Hi everyone! In Survarium 0.61 we introduced new Duga Radar Station location which is the biggest one in the history of the game. However, creating huge things like that takes a lot of time, so in the upcoming update 0.62 we decided to concentrate on solving long-standing issues and introducing lesser improvements and fixes into the game.
So, in the upcoming Survarium update you can expect to see a new weapon camouflage system, flashbang grenade, rework of anomalous skill tree, several changes to improve user experience in unbalanced matches, and St. Patrick's Day game event.
Weapon Camouflage System
One of the biggest problems when introducing weapons with new camos was that you had to modify it from scratch. We partially fixed that by unlocking all module slots by default, but you still had to waste time and resources to roll modifiers and install modules you wanted to have. Hopefully, the new feature to interchange camos among the same weapon models will fix the problem once and for all.
So how does it work exactly? If you have several identical weapons but with different camos, you can interchange camos between those weapons for free. This allows you to apply a new camo to a weapon you already had equipped with the modules and modifiers. By the way, you can now also swap modules between the same weapon models for free.
Please keep in mind that premium weapon bonuses (such as +25% to silver) are linked to the camo, not the weapon. Thus, by applying a premium camo to a common weapon, you will keep modules and modifiers you had on the weapon, but also receive the camo and bonuses of the premium weapon.
Changing the camos on the event weapons works in the same way. For instance, when you get FN P90 "St. Patrick Day 2020" in the upcoming game event, you can apply this camo to any FN P90 that you already have and keep all the modules and modifiers you already installed on the weapon.
However, changing camos between different weapons (say, AKMSU and AK-74) is not allowed. Moreover, at the moment we do not plan to sell camouflages separately: every camo can only be received with one of the weapons.
Improving Equipment and Camouflages When the new renderer was released more than a year ago, we reworked only a part of in-game textures to support physically based rendering, so some items looked worse than they could given the new technology. By now our artists have finished updating the models, so every piece of equipment in Survarium 0.62 should look better than ever before. Naturally, the higher the visual settings are, the more noticeable is the difference in comparison to the older game versions.
We have also introduced camos for the premium weapons that didn't have those: PP-91 "Kedr", Franchi SPAS-12, RPD, Fort-401, PKP "Pecheneg", Remington 870. Additionally, a new camo has been introduced for H&K MP7A1 "Legend II". These new camos are automatically applied to the corresponding weapons when Survarium 0.62 goes live.
Flashbang Grenade The idea of adding a flashbang to Survarium isn't new, but we finally decided to not put it on hold any longer. There's nothing to talk about, really, since it's better for you to see with your own eyes. The grenade is available on the first equipment tier of the Scavengers faction, and blinds and deafens characters that are close to the grenade when it explodes. Effect intensity depends on the distance to the grenade. We plan to tune the grenade further based on your feedback, as we definitely don't want this new item to either worthless or overpowered.
Updated Anomaly Skills Tree Among all 5 skill trees the anomaly ones are the least popular, so we decided to completely rework part of the talents. We have introduced new skills improving the effects of the artifacts, and also talents that allow you to make some extra silver by simply collecting artifacts in matches. One of the new skills also allows you to pick up and use artifacts without equipping a container, but in this case artifacts are destroyed 30 seconds after they were picked up.
We will publish the full list of changes before Survarium 0.62 release, and for now please take a look at the new skills available on the fifth tier of the talent tree. Hopefully, this will make anomalous talents stronger and more popular in general.
- Spring II. In passive mode the Spring also increases speed of reloading and swapping weapons. - Sponge II. Adds another charge for throwing (the Sponge can be used twice). - Onyx II. When activated, the Onyx also protects your character from increased head-shot damage. - Larkspur II. When activated, the Larkspur instantly restores 50 HP and energy.
Improving Balance in Matches We are constantly working to improve the matchmaking system to keep the battles balanced and interesting. Alas, situations when one of the teams is much stronger are still possible. The reasons for that can be different: sometimes players disconnect or leave matches, sometimes their ranking doesn't reflect their skill correctly (especially for the newer players).
