TRS_TheGentlemanSQ

TRS_TheGentlemanSQ



16 Oct

Originally posted by Astraous

Would be nice to have the option to get sent back with your team or go back alone.

Totally agree. Let me hit up the UI team.

Originally posted by siege_noob

it also seems like aim acceleration is turned on really high. unless we get an option for it i feel it needs to be turned down. just on xbox one s when i out my sensitivity all the way to 1 and turn i notice its starts off slow for the first second then ramps up to 20 sense right after that second

We are working on adding linear and exponential curves for aiming, that should help with what you are describing.

Originally posted by Woolmarket213

Nothing you mentioned is game breaking, it’s just an annoyance. This is a looting game with different quality weapons. There’s no reason why you shouldn’t be able to swap attachments, I would think it would be an important feature.

At one point in development we allowed players to freely swap attachments, we found that it was difficult to balance players having the perfect set of attachments by roughly 3 or 4 maps into an act.

We found that searching for weapons is one of the more sticky and funs things you can do while exploring and if you feel like you already have the best stuff, you'll try and rush through the level. That become dull for us pretty fast.

We are going to try attachment swapping on a card, but I am worried it's going to detract from the experience.

We have rogue lite elements and one of our pillars is, no run should feel the same, so making the best of what you get is apart of the run.

Originally posted by Levitins_world

I know games are very complex in nature despite not being a dev, but b4b also consists of small linear levels with features that arent revolutionary. Turtlerock also uses an engine that is advertised for its streamlined production style, so it's not like they are making something that is a technological feat.

While some of our format is fairly straightforward our dynamic ai and item spawning, and how our cards interact with almost every element in the game is incredibly complicated.

One of the main reasons to end the run is to get folks back into fort hope to unlock cards and modify decks. When we didn't have continues teams with non synergistic decks or without cards unlocked would get stuck in a fail loop (I.E they keep dying over and over on the 3rd blue dog map) and it wouldn't occur to them to manually go back and start again.

Originally posted by spoingus69

I was noticing some stuttering with my frame rate. Do you think that could be a culprit? (Series S)

We found an issue with frame smoothing that would cause your camera to pop slightly in a direction when using a controller. Hopefully it gets fixed for the next big patch.

Originally posted by Ryann_420

It seems like with aim assist on the base 50 and above, it feels a bit inconsistent. Sometimes I aim in and it locks on to a zombie, other times it completely misses. I don’t think auto lock like the beta is way forward but one minute it moves my aim next minute it almost moves it away from the target.

I’ve noticed the higher your ads speed, the more reliable it is once you get used to the new speed.

I'll talk to the controller designer about it. It could be that it's snapping to targets behind your target and/or behind world objects.

Originally posted by Gee-Wilikers

If you put your stick deadzones down to 0.1 it helps the game feel a bit more fluid. Wish it would go down to 0.05.

We are working on allowing for smaller adjustments to the deadzone input. We noticed when it was defaulted to low some Xbox controllers would drift and apparently that wasn't something we could fix.

Originally posted by Arden272

Do the bullet pen card buffs multiply the base pen by that amount, or add to it? Aka does a +100% pen card double pen of a weapon or add +100%.

It should multiply it, though I haven't looked in a long time.

Originally posted by Huolihan

It’s hard to tell I would say it feels like input lag, I’ve messed with the setting and have it the best I can but it still feels very stiff and not as reactive as any other game I own on Xbox.

Which Xbox are you on? By stiff what do you mean, like the character accelerates to quickly when you move the sticks around?

Originally posted by ArmedChalko

Are you guys looking into the kind of jerky-feeling keyboard controls? It feels like my character kind of teleports a few centimetres whenever i go from stationary to moving, which is an issue totally absent on controller.

I haven't seen that on keyboard, we found something that did something similar on controller.

You couldn't get me a video of it happening could you?


15 Oct

Originally posted by Huolihan

Is there a bug with how the game feels on controller or is this how it’s supposed to be? I feel like myself and a lot of others are having difficulties getting the setting dialed in to feel good

There are some things we found and are working on fixes for. What are you experiencing exactly?

Originally posted by Tsurisao

act 1 nightmare, or all the acts?

All acts

Hilarious!

We did find an issue that is affecting spawning, its sneaky one.

For bullet pen, 1 is full damage and anything below that will scale the damage based on the new value. Your first hit never factors in bullet pen, so always full damage. Once the bullet hits a target, deals its damage AND still has bullet pen left, it continues through and repeats the process. Anytime we have 0 pen. the bullet stops.

Bullet pen values that exceed 1 will continue to deal full damage until they are sub 1. So a Barret with extra bullet pen buffs will just explode through everything at full damage.

Everything you hit has bullet pen defense which is subtracted from your pen value (commons are .25, I think specials are 1?). Most walls stop all bullets.

This site is really awesome. I am going to see if I can get you more specific information that should make your life easier.

No AA12 nerfs in the pipe. The trade off for that weapon is needing to feed shotgun shells into that beast.


14 Oct

Originally posted by Accomplished_Age2805

It seems the director just focuses if you're doing good or not, not if you're alone(hunter targetng on l4d), have been carrying team, etc. That's the one thing worrying me about the game, I haven't gotten very far in the campaign so I don't know much, but it seems the game just favors the damage specials missing a large part of l4d of being constricted. I'm not saying they need to be a left4dead but the crusher and stalker just seem to be there to make common more overwhelming than having there own danger to the specials itself. I don't wanna keep facing tallboys and exploders it makes it seem like a cod zombies(nothing wrong with that just I don't want that).

The director is designed to push back if you are trying to take the level too fast. With that said, we found some issues that were causing more specials to spawn than we intended.

Originally posted by No-Win-2468

Earlier today on a random Recruit run, I turned a corner and saw 6 boomers all standing together. SIX OF THEM!!! They seriously need to fix their AI Director.

Did you have the timed bloater swarm director card?

Originally posted by TheGentlemanSquirrel

This definitely looks like a bug, I'll look into it tomorrow.

Ok, ya, we think we found a nasty spawning bug. Looks like the roaming specials can sometimes duplicate their game director cards.

Originally posted by Seniorconejo

By his comments, seems like lead art designer :)

I am the gameplay director/lead game designer for B4B

Most of nightmare is game knowledge and teamwork and deck choices, but it's possible to get pretty fair into it with just the starter deck.

The nightmare balance team is pretty disciplined, we share resources, communicate, focus fire, stay together, don't take unnecessary damage and we know all the maps.