Original Post — Direct link
over 2 years ago - /u/lytlb1t - Direct link

Originally posted by AceArchangel

Yeah many tall walls/fences and barriers couldn't be vaulted over unlike BFV which allowed for a large amount of free movement.

Places where vaults don't work where they obviously should, should be treated as bugs. The vault system is an improved version of BFV's implementation, with directional/in air vaults added on top as well as support for vaulting on moving objects, something we could only dream of a few years ago.

over 2 years ago - /u/lytlb1t - Direct link

Originally posted by PUSClFER

support for vaulting on moving objects, something we could only dream of a few years ago.

Could you expand a little on this?

Sure! So besides vehicles, the different maps will have several big moving objects that the soldiers can walk on. Orbital already had the elevator and rocket, but on other maps there will be many more. Supporting these objects when vaulting, grappling, climbing ladder, etc or even just walking on was previously not something that was feasible because of the way movement is predicted on your game instance.

To make sure the movement is smooth on these objects, the simulation on both client and server needs to be identical. Otherwise you would constantly run into differences where the client and server do not agree on the soldier's position, resulting in small teleports to correct you to the server's position, which always has authority. Due to a big effort to properly simulate these moving objects on the client side, we can now have more interactions with them.

On previous titles, stuff like vaulting on vehicles or reviving someone on top of something moving would always result in the soldiers floating in the air instead of moving with the vehicle. The best solution was to simply disable these mechanics in those cases.

over 2 years ago - /u/lytlb1t - Direct link

Originally posted by hhunkk

What about the animations when you couldn't reach certain altitude? That was neat.

Do you really like to be stuck in an animation in these cases, leaving you vulnerable for the entire duration? It was something we added to BFV because we thought it might be fun, but eventually we didn't think it added much to the gameplay experience.

over 2 years ago - /u/lytlb1t - Direct link

Originally posted by Lodden_Stubbe

Sounds good.

Given what we have learned the last few days, I’m open to believe that the experience of bad movement in the beta, might actually be more about the FOV issues, and the animations. It felt nothing like BFV, even if it’s almost the same.

Is the zoom effect when you accelerate new? Because I have never noticed it before, and don’t like it. Is that just the FOV too?

I know that we reduced/removed the fov effect in some cases , for example the slide, as it was too extreme. We can always tweak these effects more when we feel they don't behave like they should.

over 2 years ago - /u/lytlb1t - Direct link

Originally posted by Zero-Ducks-Given

yeah i actually hated this. good call dice. anything that takes me out of the game without me really being able to make “progress” whether it be towards an obj or whatever was not fun. long vehicle animations, animations of my hand trying to reach a ledge, bfv was a bit over animated imho.

the one thing i liked and wish stayed, however, was the one where you land on all fours after a big fall or you roll out of it. that shouldve stayed imo.

I loved the combat roll as well, but not everybody liked the first person animation as it was often perceived as disorienting. Let's see if it ever comes back.

over 2 years ago - /u/lytlb1t - Direct link

Originally posted by dolphin37

Do you happen to know if the hand and gun animations during sprinting/tac sprinting/strafing have been updated?

Specifically, I felt like the animation was repeating (too quickly) rather than being dynamic or having any sway to them when in any of these scenarios. I think it made the sprinting feel a bit artificial and made the guns feel like they had less weight when you were just moving your aim

Edit: Oh and forgot to ask - are there any plans to allow strafing during sliding? I really felt like the straight line sliding was limiting compared to your previous title

Don't know about the animations, but yes we are adding strafe input to sliding, albeit very weak.