RobotHavGunz

RobotHavGunz



02 Aug

Comment

Originally posted by Leading_Honey_1472

hey i know you’ve probably answered this somewhere . but i dont have any full loba trackers ( Kills, Wins, Damage ) when the new season drops will it automatically unlock so i can use them with any backdrop or will i have to wait to unlock kill wins damage trackers on loba to be able to use and customise them .

you will need to unlock them.

Comment

Originally posted by Tovakhiin

Do you think we could ever see our weapon skins in banner poses? Needed that red dragon scout skin on my bangalore banner since day 1 lol

I will ask about that. I know we could. When we introduced the first heirloom recolors, we had to build some infrastructure so that the heirloom poses reflected the correctly equipped heirloom. That same approach would be workable for the banner poses that have weapons - e.g., Bangalore & G7 ones, Mirage & Wingman, etc. - where we just apply whatever skin you have selected in customization. I like that. I will ask about it. It's not trivial - like, not just a switch I could flip - but i know how I would build it, so definitely following up on. Thank you.

Comment

Originally posted by IMAsko0

how about fixing the ranked badge, a lot of the time they are still displayed as rookie for both enemy or teamate

pretty sure this is fixed in S22. I'm like 99% sure.

Comment

Originally posted by AveragexFella

The Apex/TF2 source-based engine is a masterpiece in game feel and movement physics IMO. Please stick with it! :)

working on a proprietary engine is the only way, IMO. It's the thing I love the most about working on Apex. It's also the most intimidating part. Because we control literally 100% of our tech stack, we can do anything. But it also means that anything new we want, we have to build ourselves.


01 Aug

Comment

Originally posted by YungDankGod

That's awesome, always been hoping for a change like this. In terms of customization, universal banner backgrounds something you guys are also looking into?

we already have *some* universal frames - the esports teams one. Not sure if we're planning to release more of them, but the tech there is done.

Universal *poses* (animations more generally) are a lot more complex in our engine, so I can say that isn't imminent. I certainly won't say we wouldn't do it in the future. But we'd need engineering work to make it happen.

Comment

Any tracker you already own that has background art - that art can be equipped to any Legend's glad card. There's an "equip to all" option as well that puts it in the same position on every banner.

The stats from those same trackers can only be equipped to the *specific* Legend (as, to date, they are Legend-specific stats).

So if you had a tracker that was, say, Kills with Bangalore that had background art. You can equip Kills With Bangalore on Bangalore's glad card only. But that background art can be equipped to any Legend.

If you have a tracker that's just a stat, if it's a Legend-specific stat, it's only equippable to that Legend. If it's a generic stat - like the Bow-Out Challenge - it can, as always, be equipped to any Legend. But you can now have any background art behind it.

I pitched a variant of this on my very first day at work - almost four years ago (Dec. 1, 20...

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08 May

Comment

Originally posted by YahboiiWheezy

From my experience it doesn’t work if you go to any character. Also only works for one match then goes away even in reque where I couldn’t have physically gone into character customize screen

crap. sorry. :( I only tested one match as I was focused on getting the actual fix implemented ASAP.

Have seen a bunch of posts about this, and since this reasoning behind this doesn't reveal any great secrets and I think players generally appreciate some insight into the process and since it's entirely my fault and therefore I won't seem to throwing anyone else under the bus...

Anyway, it's a bug related to the new Artifacts. Basically, unlike every other skin in the game, Artifacts aren't a single skin; they are three - blade, power source, and theme. Making that system work in parallel alongside regular heirlooms - which are a single skin - was a unique challenge. And in testing, there were quite a lot of bugs - most (probably all) of which came from the DEV environment being different. Trying to split the difference between testing the flow as players would experience and also not making every artist who wanted to make a change have to buy each component one-by-...

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07 May

Comment

As a temporary workaround until we can push a fix, if you do NOT go back into character customization for that specific character *after* equipping your Heirloom, it will stay equipped.

Basically:
- do whatever customization you want for a character
- equip your heirloom
- hit ESC (or back button on console) to return to the lobby character select menu
- hit ESC to return to the lobby and play your match as normal.

