Battlefield V

Battlefield V Dev Tracker




25 Jul

Comment

Originally posted by ozx23

Commenting to say it's a sheep not a goat. Goat tails go up, sheep tails go down. Yes I'm fun at parties. Beautiful work OP.

I appreciated the detail all the same.

Comment

Originally posted by blackhat665

No, that wouldn't be, but that's not what this is. His questions betray a level of ignorance of the game and the issues players have been complaining about for almost a year now that I just can't wrap my head around, These are things he should have either known already if he's been with the team for a while, or should be hearing from a qa team. And I hope it also doesn't come as a surprise that the general impression among many players is that there is no qa, or rather that the player base is used for qa, which is only reinforced by this comment. And I don't want to be mean, or hurt people's feelings, and I get that it's not this guy's fault, or yours. Something at EA or DICE just went off the rails, even before BF1, and you all are stuck with whatever the situation is there, and end up having to release a game that's not finished, likely with deadlines that are impossible to meet, with your own ideas of what the game should look like sandwiched between pressure from frustrated pl...

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I feel the frustration, besides being that bfv engineer I'm also a fan since bf1942 and still playing nearly every night.

It's a bit sad to hear that my questions betray a level of ignorance. All I'm doing is asking follow up questions to better pin point what he actually means. This doesn't mean that we aren't already aware of the issues, but with that info we can make a better description of the full scope of this particular issue and prioritize it accordingly.

Comment

Originally posted by Userresu68

For example, the barb wire fences on Twisted Steel. If I run up to them, I have to hit jump (vault) several times to get over it instead of once. Sometimes moving on rocks can interfere with forward movement and requires multiple button presses (like on Hamada). And Devastation is a big ol' mess just from the map's complexity.

Sometimes after dropping down and bipod deployment, I rotate and the bipod just drops and the gun floats (mostly a problem with MMGs). I believe this to be terrain related, but frankly I can't see the terrain at that moment, so I can't compensate for it.

I think that using the direct spawn view adds no value because of the field of view limitations. If I spawn on a friendly using that view, I often get shot in the back because they are getting flanked. It is much better to always zoom out and use the larger tactical information to judge where to spawn. Squaddies are often not the brightest people.

I see your points. We do have some improvements we want to do to ground detection in general, but it's a tricky subject to touch since introducing new issues on that topic would be very bad. The issue described in the first part does also cause the issue described in the second part, the way we detect the ground also sometimes causes slight movement when turning around your axis, which causes the bipod issues.

We talked about it internally before the vacation started, when the required people are back I'll try to push improvements on these topics, since I also find it very frustrating when input is canceled out for no apparent reason.

Comment

I lolled

Comment

Originally posted by blackhat665

Yeah, my bad. They say there are no bad questions, but this guy just proved that so wrong.

This guy wants to improve the systems he is responsible for and asks for more information before diving into the code, is that really a bad thing?

Comment

Originally posted by MagZ_Il

Watch out Danny you can’t be saying the F word around these parts of town... might catch a ban.

We've banned him enough times. /s


24 Jul

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Originally posted by KillerCh33z

I see. I think Niklas said it will be fixed in the 4.4 patch. Hopefully

That would be great yes but the issue seems to be more complicated than what we would like it to be so it takes a lot of investigation, finding consistent reproduction cases and debugging. I'm sure we will be sharing details once we know more.

Comment

Originally posted by korlic99

yeah they probably planned to do something in firestorm here but didn't manage to finish the job in time

Half the nodes are for Firestorm.

Comment

Originally posted by inVenit0r

Since you mentioned hit registration: are you guys planning to improve the netcode and the hit registration in the near future?

We are actively discussing netcode within the team and looking at the issues that are seen by players, a good portion of the work to fix issues is to find good reproduction cases that we can "debug", wish takes a lot of time. Besides this we aso have some other things in the pipeline that I cannot discuss.

Comment

Originally posted by fermentedbolivian

Pretty sure there's also a hit registration issue. Hit 5 bullets, no damage, no kill, no damage log. Also low ping, stable 60 fps.

Maybe you're right and I got fooled by the bugged log system... Let's see what the update will bring.

Edit: Please watch this developer, I've had this problem too several times.

https://www.reddit.com/r/BattlefieldV/comments/ch5337/bug_report_1_late_join_major_hitreg_issue/

There are definitely hit registration issues but what is discussed in this thread is not that :)

Comment

Originally posted by DatBoiLime

Yeah, I guess so. I was just thinking that maybe the community would be more accepting of cosmetic rewards if it was a full set. But hey, thanks for doing a good job as CM, keep up the good work!

I know. I would’ve like to have seen a whole set as well. If not a whole set, another weapon.