lytlb1t

lytlb1t



07 Oct

Comment

Originally posted by RobinnD

/u/lytlb1t When people were discussing the slide spam issue in BFV, you mentioned that you are aware of this. It seems like you can still slide spam and gain quite a bit of momentum. Could you shed some light on this? Battlefield 1 did it perfectly in my personal opinion. You could slide, but you would lose momentum quite fast, so people only used it to slide into cover. The current implementation of the slide feels over the top.

I see your point, and I think the crazy fov in the video definitely makes it feel rather extreme.

However, we did implement more penalties for the slide in this game. Not only is the slide getting weaker when getting spammed, we also apply additional penalties when sliding uphill or when sliding while turning around. We are continuously looking for the right balance and if it turns out to be too extreme we will tone it down in one of the patches. Due to the new implementation we now have way more control to tweak it however we want to.

Also keep in mind that this is an old build, we have done several changes to the system in the mean time and more tweaks are already in the pipeline.

Comment

Originally posted by needfx

Hey u/lytlb1t ! I apologize for the ping , but I'm really curious about your past claim:

Drunkkz3 confirmed crouch sprinting (and other features) was not currently planned for BF2042.

Was there a misunderstanding from us or did things simply evolved over time? Or is this an open beta thing and movement will get BFV's features back?

... and happy birthday by the way!

Hey no worries. I understand that my reaction from back than can be interpreted as 'we keep everything and build on top' but that's not what I meant and also not what we were planning.

The reaction was based on the comparison between BFV's movement system and that from previous games. We were happy with the core movement mechanics of BFV. I mean stuff like ground detection, following the ground, moving over uneven terrain, vault detection, transitions between animations, stance transitions, cooldowns, etc. Stuff that made the movement feel smooth.

The mechanics that are mentioned above (prone on back, crouch sprinting, etc) were implemented specifically for the design direction of BFV back then, and didn't make it to this game for various reasons. Prone on back for example was abused a lot by campers and caused bad visibility, and crouch sprinting wasn't used enough to be worth the implementation and button mapping.

As this is a new game with a different dir...

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06 Oct

Comment

Which brand is that bucket?


02 Oct

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Originally posted by Eine_Bratwurst

Programming your own birthday present. That's something :D do you guys have a dice tag or something like that, that noone else has so we know, if it's one of you?

Haha damn right! I'm sure we'll get the tags after launch but not sure for the beta.

Comment

As I have family coming over during the weekend, I'm taking the 7th off to play with the community for the first time, on my birthday :)


16 Sep

Comment

Originally posted by Karibuu9

Thank you for your response. I'm rooting for you and excited to see the game when it is ready. Take your time. Also this has been my experience in web dev. I imagine it is a very different experience than game dev in a lot of ways. But we often knock out many bugs in a day. Typically the issues that take the longest are those that have dependencies across teams. And of course we sometimes introduce bugs that are harder to track down or are larger issues, but in general we can fix a lot of bugs in a week.

Yeah that sounds quite similar indeed :)

Comment

Originally posted by blackbirdone1

What a bullshit. In witch world can bugs be fixed rapidly? Bugs cost a lot of time. Bugs can lead to new bugs. Some bugs cost DAYS of development without testing.

Its pure marketing bullshit.

You're right, sometimes it takes days to fix a bug, but I often fix multiple ones in one day. It's all about the find vs. fix rate, and seeing us trending in the right direction very fast now I felt confident enough to post that tweet.

Also, I'm not a marketeer, I'm just an engineer that simply reacted to what's going on, hoping to answer some questions.


06 Sep

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Originally posted by Tommypaura

yeah!! was writing something like “this devs sounds good!”

he is


25 Aug

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Haha this is amazing, well done!


14 Aug

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Originally posted by koalatruta

If they a add a time between the uses and a option like, when you slide and NEED to do this again, the slide goes more poor and you can't run for like a moment.

This is actually how we want it to work; minimum velocity to be able to start a slide, cooldown between slides and speed penalties when sliding too fast in succession. Also sliding down hill will obviously be a bit longer than uphill.


27 Jun

Comment

Originally posted by RoutineSmile8185

As long as there isn’t slide spam and jump spam it’ll be awesome

Two topics that we are very aware of :)

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Originally posted by tdkr21104

I honestly think the getting stuck thing is almost more of a map design flaw than a movement system issue

It's both. The engineers need to accept that levels aren't 100% smooth and the level designers/artists need to remember that the code can't cover for all rough edges. It's a balancing act between visual fidelity and smooth traversal. I think we were in a good spot with BFV so we just need to be cautious about potential problematic areas.


26 Jun

Comment

Originally posted by sterrre

Most important question, will there be a secret mountain goat in bf2042?

One can only dream...

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Originally posted by GodBlessThosePagans

Going back to BF4 has made me realize how good the movement system in BFV is. It's not perfect but hope they don't go back to 2013 movement style.

We're definitely building on the work that we did for BFV, keeping the feedback on those mechanics in mind while we added/improved the feature set.


25 Jun

Comment

Originally posted by sterrre

u/lytlb1t when you are allowed to talk about it we'd love to hear how movement is changing in 2042 maybe in July?

Will jumps now be commit in that you can't change your movement? What will be the downsides to sliding? How dynamic is sliding going to be?

I won't be able to talk about any details at the moment, but I can say that it's still the same people working on movement as during BFV, including u/DRUNKKZ3 and myself as well as our great animators. Looking forward to the moment when we can start discussing the systems again on the socials :)


23 Jun

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Actual screenshot from a playtest


04 May

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Amazing! When the game came out I wondered if someone would ever take the time to do a remake, it's spot on!


01 Dec

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Originally posted by AuroraSpectre

That's what I was trying to say. Currently, there's no reason not to slide, since it gives you a way to close in the gap between yourself and cover/the enemy, all the while making you harder to hit. There's no actual downside to it.

So, instead of being universally useful, the slide would be set up in a way that the player would have to think where and when to apply it for maximum effect.

Got it

Comment

Originally posted by Bart_J_Sampson

I like sliding as a mechanic to move into cover so in a gunfight you take your opponent head on or slide/run for cover

In the systems current implementation you can basically do both at the same time with the added benefits of reducing your shape and moving your head out of the way of those with good headshot discipline

My suggestion to improve the system is to have it as more inaccurate hipfire only and a slight delay on ADS after sliding or jumping to discourage people from using them as an offensive move and keep them as an evasive tactic for taking cover

I think this makes sense, add some kind of penalty so that it requires more of a conscious decision to pull off a useful slide.

Comment

Originally posted by AuroraSpectre

If I were to redesign it in any way, I'd like to make it more of a commitment thing, be it a longer starting/ending period, or any way to make its use require more thought regarding where and when to use it. The skillgap would come from knowing when to apply the movement options the game has, instead of who can pull off the most maneuvers in the shortest time.

As it stands, it's a bit jarring, hard to follow, and gives short ranged weapons even more of an edge in situations they already dominate.

I'm all for giving players freedom of movement - things like sliding and crouch running open up a lot of interesting possibilities - but these "special maneuvers" need to have downsides as well, so the skill comes from knowing when and how to use the possibilities the game allows for maximum effect.

Alright thanks, looks like you want a more dynamic implementation instead of something that feels the same every time.