RobotHavGunz

RobotHavGunz



20 Sep

Comment

Originally posted by arg0nau7

If you don’t mind, since you said you guys read this sub a lot you must’ve seen all the “Operation Health” posts. Is there even a 10% chance of that happening? I hope you guys are seriously considering it bc the community would love this and I doubt many would fault you for not adding a ton of new content

This is a potentially touchy topic, so let me try to put the appropriate caveats around this being only my opinion, etc. I love the idea. BUT I also see the impracticality of it. The term "developer" is pretty random, in a lot of ways. It doesn't really say much. But it's a fine label in so far as it goes. When you think about the team that makes Apex happen, it's a huge team. But when you think about the team that does the work outlined by something like an "Operation Health," it is a much smaller group.

I love this idea because this type of work is 1) actually a significant portion of my actual job description and 2) is also work that I very much enjoy. The big issue is not really with #2, though that does matter. But it is with #1. On both the technical and non-technical side of things, there are plenty of people who would sit idle during a period where the ONLY work that was done was, essentially, "bug fixes."

Live Operation development bears a fair amount of r...

Read more
Comment

Originally posted by prophetworthy

Really appreciate the in depth reply here! Is this bug related to the one that happened the last collection event with the event banner frames? I remember we had to disable those until a patch came out as well

I don't remember the underlying cause there, but I do remember that issue was with THOSE SPECIFIC frames. This bug is more general. It's not even obviously related to Epic (animated) banner frames, but it does seem that those trigger it more often, for reasons that - theoretically - make sense to me.

Comment

Originally posted by searchcandy

Hey, thanks for everything you do! I know you guys get a lot of grief but know there are people out there that appreciate your work massively.

If I could submit one thing that is important to me bug-wise, it would be to be able to play a bit more reliably/without big drops above 190/240FPS. I have a 360hz monitor and I think they are getting more common... (although I appreciate still a small %), more people also on 240hz, still capping frames at 190.

Cheers!

That's not my area at all. Probably one of the areas I know the least about, but I do know that work around super high-frame rates and the cap we have is something that's actively being worked on. You can follow one of our lead engineers Samy Duc - https://twitter.com/ricklesauceur - for actual useful info in this area.

I'm just a lowly XBox One player, happy with my 60FPS.

Comment

Originally posted by NimboGringo

Ah yes. I also crashed prod once or twice in my career (sysadmin here).

What was the other bug if you're allowed to talk about?

Side note - I have a personal bug list, is there anybody I could send it to?

Replaced a map with a reference to the desired information on the actual asset. The map would get corrupted in certain cases, so should be more reliable. But the details of the safeguard on checking for that info needed to be modified as a result of my change, which is what I missed and what - in some cases - causes this bug.

Not really sure about a "bug list." Mostly because it's not really sustainable to offer that. I'd say this sub is about as close as there is to a public bug list. We spend a LOT of time reading this. If there's one or two that you think are serious and which you think we're not aware of, you can message them to me, but no promises.


19 Sep

Comment

Originally posted by NimboGringo

so tell me... how does it feel to crash prod?

Really, really, really awful; though it feels a bit less bad because I was doing a refactor to try and fix one of longest running issues. Ideally, after we patch, both this bug AND that bug will both be history.

Comment

To give some more detail on this. There is a bug - *my* bug - on the gladiator card presentation screen. It will be fixed in the upcoming patch; it was already fixed before I saw this post, but I wanted both to comment and also ask for feedback on whether or not this fixes things. From reports internally, it doesn't *seem* to matter if OTHER people have the animated banner pose; only if you do; we had a group of other devs playing where 2 of 3 had animated poses - and both froze - but third with a rare pose did not; but that might just be luck. This makes me think it's not. But I'd love to get more feedback on if that's the case. Even if non-Epic poses trigger this, it seems to be much, much less often.

There's no obvious reason - looking at the code - why epic (animated) banner poses should trigger this more often - I never saw this bug in testing, nor did QA, but I know the bug is happening. And I can definitely believe this post - that ...

Read more

11 Sep

Comment

Originally posted by TVR_Speed_12

Speaking of Black Market, was it difficult to code basically a giant loot box?

