DanielZKlein

DanielZKlein



21 Aug

Comment

Originally posted by LeaksLikeYourMom

First, thank you for taking the time to communicate with us players.

The current range is in the muscle memory of Pathfinder players; they've also memorized where they can swing from, and a lot of skill expression on the side of Pathfinder mains is learning maps. I would really not like to mess with that.

Is this philosophy a more recent development at respawn? I mean I remember his grapple timing was changed several seasons ago.

October 01, 2019 Patch

Grappling Hook: Reduced the grapple projectile velocity by 33%, meaning it takes a fraction of a second longer to connect the grapple to the wall. The behavior once you are connected remains the same.

Just curious why this was agreed on then but a delay such as wraith's is undesirable from a dev standpoint now. I know I would much rather have a release delay than such a ridiculous cooldown.

I was talking about the range from which you can or cannot grapple to certain parts of the map. That change didn't affect grapple range but rather time to attach.

And as always, what I say here are my opinions. I don't speak for the entire design team. Disagreement and having different frameworks through which you view the game are both symptoms of a healthy game design team.

Comment

Originally posted by danthemandoris

It's also possible that various animations make it easier or harder to hit headshots. Maybe Bloodhound stands more upright or their head doesn't bob and weave as much as other legends, so even though the hitbox is the same size, it's more easy to hit.

That is absolutely true! We know it's the case for Wraith's sprint animation, particularly, where she tucks in pretty much every body part.

Comment

Originally posted by ZanMatsuri

As someone playing in Japan this is something I like to hear. Game always crashes on me whenever a rampart is around whether im shooting her shields, EMPing anything near her or even spectating someone doing those I crash instantly cause it breaks game logic.

This client patch should have fixed it! It had something to do with destroying the amped shield on Rampart's wall.


20 Aug

Comment

Originally posted by MatchstickMcGee

Note that rerolling if you land on the removed item is mathematically identical (I THINK! Correct me if I'm wrong) to just organically letting the other items take up the space.

Can confirm, if by letting the other items take up the space, you mean it's the same as proportionately adjusting the probabilities of other items to add up to 100%.

Thanks! I always second guess myself when it comes to things that seem obvious in statistics ;)

Comment

Originally posted by JustAnAverageGuy20

It's game breaking

https://youtu.be/c2MJB_Izv4M

Watch it from 00:50

Here's how you do it: you need a teammate, and a fully charged ultimate prior to attempting this exploit.

Your teammate's got to use the charge tower until 2.5 and inform you right at that second. At that moment the Crypto has to start spamming the ultimate.

This results in him being able to ult WITHOUT COOLDOWN. What's really bad is he can safely back out of the drone, move around and continue using the exploit.

This has been fixed apparently. Please let me know if it's still happening!

Comment

Originally posted by JustAnAverageGuy20

No buffs for in the near future?

I don't mind that AT ALL.

What really satisfied me was your response. I really appreciate such an active dev. THANK YOU. I hope you guys figure something out soon, can't wait. Loving the new content, and Rampart clicked with me instantly.

One question though, you guys are aware of that infinite EMP glitch with Crypto right(only in KC)? It's like a nightmare... I died to it 3 times XD

Once again, thank you man. Hoping for my man Mirage to shine someday..... You're a good guy

Wait what's the infinite EMP glitch? Do you have a video?

Comment

Originally posted by Grapz224

I'm curious - are you able to go into a bit more detail on the fix itself?

I had a similar problem in a small game I made a while back (if an item was in the shop, it wasn't supposed to drop from other sources, but this made some enemies rarely drop nothing, which wasn't supposed to happen) - my solution was to add a check that simply re-rolls the item again if it was in the shop... but I'm curious if you folks came up with a better solution than I did...

I'm sorry, I don't know the loot system in Apex well enough at all. I didn't work directly on this fix!

I can tell you that generally in games though you have three options for removing an item from a randomized loot bag:

1) Do nothing and let everything else organically take up the space. This works best when you have a large, diverse pool of items already. Careful when you use a WEIGHTED randomness system, as removing something that has a high chance of spawning distorts the system more than removing something with a low randomness. Note that rerolling if you land on the removed item is mathematically identical (I THINK! Correct me if I'm wrong) to just organically letting the other items take up the space.

2) Spawn nothing. If your game supports this, you can basically replace it with a "blank" and spawn nothing. This has the advantage that it doesn't distort other spawn rates, but sometimes it just feels bad to have empty space.

3) Create a new ...

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Comment

Originally posted by dontnormally

If X is mapped to Ping it is impossible to craft.
Pressing X only Pings the Crafting Station.

The new feature of this release is not possible to use for those with custom controller layouts.

Similar to deathbox looting.

/u/DanielZKlein

Thank you! I'll let someone know. No promises when we'll get to fixing it, as always.

Comment

Originally posted by ShongoMcForren

What's a low loot zone? Just an area of the map that is aggregately less popular for looting?

Yeah. You know how when you enter a new zone there's a popup on your screen that says low/mid/high loot zone? (I'm not sure if low is called out or if it's just the default; most of the map is low)

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Originally posted by backA05

Are you guys getting paid regularly ? Asking for a friend 😆

???

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Originally posted by CloudSens

Loving the new season! Great work, gonna have to get used to the new TTK tho. Imo I think you should revert the shield values to normal and keep the shields as Evo only, but remove red evo from the game. Therefore gold shield will be 100 again and it would have more worth again and the TTK would be better. But keep up the great work!