To lessen the amount of pain and suffering in that kind of matches, we'll be finishing matches in TDM and Slaughter modes automatically when one of the teams is much stronger than another. The match will end prematurely, and all players will receive rewards (taking shorter match duration into account).
Additionally, in TDM and Research mode we introduced a zone protecting teams' spawn points. When you get too close to the opponents' base, you will start taking damage and will see a warning recommending leaving the zone.
We are closely monitoring the quality of matches and will keep making improvements to the matchmaking algorithms based on how the aforementioned changes affect the game.
St. Patrick's Day Event Play Survarium during the game event, get special currency and exchange it for the unique decal and weapons with three random modifiers: FN P90 and Benelli M4. We plan to start the event in the middle of March, and it will last for about 10 days.
Release Date and Other Changes These are only the most noticeable of the upcoming changes and improvements. We will post the full Survarium 0.62 change log before the update is released, which happens in the first half of March. So very soon you will be able to see the new weapon camouflage system, flashbang grenade, updated anomaly talents tree and other changes first hand.
Our Lead Game Designer Answered Your Questions (Q&A)
Today we are bringing you a new Q&A with our lead game designer, Vadim. We regularly collect your questions and discuss them with the team. So, if you would like to make suggestions, ask questions or leave a comment, you're more than welcome! Enjoy!
Q&A
1. If the weapon that a certain module was linked to is sold (one must uninstall all modules to be able to sell the weapon), maybe the module should no longer be linked to that weapon? This would be useful in the many cases where a player wins the event version of a weapon that he (most likely) already had and wants to transfer the modules but has to pay gold to do so because the system doesn't recognize that it's the same weapon.
A. Thanks for mentioning this. We are considering an optimal solution to this situation. And it should be introduced with one of the forthcoming updates.
2. When selling a weapon that has added modifiers, its price in Silver should either increase over a stock weapon or give back some of the spare parts that were used to upgrade it, just like the player receives some of the spent Silver back upon selling it.
A. At the moment the price depends on the number of weapon modifiers that have been upgraded.
3. The ELO should be displayed in the game, so that players know who they take on board. I often help people who want to complete squad daily quest but as a result they end up playing 800 ELO vs 5000 ELO and “feeding” and I end up feeling bad because ultimately that was my choice to help them.
A. We will consider displaying ELO alongside the player's profile and statistics.
Either this or the game shouldn't allow players to squad up with ELO difference bigger than 1000. A low-skill player who gets his ass wrecked will uninstall the game either way. What’s the point of finding a match faster if they won't enjoy it?
A. Thanks for the suggestion. We'll definitely consider this idea.
4. Game should have automatic radio commands to inform that a certain objective is being attacked by the enemy. GUI informs of this with a blinking Unit icon, but if the player is focused on something else, he might not realize this immediately if he's not inside the Unit capture zone.
A. Maybe. My concern is that extra voice commands could potentially be distracting to players. This will need some more consideration.
5. Due to a low player-base, matchmaking puts very high ELO or veteran players against newbies and this evolves into talks in general chat about how the game is infested with cheats, even though the administration continuously states that most of the time there are no cheats for the game. What could be done to prevent the global chat filling with 2000 ELO players spamming "everyone is cheating, developers do nothing, uninstalled"? For these low ELO guys everyone above 4000 ELO very well might be cheating, there is no difference to them, since they are severely out-skilled. Maybe players below 2500 ELO (or any other number that you think is right) should get their own matchmaking and no one in their lobbies should *ever* be higher than 2500 ELO?
A. We already have ELO groups which we try to matchmake as best as possible. If we come up with separate groups, for the players with 2500+ ELO it would take considerably longer to MM, compared to regular players.
6. Would an Infection mode fit inside the Survarium lore? One or several players start as someone who's infected and with no weapons. They have to infect everyone else by using melee, but they have more HP than a normal player. Match would end if they infect everyone or if the players kill the infected ones. Normal players would have to work as a team.
