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Well of course it feels bad, sadly it's out of my hands. I can still enjoy a good meme though.
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Well of course it feels bad, sadly it's out of my hands. I can still enjoy a good meme though.
I wonder what the next meme will be in this amazing new series
To be fair the engine is quite powerful.
I was playing Halo 5 the other day and in this game vaulting is smooth and reliable. I got myself thinking "I wish vaulting worked so well in BFV" but then I remembered how static Halo environments are.
In BFV you can pretty much have any surface, no matter how it got there (originally placed by a level designer, result of some vehicle that exploded, piece of destroyed wall, you name it) and vault it.
I can't think of a single game that has that level of destruction and that level of interactivity with the environment at the same time.
For what it's worth: vaulting has nothing to do with the game engine. A game consists of: Engine + Game specific code / data.
There is no vaulting code in fifa, yet fifa uses the same engine as bf.
See the engine as a toolset to create games, a framework for teams to build upon, be it assets or code. And yes that toolset is pretty powerful.
And another well executed ledge grab, well done! 10/10
Could you at least pass it on?
Done! :)
Hey mate, Any chance firestorm games starting up could be added to the server browser? Small population regions like OCE already having issues with the matchmaking and it putting us on to Asian servers.
With being able to select a server we don't have to worry about potentially buggy matchmaking chucking us on servers on the other side of the world.
I love firestorm and for it to be unplayable a week after release feels bad.
Sorry I can't answer that question since I'm not on the team that handles matchmaking and server browsing. Sounds like a good idea though.
Im sure there are other areas that I cant think ofnat the moment but one area that stands out are those big glass windows on Rotterdam that are ground level. Vaulting in so inconsistent with them. You either do or dont. Ive gone up to them from inside and outside to try and vault through but I either cant or vaulting animation plays and I end up on the ledge next to the glass. Which then I have to break myself. Its also difficult to twll if there is glass in those windows or not.
Alright the big windows, got it. I'm pretty sure they're setup correctly but I'm not sure my system handles them the proper way. I'll take a look tomorrow to see what I can do on those.
While you're referring things to a level designer, can you take a look at the cliffs on Hamada?
https://gfycat.com/ArtisticDefiantBedbug
The clipping box sticks out significantly from the actual terrain making them liable to cause "accidents".
Yep I sent it to the team, thanks!
Sounds good! Ultimately it's not a HUGE issue for me. Sometimes I just have to reposition quickly and try again but it's never been a big enough problem to bother me. I sorta expect some small issues like that with a game as complex as BFV.
The one thing that does drive me bonkers though is walking over rubble. Mainly happens in the pre-destroyed houses in Narvik and in/around the church on Devastation. My character will randomly get hung up or unable to jump up on a small ledge. It's gotten me killed a bunch when retreating from fire, so now I tend to try and avoid those areas when playing those maps.
On these rubble piles, do you feel like you're sliding or are not completely in control?
We are planning on improving such issues by improving the ground detection code. Also improved sliding/jumping angles should make sure jumps aren't canceled.
Hopefully we'll be able to get to it quickly, lots of future stuff we're working on though so it might have to wait a few patches.
Well, there are some windows like on the F flag (the small hut on the G side of that flag area) on Twisted Steel where you can crouch and pass through the wall under the window instead of having to vault through it, if you watch the video footage on the EA page for Twisted Steel F flag, it is the building you see at 0:02/0:05 to the right of the flag pole. Not sure if the building needs to be damaged or not, I noticed it sometime in the past few weeks and I just thought "oh, that's weird" and forgot about it until now.
There's the snow piles near the roads on Narvik where you cannot run up then but vaulting up can take a few goes, I would have to remember to record footage to give exact locations of where in particular as it isn't all parts of it, only certain spots and it isn't anywhere near as bad as it used to be lol.
Hey, thanks for the feedback. The snow piles are problematic, I tried improving them a couple of patches ago but sadly vaulting on them still doesn't work 100%. One of our designers is planning to do some slight changes on sliding angles though which might improve the 'not able to vault but also not jumping over' cases.
I'll check the building on Twisted Steel when I have a spare couple of minutes.
Since the other responders don't understand software design and debugging, and didn't give helpful answers, I'll try to help.
I have seen issues with lower destroyed walls. Think bombed out house or bunker with only 2-4ft of wall coming up from the ground. I regularly have issues vaulting over these. Also smaller windows from houses that have the glass/frame partially destroyed but not completely.
Good feedback. A couple of weeks back I looked at these destroyed walls with the designer who built them. The issue is that these walls are built using building blocks with very rough physics colliders to save performance. Because of this, sometimes the colliders stick out a bit too much making it impossible to vault. He improved the setup a bit but sadly there isn't much more he can do except completely rebuilding all destructible assets, which obviously isn't something we can do.
I will ask QA to do a pass on these assets when they have some time to see if I can improve it slightly from the code side. The setup is pretty delicate though at this point, fix one thing, break two others... I have to be careful.
Thanks for the video, one of our level designers is going to fix it.
Don't forget:
- Enemies spawning in on players under fire still. There is nothing more annoying then to be shooting a guy, hit reload and a enemy spawns in on the dead (or nearly dead) player.
- Invulnerable tank gunners
- Broken vaulting
- My pet peeve - spawning out in the middle of a open field with no cover at all because there are enemy in the fortified flag area who can easily shoot you before you get a chance to move into cover.
- Broken vaulting
Please tell me where so I can fix it
Read moreStill broken:
- team imbalances(numbers). This was an issue for 3 years in BF1 and is still an issue in BFV.
- Top squad’s all being on the same team and never being shuffled to opposite team post match resulting in steamroll after steamroll after steamroll.
- AFK players never seem to get kicked from the match in a fair and timely manner. You can Have a full squad of afk players on your team for 5 to 10 minutes which means you lose unless the other teams is really bad or they have more afk players than your team.
- Vaulting(better but still unreliable to the point it can take 5 to 8 attempts to get through a single window)
- bipods(better but still unreliable).
- reserving tanks and aircraft. We can’t spawn the vehicle we’ve reserved. How is this still an issue 5 months post launch? Spawning the vehicle we have reserved works flawlessly in BF4 and BF1. What’s the disconnect DICE?
- Sound design. missing/inconsistent enemy...
Vaulting(better but still unreliable to the point it can take 5 to 8 attempts to get through a single window)
bipods(better but still unreliable).
Please tell me where this happens so I can take a look
That's some amazing looking footage you shot!
Reported internally
Very well executed vault grab, congrats!
Hopefully, it won’t come too prematurely...
We'll try to release it without making too much of a mess.
It’s happened to me and I have good connection. It’s the pump shotgun. When it’s slug round it hardly registers. I shot someone 15 feet away 3 times and it didn’t register a single round.
There appears to be an issue with the shotgun indeed, it will be fixed in the upcoming patch.
Hey thanks for the feedback. I'm going to look into improving the sliding very soon so I'll keep this in mind.
It's tough to find a button mapping since so many are already occupied by other features. Especially on console since they only have so many buttons available. We're thinking about offering different option (double tap vs hold) so the players can choose.