Back 4 Blood

Back 4 Blood Dev Tracker




15 Dec

Originally posted by LeadOrNothing

I am confused on why they felt the need to completely rework Adrenaline Junky.

My guess is that they wanted it to be a card that non-melee builds might consider using too. Gun builds never used Adrenaline Fueled because they are really dependent on sprinting to kite/reposition. In situations where there aren't commons to kill, the -75% stamina regen would make it feel terrible trying to dodge Breakers, Ogres, Tallboy Hordes, etc.

With the new Adrenaline Fueled, a gun build can get the extra stamina for kills during busy fights without feeling useless in the abovementioned situations. (I can see how it could be useful in T5: drop razor wires by the front door to get infinite stamina from common kills while you go sprinting for boxes.) Now, to compensate for removing the -75% stamina regen, they'd have to nerf the stamina gained on kills.

My guess is the devs also thought this wouldn't impact melee too much, seeing as melee builds al...

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This is pretty accurate

Originally posted by KillerUzi_

“During endless Hordes and back-to-back hordes, all Horde Special Ridden are limited to 2 of a given type and a maximum of 4”

God bless. I was playing veteran with randoms and on the same map that the “A Clean Sweep” mission (2-1) is on, I had 10+ Tallboys spawn all together. My team and I barely survived. Cant remember if it’s after the Breaker spawned on mission 2-1 or the other mission that takes place in the same map. Either way it was brutal.

10 plus Tallboys at the same exact time or did they spawn within a shirt period?

Originally posted by With_Faith

What was the average coffee consumption while working on this patch? That is an insane amount of (exciting) changes!

Patch lines up with my changed work schedule, so excited to try everything out!

I actually switched to green tea and I only drink it in the morning. The late afternoon caffeine used to wreck my sleep schedule.


14 Dec

Originally posted by per-sieve-al

Please add massive rush deterents (i.e. hocker hordes if you are too far away from team mates)

This is on our minds, but as we dig into it can easily become very heavy handed. We don't want rush builds to become completely unviable, so its not an easy problem.

Originally posted by KungFuSpoon

Is there a consideration for custom difficulties in the future?

It would be good to have a custom mode with sliders for various things like base HP, Ammo, player damage, lives, continues, healing cabinet charges, ridden HP, ridden damage, spawn frequency/volume, FF damage, the corruption card pool and so on.

I feel like there are so many layers to the game that three or four difficulty settings limits the experience, and being able to create hybrid difficulties would create experiences unique to the player and what they enjoy.

I get that this is no small ask, but it would allow the game to remain fresh fo years to come.

This is something we've always wanted to do, but is a large amount of work, so I am not sure when we will even be able to start considering it as a possibility.

Originally posted by deadheaddraven

Just a meme for fun, I actually think the December update looks really promising

I laughed out loud and startled my Yorkie as he slept.

Originally posted by A_FilthE_Casual

A lot of people that have issues with the overall difficulty going down are forgetting something important. Having the difficulty lowered allows for easier access to a wider variety of players that have incentive and ease of access to play the harder difficulties now. TRS has also shown that they are obviously taking the community's thoughts into consideration. They have not disappointed the majority of it's players and have made it possible for more players to join. Without a doubt this has exceeded their expectations for the game's roadmap. The new difficulty is scheduled for 2022 and is actively being worked on according to the B4B Trello. I believe with certainty that it will be a more appropriate level of difficulty for the old and new batch of Nightmare enthusiasts that will be in need of a challenge.

It will be on par with old nightmare but with a larger focus on deck building and teamwork. The same group of players are balancing it, so it'll be spicy for sure.

We want the difficulty to change how players playthrough the content and feel fresh, so we are adding a couple of new tricks to it. It'll take some time to work it out and playtest though!


19 Nov

Originally posted by Tsukigato

Pretty sure the intention is just if you take a hit that is for more than the current temp health, it should cause trauma on the excess. Right now it blocks any trauma from that hit.

This is correct

Originally posted by Acanadianeh

My run a couple hours ago no joke had 30 specials spawn in under 1 minute, without us pulling additional hordes

Do you happen to have video of this and what map was it in?


16 Nov

I like these a lot!


15 Nov

Originally posted by Ralathar44

I've got video proof that they are not stumbling even under extreme pressure on solo veteran and it needs to be fixed. That's 5 Barret 50 cal shots into it's back with no stumble. But then you see me Tec9 the armor off another and it stumbles within moments. Here's another example in a later level of 6 Barret 50 cal shots, with 4 straight to the weakpoint not stumbling a Crusher.

