Kenturrac

Kenturrac



28 Apr

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Sorry for this mess up. It's fixed internally already. I am not sure in which update it will arrive since we work on multiple updates at the same time.


25 Apr

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Originally posted by qlimaxmito

  • if the flag os contested, the player spawns on a spawn point outside of the capture area

This rule isn't always respected, for example the other day on Hamada Conquest, playing as Allies, the enemy was attacking A so a few teammates and I deployed on it, but the game spawned us on the flag, ~60m directly in front of an enemy tank that was parked just inside the flag capture area. Even if the tank was actually just outside, there was still other enemies on the flag so I'm sure it was contested; otherwise we wouldn't have spawned there en masse.

Image for reference: https://puu.sh/DiDHN/f5939829bf.jpg
My position is about where it spawned us (twice in a row for me) and the half-track is about where the enemy tank was, happily firing away at us.

I also remember having it happen on another map (minus the spawnkill) but I can't remember exactly which.

Out of cur...

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Yeah, the "contested" is a thing that works "most of the time". It just uses the range check. So if a spawn point is within the capture area it's most likely also blocked. Hamada tho has massive capture areas which only makes it work part of the times. Probably something I should look at for consistency reasons.

As for how the spawns inside the capture area work:

We use 3 different priorities. The "close spawns" on inside the area are highest priority. The second priority is used by the spawns outside the flag. The third and lowest priority is used for awkward but extremely safe spawns. They are only used if all other points are "blocked".


23 Apr

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Originally posted by Caomhannach

Ken, no offence, but Grind’s a totally different beast on this matter, If I’m correct I have a recording from my PS4 where with Grind on Narvik, I was pinned by some crates as the enemy team had taken B and was sniping my area, and lo and behold the enemies who were dying, went to spawn on B, but instead spawned right infront of me, and I mean ‘one-hit kill back to me melee range’ infront.

I mean, yes, I got nine kills with my Fire Axe in rapid succession as a result, so I am scum, but it’s not their fault for spawning there, and they probably got infuriated with consistent spawn kills. However, I was literally ontop of a spawn point in that scenario yet they still spawned there.

If you want, I can try to find the clip and upload it, so it’s understandable how unfair the spawning system is on Grind. If you don’t want me to upload it because of the chance people will use it to get spawn kills, or because there’s some reasoning behind the lack of spawn protection in G...

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You are right. Due to the size of Grind I had to reduce the spawn safety check to 20m on some flags and even that wouldn't guarantee safety. Especially on Narvik and Twisted Steel. Nothing I am particular happy with, but the size and playercount of that experience required some exceptions. Sometimes there are just not enough places to spawn people.

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Originally posted by angrylawyer

A large part of development was spent creating a hyper intelligent AI that can determine where you want to go, and then spawn you as far away from that place as possible.

I don't want to ruin the joke, but maybe aome here are actually interested in how it works.

It's a combination of many different variables and rules, but the most simple ones are: - if the flag os contested, the player spawns on a spawn point outside of the capture area - if an enemy is within 40-50m (don't remember the exact distance) of a spawn point, the spawn point gets disabled and the system looks for a safe/enabled spawn point - there is also a line of sight check happening that can disable a spawn - each teams flag spawn points are placed within a 180 degree radius on the side of their HQ to add some consistency, orientation help and predictability for contesters - if the flag is not contested, the player will always spawn in the capture area

Hope I didn't forget anything. This basically explains a bit why you sometimes spawn further away. If enemies are close, we rather want to spawn you safe, but as described in the other post of mine in this thread, I am...

