RobotHavGunz

RobotHavGunz



03 Apr

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Love this so much. I've been there too. Though it's been a while. Slings are great for this. And congratulations!


09 Mar

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Originally posted by The_Bazzalisk

Will this also apply to more complex tracker progress than just numbers? For example 'win on 8 different legends 4/8' will this update tell you which 4 you have already won on?

No. But that does raise a valid topic for future tweaks. Display of that information is a bit more complex, since it's not really "progress" in the same numeric way. But certainly for those multi-legend badges some more data would be helpful.


08 Mar

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Originally posted by Ericstifer

Question about the assists during pubs, I've been requesting that forever. Is the spectator eye retired for good then? I feel like it probably increased toxic behavior. are there more in match UI improvements still being considered? Thanks for the hard work!

Yes. The spectator eye is permanently retired.


05 Mar

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Originally posted by Aws___

i hope you don’t mind if i go and tell all my friends that i’m the reason it’s in the game hehe

You are more than welcome to tell people you are the reason.

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Originally posted by Couflame

Hey man, just came here to say thank you, because f**k me, we've waited for that feature for a long time. Honestly, that one excites me the most, from all the patch notes ;)

On a side note, if you ever have a chance to read this, and I have a chance to tell it to someone who matters - we gamers love stats. Apex is highly skilled game, where you try to get better each day. Following detailed stats would help a lot. We have stats page and trackers, yet kills per weapon (with accuracy %), favourite weapons, favourite legends (with stats), hours played etc., would give us more insight into our own development.

Anyway, thank you for this QOL, this is amazing.

As always, doing my best to give the typical caveats around expectations/etc, what I will say is that what you're proposing is hugely important to me. I've done a lot of projects in this area, both personal and professional. And quantitative assessment of skill and progress is personally the single defining principle in my life. What you're talking about is - to do it right - a massive project. But there is certainly no shortage of people within Respawn who love this type of data. That's the best part of working on this game, but also the hardest. It's not deciding what to do. It's deciding what not to do. Because the to do list of good ideas is essentially endless.

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Originally posted by Kel_Casus

Awesome work my dude, and while I may be a little late to this and not sure you have any relation to this QoL feature, has there been any internal talks about a top 3 legend feature (or how the 'featured' button functions with being overwritten with just exiting from another legend?) so if we're randomly assigned a legend we don't have featured, we can at least get one we do play?

"Favoriting" of legends is definitely something we talk about a lot. Not just for a feature like that, but for a lot of things. Always very nervous to talk about upcoming features, but what i can say is that there are quite a few new hires - myself included - whose focus is on everything other than the core game loop. Basically, I don't think much (work-wise) about what you do from the dropship until you die (or win). I think - and work - on everything else. Sometimes there's overlap - like, I added the Knockdowns and Assists to the end of game summary screen, and as part of that, I also added assists into the HUD in game during pubs. But in almost every way, I'm focused on what you do and how you feel when you're not trying to kill people and they're not trying to kill you.

That's not what people fall in love with. Apex means so much to everyone here because it has incredible gameplay. I'm hoping that my work helps support the best part of Apex, which is, to qu...

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Originally posted by ImLosingAtLife

Can you explain what else you might have done?

And if it will be included in the upcoming patch aswell?

Good work.

It's a long-standing request. But it's not coming until Season 9.


04 Mar

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Originally posted by miathan52

I had lost all hope that we'd ever get badge progress. We've been asking for it since launch week... over 2 years ago. Now that it's finally happening, is there any chance that the badge system can get some love? Such as badges for 10 kills, 15 kills, 1500 damage, 5000 damage, and whatever else is currently missing?

This feature is not the only love that I gave the badge system.

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Originally posted by RoXBiX

Congratulations! Great work. I'm just going to call you our QOL stats guy from now on, and I have a request that has been mentioned multiple times now - could you perhaps make it easier for us to view stats that we have for each legend? You know, so we don't have to scroll through all our trackers to figure it out?

You are allowed to call me that (it's not all that different from what I do). I'm actually super passionate about stats in general and would like to do a lot more with them. And I think this is a great idea (and something I've talked about in one way or another).

Always a little nervous to make a post that might be implied as a "yes, we'll do that" type of reply - especially because anything that requires new UI requires a lot of input and design work by a bunch of different folks. But I hope that my saying that this is also something I think would be great and would love to see implemented in some form counts for something.

