an opponent to fight half a game. But he should not feel himself like in a supermarket in the midst of a black Friday. We added the preparation phase before the start of the fight, to allow the player to look around and select their flank and the starting units. At the end of the session, the game will show you the "Battle Results", where you can see how much experience each unit has earned and how much damage he has inflicted to the enemy. Why guess who of your units is the most useful, and who does not fit your strategy, when you can see the numbers? And the boldly re-adquired enemy tanks must go somewhere, right? Created a special "hangar" for this case.
Remember, we wrote that in the fight for territory, every building will be the center of your foreseeable universe? So, in order to meet their high goals, we constantly make changes and add new mechanics related to their work. AI must allocate units inside the house based on the situation on the battlefield. But how often does he have to change their positions, how long does it take to move them? Should the units interrupt the building strengthening process, for example, to fire back? The answers to such questions can only be obtained empirically, by testing, making mistakes, and eventually finding the best option. Well, of course, we needed to create fortified form for each of the buildings.
Balance is the king!
And we have similar situation with each new mechanics. Particularly difficult in this sense was the case of digging trenches. After digging foxholes, we taught the infantry to connect them with trenches, and engineers to dig these trenches faster than others.
You introduce a cool feature and domino effect immediately reminds for himself. Do you want to dig trenches? And how will other units fight with them? How well will the infantry be protected in them? What units can dig them (Saboteurs with shovels? Seriously?)? How fast? Will the type of surface influence on the process (Our adamantium shovels aren’t afraid of asphalt and stones)? Which units will be able to move over them and which ones are not (Artillerymen with jump-packs will carry howitzers in their hands, and motorcyclists will master the motocross)? How will the AI behave in the trenches? And many similar questions will not be answered fast and easy. You make protection in the trenches too strong and the speed of digging is too fast and on the nearest test you see someone advancing with trenches. Advancing, man! Once again, thanks to alpha testers for their help and selfless search of any opportunities for exploits. You make the defense rate too low and no one is digging no more. And do not forget about the correlation with the rest of the mechanics of the game! For example, infantrymen teleporting to the rear during the retreat or grenades, faithful as a labrador, which do not want to leave the master and explode only at his feet. By the way, talking about the feet - the infantry has finally mastered the basics of parkour and without problems overcomes low fences. Finds the best route without complicated manipulations from the player.
https://www.youtube.com/watch?v=b0vKwM7BGVw
For some, it may seem that the game development process always follows a well-defined plan, all features are specified and prescribed, all collaborations are built, and no alterations are expected. This is partly true only when you create a clone of something created earlier. And even then only partially. In the case of something new, you have to go through the bug minefield and the process of implement-test-fix-test. Periodically encountering ridiculous bugs. For example, when the artillery crew of the cannon goes into minus on health, but refuses to die and give up positions, apparently because the Valkyries have a day off. Or when an assaulted building suddenly does not affect the front line (not all the domains of captured land were received, we think). Or a destroyed tank forever circling around dancing the Samba. And how do you feel about extra non-clicking ghost-tankman spawning separately from the tank and at any distance annihilating the whole team of the tank if you hit him with a fougasse? We liked him!
This is just a couple of examples of what was done and a few curiosities, but we would like to know if you are interested in such a format of a diary? Do you want more informative and fun stories from the life of Best Way? Maybe you need videos and screenshot-reports about the most unexpected bugs? Let the indicator of your interest be your likes and comments with your answers so that we know whether to prepare the next such material and how soon. Wish you all the best!
DevDiaries #37: Commanders
Hi, friends.
We have already talked earlier about commanders in Soldiers: Arena. About what they are and what their advantages on the battlefield are. Today we will tell you more specifics about the very concept of the commanders, but do not forget, that concept means possible changes.
Commanders? I am the only commander here!
I have three words for you (or rather two words and one phrase): tactics, role-playing component, teamplay. The idea of creating a tactical game with a focus on teamwork was born long ago. Even in the Men of War multiplayer were laid a lot of its components. But the format of the session, game modes, and some overcomplexity of the gameplay didn’t allow the tactical part to unfold completely. The base of the tactical component was excellent, but we wanted to enrich it, add a role-playing element and team interaction. And over time, we stopped on the commanders concept, which, coupled with the development tree, could help to achieve our goals.
