UbiMorning

UbiMorning



13 Dec

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Originally Posted by HarDNoizZe
How to invite crossplay friends?
Hey! You have to have them added through Ubisoft Connect. Here is an FAQ on how to add them!

11 Dec

Comment

Originally posted by ikato93

I didnt take a screenshot, sorry. I found a guy that seemed weird in his movement and lagged a lot. So i checked his name in the stat tracker and it turned out to be a pc player. Happened again in the next match.

Then went to disable crossplay and couldnt find a single match in any playlist for a long time and just quit. Probably forever.

Some players play both on PC and Console, hence why they come up as a PC player. Some people's Uplay names may also match someone elses Gamertag. I'll keep an eye out for any more reports of this happening!

Comment

Originally posted by ikato93

Im not talking bout the little icon. I checked them. Also cod was "matchmaking nased on input" and you couldnt find m&k players. Nope. All i would find is m&k pc players.

Could you provide a screenshot from the leaderboard while you are in a match? Xbox players are only supposed to be able to matchmake with XB and PS players if you have it enabled. The only way to appear in matches with PC players is if you are grouped with a PC player. The icons determine what platform they are playing on.


09 Dec

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Originally posted by wootang45

Y'all realize you need to fix the ubisoft connect app? When you click the link and install the game, it takes you right back to ubisoft connect and asks for an activation code. This answer is clearly here just to say you answered a question. All you did was piggy back a random reddit user.

This is an issue related to Ubisoft accounts that have a Steam account linked. In order to resolve the issue, players need to try claiming the game through the Free Games section in Ubisoft Connect to get rid of the activation prompt. This is an account specific issue, so if this does not resolve the error message for you, our support team should be able to look into the correct version for you.

Comment

Originally posted by Kearnsy

No fix for Salvo bug I reported on October 13th?

In the video you used to originally report the issue, the team did find that the shot did go off with a visual delay and was off screen. The team was not able to reproduce the issue themselves as well. Therefore your original report was invalidated. However, the team was able to reproduce this issue recently and has updated the Bug Reporter page for the issue, which you can find here.


08 Dec

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As Xcel mentioned, the in-game timer is incorrect. You will be able to purchase Aruni on December 8th.

07 Dec

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I've flagged this to our forum team to look into tweaking!
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We have explicitly explained why we cannot handle player reports over the forums nor allow Naming and Shamingin this post. As it is a literal forum rule, it has to be re... Read more

06 Dec

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Just wanted to add the updated comment from our Top Issues blog:
MOUSE & KEYBOARD ON CONSOLES
Description: We are making progress on the matter, but it's a very challenging task and we are unable to predict the outcome of our investigations at this time.

Status: Ongoing
Comment
Wanted to highlight this from our Top Issues Blog [here]:
IMPROVED FLASH DETECTION/CONSISTENCY
Description: The rework intends to make flash detection more reliable. Enemies are often not affected by flashes due to objects and obstacles. We want to simulate the light ricocheting with the environment, to improve the effectiveness of flashbangs & other similar gadgets.
Due to shifting priorities, we hope to address this topic a bit later during Year 6.
Status: Y...
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I'm going to clarify right now that guns are not solely balanced based on how often people pick them up. There is a multitude of stats the team looks at (things like kills per minute, how often they are picked up vs how often they are used) in addition to feedback we gather from you guys. The team does not want every weapon to be used the same amount of time. The team just wants the weapons to be viable – meaning able to use them effectively to some degree and not be completely useless on top of being fun to use. Apologies for the confusion on this.

Comment

Hi again Skopezy! Once again, I appreciate you putting in a lot of effort to share your thoughts on current topics within the community.

I have also been seeing positive feedback about the tweak to Health Regen. I personally think its current timer with the addition of Health Pickups creates a great pace. I also partially miss the speed boost and the little candy animation 😛

The D-Tap adjustments have seemed to help slightly but not nearly as much as some people feel. I find this partially confusing since it’s TTK is one of the slowest out of the bunch. I think majority of the situations where the D-Tap is irritating is when you are caught off-guard/confused on where you are getting shot from + trying to scramble away. I’ve had some players mention it does not feel as big of an issue in the BR mode compared to the TDM mode, where the maps may not have a lot of space to out-juke the weapon. Given the fact it’s TTK is so slow, there is some room to outplay the weap...

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05 Dec

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Originally posted by Kearnsy

How low are our expectations that this was a "great" start for TDM? If this is a great start to TDM, then idk what a bad one would be. I can't find a 6v6 game, even if there is 8, or 10 players in the game, it doesn't start 4v4 or 5v5. There's so many core issues that I brought up that I firmly believe should be the expectation for a product in 2020.

Obviously many players have been asking for a generic respawn gamemode to get better in, but I'd expect it to be a more polished, finished product, than what we have right now. Balanced matchmaking has been done forever, I remember queuing into R6:Vegas and COD4 games in 2008, and the game's would start mathematically balanced.

The 18 people on PC that enjoy this version of TDM is not enough. This is not good enough, I'm sorry.

I completely respect your opinion. You've made it very clear that TDM (among other things) is not matching your expectations. I also appreciate you taking the time to share that as well.

Again, the beta tag specifically means its work in progress. It's not final, therefore it is not "polished". I completely understand you feel this is unsatisfactory currently, however this does not mean it doesn't have the potential to improve or its stuck as is. The mode can and will continue to improve, which is why feedback is important to help guide yhe path for TDM.

I personally feel it is clear the fact smaller TDM lobbies on PC are happening due to the already small playerbase, which is a deeply rooted issue for the game as a whole. On top of working to adjust matchmaking to help mitigate this on PC, the team is continuing to work on strategies and tactics to help bolster this (including planning to release the game on another launcher + working to create true crossplay (a ...

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Many players had been asking for TDM for the purpose of having a gamemode to practice weapons and hacks against other people + to have something different from the BR mode. Currently, TDM is our most popular gamemode across all platforms. The fusion mechanic is an integral part to the BR mode as well as a mechanic that makes Hyper unique. It would be confusing for new players to not have exposure to that mechanic to get understanding of different loot levels before they may try the BR. Although, I can totally understand how some players may feel loadouts may be a better option in terms of being able to test what you want + possibly promote more map control. However, TDM is supposed to be that "stepping stone" into the BR. We have said we want skills you may get from TDM to transfer to the BR mode, which is why the team doesn't like the idea of splitting core mechanics between modes (like the adjustment of Health Regen Delay).

The game not ending after the other team has l...

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02 Dec

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As we have previously mentioned, the blog post does not include literally everything the team is working on. If you are referring to the perspective issue, this is something the team is working on improving as well as Shield's viability in general. The things mentioned in the blog post also have a rough date for when they are expected to be tackled. There is currently no concrete ETA for the perspective issue. However, the team is continuing to take steps in that direction - like adding explosion protection and guard break adjustments. The team does recognize this is a big issue but there is not an easy solution.

30 Nov


29 Nov

Comment
    UbiMorning on Support Forums - Thread - Direct
Please note that Naming and Shaming is against the forum rules. You can read more about that here.
Additionally, be sure to submit any player reports by either usin... Read more