There is currently not an FoV slider on console. We will pass the suggestion along to the team though. Thanks!
There is currently not an FoV slider on console. We will pass the suggestion along to the team though. Thanks!
Thank you for the suggestion! We are keeping an eye on discussions about this at the moment.
Hey! I just wanted to follow up and mention that an FoV slider will not be available on console at launch. We have passed along the feedback to the team to have it looked into for the future though. Thanks!
Hey! This option is currently not available on console. However, we will be collecting threads like this for the team to look back into. Thanks for reaching out!
I hope I don't come off as overly critical by the way -- I know it's really hard to balance these things.
No problem at all! I completely understand :D
Wow tbh did not expect a ubisoft person to respond. Also if you look t the other guy who responded, yeah for some reason i became temporarily illiterate lmao. Mabye making the ball smaller would help, it would make it a little harder to hit and make it give you away a little less but still show you are using it when someone is close. Also maybe increasing the health so it can barely survive a protocol. Also possible making it deal damage when u land on someone could be good and give people a reason to use it over the teleport or the armor. These are just suggestions that me and 2 people in discord came up with on the top of our heads, but those are just our thoughts.
Reading is hard sometimes :P
I haven't really seen many people suggest making the size of the ball smaller. I think it would be an interesting change to try out. I also like the idea of giving it some damage when landing on someone as well!
did you play during the Open Beta with Patch v0.5?
I'm literally top 10 matches played (as per tracker.gg). I've played every iteration of this game except the closed alpha (before the twitch drops stuff). I used to always run a Komodo; I'm well adapted to projectile weapons so I hit my shots with it usually, but since 0.5 I only pick it up if there's literally nothing else because it's terrible now. And this is entirely due to direct hits not doing any damage.
I agree fully that pointing at your feet (with no self-damage) and damaging the opponent with splash damage is a dumb mechanic and that rightfully was toned down but direct projectile hits should always do full damage.
Thanks for more info! Just wanted to get a better understanding of where you were coming from. I will be sure to keep an eye on more discussions about the Komodo throughout the week!
The main issue with the Komodo was the frustrating aspect of playing against it indoors, especially with the amount of knockback it had. I'll be sure to prod more people's thoughts about direct damage with the Komodo.
Cool cool.
Any thoughts on adding a Golden or Red bullet trail to the Level 4 Protocol? Something that gives the player a warning like "hey there's 1-shot potential, look out" but still lets the player shooting get their one-tap if they're good enough.
In Apex with the Kraber you hear the first shot and you're immediately like "Whoa, Kraber" which rewards attention on the player being shot at, while still rewarding skillful aim of the player with the Kraber.
Just a thought!
A golden/red bullet trail is a new suggestion for me! I do like the idea of a visual cue to help players out. As we touched on in the post, the dev team is looking into different kinds of mechanics to help with counterplay at long distances.
I mean I don't mind if people are good with the sniper; what I mind is its all-across-the-map range and accuracy. I can't defend against a guy who's literally so far away that he's less than a pixel in size on my screen.
As for Komodo -- it was a good weapon before, which is why it got nerfed. But the nerfs went too far and now it's completely useless. It's one of the few projectile weapons in the game, hitting your shots with that takes skill.
I did just want to jump in and say that we did mention on the patch notes we are looking into mechanics to help long-range fights like with the Protocol. We understand it is a garbage experience for some players and are looking to try some things out soon!
As for the Komodo, the point of the changes during the Open Beta was to make it require a bit more skill to hit shots. The Knockback mechanic was particularly frustrating to play against while inside buildings as players would be backed into a corner with no counterplay. While we want some options to be available for players to have fun and not require a ton of skill, there is a line between that and being "too easy", if that makes sense?
I am keeping an eye out for more thoughts on the Komodo currently an eager to see more once the patch is actually live!
We also decided to reintroduce the one-shot kill capacity of the Protocol V sniper rifle and will be monitoring it carefully in the coming weeks.
Give it a maximum range that's reasonable or severe bullet drop, or get that shit the f**k out of here. I'm sick and tired of being sniped from across the map by some guy not even rendered in who I can literally not have any clue is even pointing at me. It's one thing in squads where you can be revived but in solo it's absolutely insane that this is a possibility.
Komodo
Min Range for Full Damage: 15mThis makes the weapon completely useless and that minimum range should be reversed. Perhaps only apply this damage nerf to splash damage, and not direct hits.
As mentioned in the post:
We are looking at new mechanics to adjust long-range combat in the future, which will give us more tools to balance the Protocol and others.
We are definitely aware of the frustrations of this mechanic, especially in solos. We will continue to keep an eye out for feedback on this.
As for the Komodo comment, did you play during the Open Beta with Patch v0.5? The 15m change was already in the game with Patch v0.5. I just wanted to get an understanding of your experience with the game so far.