If you do go back into customization for that character, you will need to equip your heirloom again.

Now back to being waterboarded...


05 May

Comment

Originally posted by EnzoVulkoor

I don't know I get where you're coming from a graphic design standpoint, but on the user side of it. Rounding up is way worse as it makes you think you have enough for something when you don't. Like if your bank did this when you were going out for lunch the day before your next paycheck. You think you could splurge on something but you can't, you're in line to pay, you've made the order for it and nope bank rounded up.

in this case, yes. But - per your bank example - your bank basically knows that (almost) every number they are every dealing with - at least every number that might need to be formatted - is a currency. So they can apply rules accordingly. Like, because it's currency, your bank is rarely going to - if ever - truncate a number for UI "neatness." Your bank is always going to favor absolute precision in every case. But we use the same rounding and truncation logic for basically everything. Damage, kills, games played, KDR, and currency. And yes, we could "always round down." But does that make as much sense for games played? Or damage? I am less sure. And yes, you can make it like an optional arg - round down/round up - but then you have to think through what's "best" in every case, and then make sure you have test cases for all those things, and ... Well, that's why I had found this be such a whack-a-mole type of debugging process to get right.

Comment

So, like officially, i have literal nightmares about situations like this. I wrote - or at least inherited and rewrote - most of the original number shortening and formatting logic in Apex. It's been mostly replaced by a new system now, but the guts are mostly the same, so I have great empathy both for my teammate who wrote this code and for you having experienced what I guess I'd call a "quirk" of the system.

And - having done number shortening and formatting on another game as well - I can say that is probably one of the most complex and most "GOTCHA!" prone systems you can imagine. Largely because there's way, way more subjectivity than there might seem. Truncating trailing zeros, for example. 1.20K makes sense. But 1.20 makes less sense. Sometimes you want to round up.

This was probably a case where round down was better, but like, let's say you were 1 CM short, would 1,199 really make sense to round to 1.19 rather 1.20? It makes sense but also doesn't. It's m...

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14 Feb

Comment

Posted in in another thread, but just want to say that the good vibes/kudos threads like this are just awesome. After three years, I still love working on this game more and more each season. It means the world when the players love playing the game as much as I love working on it. Thank you for making my day brighter.

Comment

Thank you for making my day. I love working on this game. And, both in spite of and because of - it shows y'all care - the complaints, I love it more every season. I've been on the game for over 3 years, and I'm still excited every day by the challenges and opportunities. It really is a special game.

And I promise it really is 99% game quality and 1% (or less) skins.


11 May

Comment

Originally posted by RobotHavGunz

I *think* I know what caused this. But I'd like to ask for your help tracking it down.

If you go to the stats screen (the one with your seasonal stats), does that screen show you as Platinum or Diamond in split 1? I'm *guessing* it shows you as Platinum - not Diamond. If it shows you as Diamond, I'm much more confused, but that would be super helpful to know for sure since it would point me in a very different direction in terms of investigation.

Trying to get some data on the backend as well. Thanks in advance.

The most helpful info from anyone who's affected by this to share is:

  • what does the stats screen show for split 1
  • what does the stats screen show for split 2

PS: we have made a bunch of underlying changes that does make it easier to rectify this.

PPS: I do hope to have an update on the mixed up badges from S10 - 14 "soon." I promise we haven't forgotten...

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Got this added to the official Trello - https://trello.com/b/ZVrHV38P/apex-tracker

Thank you everyone who responded!


10 May

Comment

Originally posted by TrunkTalk

Wow! Thank you for the response!

You’re correct, split one shows platinum, and split two shows gold!

Thank you. That's what we're seeing across the board, which is honestly a relief just because it means it's not one of those truly awful heisenbugs. We're working on a fix. Thanks again for the response and your understanding.

Comment

Originally posted by TrunkTalk

I finished diamond in split one of season 16 ranked mode.

I was only given platinum rewards. Super, super disheartening.