A. We could give this a try. First, however, I’d like to check how interesting such a mode would be for most of the players.
7. Guns Race seems to be an interesting mode, but has only been used twice in the 2 years since we saw it for the first time. Why not make it part of normal mode rotation?
A. I’d definitely want to deliver 1-2 more locations suited specifically for this mode and only then add it to the standard rotation with other play modes.
8. In other games that have Team Deathmatch mode, AFK players get moved to Spectator mode or don't respawn at all so they don't get farmed by active players. Could the same be done in Survarium to avoid this because of players who can easily roam the enemy base? One guy goes AFK and when he comes back, his score is 0-15 because automatic re-spawning is enabled by default in this mode.
A. Good thought, we’ve been thinking in a similar direction.
9. Would be nice to have the option "Send a Message" in the end-match results screen, as it's not there currently and the only way to do it would be to add the player to your friends list first.
A. This is possibly a good idea to implement. We'll discuss it internally.
10. Shouldn't an opponent that was just killed appear on the mini-map as a red X or something? Useful situations for this would be seeing someone who hides away, another teammate kills him but you don't know if the enemy is still there or alive.
A. That’s a good one, we’ll definitely consider it.
11. People keep asking for female characters and moderators tell them that it's complicated because all armors would have to be redesigned. It would also mean new animations, new voices, new faces, new weapon stances, smaller hit boxes but some suggest that it could be done by just changing the faces and keeping the same armors and animations. What do you think of this small change? Would it work or would it be seen as a lame attempt at female characters by the community?
A. Currently there are higher-priority tasks. But when we get to adding female characters, one of the first implementations would be the change of faces and voices to female ones.
12. Do you have any plans to add dynamic grass/bushes? That is, grass/bushes that would move away if a player is standing inside. This is particularly a problem that induces spawn-camping on Vector Laboratory, where the walls close to the base are full of bushes that can hide a player entirely. Is this intended or is it a side-effect of trying to make the map prettier? If its implementation is difficult, maybe an easier solution would be to lower the height of said bushes so they don't hide the players fully even if crouched?
A. This doesn’t seem a too complex thing to implement. I'll speak to the programmers about a possible implementation.
13. Many returning players ask about the Terminator skill, which allowed to carry two primary weapons, but was removed 2 years ago because it was deemed too powerful, making you too versatile. Maybe you could consider bringing it back, but adjusted? For example, not being able to sprint when carrying two primary weapons. Or having to choose between "Berserker" skill and this one, not being able to get both.
A. We’ll return that skill as soon as we figure out how to balance it properly. Right now it is am unfair skill.
14. Doesn't make sense to have a 2:00 minutes resupply cool-down on the ammo box in the shooting ground when testing weapons. Can you remove this cool-down?
A. Yes, agreed. This will be removed.
15. Please consider changing "Vector Laboratory" Slaughter version map name to "Smoke Laboratory"
A. LOL, good joke, but I have to say ‘No’ :)
16. Could you remove the part of the handrails marked in black to be able to make this kind of jump? https://i.imgur.com/hwHVZr1.png
A. Yes, we can and we will.
17. Before the jump animation updated it was quite easy to do this jump on Chemical Plant https://i.imgur.com/ya225y1.png from the bridge to the balcony even with the slow Zubr set. PVE mission, for example, had a cache spot that needed a calculated jump and that one wasn't possible after the jump animation update either, but a quick patch was released to fix that spot in particular. Could you make adjustments to this spot too?
A. Sorry about this. We'll try to fix that situation.
18. What was the logic behind balancing weapons like As Val or SR-3M that has 39 damage, 21 penetration and 800 ROF and an integrated silencer if compared to a 9A-91 with the same 39 damage, the same 21 penetration, but just 700 ROF and no integrated silencer? Both guns are in the same class, same tier, equally accurate and have the same stats otherwise, just the DPS is lower.
