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over 5 years ago - /u/lytlb1t - Direct link

Originally posted by BadKarma_211

Still broken:

  • team imbalances(numbers). This was an issue for 3 years in BF1 and is still an issue in BFV.
  • Top squad’s all being on the same team and never being shuffled to opposite team post match resulting in steamroll after steamroll after steamroll.
  • AFK players never seem to get kicked from the match in a fair and timely manner. You can Have a full squad of afk players on your team for 5 to 10 minutes which means you lose unless the other teams is really bad or they have more afk players than your team.
  • Vaulting(better but still unreliable to the point it can take 5 to 8 attempts to get through a single window)
  • bipods(better but still unreliable).
  • reserving tanks and aircraft. We can’t spawn the vehicle we’ve reserved. How is this still an issue 5 months post launch? Spawning the vehicle we have reserved works flawlessly in BF4 and BF1. What’s the disconnect DICE?
  • Sound design. missing/inconsistent enemy footsteps sounds. This is NOT a volume issue. Half of the time enemy footstep sounds just do not render at all. I have vastly superior audio awareness as far as hearing enemy footsteps playing Battlefield 4, a game that is six years old. BFV’s sound design was poorly done.
  • Sound design. while playing as infantry I often have enemy tanks appearing only feet away without making a single sound. Moments prior there was no tank in that location so the engine had to be active and revving.
  • not being able to locate or access a single transport on all maps but Panzerstorm. It’s obvious that Panzerstorm transports respawn much more frequently, in greater numbers and in many more locations than all other maps. The Panzerstorm transport availability model needs to happen on all maps that have vehicles.
  • instant executions when melee attacking an unsuspecting enemy from behind do not work. Instead of the instant execution we see in BF1, BF4 and hardline, in BFV when melee attacking an enemy from behind we love tap an enemy on the shoulder so they have time to turn around and shoot us.
  • the specific “perks” for each class of melee weapon(knives, maces, and heavy) that were present in BF1 aren’t functioning or were just left out of BFV. It appears the only melee mechanic that’s working in BFV is damage. Therefore there’s no reason to carry anything but heavy melee weapons. It’s a shame because daggers and knives were nasty fun in BF1, but it takes about 8 knife strikes in BFV(even from behind) to kill an enemy and the quicker execution perk(from the front or side) for knives from BF1 isn’t present in BFV.
  • one frame deaths
  • the respawn map when playing Grand Ops or Conquest often falsely shows transport available icons at certain locations suggesting transports are available in those locations where there aren’t actually any transports available. Spawning in at a location where the map FALSELY shows transports being available then running around searching for the supposed transport in vain is as frustrating as it gets. Keep in mind that six years ago playing BF4 we could see the “real time” status of all available transports on the respawn screen and we could spawn directly into any available transport DIRECTLY FROM THE RESPAWN SCREEN.
  • in BF4 abandoned transports catch fire, self destruct, then reset back to their spawn point so there’s a steady stream of transports spawning all over the map. In BFV abandoned transports never self destruct so they never reset so we can hardly ever locate access a transport at spawn points. The quite often results in all transports being abandoned during the opening minutes of the match then players never being able to simply find a transport at any spawn points the rest of the match. Quite often this leads to one team being camped at the one or two objectives outside their spawn because they have no transportation available to help flank or break out of the camp. This problem occurs on all maps with vehicles except Panzerstorm.
  • often the only transport(s) available in game modes like Frontlines, Grand Ops and Breakthrough are located hundreds of yards away from the nearest available infantry spawn point. So if we want to access those transports we have to spawn in and then run a couple minutes back away from the frontline. Then it takes another minute or two to drive the transport into the fight. That or those only transports on the entire map are located way back in our back lines in OUT OF BOUNDS areas 😂. You can’t make this stuff up. Its ludicrous and this is absolutely terrible game design. I never thought I’d see the day in Battlefield game where accessing a simple transport is extremely difficult if not totally impossible.

Vaulting(better but still unreliable to the point it can take 5 to 8 attempts to get through a single window)

bipods(better but still unreliable).

Please tell me where this happens so I can take a look

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by Emu1981

Don't forget:

- Enemies spawning in on players under fire still. There is nothing more annoying then to be shooting a guy, hit reload and a enemy spawns in on the dead (or nearly dead) player.

- Invulnerable tank gunners

- Broken vaulting

- My pet peeve - spawning out in the middle of a open field with no cover at all because there are enemy in the fortified flag area who can easily shoot you before you get a chance to move into cover.

- Broken vaulting

Please tell me where so I can fix it

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by NoleLife

Since the other responders don't understand software design and debugging, and didn't give helpful answers, I'll try to help.

I have seen issues with lower destroyed walls. Think bombed out house or bunker with only 2-4ft of wall coming up from the ground. I regularly have issues vaulting over these. Also smaller windows from houses that have the glass/frame partially destroyed but not completely.

Good feedback. A couple of weeks back I looked at these destroyed walls with the designer who built them. The issue is that these walls are built using building blocks with very rough physics colliders to save performance. Because of this, sometimes the colliders stick out a bit too much making it impossible to vault. He improved the setup a bit but sadly there isn't much more he can do except completely rebuilding all destructible assets, which obviously isn't something we can do.

