Scriptacus

Scriptacus



11 Nov

Comment

Originally posted by Superspank172

You are a former developer at Respawn? Can you verify that?

Also if you were a dev then you would know what the actual rate was, can you let us know?

Post history pre June 2020 if you want verification.

Comment

Originally posted by Superspank172

Do you have a link to where they said this?

I can't give you a link, but I can say as a former dev: As of season 4 the chance was the same as it was at launch, and it was significantly less than 1 in 500.

It's technically possible they've changed it since then, but if they did I can't imagine them making it more likely.


11 Aug

Comment

Originally posted by Lost-Locksmith-250

It has nothing to do with being owned by EA. Company departures and resignations are pretty normal in all tech sectors, that's how you secure better pay and benefits for the most part is by moving jobs every few years. It wouldn't be unusual to see someone move from one EA owned studio to another.

Respawn wasn't your regular set of game developers and resignations, especially from the core team, were far from normal up until the last few years; the core design and engineering teams had been together for various lengths going all the way back to the studio '2015', working on Metal of Honor (for EA ironically), Call of Duty through Modern Warfare 2, and both Titanfall and Titanfall 2. I'd encourage you to look at the credits for those games to get an idea of just how much talent was lost in just a few short years.

Everyone had their own reasons for leaving, and the aquisition by EA was certainly a factor for some.

Source: 5 years at IW, 10 years at Respawn


01 May

Comment

Originally posted by Ned_Was_Taken

Not really. It began as post-launch content for Titanfall 2. They didn't change the genre to battle royale, they were making a BR as an additionnal game mode for Titanfall 2.

Perhaps this game mode would have only been released later in a potential Titanfall 3 if they didn't focus so much on it, but it was never meant to be TF3 all by itself.

https://www.ea.com/games/apex-legends/news/two-years-of-apex-legends

Just to clarify it was never post-launch content for TF2; it was part of the new idea exploration that took place while TF2 post launch content was wrapping up. There were numerous small groups of devs working on many such experiments simultaneously, but all were in the context of possible content for TF3.

Regarding TF3; I think what people don't realize is that the team that made TF/TF2 (and COD through MW2) is all but gone from Respawn at this point. (it would be interesting to see a comparison of credits vs. "where are they now?") If Respawn were (or are) making it, it would almost certainly be a new take by a new group of developers. That doesn't mean it wouldn't be good, but it definitely wouldn't be the same.


05 Feb

Comment

Originally posted by Strificus

High turnover is a myth from the days you'd ship to disc and then fire half the team during pre-production for your next project. These games in heavy liveops don't suffer from that. The exodus you are seeing is fueled by something else.

Source: Video game developer for over 15 years.

Re the turnover, you're correct. The Titanfall/Apex team didn't have high turnover, with most of the MoH and COD (up through MW2) team working together all the way through Apex. That said, the reasons for the departures vary from dev to dev and can't really be attributed to any one thing. They're also not as recent/clustered as folks here seem to think, it's been a slow burn for the past year or two.


15 Aug

Comment

What likely happened here is that, from the server's perspective, you took damage from the other player before your shot was fired.

The issue is that taking damage has secondary effects including tagging (movement slowdown) and view punch, both of which can potentially affect your aim. Clients basically run in the future, where you're predicting your own aim and shots, but you can't predict damage that you take since that happens in real time on the server, and the effects from it are sent to the client after the fact.

Example; you fired your weapon on frame 650, but the server is still only on frame 645 (your prediction has you running 5 frames in the future in this example). The server gets a weapon firing message from your opponent on frame 648 and verifies (via reconciliation) that the shot did indeed hit you on frame 648. The server then applies the secondary effects from the damage, which include things that affect your aim. The server receives the mess...

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19 Mar

Comment

Originally posted by DeliciousWaifood

It was as scalable as it needed to be, given that to date more than 4 indicators have never been needed.

Then it's not scalable. The point of scalable design is to have a system that is flexible enough to allow you to scale up your system beyond what was previously needed.

If you design the system to just be "enough for now" then that's literally just regular design, it's not scalable.

When you examine the purpose of the indicators, which is to convey intent in a "one legend per squad" environment, the range of up to 4 covers 2/3rd's of the possibilities;

This doesn't make it scalable design.

Spending effort to support 5 and 6 man squads wouldn't have been worthwhile.