A. Indeed. We'll fix this error with one of the forthcoming updates.
19. Will we ever get extended magazine modules for the H&K MP7?
We'll consider this when adding new modules into the game. Thanks!
20. There seem to be some camouflages that you cannot get anymore, not even by completing achievements. Veteran players do have them, so could you add them to be buy-able with Silver at least?
A. We will need to outline what specific camouflages and we’ll think about how those could be added.
21. Please add the possibility to sell or destroy T5 premium gear. They take up space in the inventory and some of us have a lot of them because we grind Team Missions or win them in Treasure Hunt.
A. Currently you can sell any duplicate of premium weapons or gear.
22. In CS:GO players also have tags on their heads, but they disappear if they're far away from you, like on the other side of the map, to not cluster the screen. Do you think something like that could be implemented in Survarium too?
A. We'll try to add such mechanic with one of the forthcoming updates.
23. Pump-action shotguns have a much lower effective range than semi-auto shotguns. Example: Remington 870 - 15m, VEPR-12 - 28m. Install a silencer on VEPR-12 (which is not possible on pump-action shotguns) and it will still have higher effective range! Maybe effective range of pump-action shotguns could be increased a bit?
A. Pump-action shotguns will be improved with the next balancing update. Possibly we'll increase the effective distance as well.
24. Can semi-auto pistols get a buff in damage to be able to kill with 4-5 shots in exchange of very big spread or very short range? Right now, the best option is Glock with its auto mod, which overshadows even some of the main weapons of the game. Instead of nerfing it, maybe you should buff other pistols?
A. We'll consider this for an upcoming balancing patches.
25. Training with bots is done locally. There should be a possibility to play it with squad mates, maybe by making it non-local or implementing something completely different? There is a desire to play with squad mates to quickly test stuff, experiment with the damage system and more.
A. We'll consider it. Maybe implement is as part of the ‘clan wars’ task.
26. Implement a [press this key to continue] in the loading screen. A lot of games have this and it would help in reading the loading screen tips on computers that load the match very fast.
A. Not a bad idea. We'll look into its implementation.
27. Stat range should be displayed on each attachment. If I don't have tons of the same attachment, I need to guess the best values, I don't know if I have a good, a bad or an average roll on the attachment. Would be very nice if this is easier to see, like how mods in the workshop display min-max range.
A. This would lead to too many numbers in the interface. We need to think up how to display the min/max without distracting from current numbers. Currently you can see the improvements range when upgrading the module.
28. People would like to have a map voting system before match starts. No, this doesn't mean to be able to select what map do I want to look the match for. This has in mind that the match has already been found and confirmed, but the players are given the option to choose the map they'll play before it loads in.
A. I like the idea. We’d need to evaluate the complexity and discuss the implementation first.
29. If you have improved an attachment to max quality, but decide to use another attachment on that slot, the former attachment is kind of useless. We should be able to use it to improve other attachments with an increased chance.
A. A possible implementation could be that the max-quality modules could be used to improve other modules.
30. Melee attack should remove stamina just like jumps do, and the recovery of it should start immediately after the actions. You get 100% recovery on a kill if you have the “Second Wind” skill learned... That may stop spamming Melee running like crazy a bit.
A. This sounds interesting. I would lower the ‘Second Wind’ skill parameter to 50% though.
31. Flash suppressors don't actually hide the muzzle flash from the players point of view. Can we get a fix so silencers are not the only way to see what you're shooting at?
A. We'll research this point, thanks for bringing it up.
32. Are there plans for a spectator feature so we can watch our friends play or watch other high lvl players play in the game client? I wish I could watch my friends play even if it’s with 1-2 minutes delay when waiting for them rather than do nothing. Also, if something like this would be implemented people could learn from high lvl players by watching them live.
A. This feature needs technical research. Will discuss with the programmers what could be done.
33. How about Clan Daily missions? This could attract more players to clans and also give more things to do as a clan. Those missions could be made in such way that every member can contribute, example: Kill 150 enemies in a single day. They would give more prize but the whole clan would have to contribute. 150-500-1000, developers would have to decide what is enough for 10-20 members of a clan.