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Originally posted by Immaterial71

Did you also add the numeric values for the ALC sliders?

I wrote up the task (I wanted to add it because I use ALC and am always fidgeting with my settings) and was just about to do it when we got another new hire. He ended up doing it as his first task.

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Originally posted by x5HR3Wx

It's about time lol

Thank you! I was scrolling through all of this just hoping to find someone who was excited about this. I built this! It's my very first shipped feature; I started at Respawn at the end of November. I saved the original thread where this was complained about (or at least the most prominent one) and posted a note in there too.

It was a pretty amazing feeling to see this called out in the patch notes.

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It's coming in 5 days! This is the very first real feature I built after starting at Respawn at the end of November. And I saved this thread so once it was announced I could come back and let you all know we listen!


28 Jan


27 Jan

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BIRTHDAY HERE! YOU NEED ONE IF YOU WANT TO GET OLDER! (PS: don't grow up...)

I wish you a day full of bamboozles, foozles, pork chops, and loot. All blessed by the Allfather. And I hope no skinbags eat your cupcakes. Maybe put some fences up around them. Remember to blow out - don't breathe it in - when blowing out the candles. And I hope there's a very special care package(s) at the end of it all.

HAPPY BIRTHDAY HARRY!


24 Jan

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My first week on the job, I sent my boss a calendar invite - "Meeting here. Helpful for getting things done." And this type of joke is pretty common inside of slack.


23 Jan

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Originally posted by gua_ca_mo_le

If it's on purpose I'd love to know why, just to put my OCD to rest!

It is on purpose. From the art team's perspective, Crypto is actually not different. he's the same as Bloodhound, Revenant, and a couple others. Basically, body angled one way and then the head rotated from there. He's looking his left (screen right), same as everyone. Well, everyone except Rampart. Who is the actual outlier - looking to her right (screen left). And that's because it's just in her character. And the goal was to basically express that. She zigs when others zag. I gather that this was a topic of much discussion when the original decision was made, so I chose to tread lightly. But that's what I've got for y'all. Maybe along those lines it makes sense that Fuse is on his own line. He's the first from Salvo...

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Originally posted by gua_ca_mo_le

But for real, can you just flip Rampart and Crypto's portraits so they're looking the same way as everyone else?

Now I also can't unsee that... Lemme find out if there's an actual reason for that. Before I started.


22 Jan


19 Jan

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Originally posted by Perfect-Rent-5575

Hello, can you please add numerical values to the Alc controls it's really hard to get the slider settings.

I want the same. I have no idea if there's a reason we don't show the precise numerical values as I'm a fairly new hire, but this is actually the sort of thing that I work on so I'll find out. I just keep track of it by counting ticks from the far left or far right. Which is not ideal and which could be better.


18 Jan

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Originally posted by monsieur_baquette

its kind of weird to give advise to a dev but why not.

when i was still on xbox, i lot of people were figthing the aim assit.

You need to let the aim assit help you. You need to try to aim with the aim assit not only with the stick because then you will figth agains it. When i stop fighting with the game to aim but made it a ally i stop missing shot because the auto aim made me scope past the enemie or that kind of thing, i became mucht better.

if you train a lot you can event let the aim assit aim for you and only reajust (sorry for my english) with the stick when the enemie move to fast for it. That let you spam croutch and move way faster and better in figth.

I think that i can give some advise since i solo grinded diamond but if somebody have better advise dont be shy :)

hope it help and thanks for making such a good game !

That's actually really good advice. I've sort of grok'ed that, but not necessarily so clearly. I made a lot of changes to my controller setup - use ALC and actually run a straight linear setup, just because I find it's more "consistent" and therefore a bit easier to train muscle memory. But yes, absolutely you need to let the AA guide you. I would way over auto correct. Moving to a straight linear control actually made this easier because even though it's "twitchy," you can feel the response from small movements more intuitively (at least I can).

The biggest struggle I have now is positioning. My aim is now at least un-terrible. But I too often forget to actually take cover and make it harder to hit me. And not at all weird to give advice to a Dev. I'm okay at making games (well, at least technically speaking); I'm not at all good at playing FPS games. But getting better. Thanks in large part to good advice posted here and on ...

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