Back 4 Blood

Back 4 Blood Dev Tracker




01 Nov


31 Oct


29 Oct

Originally posted by ragnarokfps

We are working on it, we actually had a fix for the next patch, but it was to risky to get in quick. We think it's actually a couple issues

Would love some updates and details on this. Game is unplayable, so the sooner this gets fixed the sooner I can start playing and buying stuff. It's just there on my Xbox taking up space doing nothing atm

We think it's a couple things, I haven't worked on controllers much, so I'll try and explain.

  1. Exponential and linear camera acceleration when turning the camera. Other popular titles allow folks to switch between a couple of styles of camera acceleration, I think warzone has linear, S Curve and inverted S Curve, we think a sizable amount of folks come from a game that does it a particular way and if you don't have the option to set it that way, it's going to feel strange.

  2. Aim assist snap time is not fixed/linear and too slow. This makes aiming feel pretty sluggish with aim assist on.

  3. Camera magnetism will fight over targets when in aim down sights. This pulls your camera all around in a not cool way.

  4. The deadzone default is too high and you can't adjust it with precision.

  5. There are more fixes coming, I am just not sure of specifics. I am actually going to track down a retail PS4 and see if I can feel ...

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28 Oct


27 Oct

Originally posted by celnet001

I was on the same boat as you on the 1st day. I played the beta which the spawns of mutations are very undertuned compare to the official release. Then due to my team set up and I have to main karlee. after so many games i realised they have a rhythm and there are also fixed "spawn points" of them in every map. Because of karlee's character perks..i can sense mutations behind walls..they are just there slowly moving to us..just other characters just couldnt see it so it appears to be a surprise lol. I started to do some runs on walker recently and man i feel blind..there were several times i just walk out a room with a smiley face right infront of me

Ya, AIs have a minimum distance that they can spawn at. I think it's maybe 10m? I would have to double check, we've been toying with pushing it out, but digging into it, we think the specials are just a bit too sneaky, so in one of the upcoming patches we are going to add some more sounds that help players identify them when they are on the move.

Also, sometimes when a tallboy is crawling out of a hole, they were actually first on the other side of the hole and you just happened to be standing near their exit. In general specials will spawn out of line of sight and some distance away, then move towards the player.

The knowledge is power double display values shouldn't be showing, but you are dealing damage to a separate health pool that then forwards (and in most cases multiplies that value) to the AIs base health. The reason we do that is, we use the same weak spot system for AIs that have destructable and non destructable weak spots(like the breaker vs the tallboy). All AIs that don't have multiple weak spots die due to the forwarded damage before their weak spot would be destroyed.

We are going to dig into some of the stuff the community brought up just to make sure we didn't miss anything (especially with some groups of damage increases multiplying instead of being applied additively).


26 Oct


25 Oct

Originally posted by RoosterAfroo

First of all thanks for your response, very very appreciated. The thing is that was one of my hypothesis, but unless I'm misunderstaing what trace means (and that could very well be the case, english's not my first language), it just doesn't seem to work that way, I've done tests, and with or without Mean Drunk, I kill the very same amount of stacked enemies (tested with different kind of special/common combinations) and results never vary, regardless of Mean Drunk.

Another user has done some very well done tests as well, their results, which indicate the same as mine, can be found on this post: https://www.reddit.com/r/Back4Blood/comments/qcza74/mean_drunk_mechanics/

We will look into it


23 Oct

Originally posted by RoosterAfroo

Hey there! After lots of testing and reading around the reddit, I've come to the conclusion that I don't know, and noone seems to know, what the "Cleave" part of the Mean Drunk card does, I've found no place to make a proper report (this one might be on me though), since I'm kinda leaning towards thinking that it does nothing.

Sorry for posting here but since you are already here I figured it wouldn't hurt.

Great game and big fan of the balance, I missed old games that requiered you to actually learn the ropes. Looking forward to beating nightmare with my team!

Every time you hit an AI the melee trace stops. With mean drunk, the trace goes through and hits everything behind it.

Originally posted by Skewjo

u/TRS_TheGentlemanSQ, I just want to say thank you to the balance team for a job well done. It feels like there is a pretty steep curve between rookie and vet, but I'm betting the decision to have 3 difficulties instead of 4 was not made lightly.

Also, thank you guys for making character differences (and item differences in general) actually meaningful. It's so refreshing to see relevant modifiers that don't feel useless like... "2% damage boost to a single enemy type with a specific shotgun when playing on a nighttime map in the fog on Tuesdays "

Ya, it took us awhile to get our modifiers into a place where we felt most types of players would be happy.

In the studio, we almost had 2 types of card users, 1 thought that most stat cards were useless and we should only have big feel cards (like the knife card) and the others were min max players that wanted to push and pull their characters with stuff like 5 % movement speed gain.

Edit - oh forgot to mention, the steep transition is mostly because we intend most folks to play through recruit and then go higher and we didn't want to force players to go through them in order by locking out higher difficulties (some players can simply out skill the need for cards and find the lower difficulties a little dull).

Each higher difficulty starts roughly where the previous one left off, so the begining of each are a bit steep until you get used to it.

Originally posted by Kr4k4J4Ck

a part of the difficulty is adapting to anything the director throws at you.

The stuff like getting a Hag on the first level of Act 1 is a little insane, since you lack the weapons or cards for any meaning-full dmg output. But for the most part Nightmare has been awesome.

That I can agree with

Great write up, this is pretty accurate to how we ran the nightmare balance team. We did a couple of attempts at getting through it with just starter cards, it was really hard, I think we got through Evansburgh and then had to focus on other stuff.

2 of our designers beat nightmare with just bots (bless their hearts).

Pro tip #1 is not a bug. We like to add little tricks to each new difficulty.

Our accessory player DID keep grenades for tallboys (and ran bomb squad), but we only use them when we were backed into a corner or in a really bad spot.

Not sure if it was mentioned, everybody feeds their accessories to a specialist teammate, nobody uses any items they don't have cards for.

Doc with an anti trauma bud was super necessary, I was usually that player, I also ran most the econ cards (support life).

The first rule of nightmare club is don't take unnecessary damage (if you are often getting hit by tallboys, it's back to veteran fo...

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