A. Good idea. We'll try implementing alongside the improvements related to the clans system.
34. It would be cool if a module would get un-linked from the weapon if you upgrade the module to a better rarity level. Or if Premium modules were cheaper to un-ink. Or if highest rarity or Premium modules had 1 free install that wouldn't link them to a weapon.
A. Thanks for the idea. We’ll consider the possibility of implementing.
35. Any kind of module in the game, no matter what’s its type or rarity can be sold for 500 Silver. Can you make their price increase with rarity?
A. Thanks for the idea, we’ll consider the pros and cons of this approach.
END
Thanks for your support!
Happy Valentine's Day!
We'll see you on the Battlefield this weekend. We'll have plenty of discounts on Premium equipment, Gold and Weapons. So, check out the web-shop or in-game store! https://shop.survarium.com/en 💞
Win This Premium Executioner Equipment Set on Facebook!
The equipment set consists of the following:
- Pancor Jackhammer – tier 5 premium shotgun, cost in the game is 3000 gold - Executioner vest – tier 5 premium jacket, cost in the game is 1000 gold - Executioner pants – tier 5 premium pants, cost in the game is 750 gold - Executioner helmet – tier 5 premium helmet, cost in the game is 400 gold - Executioner mask – tier 5 premium mask, cost in the game is 400 gold - Executioner gloves – tier 5 premium gloves, cost in the game is 250 gold - Executioner boots – tier 5 premium boots, cost in the game is 250 gold
The total prize value is $42! Go to https://www.facebook.com/survarium to enter!
February Ranked Season in Survarium
The new Survarium Leagues Season has started and will last until February 29! Participate in ranking battles to earn the tokens and obtain unique weapons and equipment!
· Your character needs to have tier 3 (or higher) equipment profile to participate. Players with tier 3, 4 and 5 equipment will be put in the same matches. The matchmaking uses Elo rating to balance the teams. · The following locations and game modes are available in this season: · Rudnya: Battery Retrieval, Research. · School: Team Deathmatch, Battery Retrieval, Research, Search and Destroy. · Vostok Radar Station: Team Deathmatch, Battery Retrieval, Research, Search and Destroy. · Chemical Plant: Battery Retrieval, Research. · Tarakanovsky Fort: Team Deathmatch, Battery Retrieval, Research. · Vector Laboratory: Team Deathmatch, Battery Retrieval, Research. · Cologne Bridge: Team Deathmatch, Battery Retrieval. · London: Team Deathmatch, Battery Retrieval, Research. · Abandoned base: Search and Destroy. · When losing a match and ranking stars, your rank may be lowered, but you will not lose ranks at rank 5 or below. Note: you can move down from rank 1. · When a season ends you receive tokens: a special league currency. The higher the rank you achieved during the season, the more tokens you are awarded. · If the ranking match search is disabled for you, open the Season League tab (the cup icon in the upper-right corner of the screen) and return to lobby or restart the game client.
Good luck in the ranking battles!
Source: https://survarium.com/en/news
Opinion Piece: Why Survarium Isn't P2W.
Our chief Admin Chandrian took some time to write down his thoughts on one of the most controversial topics in Survarium. Below you can read his article.
I believe that the game's Premium items don't give an advantage over users who are choosing not to pay. The system doesn't force you to pay to be competitive. Every Premium item has a free counterpart with identical stats and is available as a reward in Treasure Hunt.
The Premium weapons come with an exclusive camouflage, 3 modifiers added to them (which the free users can have too), modules (that free users can win in matches, craft or buy with gold) and around +25% Silver/Exp/Reputation gain.
Premium equipment can also be obtained as loot drops by playing the PvE game mode on Hard difficulty.