Let's consider the issue in more detail. The commander is a specialization of the user within the gaming session. Basic specializations are represented by an infantryman, artilleryman and tankman. In addition to the basic, there are commanders with deeper specialization, which become available with the development of the player. For example, for an artilleryman they are: the howitzers commander, the SPGs commander and the anti-tank commander. We want 3-4 ready commanders for each type of troops before the OBT release. The unit tree (we are sure, everything is clear about it in general, and more specific we shall speak about it in future) is common for all commanders within the nation. But each commander has his own "preferences" and restrictions on the use of units. The number of units that you can take into battle is limited and often it is less than the number of units available for hire. So sometimes you have to choose - whether to take a couple more cannons or insure yourself with engineering teams. And some units are simply not available for use by certain commanders. So, for example, a tankman can take into battle a lot of tanks, several infantry squads and none of artillery units at all. The commander of heavy tanks has an even deeper specialization and operates a large number of heavy tanks than the basic commander, but has less light and medium tanks, which makes him well protected and indispensable for breakthroughs of the front line, but generally slow and disclosing his best sides close to the middle of the game.
Each commander has its own characteristics and even some game mechanics inaccessible to others. For example, the support sapper commander has twice as many engineers and they dig trenches and strengthen buildings much more quickly, and his medics can evacuate not only their own, but also allied wounded. The howitzers under the control of the appropriate commander will be able to use the special firing mode with a gunlayer. Engineer troops of the tank commander will be able to evacuate to the rear any vehicles left without crew, both allied and enemy. Special commanders do a good job for which they are intended and do worse anything else. In the game there are both balanced commanders who do a good job with most tasks, and highly specialized, which are strong in something one. But you can be sure that there are no such commanders in Soldiers: Arena, who dominate all.
Is it necessary? It was ok for me before!
Tactical part. By introducing commanders into the game, we want to create a kind of "faction within the faction" and significantly increase the number of possible tactical solutions within the session. We don’t want the game limited to waiting for the last minutes of the fight, when you can order the best cannons and tanks and finally fight. No, Soldiers: Arena must be tense every minute of the fight. Some specializations dominate only in the beginning and middle of the game, others have no such aim as domination at all, but rather help allies. We want the player to invent more and more options for victory based on the situation on the battlefield and the composition of the teams, rather than waiting for his Königstiger for the whole game.
The role-playing component. It is often perceived as leveling and customization, but first of all it is about acting the role. And in Soldiers: Arena, with the introduction of commanders, the importance of following these roles and their number have grown dramatically. Even now during the tests we see how rarely two players choosing the same units even while choosing the same commander. Some constantly rushing with the tanks at the beginning of the game and tries to tear off a bigger piece of the enemy land and give the allies opportunity to strengthen there. Some on the contrary bites into the ground and builds walls around their positions. Some using their maneuverability is constantly looking for unprotected enemy areas. Having the opportunity to choose different commanders and different troops to them, you will be able to find the role that suits best to you. And when it is bored - switch to another commander and another role.
Teamplay. When you have no hammer for every in-game nail - you have to play your role and wait for the same from the allies. We want to create a non-linear game balance in Soldiers: Arena and stimulate the teamplay, create the need to complement the ally’s minuses with your pluses. You can have many howitzers and cannons, but they cost nothing without proper cover. And killing enemies couldn’t always grant you win, especially if you did not cover the ally at the right moment and now he have no infantry to capture the territory.
This is not all that we would like to tell on the topic, and we will continue later, but for now watch the video with the work of the new suspension and rest some. Good luck!
In today's diary, we will tell you a little about the section of user interface that helps you to control your units: hotbar and quick access bar. But remember, my friend, that everything shown on the screenshots is a working concept. To bring the interface to it’s fullest potential, we need all features to be implemented and this is possible only closer to the release. So, looking at the screenshots, remember what Confucius said at this point "If you hate an alpha-build, then you’re defeated by alpha-build”.
Why change? The old one was native and cozy!
