lytlb1t

lytlb1t



09 Nov

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Sim stands for simulation, it's the CPU side update of a frame. It includes all game logic, physics, etc. The result is used on the gpu side which updates asynchronously thanks to the latest frostbite version that we are using. This allows us to render on a much higher frequency than the simulation tick rate.


08 Nov

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Great clips, good usage of the new parachute physics!


19 Oct

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Originally posted by Just_someguy1997

Man I gotta ask, with how negative this sub tends to be, how are you able to actually be here? Like you could help someone from going homeless this sub would still attack you for not having the house they want you to have

I like talking about my work and handing out information when I can.

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Originally posted by Radeni

Is A-D-A-D spam going to be fixed? BFV had inertia for strafing so that you couldn't do it.

Some improvements for that went in as well yes :)

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It will be fixed on the launch version of the game (not yet in the early access version).

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Fixed for release :) Was an interesting one, due to the very steep terrain around the doorway. The soldier bumped into it, causing the game to think that the soldier was intersecting with the terrain, resulting in a small pop upwards.


16 Oct

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Originally posted by dolphin37

Do you happen to know if the hand and gun animations during sprinting/tac sprinting/strafing have been updated?

Specifically, I felt like the animation was repeating (too quickly) rather than being dynamic or having any sway to them when in any of these scenarios. I think it made the sprinting feel a bit artificial and made the guns feel like they had less weight when you were just moving your aim

Edit: Oh and forgot to ask - are there any plans to allow strafing during sliding? I really felt like the straight line sliding was limiting compared to your previous title

Don't know about the animations, but yes we are adding strafe input to sliding, albeit very weak.

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Originally posted by Zero-Ducks-Given

yeah i actually hated this. good call dice. anything that takes me out of the game without me really being able to make “progress” whether it be towards an obj or whatever was not fun. long vehicle animations, animations of my hand trying to reach a ledge, bfv was a bit over animated imho.

the one thing i liked and wish stayed, however, was the one where you land on all fours after a big fall or you roll out of it. that shouldve stayed imo.

I loved the combat roll as well, but not everybody liked the first person animation as it was often perceived as disorienting. Let's see if it ever comes back.

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Originally posted by NotJamesTKirk

I don't understand how people say it's the same speed, especially after watching the video. The video claims that BF2042 has a sprint speed of estimated 7.4m/s, and BF4 of 6.5m/s. That's an increase of 13.8%, which by all scientific standards is a significant difference. Add to that slide and tacsprint spamming, and there's no doubt that BF2042 is way faster. Luckily, slide spamming was addressed by DICE already (don't find the link right now).

Edit: Here's u/lytlb1t's comment about sliding uphill, which I think already solves some of the perceived issues: https://www.reddit.com/r/battlefield2042/comments/q385w0/comment/hftwyut/

Btw. I recommend everyone to read the thread that I just linked to. u/lytlb1t gives many excellent and insightful explanations. If I could wish for anyth...

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Regular sprint speed is the same as bf4, tac sprint is slightly faster, but still the same as bf4's sprint with some top speed perk (can't remember the name right now). So in the end the movement is not faster, but yes there are different factors why it is perceived as such.

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Originally posted by Lodden_Stubbe

Sounds good.

Given what we have learned the last few days, I’m open to believe that the experience of bad movement in the beta, might actually be more about the FOV issues, and the animations. It felt nothing like BFV, even if it’s almost the same.

Is the zoom effect when you accelerate new? Because I have never noticed it before, and don’t like it. Is that just the FOV too?

I know that we reduced/removed the fov effect in some cases , for example the slide, as it was too extreme. We can always tweak these effects more when we feel they don't behave like they should.

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Originally posted by hhunkk

What about the animations when you couldn't reach certain altitude? That was neat.

Do you really like to be stuck in an animation in these cases, leaving you vulnerable for the entire duration? It was something we added to BFV because we thought it might be fun, but eventually we didn't think it added much to the gameplay experience.