Sure, I'm not saying they needed to do it. I'm saying it's not scalable design.

The squad dropping is scalable in that it seems like it can handle any arbitrary number of players s...

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The point of scalable design is to have a system that is flexible enough to allow you to scale up your system beyond what was previously needed.

It literally does that. As stated earlier the design scales vertically (not ideal for visuals, but perfectly functional) to handle up to 12 players (which is still 6 more than would ever be required), which is the same number you've used above to deem the V formation as scalable.


18 Mar

Comment

Originally posted by DeliciousWaifood

Go vertical, or redesign.

Exactly. If you need to redesign it in order to change scales to any significant degree, then it isn't scalable design.

It actually is scalable design, not a leftover. A primary driver of the indicator size is too not block the portrait.

Ok, sure, it could be not to block the portrait.

That isn't scalable design, that is just trying to make the UI unobtrusive.

Secondary is for available space to be divisible by the indicator size.

Ok, so it just happens that it turned out to be able to fit 4 number cards in there before they would be too small. That's still not scalable design when the only scalability is an increase of 1 before having to redesign.

It's just a convenient little extra left over from other design decisions.

like that (and you're assuming that spacing is the most important goal, which ...

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It was as scalable as it needed to be, given that to date more than 4 indicators have never been needed. When you examine the purpose of the indicators, which is to convey intent in a "one legend per squad" environment, the range of up to 4 covers 2/3rd's of the possibilities; players start with only 6 legends unlocked and you need to handle the case of a full squad in that state. Any more players than that and the "one legend per squad" restriction no longer works.
Spending effort to support 5 and 6 man squads wouldn't have been worthwhile.

Your assumptions about "basic UI element scaling" aren't correct; there are quirks and intricacies to RUI (the proprietary system used to make most widgets in Apex) that you're not aware of. For better or worse, systems like RUI are designed to functional and extremely performant before being unified and easy to work with like most web standards. Even something as simple as passing in an additional integer might push a complex...

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Comment

Originally posted by DeliciousWaifood

Im not attempting to read a comment with formatting that shit.

But you already did :)

Comment

Originally posted by DeliciousWaifood

Mate, why would they leave a space specifically for 4 people?

What if they decide to make a mode with 6 people then?

This isn't scalable design, the only thing it could possibly used for is having a single extra person. It's literally just likely to be a leftover from the game having 4 man squads in the testing phases.

And even then, if you want scalable, you wouldn't do it like this. You'd create something in the backend of the UI that changes the size of the UI pieces depending on how many people are in the squad, so it could have as many people as you want and have no weird spaces left over no matter which setting you choose.

You sound like someone who took one lecture on game architecture and now thinks he's an expert while completely talking our your ass and just using buzzwords.

TLDR: /u/Sniper0087 is correct about scalability. Also, Apex was 3 players by design from the start.

Mate, why would they leave a space specifically for 4 people?

The UI indicators are the size they are for a few reasons; the less of the character portrait that is covered by the number the better, and the remaining space covered the most likely case for an LTM or special mode before requiring an additional row or a redesign.

What if they decide to make a mode with 6 people then?

Go vertical, or redesign.

This isn't scalable design, the only thing it could possibly used for is having a single extra person. It's literally just likely to be a leftover from the game having 4 man squads in the testing phases....

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21 Jun

Comment

Originally posted by Guano_Loco

/u/scriptacus have you guys seen this one?

That's super weird. That said, you'll need to ping one of the other devs (I've moved to a new opportunity elsewhere)


26 May

Comment

When exactly was this match played?


21 May

Comment

Originally posted by DirtyProjector

What’s strange though, is that the game IS registering the hit. When I get no regs it hits the model (visual cue) and I hear the tick noise of it hitting (audio cue) so I’m confused why it was not actually registering the hit. You’d think there would be no feedback from the game that the tracer hit if the issue was that the projectile missed the object.

The way it works is that you send an input to the game to "fire". That input is processed on both your client, and the server (also known as prediction. The processing on the server is slightly delayed due to ping, which is where lag compensation comes in, but that's another topic)

The client runs all of the same logic that the server runs for your position, the angle you fired at, projectile velocity, enemy location, etc... and determines that you hit your target. The client then plays blood effects, hit sounds, etc... Meanwhile, the server is running the same logic with the same parameters, and it's expected that it will get the same result. Except with this bug, one of the variables used by the server and the client for the calculations was different, meaning the server was getting a different result, leading to no-regs. In APEX (and a lot of other games) certain parts of a hit are client side, (blood, audio) and certain parts are server side (crosshair "X" and dam...

