Thank you! The team still checks this reddit now and again, and hearing that players are still having fun is a huge motivation and reward for us!
Thank you! The team still checks this reddit now and again, and hearing that players are still having fun is a huge motivation and reward for us!
Congrats!
Ffs, spend 2 hrs on a post without thinking "will a huge game dev actually rework one of the larger parts of the game because I don't like it"
Probably not, but maybe they’ll read it and give it a think or 2 ;)
If you feel this way, you might have a pleasant surprise coming soon.
Thanks for the report, we are investigating this issue.
Good point, we agree! Keep an eye out for updates on the Tempest hitbox trace size coming soon.
Ruin, don’t look up...
We greatly appreciate videos that can help us identify bugs or issues of any kind, and in particular hit detection issues. These are a top priority for us to isolate and fix, and as you can imagine they are tough to track down given everyone's different network conditions. And of course, there is also the slight chance of misconception of what happened, which can usually be explained if we slow things down enough. But the video will always prove useful, as they can and have helped us identify and fix bugs.
We can't go through every one of these from every Player, but you asked for an explanation, and a ton of other Players upvoted and commented. That tells us this is an important issue for you all, so an explanation you shall have!
In this case, we had to cap the embedded video and slow it to a crawl to discover what happened. 12 Shots were fired, which anyone watching can easily see in the ammo counter. We scrubbed this frame by frame from beginning to end, thinkin...
Read moreStill a few bugs hidden in the massive network of systems. Thanks for calling this out, it is indeed a valid bug. We will get it in the pipeline to fix soon!
Also a T1D myself. There are several of us on the Dev team. Thankfully our kitchens are stocked with healthy snacks!
No announcement on the servers right now, but our very own Jon Moses of Treyarch is in South Korea as we speak!
I have no trouble standing while playing, but I definitely am not as good at playing while standing.
The NUMBERS Mason! What do they mean??
Yes, we’ve iterated past this and have an awesome new holo reticle in the dev environment. Thinner, more precise, and the ring is larger so it doesn’t obscure enemies but instead surrounds and frames them nicely. Keep an eye out in any future builds to get a sneak peak.
The book is NOT closed on this issue, just didn’t get a chance to speak to it today. More details to come soon.
Hello,
We definitely hear the feedback and are monitoring this issue closely. We’re also working on some Armor-specific updates that you can expect for the update on weekend 2. I just wanted to clarify a point of information that you stated about Armor requiring “3-5” bullets extra. Currently Armor only increases hits to kill by a single bullet. The only exception to this is farthest-range SMG damage, which at the longest ranges may take up to 2 extra bullets to kill. But those are somewhat rare. In the vast majority of cases it only soaks up 1 hits-to-kill worth, and it does not protect against headshots at all. Also, that 1 bullet worth of protection does not regenerate once depleted, which is a major differentiator from past mechanics such as Juggernaut.
This information is just to be transparent about how Armor is currently functioning. It doesn’t mean we don’t take this issue seriously - it’s one of our top combat gameplay concerns and you will see some action ...
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