I didn't do the original deathbox. But I did do a bunch of reworking of it to simplify it - there were some pretty substantial under-the-hood changes to deathbox menus between some of the early seasons, so I did a bunch of work to simplify and unify all of that in S9. In the process, I managed to break looting for a surprisingly big group of players. We tested this a TON, but people who bound "alt-use" to A-Button (on XBox; i forget the equivalent on PS... Square?) and then had "activate" (normally "A") as D-pad right couldn't loot. Who knew that people ever setup their controllers in this way... But they do. I ended up needing to override that particular mapping - A will always activate in a deathbox, which is a big part of what gave me perspective on the challenges with controller button mappings and how it's a huge can of worms that is not to be opened lightly. I can say that the overall deathbox system is one of the more complex systems within the game (at least that I've touch...

Read more

10 Sep

Comment

Originally posted by heroyi

This is not true. I was penalized for leaving a 1v3 when my teammates left during the legend selection. And to be specific, I played two round with no teammates before leaving and getting penalized

I'll put a bug in for this. This SHOULD not happen.

Comment

Originally posted by AgateSlinky4829

If you see this or feel like responding. Is there a reason as to why there is no penalty to leaving public matches?

So this has been asked a couple times. It's a mix of technical and UX decisions. Essentially, the system has to be 100% automated; it's not something like content moderation where having some human oversight is practical or reasonable. And, really, it ought to be simple. Because the more complex it gets, the more likely that something goes wrong. That's why even though I like the idea of something like penalties for frequent leavers, it's also potentially worrisome to add even more complexity into a system. So basically, the system - as it exists - penalizes you if you leave. It doesn't care WHY you left. And that's because 1) it's quite hard (impossible) to truly know why and 2) because if it tried to care why, people would exploit it. So basically, if you leave - whether by accident or because your power went out or your internet went down (has happened to me, and I was penalized for it, as I should have been) - you will get a penalty. Because the impact on your squad is...

Read more
Comment

Originally posted by FuriusAurelius

Thanks for explaining the reasoning behind the decisions! It really goes a long way to help us understand why things are the way they are.

One little addition to the list: now that it shows the ammo count a player has when pinging for more, could we also have the count shown when pinging a stack of ammo on the ground? I won’t run 100 meters to grab 3 x 20 light ammo, but I might for 3 x 60.

Just ammo on the ground? Or perhaps you'd also like to know the amount of ammo in a deathbox or blackmarket as well? ;)

Comment

Originally posted by Tropenfrucht

Hey, I have one suggestion for BR pubs. The game right now is infested with people who jump from game to game as soon as they are downed, dozens of matches I end up alone because my random teammates immediately leave instead of waiting for the clutch.
Frequent leavers should receive a cooldown in my opinion, it would greatly improve the quality of random matchmaking.
Thank you for your work!

On a personal level, I agree with this. Tracking this does become a much more complex task, though; doable, just a bigger problem to solve. I can raise this internally. An issue like this I'm definitely not "the decider," but I can raise with the team.


09 Sep

Comment

Originally posted by a-sal

Can a leaver penalty be removed from arenas if placed in a match with unfair teams like 1v3 or 2v3

That's already the case. You will NOT be penalized if you're short-squaded. Likewise, if someone else leaves your party first, they will be penalized, but if you then do not want to stay, and you leave, you will NOT be penalized.

Comment

Originally posted by IllustreInconnu

This looks like such a great implementation too, the color change and holding the button. A few times I've routinely clicked the button like I'm used too, thinking I was in the clear (self-revive in the team being a major bait). I was thinking maybe put the button in a different place but this is better.

While we're on the subject QOL changes, here are a few ideas if you don't mind, some of which have been regularly debated here :

  • Re-add the "switch weapons" button when looting a death box that disappeared with the S5 loot menu overhaul.

  • Add the option to disable "double ping to ping ennemies". So many times people accidentally double ping.

  • Add the option to not perform melee attacks with the "fire" button. To prevent punching the air when I cancel a healing item or exit a portal or land from a skydive. If I want to melee, I will use the dedicated key.

  • Make it so only the "attack" button button cance...

