Posts by DRUNKKZ3

PintsizedPint

I think I know what the revive icon issue is: it is displaying the timer as if one would neither call for help nor skip, resulting in the revive icon still being there despite the timer seemingly ran out (called for help) and also the timer vanishing half way through (skipped).

We're aware of that issue and working to resolve it as soon as possible. Can't tell when at this point though!

Skruddy

Yeah, it don't seem right

/u/DRUNKKZ3 , this intended or a potato?

This is intended, we were looking at having a 2nd landing roll animation for the longer falls but it turned out being really hard to get something that looks good and plays good.

The landing roll on short falls is meant to be just a little longer but not by much. What you need to keep in mind is that the camera movement of the roll in 1P is also disorienting so it adds up to not being able to engage into a gunfight as soon as you land.

LithosMike

Agreed. This looks awful. There is no point to landing without rolling... So we just added a landing animation that causes more damage than before? Great, thanks.

Both heavy landing animations (not the roll ones) have always been there, this is not new and actually has been made shorter based on this adjustment + player feedback.

Fall damage on those heavy landing animations has always been the same too.

Can you do the same in multiplayer? I suspect that this could be an issue specific to combined arms and the practice range.

Thanks for reporting this, it looks like the amount of bullets to kill displayed is accurate but the damage shown by the score log isn't.

Dapper004

https://www.reddit.com/r/BattlefieldV/comments/bj1ky6/new_healthdamage_bug_after_patch_you_can_shoot/?utm_medium=android_app&utm_source=share

This person recently posted this, it's PC footage Edit: no netgraph enabled, don't think, just proof of the bug existing.

Thanks! I've seen some other footage with netgraph enabled and it seems like the amount of bullets to kill is correct but the damage displayed is wrong. We're looking at it.

Thanks for reporting this! Could you record a video with the netgraph enabled (Advanced Gameplay Options) where this is visible?

PintsizedPint

The Stuka B-1 Nitrous Specialization activation has now been correctly mapped to the left D-pad button as shown in the user interface. It was previously incorrectly set to the right D-pad.

Uhm, last time I checked (1-2 patches ago) this was not Xbox specific... On PC both nitro and bombs were activated / activated on 4 (instead of nitro being on 3).

Added a camera shake slider in advanced gameplay options that allows players to scale the strength of shakes between 50% and 100% (default is 75%).

Why not 30% as in BF1? :(

50% is equivalent to the 30% you would get in BF1 given the fact BF1 had more camera shakes before we added the slider back then.

Pay2Hagrid

Wait suppression used to delay passive healing. If so that was terribly communicated and I'm glad you removed it.

It was very hard to communicate indeed, damage is probably enough to delay passive healing.

doreato

Fair. Right now my perceptions are being manipulated by how long the animation currently is. But once I get in the game I bet my perceptions will be more realistic. Overall it's a good change that I didn't expect to be on the radar, so I appreciate the concerns you are placing on these critical gameplay elements.

In the same update, all the landing animations will also be a lot shorter, as you can see on the video.

Phreec

Wow just the other day I was bitching about how annoying it is to get stuck in that animation...

This has been on the list for some time :)

vectorvitale

Will there be an option for what color it is and how much it can be seen? I really like the idea, the edges will be just enough, but some people might not like the defaults.

I also like the idea of having it be green. idk why.

We communicate healing with the yellow color so we want to keep it aligned with that as much as possible (we actually tried green!). I don't think we will be adding an option to change that color, doesn't seem to be something necessary.

Phreec

That's good to hear! While you're here, I'll have to mention a questionable design choice that's been on my mind:

The muffled audio, volume lowering effect that lingers when on low health.

Why? Doesn't it feel a bit backwards?
When in one-shot territory that's when you need to be most aware of your surroundings. The last thing you really need is another disadvantage on top of that.

IIRC BF1 also had something similar but I don't find it working that well with the removal of passive health regen.

Funny that you're asking about this. I had a conversation with our audio designer about it and we sort of had the same discussion. As a result, he is going to adjust the audio when low on health to make it easier to remain aware of your surroundings :)

Phreec

Changed the way camera recoil works. When firing, weapons are allowed to go a bit more off center now. The true point of aim will follow the weapon and is not fixed to the screen center.

Changed the way SMG and assault rifle dispersion increases while firing in ADS. The second, third, and sometimes fourthshots(for low rate-of-fire weapons) are now more predictable while later shots are less predictable. Also shortened the time it takes for dispersion to decrease when no longer firing. This means short bursts are a bit more effective, while long bursts or mag dumps are a bit less effective

This'll be interesting. The gunplay is already one of the few things this game gets right, something like this could risk changing that to the worse (or better).

The first-person animation when picking up health packs and ammo packs have been movedto take less screen space for improved visibility.

Oh that's nice.

We'll be looking forward to feedback on the changes for sure. We were pretty happy with what we had so far but there is always room for improvement!

hordijk

Added the soldier stance icon from single-player into multiplayer.

Woot woot

I'm looking forward to reading this sub-reddit in the next few days :-)

vectorvitale

To be honest, I quite liked it, but it was wayyyyyyyyy too strong. I'd be okay with a small amount of it (like 10 percent) to know exactly when you're done healing without looking down at your bar

It's coming back in the update that comes after with an effect that will only affect the edges of the screen (should just be enough to be "noticed" but won't affect the visibility on maps.

For this patch we decided to hotfix it as it didn't release with the "final" version. The

thiagogf

Feature or bug? Always a mistery in BFV. (Cool though...)

:)

It's all about the small things !

THREAD REMOVED

Dockie27

u/drunkkz3

Edit: He doesn't just exist, he exists here.

Oh no, oh no, not this screenshot again help