You get weapon modules for every PvP win and no module is exclusive to real money currency. Modules can be added for free. They can also be removed for free, but remain linked to the weapon you installed them on, or you can un-link them with gold. You can also craft weapon modules by using Spare Parts, cost ranges from 100 to 200.
Treasure Hunt works by using Stash maps, and gives preference to temporary stash maps over the permanent ones.
You can get two temporary ones every week at a 20% chance for each PvP match you play. They'll be marked inside the brackets in the Treasure Hunt window.
You can also get permanent Stash maps that you can store for a higher chance at winning the Ultra-rare weapon in Treasure Hunt. They'll be marked outside of the brackets.
You can get these permanent Stash maps for completing Daily Quests or playing PvE missions on Medium (0.5% chance for each collected cache) or Hard difficulty (1% chance for each collected cache).
There is also a thing called Premium Account. It adds +50% Silver, Reputation, Experience and Spare parts and +90 presets.
Free players can receive vouchers to activate such an account in the seasonal events, Daily Quests, Treasure Hunt or for daily logins.
There is Gold currency in the game that you can use to upgrade your weapons or to buy Premium items. You can get 20 gold on 7th daily login. This might seem like a small amount, but it can be used for the occasional 100% chance upgrade for modules, Premium weapon lottery and more.
There is Premium ammo. One box can be applied to main weapons or pistols and will last for 1 match. Each box has a price of 10 gold or can be won in matches or PvE; in matches a certain score threshold is required to get the best generation, but you can get more than 1 box per match. These ammo boxes do not increase the damage of the weapon or the rate of fire. Instead, they can increase muzzle velocity (so bullets will reach the target faster), material penetration (so you will be able to deal damage or more damage if the enemy is behind an object), effective distance (so the reduced damage multiplier will be applied farther away) or bleed chance. Veteran players tend to use them in Leagues.
Premium ammo shown in the screenshot above is worth 10 gold
There are Silver and Gold boosters, all of them last for one match when activated.
Silver boosters improve character stats like hp regeneration, re-spawn time, scope sway or movement speed.
Gold boosters increase Experience, Silver and Reputation gained. But even these can be acquired in Team Missions, Daily Quests, Treasure Hunt or for daily logins.
Modules have different rarities, raging from Factory (green) to Master-craft (purple). There are Premium “Special” rarity modules that share their stats with Military rarity (red), except for cosmetic changes like the color option on collimators, which for free users is available with Master-craft rarity (purple). It's worth noting that Master-craft rarity cannot be purchased directly even if you spend Gold, it needs to be crafted. A Factory rarity module can have a very good positive stat, but its negative stat might be worse; a Military rarity module can have a poor positive stat, but its negative stat will be almost non-existent.
We Need Your Feedback!
Now that V0.61 has been out for a few weeks it is time we ask for your feedback, questions and suggestions. Please email them to jm(at)vostokgames(dot)com with the subject line "Survarium 61 Survey". We look forward to your emails!
Check out the newest addition to the game below!
[previewyoutube="G9la1FGQuhA;full"]
Season's Greetings and Happy Holidays!
As 2019 draws to a close we're reminded of all the things that happened through the course of the last 12 months. Survarium had 5 major updates this year, we've added many new features, and we have plans for more to come in 2020! We thank each and every one of you for supporting Survarium for the last year and we hope to see you in 2020!
