This is a known spawning issue, we are working on a fix.
This is a known spawning issue, we are working on a fix.
Read moreYes, absolutely! Here is a link https://drive.google.com/file/d/1UOJrDRDbtqTveFa-QqE-2f0X-qK2uqKr/view?usp=sharing
I've slowed the video down to 30% speed to make spotting the issue easier. It seems that upon initial key presses, my character lurches to sprint speed or something before immediately resetting to standard walk speed. It's very easy to see if you look at the wooden pillar and track how fast it's moving across the screen. When I start moving, it goes very fast before settling immediately to normal speed. During gameplay this weird inconsistency in speed is kind of nauseating which is a shame because I love how the game plays otherwise. Note that this seems to be a keyboard-specific issue as controller works fine, but I really struggle to play FPS on a gamepad so a fix would be *amazing*.
If it helps at all, my system specs are:
RTX 3080
In...
This might be related to 2 things, first we have some camera smoothing that we might need to redo or remove. We found a hitch that can happen when accelerating, second our player acceleration is a bit too high, so starting and stop feels a bit too snappy.
thank you for the response. also thank you and the rest of the team for the great game. me and my freinds are having a lot of fun
🤟
Was there a team who made it before the patch that reduced special infected?
Yep, that was before the reduction
I’m loving the game thank u guys for putting the dedication and effort to give us this experience. I only have one issue so far aside from the obvious (spawning/difficulty issues). The movement itself feels very janky, it doesn’t feel very smooth as compared to other titles. The acceleration between walking and running as well as ADS is too quick, I feel we need some kind of smoother motion between waking the running etc.
I am looking at the movement issues this weekend.
How directly correlated are the cards and the performance of the game iteself? Cause that’s great and all, but my main point was that games should perform as stable as possible come release and that the game isn't particularly taxing on performance itself. Im not focusing on how complicated one or many features are, im focusing on the idea that people that subscribe or purchase to play the game are owed a working product come release. You guys put fantastic work in but its also as you said, the format of the game is fairly straightforward. This attributes a great deal to performance, if im not mistaken. Im having lots of fun, so thank you for your service to the game!
I getcha, I misunderstood. So for us, one of our biggest performance hurdles was moving AIs around the environment. It's very performance heavy in unreal unless you rebuild it from scratch.
Would be nice to have the option to get sent back with your team or go back alone.
Totally agree. Let me hit up the UI team.
it also seems like aim acceleration is turned on really high. unless we get an option for it i feel it needs to be turned down. just on xbox one s when i out my sensitivity all the way to 1 and turn i notice its starts off slow for the first second then ramps up to 20 sense right after that second
We are working on adding linear and exponential curves for aiming, that should help with what you are describing.
Nothing you mentioned is game breaking, it’s just an annoyance. This is a looting game with different quality weapons. There’s no reason why you shouldn’t be able to swap attachments, I would think it would be an important feature.
At one point in development we allowed players to freely swap attachments, we found that it was difficult to balance players having the perfect set of attachments by roughly 3 or 4 maps into an act.
We found that searching for weapons is one of the more sticky and funs things you can do while exploring and if you feel like you already have the best stuff, you'll try and rush through the level. That become dull for us pretty fast.
We are going to try attachment swapping on a card, but I am worried it's going to detract from the experience.
We have rogue lite elements and one of our pillars is, no run should feel the same, so making the best of what you get is apart of the run.
I know games are very complex in nature despite not being a dev, but b4b also consists of small linear levels with features that arent revolutionary. Turtlerock also uses an engine that is advertised for its streamlined production style, so it's not like they are making something that is a technological feat.
While some of our format is fairly straightforward our dynamic ai and item spawning, and how our cards interact with almost every element in the game is incredibly complicated.
One of the main reasons to end the run is to get folks back into fort hope to unlock cards and modify decks. When we didn't have continues teams with non synergistic decks or without cards unlocked would get stuck in a fail loop (I.E they keep dying over and over on the 3rd blue dog map) and it wouldn't occur to them to manually go back and start again.
I was noticing some stuttering with my frame rate. Do you think that could be a culprit? (Series S)
We found an issue with frame smoothing that would cause your camera to pop slightly in a direction when using a controller. Hopefully it gets fixed for the next big patch.
It seems like with aim assist on the base 50 and above, it feels a bit inconsistent. Sometimes I aim in and it locks on to a zombie, other times it completely misses. I don’t think auto lock like the beta is way forward but one minute it moves my aim next minute it almost moves it away from the target.
I’ve noticed the higher your ads speed, the more reliable it is once you get used to the new speed.
I'll talk to the controller designer about it. It could be that it's snapping to targets behind your target and/or behind world objects.
If you put your stick deadzones down to 0.1 it helps the game feel a bit more fluid. Wish it would go down to 0.05.
We are working on allowing for smaller adjustments to the deadzone input. We noticed when it was defaulted to low some Xbox controllers would drift and apparently that wasn't something we could fix.