 

At first I was like "pfft, I stumble them all the time" but then I double checked just to be sure (as I try to do) and it turned out all the stumbles I was remembering was the forced stumble from breaking their armor.

 

 

/u/TRS_TheGentlemanSQ I just scanned through almost 2 hours of solo veteran gameplay (2 links to different sections listed above) and did not see me stumble a single tallboy, bruiser, or crusher with the Barr...

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I'll dig into the stumbles tomorrow, but tonight I played through act 1 and I was seeing them though I was a bat Holly and we had a shotgunner with a stumble attachment.


13 Nov

Not a stealth Nerf, we found an issue with how our tuning sheets were linking to the data assets. It should be fixed in one of the upcoming patches.


11 Nov

Originally posted by Lezlow247

Honest question but are you playing with 3 other people or bots? This seems like normal behavior in most of my games with other real people. I see it less often with bots. It also seems to be linked to the whole act. If you get these crazy spawns it happens throughout the rest of the act. It's been literally a joke now that we wonder if the director had a snickers that day.

I've got probably 400 hours into the game and I can tell you that this has become normal. So much so that on the rare occasion I get a run where this isn't happening it feels so easy. I used to be a software tester and tried to figure this bug out to try and manipulate the game into not doing this but it's just so rampant. It's also hard to know what the baseline is supposed to be since we mostly see this.

That's interesting, the director shouldn't care about the number of bots in the game. Maybe it has to do with the separate of players, bots usually hug players.

Originally posted by Ghost44678

Thanks, ya, We've been digging into those videos as well.

Originally posted by BANANAPHONE06

I do not, sorry, it was just jim saving all of us if I remember right and I usually only clip things I think are funny or interesting

I have hours of 30 second clips of me killing ridden in cool ways if u want that though?

All good, we will keep looking for it. It seems to be a bug that really shows itself at scale (we have way more live games running per hour than we could ever run during like our whole development). I've ran through that level about 10 times now and I can't get it to trigger.

We looked at our data on your match it showed that you were pacing the level at what we would expect. I could see this happening, if you ran past every enemy except commons and gathered them all up at the end. But that doesn't seem to be the case.

Other posts pretty much confirm that something is happening, so we will keep digging.

Thank you guys for your patience.

Looking into this issue. Just some questions, I assume this is veteran or recruit? Do you have a clip leading up to the fight?


10 Nov

Originally posted by BANANAPHONE06

No sir, no running, I usually like to play very methodically and loot even if sometimes other's might not want to lol. We looted pretty much everything and killed a lot of special infected before getting to the train yard where we wiped, all of these infected were freshly spawned.

I have a few other clips from this run if you'd like to see
One
Two
First is from the area just before the yard, and #two is from the same run but the beginning, I figured it'd help to show how slow of a pace we kept the whole time lol.

Btw I don't envy you having to comment here, hopefully you don't get any crappy dms or anything for reaching out and checking things!

Hey, do you happen to have a clip leading into the initial clip you posted. Something like from the waterfall to the point that you were attack by the trauma station?

Originally posted by DisagreeableFool

Every single run I did yesterday in nightmare ended up like this. Fresh runs with cross play friends. Once a special spawned another did, then another, then another, then another, then another, then another, then another, then another, then another. It wasn't uncommon to see 4 various hocker, spitters coupled with numerous tall boys. We quit playing. I sort of wish I could refund your game, I loved the beta but now I find playing this game daunting more than fun thanks to your updates.

I liked being a cleaner, I want to clean the areas. Not run nonstop from non stop specials. I hate speed running anything.

Ya, we are looking into it.

Originally posted by BANANAPHONE06

No sir, no running, I usually like to play very methodically and loot even if sometimes other's might not want to lol. We looted pretty much everything and killed a lot of special infected before getting to the train yard where we wiped, all of these infected were freshly spawned.

I have a few other clips from this run if you'd like to see
One
Two
First is from the area just before the yard, and #two is from the same run but the beginning, I figured it'd help to show how slow of a pace we kept the whole time lol.

Btw I don't envy you having to comment here, hopefully you don't get any crappy dms or anything for reaching out and checking things!

Perfect thank you, we pulled up your match ID and are looking through the spawns. The video's really help! I appreciate the help!

Hey, I am digging into this. Quick question, did you run through the level previously in this video? I am trying to figure out if there is some other duplication spawn issue or are these spawns that were aggro'd and not killed.