Read more

Thanks. It's a very good list. And valid, relatable reasons for all of them. Not sure I agree on all of them, but in those cases it's just personal opinion.

Generally speaking, the "add option" is a tricky one. Option menus can easily become way overloaded and useless. Like, most people never touch their settings, and that gets worse (in general) as you add more options. Plus the more "options" you have, the more that you have to track and the more potential there are for bugs. So I definitely understand wanting options, but options are a delicate subject.

Some of the more general topics around "favoriting" is an ongoing topic. We've introduced more features around teammate status, and I think that's definitely an area to explore further. You'll note, for example, when a teammate pings ammo, we now tell you how much they have.

Regardless, appreciate the feedback and there's some good stuff in here to think on further.

Comment

Originally posted by StarfighterProx

This is only for modes that currently have the leaver penalty, right? Or are you adding a penalty to BR pubs?

Only for modes with the leaver penalty - Ranked, Arenas (both Ranked & Regular Arenas). This is NOT adding a penalty for leaving in BR pubs.

Comment

Originally posted by MegaLCRO

EARLY LEAVER WARNINGS

YESSSSSSSS

Thank you! It always makes me so happy and proud when someone is hyped for my contribution. Even if I did have to scroll an awfully long way to find it, I am honored to have delivered something that you would "YESSSSSSSS" to!

Take this Nessy (aka Snek) as gratitude.

Comment

Originally posted by RobotHavGunz

Any interest in doing one on commission?

I've got a 50% scale version with the Dragon Chaser skin on order! Can't wait to decorate my office with it.


08 Sep

Comment

Any interest in doing one on commission?


25 Aug

Comment

Originally posted by In_2_Deep_5_U

Another question- considering that the game is cross platform, why cant xbox/ps4 players plug and play MnK similar to fortnite and warzone? As long as it identifies them as MnK on xbone/ps4 and puts them in cross platform lobbies i feel that is fair? However, i know this can be hard to implement potentially, i was more specifically curious if there has been any talk about this in the future?

Edit: also if it was MnK compatible then potentially that could open the door for console (extra) binds

I actually have no idea what this would take. I've not heard anything about this internally, but it may have been tackled and put to rest before I started - I've been on the team about a year. I don't think there's a big demand here, so maybe it's just a case of being super niche. I do know that it doesn't "just work" but I have no idea how hard it would be.

Comment

Originally posted by Carlboison

Core interactions in terms of controller functionality are not something we take lightly, so we tread very, very carefully, since a lot of players have muscle memory built up over thousands of hours that we don't want to mess up.

Why not just let them keybind controllers the same way we can remap them on PC?

So knowing that "it's complicated" responses are generally sh*tty, I'll nevertheless respond with, "it's complicated." Fundamentally, there's a very different core UX expectation with a controller. First off, you're limited to 16 buttons. And the core expectation around how those buttons work is quite different from MKB. With a mouse, there's an expectation that "clicking on a thing" will do something. Controller logic in this regard is quite different; we try to avoid having players hover-over-a-thing-and-press-a-button. Now, sometimes, that's unavoidable (e.g. deathbox looting), but it's generally not great. In most places, we try to make it so that you see that a button - e.g. X - is bound to some action, and when you press X - anywhere - something happens. Now, this leads to some weird behaviors too because of core aspects of our UI framework (and trying to support both controller and MKB simultaneously and fairly seamlessly) where hovering over a "bu...

Read more
Comment

Not my area of the game, but I agree with this and have flagged it internally to try to get some eyes on it from the Legends team. The limitations around controller buttons is definitely frustrating, and there's never a perfect way to map 16 buttons (IIRC) to the nearly infinite options offered by MKB. We try not to have options for everything, because that introduces UX issues of its own, but in some cases where it's clearly interfering with utility, I think it's warranted. I'm a console player myself, and I can say we're definitely aware of many of the common controller buttons frustrations ("I wanted to res my teammate, but instead I opened the door." and "I wanted to reload but instead I went to res my teammate" etc) and it's a constant debate between interfering with learned behavior and working to tune usability.

Core interactions in terms of controller functionality are not something we take lightly, so we tread very, very carefully, since a lot of...

Read more