Why is there more ball nurfs? It has always been the worst hack in the game. Now it will just be unusable. Love all the other changes tho :)
Hey! It is actually a buff. Regardless, I think a lot of other players would agree with you in the fact that Ball needs a bigger buff. Do you have any specific ideas?
Read moreLETHAL MELEE EVENT (NEW!)
New Game Event triggered via Viewers’ Vote on Crowncast extension only.
Effect: Melee deals massive damage (enough to instantly eliminate an opponent).
Event Duration: 50s
Ok, so I love everything in this patch but this seems absolutely insane to me. 1 shoting someone with a melee weapon is absolutely horrible for the game.
Imagine you sneak up on someone from a bit away, and you get enough free shots to get them down to half, or you just completely out-aimed them in your first encounter with them, you have no explosives and just hitscan guns like a lot of people run, whether it be a Ripper and Riot, Riot and Protocol, whatever. So the guy you were fighting can literally just run inside a building, and just crouch by the entrance, ready to 1 shot you if you come in. Sure you could try and melee them yourself, but then it just turns into a 50/50 of who gets the first ...
Thanks for sharing your concerns with this event! We will be keeping tabs on it's performance over the next few days and how it impacts the game. We are willing to make adjustments as needed for sure. The event has to compete with other Crown Cast events, like Low Grav and such.
Do you think your issue currently is the fact that it can one hit or the fact that the event lasts for 50 seconds? Would a shorter timer make it feel better? I have seen one other player mention they would prefer it to take two hits instead of one during this event.
LETHAL MELEE EVENT (NEW!)
New Game Event triggered via Viewers’ Vote on Crowncast extension only.
Effect: Melee deals massive damage (enough to instantly eliminate an opponent).
Event Duration: 50s
So a whole minute of people invis / one-hit melee?
It should of just been double melee dmg not one shot...
Thanks for your input! We are definitely going to keep an eye on this new event and are open to making adjustments to it as needed.
ANTI-CHEAT & ANTI-TOXICITY
Player Reporting Tool: This first version of the tool allows players to report other players they are in a Squad with. To access the Report option, select the name of the Squad player the Social Menu.
So nothing changes..
And what about AUTO-AIM??
Keep in mind we are still working on adjusting our reporting tools. For starters, this option will be only available to players in your squad. The option to report someone you fought will be coming at a later time.
Assuming you are talking about aim assist on PC, this is also something the team has been investigating since the start. Once we have an official update, we will be sure to make a post with details.
I think the Ball still having nothing done with it other than revert it kinda sucks, people have been saying then wish it buffed instead of nerfed, i mean they buffed it back but back to normal
I still think TTK shouldn't be low but some changes were made so we'll have to see how it goes, i personaly don't like the Sniper back to being oneshot as IF there is a cheater using it, you can easily die by it considering the bullet ain't a projectile
Also the D-Tap is gonna be near useless now so..Rip that gun
I think Ball is considered a meme hack by most of the community currently. What kind of buff, in particular, do you think would be solid for Ball?
The thought of changing it to projectile has been tossed around by the community, but there is a risk where changing it would make the Protocol useless because of the fact there is so much mobility within Hyper Scape. It currently does take a bit of skill to consistently land shots with it. However, as we mentioned in the post, we are looking into mechanics to help with long-distance fights to help prevent situations like this.
Can you explain your thoughts about the D-Tap?
I wish they had kept the riot buff, or at least not reverted it completely, the gun at lower levels before 0.5 patch felt a bit underpowered as the damage was quite low compared to the final fusions, with the patch 0.5 it felt really good to use a riot even when it was low level.
I find it interesting you felt that it was a bit underpowered at lower fusion levels. The gun was considered pretty solid prior to Patch 0.5 but slightly broken after 0.5. Many people were picking up the Riot over the Protocol due to its damage output. I'm interested to see how it will perform now given the fact the Protocol can one-shot again.
Should've left the mines where they were at IMO.
Are you willing to explain your thoughts a bit more? Obviously I think it is worth playing the patch before making a firm decision, but I would still like to know your thinking.
hi wanted to ask will there be crossplay??
Crossplay will not be available at launch, but cross-platform progression will! More details here.
Lol. Good luck keeping a playerbase. I’m not trying to be toxic, but with aim assist the way it is and reintroducing the one shot capabilities of the Protocol, a lot of people aren’t going to be coming back. It’s that simple.
Aim assist on PC is still being looked into by the team. It's something 100% on the team's radar, it is just a matter of a delicate issue that may not feel as simple as it looks.
As for comments about the one-shot-kill with the Protocol, can you give a bit more detail on your thoughts about this change? The main issue some players seem to have with it is it feels like there is no counterplay against it when getting shot at from super far away, but we mentioned in the post that the team is exploring options for situations like that.