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You might like to hear that I am planning to look into all "far spawns" (spawns that will be used if the flag is contested). I can't promise anything since I haven't done anything yet, but we are thinking about bringing those "far spawns" closer to the flag. This isn't just for Hamada, but for all maps. Having that said, it's still really important to us that flag spawns are as safe as they can be. BFV has the lowest flag-spawn kill rate in a long time (anyone remembering BF3 spawns directly on the contested point? 😅) , but we might have taken that safety approach maybe a bit too far. This results in spawning people further away than they would like to, but of course no one wants to spawn on a flag and die within 2 seconds. Nor do people want to get killed by enemies spawning directly behind their back. So we have to find the right balance here. While spawning players closer to the flag is easy in the city part of Hamada, it's way more complicated in the more open flags. Same goes...

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20 Apr

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Originally posted by crossfire024

I had never seen the bombing raid "weather" on Devastation until Grind, and then I saw it two games on that map in a row.

It's seriously awesome, I wish it happened a bot more frequently on other modes. It really does add to the atmosphere on that map.

I have look into that. No promises, but I read this feedback a few times and maybe it's time to up the frequency. :)

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Originally posted by hongshen

I don't get Matt Wagner's point. Unlocks and high level cap aren't mutually exclusive. If they felt casuals needed catching up, then pool the unlocks at lower ranks. I don't recall unlocking anything after colonel in BF3 and captain in BF4. Bf1 guns were unlocked by warbonds so ranks never mattered.

Absolutely. Sadly this is only a small snippet of a bigger conversation. I was mainly talking about BF3/4 unlocks and not at all about ranks. Danny turned the conversation towards ranks.

Also as stated before, this is mainly my personal opinion. I have nothing to do with any type of progression (unlocks or ranks) in the game. I know as much about them as you.

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Read into this as much as you will. I am a Level Designer and had nothing to do with the rank cap nor do I know why it is at 50 and not 20 or 7000. So just to get your facts right: there is no theory confirmed here since I would even be able to confirm it if I wanted to. Neither does any of what I said bring information to the topic if the rank limit will be raised. For that you need to screenshot conversations from other people.


19 Apr

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Originally posted by vermin1000

Thanks for the transparency. Out of curiosity, what sort of bug fixes were higher on the list?

It's all kinds of things. Not just bugfixes. A lot of the people that can fix those issues are also involved with the new maps and other content. It's really just about finding the right time. A work day is only so long. :)

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Yeah. All of that should be fixed in one of the upcoming patches. Look out for the patchnotes.

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Originally posted by Nevoto

Thanks. It's been very annoying, glad to hear it will be fixed soon.
I also hope we can be able to shoot through the trees!!

This got fixed too. Not sure if it is in the next update already or right after that one.

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Originally posted by layth_haythm

Please tell us that the pixelated trees are fixed too.

The pixelated trees are way more complicated to fix sadly. You can reduce it by having the default FoV. The higher the FoV, the likelier it is.

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This is fixed in the next patch. Sorry that it took that long, but it just wasn't the highest priority.


18 Apr

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If I am boty completely mistaken, it is back in the next patch. Was my fault for not adding it after I added CQ to Hamada. Sorry for that.

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Squad Conquest is coming back next week I believe and Rush is available in the Hannut Operation.


17 Apr

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You forgot the staircases on the side and the catwalks below it. ;)
Otherwise fairly accurate. :P

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Originally posted by chester405

Walkways under the bridge? Noticed some steps inbetween the bridge foundation with walkways going under the bridge.

;)

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Originally posted by Maniones

So, the bridge in Twisted Steel is not damaged?

Indeed. This isn't the only change on this map. If you zoom in you might see more. ;)

The other maps saw some smaller adjustments as well. More cover to make it easier for 64 players to move in these limiting spaces. Furthermore all maps got a complete new fortification pass for this version of Conquest.

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Originally posted by DoomG0d

I guess this is for all the players who were born in a 24/7 9000 ticket Op Metro server.

Very much indeed. :)

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Originally posted by Braddock512

Let’s ask u/Kenturrac.

They vary in size.

Narvik's and Rotterdam's capture areas are fairly small but stretch over two floors.
Devastation's capture areas are identical to CQ.
Twisted Steels capture ares are about 25m long, but only as wide as the bridge.