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Comment

That's your connection, not the server. The spam of text and the drop from 20 to 18 squads left when your connection comes back is because everyone else on the server was not affected. It's also why your teammate was already in the process of responding to the fact that you were downed.

Comment

Originally posted by PolarPopzzz

10 minutes probably, it says 40 people are in matchmaking.

What region are you in? You might consider dropping to the main menu and trying a different, more populated data center. Your ping won't be as good, but you'll be more likely to find matches to help get out of the newbie pool.


20 May


13 May

Comment

Originally posted by catfroman

https://www.twitch.tv/videos/619298831

First vid two clear no regs with the wingman on Caustic.

https://www.twitch.tv/videos/619298830

Second vid part of the R-99 spray at the beginning didn't register, then I got at least one no-reg with the Wingman. I called it out as two in-game but I think the final shot went under him when he jumped so possibly only one. Either way it's horseshit how much damage I missed out on.

There are other clips too but those were some of the worst offenders so far.

/u/AmusedApricot

/u/Scriptacus

/u/tangentiallogic

Thanks for the report, I believe there is a known desync issue in the update causing this that is currently in the process of being fixed.


17 Apr

Comment

Originally posted by Alt_Mayday

Not really. Instead of a small base pitch/yaw offset with high randomness, Apex has hand tuned recoil patterns where each bullet applies a specific pitch and yaw offset amount from it's part of the pattern, with a small variance. In the editor it looks like a squiggly connect the dots with little boxes around the dots (where the box represents the variance).

Yeah that's what I meant with "randomness". And thanks for the detailed explanation, you don't know how much some of us appreciate these insights. Not knowing the exact behind-the-scene mechanics is often a huge problem, because it makes any discussion about these topics riddled with half-truths and speculation. So once again thanks for clarifying it.

Regarding the R-301 - this is what I was talking about:

Increased vertical and horizontal recoil. Slightly...

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Thanks for your feedback!

> But at the end of the day most players still seem to come back to the same 3-4 out of 23 guns.

Agreed that this is how things end up playing out. Ultimately I don't know that it's possible get people using a significantly larger portion of the available weapons; the top-tier players tend to home in on whats the best, and all of the other players end up taking cues from them. We do try to move the meta around each season with different hopups and various balance tweaks of course. It's difficult to push on skills too much, especially when a high skill ceiling is involved. I think the Charge Rifle is a illustrative of that... it was actually fairly trash in low/mid skilled players hands, but a player who "got it" was just completely oppressive. We could look more at "kiss/curse" style mechanics, such as your Skull Piercer suggestion, but the same problem mentioned above tends to rear it's head there too. In the hands of most players ...

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16 Apr

Comment

Originally posted by Alt_Mayday

Each bullet fired applied a base amount of pitch and yaw, and put an extra amount randomness in any direction on top of that

But isn't that exactly what's still happening with guns in Apex?

Back in S0-S1 it was possible to laser people at long range with the R-301 if you knew how to control it, but then its recoil randomness was increased in a patch in order to "nerf" it, meaning that it's now very dependant on pure RNG.

Wouldn't it be better to increase the raw, predictable recoil patterns while minimizing randomness in order to tie the effectiveness of a gun to the player's skill instead of some Math.random() function? If someone spends time in the firing range learning spray patterns they should be rewarded.

> But isn't that exactly what's still happening with guns in Apex?

Not really. Instead of a small base pitch/yaw offset with high randomness, Apex has hand tuned recoil patterns where each bullet applies a specific pitch and yaw offset amount from it's part of the pattern, with a small variance. In the editor it looks like a squiggly connect the dots with little boxes around the dots (where the box represents the variance).

> Back in S0-S1 it was possible to laser people at long range with the R-301 if you knew how to control it, but then its recoil randomness was increased in a patch in order to "nerf" it, meaning that it's now very dependant on pure RNG.

"Recoil randomness" is such a broad term and one that is often incorrectly translated to "random recoil". The randomness that you're talking about applies slightly around each point in the overall pattern, but we tune the weapons to have minimal to no overlap between those points, meaning the overall...

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