Indeed so! But the industry does not stand still, standards change, and, most importantly, in Soldiers: Arena, the pace of the game is a little faster. These means making the interface responsive and intuitive is the priority task. The old interface was occupying a good quarter of the entire screen and was doing this without days off and holidays. Most of the important buttons were in the lower left part of the command panel, which made you constantly distracted from the fight. And you had little possibilities to configure this panel. In addition, it even displayed impossible-to-use commands, which misled the newcomer and was simply inconvenient. In Soldiers: Arena the number of possible commands has become even bigger, as many new features have been added to the old functionality: entrenching, strengthening buildings, sending medics, suppressing fire, and active perks are on their way. With so many commands, it was impossible to make it work properly without the reworking the interface.
We realized that the interface should be informative, intuitive and flexible. To ensure that a beginner won’t lose his mind with a staggering amount of information, and in addition we’re looking forward to enable the seasoned players to customize the interface for themselves so as to use all twenty fingers on their four hands. We have already achieved some successes in this field, but there is still a lot of work to be made.
Easy to learn, comfy to dominate.
Hotbar in Soldiers: Arena looks like this.
As you can see, only the available commands are highlighted. Unavailable at the moment are darkened. If we select another unit - hotbar will change and display other commands.
Now the hotbars are configured by types: infantry, tank, artillery. In the future, we plan to deepen this system so that each unit has its own hotbar and the player will only see the commands of the selected unit. So darkening is a temporary half-measure, but even with it you are not distracted by buttons that are inaccessible to use. While it is not entirely clear whether we will be able to do this until the start of the beta, but we are trying to do so. The possibilities for customizing the hotbar have also expanded significantly. Now you can add the commands you need from the extensive list shown below.
To call the quick access bar you need to press F button. This bar is divided into four groups. In the screenshot below, we see that a group with common commands is selected, which includes the commands of movement, shooting, inspection and so on.
A group with specific commands for vehicles / artillery, where you can choose the type of projectile, change the position from combat to marching, strengthen, etc.
Here is the group of system commands, where you can customize the displaying of other interface details: maps, battle statistics, highlighting units and so on.
As you can see some commands even have the “working” names :) And here is the group of commands for the infantry.
Hot keys are binded now, not on the functional F1-12, but the numbers 1-0. We try to make the interface intuitively understandable, and most of us still used to see hot keys binded to numbers. And F-keys are now occupied by commands for allies. Clicking them you can put a marker on the map and send a message to the chat with a call to action. So it became even easier to ask something. "Attack", "Intelligence is needed", "Urgent need of whining about health bars" - the choice of commands will satisfy up to the most refined tastes.
This does not cover all the interface, because there is also a start menu, a context menu, a development tree and the associated tool for creating an army and much more. And we will tell you about everything, but not this time. Bye!
DevDiaries #35: PzKpfw III with it's family
Hello friends. Today we will talk about medium tanks. Their role in Soldiers: Arena, their strengths, and review some usual ways of getting your ideas to the enemy with the example of the PzKpfw III’s family.
It’s good to be strong, but double as good to be fast.
A commander specializing in medium tanks is an excellent choice for those who appreciate the balance between maneuverability and firepower. Do you prefer a set of overall tools for all occasions instead a narrow focus on a particular aspect? Then the medium tank commander is what you need. When the enemy strikes you mounted on a powerful but slow Tiger - we'll take two PzKpfw IV’s and break through his flank. The speed of medium tanks allows you to choose a maneuverable fighting style, appearing from your hidden locations only to strike the enemy. You shall deliver a rather meaningful strike, because medium tank guns are usually sufficient to defeat most of the enemy's firing points. Choosing medium tanks you must fight aggressively and quickly. You should be especially active in the early and middle stages of the battle. That's your moment of glory, when you can inflict maximum damage to the enemy, pinning down the infantry, levelling the fortifications to the bitter pieces and helping teammates to break through the enemy's defenses. You should always be in the midst of battle!. Trying to shoot with heavy tanks or artillery through the entire map is a bad idea. But if you make proper use of your resources, the game will already be in your hands, when the enemy heavy tanks appear.