I play on Xbox One s

Happened after updating to season 17.

I *think* I know what caused this. But I'd like to ask for your help tracking it down.

If you go to the stats screen (the one with your seasonal stats), does that screen show you as Platinum or Diamond in split 1? I'm *guessing* it shows you as Platinum - not Diamond. If it shows you as Diamond, I'm much more confused, but that would be super helpful to know for sure since it would point me in a very different direction in terms of investigation.

Trying to get some data on the backend as well. Thanks in advance.

The most helpful info from anyone who's affected by this to share is:

  • what does the stats screen show for split 1
  • what does the stats screen show for split 2

PS: we have made a bunch of underlying changes that does make it easier to rectify this.

PPS: I do hope to have an update on the mixed up badges from S10 - 14 "soon." I promise we haven't forgotten...

Read more

04 May

Comment

Originally posted by xCharSx

What he's saying is while making a code, you are not thinking about every single scenario. Believe it or not, the playerbase is much bigger than Devs and play testers and sometimes, something very small or easy to test is bugged because they can't think of everything. You will not understand a little saying "5 bugs in my code, fix 1, 7 bugs in my code" if you don't code yourself.

Exactly. Specifically talking about this example, it highlights the complexity of all the possible permutations:

  • if the Nemesis had been less popular, this bug likely would not have occurred. It was only *because* players actually like the Nemesis that this was an issue.
    • if we'd also put fewer Nemesis (Nemeses? Nemisises?) on the floor, it might not have happened; e.g., if the Nemesis was a crate weapon, this wouldn't have shown up.
  • if hardware spec and player skill were more decoupled, this bug likely would not have occurred. It was because high-skill players overwhelmingly tend to also have high-end machines that run at higher FPS that we saw this bug.
  • if the gameplay dictated that squads died faster, this bug likely would not have occurred. Because high level matches tend to be decided much later on, when players tend to be fully kitted in the gear they actually want, most players who wanted a Nemesis actually had one. If mor...
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03 May

Comment

Originally posted by OGNatan

The average person does not (or cannot) understand the complexity of a codebase this size. There are so many possible interactions or causes for various bugs, and that makes them difficult to pin down.

It's like if you built a chair from IKEA. Maybe you had a bit of trouble with assembling it, but now it looks and feels great! Then 10 of your friends come over and all start jumping on your new chair until it breaks. There's no way you could have predicted that use case, because you built the chair for 1 person to sit on.

the level of accuracy in this example is astonishingly high.

Comment

Just want to say that, having been away from Reddit for a bit, this thread is awesome. Great to see so much constructive feedback, thoughtful criticisms and concerns, and - of course - the compliments and optimism. I really do feel lucky to work on this game and to have been one of the engineering leads on this particular project. Some nerves, of course, about something so significant. But just wanted to say thanks to everyone in here whose posted for having such a real - and nuanced - discussion about the new system and what we're trying to do.

Comment

Originally posted by Cipher20

I've noticed hidden MMR being in Ranked BR for several seasons already. Why do you say it's a new thing?

first time we're applying to an entire mode of the game. It's been sandboxed to certain regions for testing - as we discussed here https://www.ea.com/games/apex-legends/news/matchmaking-2023 - but this is the first time we're using it as a core pillar of how a mode in constructed.

While the MMR system is newer and very different from the Ranked Arenas one - and definitely learns from it, it's also older in some important ways. We started data collection and analysis before Arenas even launched as a mode and have substantially more data (both historically and just from a pure quantity of information) on how people played ...

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24 Aug

Comment

Originally posted by Picknmixboltz

Out of curiosity, roughly how many lines is _items.nut these days? Assuming you still use it in Apex of course? It's roughly 10,000 lines in Titanfall 2, and I can't see that being very maintainable in a game like Apex with much more complicated systems regarding purchases and items

Don't use it in Apex. Having not worked on TF2, I'm not sure what functionality fell under that umbrella. The total LoC for the "cosmetics system" (as a whole) in Apex is substantially more than 10,000, but there's no single file that's that large.