Major Changes in Survarium in 2019 General Changes
- New mechanic: crafting modules from spare parts in the workshop - Search and Destroy mode added to the game permanently - Two New Skill Trees: Technical and Survival - Various quality of life improvements and bug fixes
Technical Improvements
- Survarium game client and game launcher are now using 64 bit architecture - New visual setting: SSR (screen space reflections) - Updated smoke grenade visual effect - Improved melee attack - Various improvements to matchmaking and Elo rating - Static electric anomaly and particle effects of the School's anomaly are back! - Game client and server now support increased tick rate
User Interface
- Character equipment screen received new slots for visual items (affecting appearance, but not character stats) - Armor/clothing pieces in the inventory now have a new context menu "Equip set" - Health of allies is now displayed and other small improvements - New localizations: Brasilian Portuguese and Turkish
Weapons and Equipment
- New weapon: AKMSU (4th tier, Renaissanse Army) - Several new weapon modules for AKMSU and other weapons - Winchester 1894 is back into the game with 3 unique modules - Various balancing changes and fixes - Vepr-12 "Legend" shotgun. It can be purchased for ranked/seasonal tokens. - Different event weapons and equipment with unique camos
Locations
- The largest map in Survarium: Duga Radar Station - CNPP Cooling Tower: a new variation for the Slaughter mode (with changes based on the community's feedback) - CNPP Cooling Tower: map variation with the rainy weather - Vostok Radar Station: map variation with overcast weather for "Slaughter" mode - Vector Laboratory: in "Slaughter" mode windows on the second floor are open. Added passages through the central door of the two story building - Many more balancing changes and fixes to various locations
Game Events
- St. Patrick's Day - V-Day in Europe - Summer Heat - Halloween - Holiday Season (currently active) - Several ranked leagues
We want to wish all of you a Merry Christmas and Happy New Year!
The Survarium Team.
The Holiday Event, Gun Race Mode & Olivia Mall Map Are Live!
Survarium Patch 0.61b with improvements to the Duga Station and the Holiday Season Event is now live! The event starts in a few hours.
Please find the complete list of changes of the Patch below. Have a good time playing the game!
The List of Changes in Survarium 0.61b Holiday Season is upon us, and we are bringing back Guns Race event game mode to Survarium! Play in PvP game modes, receive holiday currency (snowflakes, pine trees and stars) and exchange it for the equipment with unique holiday camos! The higher you place after a match, the more currency you get!
New year event in Survarium
- Everything mentioned below is only available during the Holiday Season event! - Play matches in the Guns Race event game mode, receive holiday currency: snowflakes, pine trees and stars. The higher you place in a match, the more currency you get! You can earn event currency in other PvP modes, but you will get less than in the Guns Race. - Exchange the currency for the equipment with unique holiday camos: Snow-20 set (tier 4), SVD "Snow-20" (tier 4) and decal "Year of the Rat" (+5% to reputation and expierence). Snow-20 set has a unique mask looking like night vision goggles. - Only during the Holiday season to celebrate the New Year 2020 "Year of the Rat" decal will provide +20% to reputation and +20% to expierence! - Guns Race is all-versus-all game mode, so every other player will try to frag you. - Before each match an equipment tier (from 1 to 5) is randomly selected, and a list of this tier's weapons is generated. The last ones on the list are always a snowball and an icicle which one shot an enemy. However, it's not that easy to get a hit with the snowball, and the icicle works only in melee. - Kill opponents to get the next weapon on the list. Melee kills let you advance through the list faster, but if someone kills you in melee, you roll back to the previous weapon on the list. The player to make the kill with the last weapon on the list wins. - You will receive a holiday hat for the first win in a PvP-match!
Holiday Season Treasure Hunt
- Holiday Season Treasure Hunt will be available during the holiday event, replacing the usual Treasure Hunt. Don't forget to receive all the rewards you can before the event starts and the Treasure Hunt is updated on December, 24! - The top reward in Holiday Season Treasure Hunt is a weapon from one of the previous game events (except Halloween 2019 and Summer Heat 2019). - The list of rewards does not depend on your maximum equipment tier. - You will not get event weapons you own as potential rewards (unless you own all event weapons, in which case the reward will be a random event weapon). - Holiday Season Treasure Hunt updates daily, not weekly! It also updates as soon as you have received all the rewards or rerolled the Treasure Hunt. - The number of free stash maps you can receive is also updated daily, not weekly! - You can receive up to 5 free stash maps each day during the event (with a 20% chance after a PvP-match)! But keep in mind that you still cannot have more than 2 free stash maps at any time. To receive all 5 stash maps in a day, please spend the free stash maps you currently have.