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Originally posted by PUSClFER

support for vaulting on moving objects, something we could only dream of a few years ago.

Could you expand a little on this?

Sure! So besides vehicles, the different maps will have several big moving objects that the soldiers can walk on. Orbital already had the elevator and rocket, but on other maps there will be many more. Supporting these objects when vaulting, grappling, climbing ladder, etc or even just walking on was previously not something that was feasible because of the way movement is predicted on your game instance.

To make sure the movement is smooth on these objects, the simulation on both client and server needs to be identical. Otherwise you would constantly run into differences where the client and server do not agree on the soldier's position, resulting in small teleports to correct you to the server's position, which always has authority. Due to a big effort to properly simulate these moving objects on the client side, we can now have more interactions with them.

On previous titles, stuff like vaulting on vehicles or reviving someone on top of something moving would alw...

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Originally posted by AceArchangel

Yeah many tall walls/fences and barriers couldn't be vaulted over unlike BFV which allowed for a large amount of free movement.

Places where vaults don't work where they obviously should, should be treated as bugs. The vault system is an improved version of BFV's implementation, with directional/in air vaults added on top as well as support for vaulting on moving objects, something we could only dream of a few years ago.


12 Oct

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Originally posted by GendaIf

I dont know what really qualifies as soldier physics. A frequent thing i noticed happen was when a soldier fell from a ledge or roof onto a floor they would pass through the floor they land on for a brief second making them very hard to shoot, besides that, soldier physics in particular the momentum, ragdoll etc, as well as the health (ttk) and health indicators are all great. Fixes to hit detection/hit reg will make health feel more consistent when those fixes come, but when those things werent an issue those facets of the game seemed really good.

Yes these are the subjects I touch. Following/landing on the ground is something we are working on all the time, so this might as well have been fixed already as it doesn't ring a bell.

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Originally posted by Less_Quality2389

I think this is a healing bug where if you got killed while getting a healing over time effect, it resurrect you. Same happened to me when dying next to a medic crate.

Yep it was an interesting bug to fix. Exactly how you describe it; if you die when a health regen is active you will have 0hp for a tick but then before dying the regen kicks in, resulting in the death flow kicking in for a brief moment.

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Originally posted by striker890

Cool to see that you developers are still active even though the massive deconstructive feedback here. Since this seems a really direct way to give some feedback I would just like to address one really important point that seems to be the core of all this negativity here.

It's definitely the missing incentive to play objective.

This has a few reasons I belive. First of all the scoreboards are not really tailored to represent the points earned by an individual. If squads are the goal here I would like to see some sort of identity of a squad shown in the scoreboard so it creates some incentive for the squad to play together.

Secondly leaving the point right before its captures or dying won't reward any points. For the time it takes to capture the point reward is way to low, especially time spent getting to a point.

Additionally I feel like vehicles should be able to be spawned at those points to make it faster to traverse the maps.

Transportin...

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Hej, as I mainly work on stuff like soldier physics and health, I have to give you the generic answer that feedback is being collected and looked at accordingly and many changes are still coming.

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Quality post. Thanks for doing such a good job at summarizing my replies the last days.


11 Oct

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Originally posted by packman627

Can someone explain to me vaulting from jumps and sideways / backwards vaults?

Is vaulting from jumps like grabbing onto a ledge after you jump? And for backwards vaults how does that look?

Exactly, and backwards/sideways vaults are climbing onto low obstacles only when vaulting in those directions.


10 Oct

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Originally posted by Call_me_ET

From my experience with the beta, it seemed a bit inconsistent at times, where I'd try to vault over a fence (the same height as fences in previous games) but the game doesn't let me.

Alright, yeah I've seen reports about some assets being too high to vault over when they should clearly be supported. In that case the placement is probably off, so it should be considered as a bug in that case. Good feedback though.

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Originally posted by anNPC

So I can’t tell are there vehicles enter and exit animations or not?

Enter animations are drastically shorter now and exit anims are mostly removed. This to keep the player in control instead of having to watch the same animation over and over for too long while basically being a sitting duck.