Your first medium tank
In the game, this handsome little one from the cover art is currently represented in two modifications: F and J. There are three more self-propelled guns based on PzKpfw III: StuG III ausf. B, StuG III ausf. G and StuH 42 ausf. G, but we will not talk about them now. Containing all the advantages and disadvantages of medium tanks, PzKpfw III has one additional excellence. This is the only medium tank available in the early game. And this means that even from the first minutes of the battle it is possible to hunt artillery tanks such as BT-7A, which are so fond of shooting from afar. And the rest of the light tanks don’t even need to be mentioned. In the heat of combat, supported by your comrades, PzKpfw III even in the early game can snatch one third of the map.
https://youtu.be/p9PECvI4ao0
And then: strengthening, defending, pushing again. Repeat until victory. But we do not recommend to be impudent. After all, the enemy team may have a commander of the anti-tank regiment. Against these guys any tank is prone to become a steel coffin.
Did you know that …
By the time of the invasion to the USSR PzKpfw III was the main battle tank of the Wehrmacht. On June 22, 1941, in divisions directed to the USSR, there were about 1000 machines of this type, which amassed around a 25 to 34% of the total number of tanks sent to the USSR.
At the end of the summer of 1940, 168 Panzerkampfwagen III tanks of F, G and H modifications were converted for underwater travel and were to be used for landing on the English coast. The depth of the dive was 15 m; Fresh air was supplied by a hose length of 18 m and a diameter of 20 cm. This miracle of engineering had the name Tauchpanzer III.
In addition to twelve modifications and an underwater tank based on the Panzerkampfwagen III, there were the Panzerbefehlswagen III commander's tank, the observation armored car of artillery, several German SPGs and three Soviet ones (SU-76i, SU-85i, SG-122) and, of course, the flamethrower tank Flammpanzer III Sd.Kfz. 141/3).
And what modifications of PzKpfw III do you want to see in Soldiers: Arena?
DevDiaries #34: Viewports
Hi, friends.
We continue to share with you the latest development results. Now we are working on a system of visibility zones (further viewports) in Soldiers:Arena. We have repeatedly said that between balance and realism, we will rather choose the former. But this is only in a situation where the choice is inevitable. In most cases, you can get both. And our today's diary about a similar case. Any unit in Soldiers:Arena has its own set of viewports and we now writing and changing for them some general and particular rules. We add viewports to the commander's machine guns and usual ones, to all observation slots. We added dependence on the unit type. For example, the SPG with closed superstructure sees much less compared to an open-top one.
A couple of text examples.
Each unit has a viewport suitable for its combat tasks, strengths and weaknesses. For example, the best round viewport will be found in the motorcycles and special infantry like jaegers ( you helped to find the name for them). Units, that rely on brains, scouting and reconnaissance more than a fistful of steel. And heavy tanks have the worst in comparison. That's why they need more support than others.
As we already wrote earlier, the cannon crews are now not so visible when shooting. In fact, their exact location is unknown until they reach the enemy's field of vision. In addition, they have better gun viewports in comparison with the tank ones. This combination makes them dangerous on long distances. But if you let the tank close enough - this particular cannon will soon be no more.
There are some types of infantry in the game with a camouflage skill and most other units can only see them from a close distance. Besides jaegers, special forces, officers and saboteurs who can detect them on the entire field of view. It should be noted that loud shooting unmasks any fighter. Therefore, in the arsenal of some squads there is a silenced weapon, shooting from which doesn’t lead to detection.
And a couple of visual examples.
Next, for a better visualization of the process, we’ll show some screenshots from the editor, which show the viewports in their debug mode. You won’t see any unnecessary lines in the game ofc. So here is the specific visual example. Here is our KV-1.
It is so lonely and lifeless. But by just putting a soldier in it will trigger the round and driver’s viewports to start functioning.
We'll send two more guys there and viewports of the main gun and rear turret machine gun will start to work.
And here, for example, an armored vehicle, fully loaded with infantry, ready to kill any living creatures offending or defending.
Viewports are now at the development stage, so do not hesitate to write your suggestions in comments.
Did you congratulate your beloved women on the holiday?
Best wishes from Best Way! We love you! Honestly, honestly :)
"Find the name" contest results
Hello friends.