We don't want to overreact on changes here. We're watching how the new TTK shakes out after people have had some time to get used to it.

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Originally posted by Kingmiami_Kdn

Oof. Is EA rushing you? That sucks

What? No! We decide our release schedule. We don't want a release to slip. In my 8 months here I've never once heard "EA wants us to do X". We use a lot of their infrastructure, but if they've ever made demands on us it would have been at a level too high for me to hear of it.

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Originally posted by watson-and-crick

What's the default behaviour for when something like a Purple Shield is in crafting? Does its drop rate get spread to everything else, based on their rates? Or is it supposed to be spread only among other shields/items of the same category?

I didn't work on crafting, so I don't want to answer in too much detail here, but my understanding is that the spawn chance is spread to everything else that could spawn in its place.

Comment

Originally posted by LazyCow217

Oh wow never realised it was 100%, just thought the odds went up by a bit due to the purple being in crafting. Pretty funny tho.

Well there's like a 2% chance in the first place in low loot zones for a thing in the "purple or gold" group to spawn; it's WITHIN that group that you have a 99% purple / 1% gold split. So gold spawn rate went up from 0.02% to 2% (I'm quoting these numbers from memory, might be off). Like I said, we got a fix ready, not sure yet how soon we can ship it.

Comment

Originally posted by JustAnAverageGuy20

I'm going to copy and paste what I just commented on this thread a while ago:-

Mirage main here, and I'd like to give my feedback.

Firstly, I want to make it very clear, that I really appreciate the rework he recieved. The Devs really listened to us Mirage mains by showing that they actually care.

His new kit was amazingly successful at launch. But now.... Not so much, especially with the soft nerf in place.

Here are my ideas, I'm suggesting ONLY ONE of them:

Decoys, inorder to actually bamboozle a player need the footstep sounds back. They should either have dummy health pool or the exact same health as the real Mirage, idk what'll be best, because decoys won't provide much cover anyways. Or simply, don't make decoys disappear as soon as they're shot, make them fade away within 2-3 seconds or something

OR maybe a decoy that's standing stationary gets to function as a blinding trap. It can only affect opponents who shoot it within 5-7...

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Hey! These are all good ideas! As a matter of fact, we tried some of them in internal playtests, particularly the flashbang when close idea. In that case we ended up with the problem that the amount of frustration it caused for the enemy was in no way comparable to the amount of feels-good it caused for the Mirage player, because 90% of the time you weren't even aware that your decoy blinded someone.

I currently like some combination of "decoys have a little more health" and "having decoys shot reduces current ult CD". My main problem is the "just spawn a decoy point blank to absorb some bullets" case; I think we'll need to figure out some way of letting the decoy pass bullets through for that to be okay. (We're calling this the hallway test: I'm fighting someone else in a small hallway, like in bunker, and I just mindlessly press my tactical. Do I get an advantage? If so, that's bad; that's why Rampart's wall dies in a single bullet while it's building).

We also t...

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Comment

Originally posted by NotARealDeveloper

Hijacking this comment for a question:

On Loba: "we’re seeing that she has decent combat success but that teams with her on them don’t win as much as, say, teams with Lifeline or Wattson. This suggests to us that her out of combat utility (that is to say, how she funnels loot to her team) isn’t doing enough."

Isn't that the wrong conclusion? Of course a squad with Lifeline or Wattson wins more often because the gear differences between teams that fight for the win is tiny, and actual "combat" abilities are better at winning that last fight. The metric you should look for is how many teams even get to top5 / top10 / top15 with a Loba in them compared to with a Lifeline or Wattson. I suspect teams with Loba reach top5 placements far more often than let's say Wattson, but teams with Wattson win more often at the end.

This is a really smart observation, thank you! You're of course absolutely right--the deeper into the game you go, the more you get loot from deathboxes and the less her loot passive/ult matters. However, we see the same trend across all placement levels:

https://imgur.com/f8NLeAZ

The expected average values of course would be 50%, 25%, 15%, and 5%; she's below that at all levels, even at "got to top 10".

My current thinking is that even her first ult comes in too late. I want to experiment with having her land with her ult half charged. What do you think about that?

Comment

Originally posted by Reinjecto

were there things that were forgotten to be put in patch notes like hammer points working on rev shadows now and zone damage hurting more? cause it definitely seems so

The hammer points thing was considered a bug fix; yeah I think that slipped from the patch notes. Hammer points always should do extra damage when you're dealing damage to the health bar, not the shield bar, so it always should have worked with zombie form.

I don't know about the zone damage hurting more! This is the first I hear of it, but I'll definitely ask.

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Originally posted by badzmedyum

i lost confidence when the drone remove his tricks .. drone glitch is really helpful to prevent squad to break the drone .. now that has been remove they will try to break it as long as they hear it or see it .. :( twitch/ah_oppasensei

If the drone is too easy to shoot, we can now shrink its hitbox and be confident this time that it actually has the hitbox we want it to.

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We really want to do this! We ran out of time to do it before 6.0 shipped and decided it wasn't enough to hold the EVO armor only change. (EDIT: this will hopefully be in 6.1; we're looking at shipping it sooner if possible, but it's lower in priority than things like, oh, the game not working in Japan ;P)