I will ask QA to do a pass on these assets when they have some time to see if I can improve it slightly from the code side. The setup is pretty delicate though at this point, fix one thing, break two others... I have to be careful.

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by Emu1981

Well, there are some windows like on the F flag (the small hut on the G side of that flag area) on Twisted Steel where you can crouch and pass through the wall under the window instead of having to vault through it, if you watch the video footage on the EA page for Twisted Steel F flag, it is the building you see at 0:02/0:05 to the right of the flag pole. Not sure if the building needs to be damaged or not, I noticed it sometime in the past few weeks and I just thought "oh, that's weird" and forgot about it until now.

There's the snow piles near the roads on Narvik where you cannot run up then but vaulting up can take a few goes, I would have to remember to record footage to give exact locations of where in particular as it isn't all parts of it, only certain spots and it isn't anywhere near as bad as it used to be lol.

Hey, thanks for the feedback. The snow piles are problematic, I tried improving them a couple of patches ago but sadly vaulting on them still doesn't work 100%. One of our designers is planning to do some slight changes on sliding angles though which might improve the 'not able to vault but also not jumping over' cases.

I'll check the building on Twisted Steel when I have a spare couple of minutes.

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by NoleLife

Sounds good! Ultimately it's not a HUGE issue for me. Sometimes I just have to reposition quickly and try again but it's never been a big enough problem to bother me. I sorta expect some small issues like that with a game as complex as BFV.

The one thing that does drive me bonkers though is walking over rubble. Mainly happens in the pre-destroyed houses in Narvik and in/around the church on Devastation. My character will randomly get hung up or unable to jump up on a small ledge. It's gotten me killed a bunch when retreating from fire, so now I tend to try and avoid those areas when playing those maps.

On these rubble piles, do you feel like you're sliding or are not completely in control?

We are planning on improving such issues by improving the ground detection code. Also improved sliding/jumping angles should make sure jumps aren't canceled.

Hopefully we'll be able to get to it quickly, lots of future stuff we're working on though so it might have to wait a few patches.

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by TheBaconsRebellion

Im sure there are other areas that I cant think ofnat the moment but one area that stands out are those big glass windows on Rotterdam that are ground level. Vaulting in so inconsistent with them. You either do or dont. Ive gone up to them from inside and outside to try and vault through but I either cant or vaulting animation plays and I end up on the ledge next to the glass. Which then I have to break myself. Its also difficult to twll if there is glass in those windows or not.

Alright the big windows, got it. I'm pretty sure they're setup correctly but I'm not sure my system handles them the proper way. I'll take a look tomorrow to see what I can do on those.

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by itsagopro

Hey mate, Any chance firestorm games starting up could be added to the server browser? Small population regions like OCE already having issues with the matchmaking and it putting us on to Asian servers.

With being able to select a server we don't have to worry about potentially buggy matchmaking chucking us on servers on the other side of the world.

I love firestorm and for it to be unplayable a week after release feels bad.

Sorry I can't answer that question since I'm not on the team that handles matchmaking and server browsing. Sounds like a good idea though.

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by itsagopro

Could you at least pass it on?

Done! :)

over 5 years ago - /u/lytlb1t - Direct link

Originally posted by BadKarma_211

I have difficulty vaulting and climbing into windows Most noticeably going from the street into house windows on the Narvik map. Those houses Around objective C.

Difficulty locating transports! Why does the map lie? Why does the BFV respawn map show transports on the map where there aren’t actually any transports available? The Frostbite engine correctly shows transport locations in BF4, in real time, so there’s no excuse for BFV maps to be basically lying to players. Spawning into an area where the map shows a transport, running around for a minute or two only to realize the map is lying to me is extremely frustrating and is a total waste of my time. This lazy map design is not worthy of a Battlefield title!

Please have someone look at abandoned transports self destruct times on all Conquest maps but Panzerstorm. It’s seems that I can never locate a transport on maps like Narvik, Hamada, Twisted Steel because abandoned transports never “reset” back to their spawn points. I’m pretty sure this is happening because after the initial rush out of each spawn at the beginning of each match all of the transports are abandoned in random areas and stay abandoned the entire match. In BF4 abandoned transports catch fire and self destruct in about 60 seconds after being abandoned. As a result BF4 transports can easily be found at their spawn locations the entire match. Not to mention the fact that when playing BF4 we can spawn into any available transport DIRECTLY from the respawn screen. Again, same exact Frostbite engine so why can’t we do this in BFV?

That’s Transports, not tanks! Kubelwagons, Kettengrad, Sdkfz-251. I’ve never had such difficulty or so much frustration in any BF game simply trying to locate and access a transport as I’ve had plying BFV.

There is a max height for window vaults which I believe is 1.5m, if we go higher it will look silly. I do understand it's unreadable and we need to do something about that.

I also agree that transports are problematic currently, but sadly it's not something I work on. The issue is known though so hopefully people will have time to fix it any time soon.