Thank you for your activity and a lot of variants of names for hunters. We decided not to use certain division names and so on, to avoid embarrassment in case when these guys would fight where they could not fight. We have summed the results and the winners are:
Germany - Jaegers. Skyrimjoe suggested via Steam 16 FEB 10:02pm.
Allies - Pathfinders Da ork boy suggested via Steam 16 FEB 10:06pm
USSR - Дозорные ( not sure now about the proper translation ) Suggested Павел Курганов via VK 16 FEB в 10:26pm
Winners knock to friends ( http://steamcommunity.com/profiles/76561198026692491 ) and write me your name and surname for credits.
Many thanks to others and cheer up - this isn't the last contest!
DevDiaries #33: Suppressed, not stirred
Hi, friends!
We were very pleased about your quick reaction to the competition. There are more active players in our community than we had hoped. The only thing we want to remind you - do not forget in the midst of thoughts, that the essence of the competition is to find a suitable name for the “hunters” which correlates with real formations of World War 2. Maybe we want to add dragoons on raptors or heavy infantry with gatling lasers, but sometimes you need to say “stop”. We must remain in the setting. To win you need to choose the name, not imagine it :) So Advancing forces witnesses, Sharp-eyed boys with binoculars or Sherwood natives don’t fit. There is still time until the end of February and the we are not limiting you in number or variants for the competition. And by the way it makes no sense to repeat other’s suggestions, since the win will go to the first who suggested a suitable name.
And now about changes in Soldiers: Arena. Last week, we have increased the number of artillerymen in the crews. Now cannon crew consists of four people, six for the howitzers (in the future this number can vary). There are several reasons for this change. Firstly it is more realistic, and it becomes more pleasant to play with artillery. Often the crew were killed by a single shell and then the cannon stood just like an orphan kid in the middle of the military landscape. It is very annoying when you are playing artillery, so, to make it more survivable and useful in combat, we added more artillerymen to the crews.
An especially successful shell can kill even six men, but there are a few chances for such thing, and in most cases there is someone to replace the fallen comrades. And through leveling you can make your artillerymen even more dangerous for the advancing infantry.
At the start gunners are armed only with pistols, but after upgrades you will be able to equip them with rifles or machine guns.
We also added the ability to suppress the infantry in cover to make it possible to counter the fans of strengthening each square meter. So when you see the enemy which have comfortably overgrown their positions with hedgehogs, trenches and blocked all the entrances to the buildings - pin him to the ground with your heavy fire from all guns.
Suppressed enemy will fall to the ground and won’t be able to shoot back with full power. So he will quietly sniffle with anger in his trench, until you (with a reduced, but still evident risk) will be able to get close, to send a beautiful parcel in the shape of a grenade or begin storming the building. Currently suppression works only for the units in fortifications. We doubt whether it makes sense to implement the ability to suppress advancing infantry. It seems that it is quite logical evolution for this mechanics, and btw it’s more pleasant to be suppressed in the mud in the open air. But it can cause an unacceptable level of rage for the player, because his unit is immobilized and can not run to a tank in full speed. What do you think about this? Do you want to have an opportunity to suppress all the time anywhere and everywhere or only in fortifications, to counter the enemy which strengthen his positions?
"Find the name" contest
Hello, friends.
Today we start a little contest. Where are you, creative ones? History experts, answer our call! We introduced a new unit into the game with a "hunters" working title. But the trouble is that "hunters" do not sound good enough.
To win the contest you need to pick up an authentic name for hunters. We need one for each faction (Allies, USSR, Germany). In fact hunters are riflemen, armed with self-loading rifles, but they have better field of vision, can cross the front line secretly. In defense, used to see the and kill enemy infantry, in case of a breakthrough can quickly eliminate the enemy. In offense they similar to the saboteurs (but weaker). With proper skill they can neutralize the sniper or cannon crew.
We expect three winners (in the case if we could find appropriate names). Each winner will earn the honoured place in the credits ("Thanks to" part) for his contribution to the common cause, and one premium unit at his choise after the release of the game. The results will be summarized at the end of February.
And to encourage your intellectual work - here are some screenshots from the alpha test.
DevDiaries #32: Infantryman
I'm convinced that the infantry is the group in the army which gives more and gets less than anybody else.
