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(de)","de",{"id":332,"attributes":333,"__typename":325},"4",{"name":334,"code":335,"__typename":324},"Vietnamese (vi)","vi",{"id":337,"attributes":338,"__typename":325},"5",{"name":339,"code":340,"__typename":324},"French (fr)","fr",{"id":342,"attributes":343,"__typename":325},"6",{"name":344,"code":345,"__typename":324},"Spanish (es)","es",{"id":347,"attributes":348,"__typename":325},"8",{"name":349,"code":350,"__typename":324},"Chinese (Simplified) (zh-Hans)","zh-Hans","I18NLocaleEntityResponseCollection",{"id":353,"originalId":353,"slug":354,"urlPath":355,"name":356,"language":323,"isTranslation":357,"tagIds":358,"authorName":365,"featuredImage":366,"publishDate":367,"metaDescription":368,"currentState":369,"rssBody":370},"456606447804","community-update-1","/blog/community-update-1","Community Update #1 | Command Post | Hell Let Loose: Vietnam",false,[359,362],{"id":360,"name":361},"267499946203","Vietnam",{"id":363,"name":364},"441461728456","Command Post","Ben Brearey","https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20website%20HLLV.png","2026-08-20T16:23:29Z","Community Feedback Week 1 covers the biggest Hell Let Loose: Vietnam topics, including stability, Aim Assist, VOIP, visual quality, Patch 1.2 and more.","PUBLISHED","\u003Cp>\u003Cspan>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20HLLV.png\" width=\"1920\" height=\"622\" loading=\"lazy\" alt=\"Def Brief HLLV\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003C!--more-->\n\u003Cp>\u003Cspan>Since the launch of Hell Let Loose: Vietnam, we’ve been closely following your feedback across Discord, Reddit, Steam, social media, Customer Support, and elsewhere.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Alongside passing your individual reports to the development team, we’re bringing that feedback together to identify the bugs, issues, requests, and wider topics being discussed most frequently by the community. We’re holding regular Community Feedback meetings with members of the development team, giving us the opportunity to bring some of the biggest conversations happening across the community directly to them, understand what’s happening behind the scenes, and share meaningful updates back with you.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Thank you to everyone who has taken the time to share feedback with us so far, it’s helping us focus these conversations on the areas that matter most to you.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For our first Community Feedback update, we sat down with the team to discuss some of the most commonly reported issues since launch, including stability, tutorials, visual quality, VOIP, Aim Assist, and more.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Here’s what we learned:\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch1>\u003Cspan>Top Community Reported Bugs &amp; Issues\u003C/span>\u003C/h1>\n\u003Ch2>\u003Cspan>Stability &amp; Crashes\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Stability remains one of the biggest areas of feedback we’re seeing from the community, covering both client crashes and server crashes.\u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>AMD Stability\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We continue to see reports of crashes from some players using AMD GPUs.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The development team is actively investigating these issues and is also working directly with AMD as part of that investigation. The team is currently assessing potential Unreal Engine-level changes that could help address some of the crashes being experienced by AMD users.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We also are hard at work looking to bring FSR 4.1 to the game and are currently aiming to bring it to the game as part of Update 1.5.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch3>\u003Cspan>Server Crashes\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We’ve also heard reports that server stability became worse following Hotfix 1.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The development team's data shows that overall server stability actually \u003C/span>\u003Cstrong>improved immediately following Hotfix 1\u003C/strong>\u003Cspan>, with approximately half as many instances of clients losing connection to servers. Since then, however, those numbers have returned to levels similar to launch.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team has now identified one of the major causes.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Under certain circumstances, multiple events occurring while players are travelling through NVA Tunnels could cause a server crash. As players have become more familiar with the importance of Tunnels and their usage has increased, this issue has become more visible.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team has successfully reproduced and fixed this issue, with QA confirming the fix. This fix will be deployed in Patch 1.2.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Resolved in Patch 1.2\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Tutorial Progress\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve seen reports from players who have completed tutorials only to find that their completion status has not saved correctly, sometimes preventing them from accessing Squad Leader or Commander.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This issue has proven difficult for the team to reproduce internally. One potential cause investigated was the significant load placed on online services around launch, but reports have continued since then and further investigation is required.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The development and QA teams will continue investigating, and we’d encourage any players who have experienced recent issues with tutorial progress being lost to report them. These reports will be particularly valuable in helping the team identify the circumstances causing the issue and work towards a resolution.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Swimming in the Air\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Yes, we’ve seen the videos… Unfortunately NVA’s new airforce is not quite as effective as the US helicopters!\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The bug in question was that players discovered that it was possible to enter the swimming state above ground, leading to soldiers swimming through the air and even onto rooftops.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Using reproduction steps provided by the community, the development team was able to reproduce the issue and implement a fix. The known methods shared with the team have now been addressed, however we will continue to check in with the community if new edge cases come out post Patch 1.2. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Fix in for Patch 1.2\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Persistent HUD &amp; Medic Markers\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve also received reports of HUD elements, including Medic markers, becoming stuck on-screen.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We know this has been a particularly disruptive visibility issue for players, and we’re happy to confirm that this issue has now been fixed and will be deployed in Patch 1.2.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Resolved in Patch 1.2\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Crossplay &amp; Aim Assist\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Aim Assist and crossplay continue to generate significant discussion, particularly among PC players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We touched on how Aim Assist works in our \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-launch-thread\">\u003Cspan>Dev Update from 14 August\u003C/span>\u003C/a>\u003Cspan> where we breakdown ‘how’ Aim Assist works and has been implemented in Hell Let Loose: Vietnam.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Since launch, one specific issue that is currently being investigated relates to how Aim Assist has been interacting with certain types of foliage. Some of the smaller foliage elements do not use physical collision, meaning conventional physics checks cannot determine whether that foliage is obscuring another player.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team has investigated several potential solutions, but due to the amount of foliage present across the maps, simply adding collision isn't viable without significant performance and memory implications.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team wants to address this behaviour, but it will require a more complex solution than simply adjusting the strength of Aim Assist.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Console Visual Quality\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We know that visual quality remains an important concern for console players, particularly around foliage shimmer, image clarity, pixelation, and visibility.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Before launch, significant optimisation was required to reach the game's performance targets on console. Part of the work ahead involves continuing to improve performance so that the team has greater headroom to increase rendering resolution while maintaining the targeted 60 FPS experience.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Some small improvements are already coming in Patch 1.2, but optimisation and improvements to console image quality will continue across future patches.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Ongoing Improvements\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>VOIP &amp; Robotic Voices\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Communication is fundamental to Hell Let Loose: Vietnam, so we know how frustrating the distorted or robotic voices affecting Proximity Chat can be.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team has been working closely with our external VOIP partner at Epic Games to investigate the issue, and progress has now been made on their end in identifying its underlying cause that sits with them. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We are now working on a potential workaround for the short term whilst Epic work towards a permanent resolution.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Investigation with External VOIP Partner\u003C/strong>\u003C/i>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch1>\u003Cspan>Looking Ahead\u003C/span>\u003C/h1>\n\u003Cp>\u003Cspan>The launch of Hell Let Loose: Vietnam has brought hundreds of thousands of players onto its battlefields, creating a scale and variety of gameplay that no internal testing environment can completely replicate.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Some of the issues being reported were already known to the team, whilst others have only become reproducible as significantly more players have encountered particular combinations of systems and gameplay scenarios. Your reports, videos, reproduction steps, and \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>Support tickets\u003C/span>\u003C/a>\u003Cspan> therefore play an important role in helping the team identify and reproduce these issues.\u003C/span>\u003C/p>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-launch-thread\" rel=\"noopener\">Patch 1.2 will release tomorrow,\u003C/a>\u003Cspan> featuring hundreds of bug fixes, including several of the issues highlighted above, but it isn't the end of that work. The team expects that further patches will be required as we continue strengthening the foundations of the game and responding to new issues identified by the community.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This is just the beginning of Community Feedback, which we aim to introduce as a weekly update as we continue gathering your feedback and bringing the biggest topics directly to the development team. As investigations progress, fixes are implemented, and new topics emerge, we'll bring those answers directly back to you.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Please keep sharing your experiences with us. We are listening.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>New Weapons\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We have also seen that you many of you are excited for new weapons to be added to the game. As you will have seen from our teaser yesterday, the M14 and SKS will be joining the game in September, alongside a host of other weapons that will come in the roadmap. Get ready for our first new weapon drop in Update 1.5. \u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch2>\u003Cspan>Roadmap Reveal\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Alongside our continued work on fixes and improvements, we’re also ready to reveal the Hell Let Loose: Vietnam Roadmap for the remainder of 2026.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The roadmap includes some of the most requested additions we’ve already seen from the community since launch, including iconic weapons including the M14 and SKS, alongside new maps, vehicles, features, and more.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>While improving the current experience remains our priority, we’re incredibly excited to show you how Hell Let Loose: Vietnam will continue to grow throughout the rest of the year.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Keep your eyes peeled for the full Roadmap reveal later this week.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20website%20HLLV.png\" width=\"1920\" height=\"960\" loading=\"lazy\" alt=\"Def Brief website HLLV\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>",{},1787243349475]