Back 4 Blood

Back 4 Blood Dev Tracker




26 Oct

Originally posted by noice_nups

What’s the next title

Lol

Swing has been working with us on the next TRS title. He joined the studio before our last B4B DLC launched as a junior designer (already promoted) and focused on trials of the worm.

He took an idea we had about players choosing their own difficulty and made it into an awesome mode that I am still fascinated by.

If you've watched x51 runs on twitch that's all swings work.


26 Aug

This is out of b4b's genre, but a couple of us binged Vrising.


06 Dec

Originally posted by tossawaymsf

TRS were the developers. Publishers are the ones in charge of marketing and advertising. Point your finger at Warner Brothers.

This is generally accurate


03 Dec

Thanks for the love! I'll pass it along to the team!

This is awesome. It's wild to see just how many card options we ended up with!


14 Dec


12 Nov

The new mode is kind of like a new difficulty. It can be a lot more hard than No Hope. The No Hope Balance team couldn't get through it with everything turned all the way up.


14 Sep

Ya, these are great! Seriously good job!


08 Sep

Originally posted by Rookie2171

Added item highlight function to Duffel Bags when a player is nearby.

Does this mean I don't have to run Utility Scav or it still a must to use for me to see the duffel through the wall?

Duffel bags should be visible to any player that gets close to them. We wanted to make sure that folks were finding them. In our data we see that they are spawning in 100% of act 5 maps.

Originally posted by etecoon3

Looks like the bug where Duffel Bags are sometimes empty is still an issue? It's great that they'll be more obtainable and cards are easier to get, but empty duffels are still really frustrating.

I don't know the full details of the issue, but the fix that we wanted couldn't be done safely in a hotfix.


03 Sep

Originally posted by citoxe4321

So apparently Piñata has always worked like that, the bit about increasing its chance per kill is just clarifying it. This is a common practice that game devs use when dealing with RNG type effects. Every time the player “fails” to get a proc, they silently increase the chance for it to happen. Its not the most 1-1 comparison but in Slay the Spire, every time you’re offered a card that isn’t a “rare” (the highest rarity card type), in the background your chance to get a rare card in the next drop is increased.

Because technically if it truly was 15%, you could have scenarios where you throw 100 pipe bombs and dont get a single reuse chance, or kill 100 ridden with moltovs and you don’t drop a single accessory. These scenarios wouldn’t be as rare as you’d think and it’d feel terrible for it to happen, so they kinda game RNG effects to make them more consistent and more fun.

Think of it like the new card AI assistant module, where the reuse chance percentag...

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This is accurate


28 Jul

This is exactly the opposite of what I was saying when I mentioned not putting this on Reddit.

Honestly, we balanced No Hope around a group of players really coordinating their deck builds, playstyles, being on mics etc... so we were hesitant to open quick play to that experience. It can really be brutal!

When we look into our analytics, Nightmare and No Hope have very similar success rates. It's interesting to consider, because No Hope is objectively more difficult, so it's like obviously match making, right?

Anyways, if you folks want to get thrashed in No Hope, let's friggin do it. I honestly feel like it's too easy.

MakeNoHopeHardLOL


10 Jun

I was brainstorming on how to make lucky pennies viable and a little unique and I was wondering if we changed the name to something like Warped Pennies and have it spawn 5 warped copper piles.


07 Jun

Ack! So this was a patch notes error and didn't go live. We shouldn't see any change in frequency for dungeon spawns.


03 Jun

Originally posted by Mastergenki

Tactical trauma kit and sulfur molotov! I wonder if these will be functionally different from med kits and molotov or if they are just upgraded forms.

They are more in line with legendary weapons than straight stat upgrades.


28 May

Originally posted by MustGoUp

I can see why you made that change but I will miss the “old way” of building out a deck and card order with purpose. As someone who plays only NM or NH, card order and choice is something I love geeking out about. But you guys have the data, so keep on being great.

Ya, we are toying around with allowing players to choose a deck style, something like ordered, all cards and full random. I think we would give you buffs or extra SPs for choices. Unfortunately, the UI team is always in high demand, so I am not sure when we will be able to do that.

Originally posted by const_Andromeda

why they gotta touch holly man.......like what she do..... cmon

Ya, main reason was to get her out of being mainly a melee character and to open her up to more roles. With this change we also adjusted adrenaline fueled to give a little stamina back per kill.

Originally posted by CeramicMasterpiece

If the DLC is as good and as well implemented as the Hives then we're in for a treat.

I think it'll be as good or better, but I am bias. We are adding quite a bit to the game in the next DLC and throughout the rest of this year!


27 May

Originally posted by Trizkit

So does that mean that more card shrines will spawn as well?

Yep