G'evening, sir
Look how arrogant those nincompoops are! Those “elites” have been hanging medals on themselves like they all know what it takes. Like it ain’t war, but a damn circus. Hidden behind their armor, or all hiding behind the rear about to send a shell over past the fence. Making a tea-party there, while we take all the paddlin’! Oh, sir, they just wanna know who is stronger and better. Ha, no answers needed! It's no secret to anyone that without our brothers, they are all lame, and they could not see a barn door if they stood in front of it. And with us, as the saying goes, the sheep stay intact and the wolves are sitting calm and silent. Cause afraid to catch a grenade.
They even remembered the ol’ man Fuller: "Artillery conquers and infantry occupies." indeed so, but all your conquests are worthless when there is no one ready to do the occupying part. It’s us, brothers, who free the cities and villages, and without too much chaos by the way. It’s our main sense and value. However, that’s what we good at but ain’t the only thing. Right, for example, the tank - mighty, large and fearsome. But let me sneak to him with a grenade, and it is a lying duck. The same thing goes with those puny cannons. While it’s shooting - just beware and hide, but, ya know, it does not shoot often, and if it’s not crewed, let me put it like we like to say “a boat in a river of excrement with no means of propulsion”. Go around it and the job is done - cannon ain’t just a cannon, but a trophy!
We have a tool for every task here in the infantry battalion. And, we’re fighters attached to handy tools, who are ready to fight the enemy while standing on his feet, and slow down enemy movements, when they no longer have the strength to stand. We also have machine guns, mortars, sappers, engineers and antitank platoons, as well as medics’ office. We have everything that is needed, although, in limited quantities at first.
When in doubt empty the magazine
So, as you gain experience and look around here, I advise you to think about “career guidance”, so to speak. Every subordinate commander of yours has its own specialization. But it takes time to provide them according to the latest military "fashion". The deficit on the front is a common thing, so we shall fiercely limit ourselves at first. But the more successful will be our actions, the more wins will be on the account, so the headquarters will be more “responsive” to us, believe me. And we’ll have better ammunition, equipment and vehicles. And then we’ll roll! Now a few words about our prospects.
Motorized infantry battalion, for example, is better than others equipped with armored vehicles, and thus more maneuverable and faster. With proper commander it is great at suppressing enemy infantry, neutralization of machine-gun teams, and sometimes armoured vehicles even can destroy cannons. Only with a skilled driver, of course.
The infantryman is always a brother to another infantryman. But, you know, always older brothers exist, to whom we have more honor and respect. Stormtrooper is the elder brother of ours. These guys are one of those that you can’t hurt easily. The assault battalion has more stormtrooper platoons. In addition, they are better equipped: mortars, infantry regimental guns, machine guns, bazookas and captured panzerfausts, bulletproof vests and so on. They are armed to the teeth, and as you might guess from the name, all their sense is in the assault. Whether it's fortifications, living quarters or whatever - even the devil is not a threat to them.
If you want to hit the enemy in the weakspot - choose the sabotage-reconnaissance battalion. Those fellows can make a lot of noise without exchanging losses in the process. The enemy artillery fear them like death, cause they are death indeed. Besides sabotaging and destroying firing positions they can provide intelligence and help our gunners with guidance.
Engineering battalion - is our main support. You know, like Ovid said, Gutta cavat lapidem. What? Where did i pick up this? We’re rather dull but not stupid. So, the guys from the engineering battalion are those who always lend a shoulder. Dig trenches, place the hedgehogs, stretch the barbwire, find mines (and place ours), build fortifications, pillboxes - any work is familiar for them. And most importantly, that they will do it better than others. And they have a medical service more experienced and numerous. Thus can save not only their own, but also allied guys.
The easy way is always mined
There are other specializations, but you still have time to get acquainted with them. It is sad, but we have only a number of battles in our lifetime. Don’t chose the easy way to brawl with your allies while the combat goes - stay calm. Fight for them like for yourself, even he is the artilleryman. Combat law is simple enough - win or else or no man’s. And, ya know, it’s more handy to find out who hits stronger or nicely goes down on parades after the victory of the combat.