As a programmer on the train... this video gives me anxiety. 😰
This map is so old, there's meat still on those bones. :)
The origin concept for scorch was a brawler titan with a grapple.
Can confirm. There is still (dormant) Titan grappling code lying around. I can't remember why we cut it. :(
I usually decline invites even though I can have excellent games with randoms, because I’m too afraid I’ll let you guys down :(
Wow... the anxiety is too real. :(
I have a small question. When you say the past few patches have not been the copy kind, they were still applied to the dev and release branches, right?
Yep.
Thanks for the replies and sharing some insight on the development of the game through your work in the big picture!
I hope that you’re not deterred from posting due to the negative comments you receive here. Most of the folks who say them have no real perspective on the process of development, nor have they likely had to work on a creative project of this size.
My assumption is you already understand what I say. None the less, thanks for braving reddit.
Edit: I share dev comments with my community regularly and enjoy the convos we spark around them.
Thank you. I assume most people don't mind me commenting, even if I can't really say anything substantive. :)
Sorry I'm late but if a black screen was put over it, how was this screenshot taken? Did someone just load in that fast?
Beats me. I think there is a bug where it appears for a frame or two sometimes? A repro would be great!
Could all the players select weapons and shoot?
Yep. You could pick up the guns from the rack (like in training). You couldn't hurt other players though.
Thanks again for the reply. I know it's not your job to assemble the actual patches, but it would be great if the people who DID do that would hear the community outcry on issues like this.
I don't expect you guys to fix things over-night nor am I demanding "MORE CONTENT" or "FIX EVERYTHING NOW"... Just would be nice if some key issues were actually fixed, and furthermore, pushed to the patch when they are fixed!
Is there any reason why they may have held this feature back in the last 3 patches? Maybe it caused other issues?
Oh, they definitely know and they're all working their butts off to make it better. Apex is a very different game to Titanfall (single huge map, character-based, F2P, etc.), so I'm personally not surprised we're having growing pains. A lot of this stuff is new to us, even to the old hands.
If you're curious about our process: we have a dev and release branch. Before a big patch, we copy dev to release, work on stabilizing release and then... release it. (I've left out a lot of the finer details.)
These past few patches have not been the copy kind. Only very specific changes were made. We're due for a copy real soon. When that happens, that release will have this fix, along with all the other fixes that have accumulated since. I don't envy whoever needs to come up with the patch notes for that!
Anyway, I hope that clears things up a bit more.
Read moreI have a question.
Does this affects jumping à la hot-dropping? I'm asking this because I spam the jump button like if I were playing a Mario Party mini-game and for some reason people always are way lower than me despite looking down all the time.
Have you guys noticed this internally? Also there's a slight delay when jumping in which you hop-out makes a "lock-on" looking straight (horizontally) and then it acknowledges you are looking down. I know that you write the code but on your trial and error has this behavior showed up?
Best regards!
Does this affects jumping à la hot-dropping?
Yes. I believe that is what we are talking about? Where everyone launches right away, when the dropship door opens, and then everyone ends up getting stuck inside each other?
I also just took a quick look at the jumping/launching script, and everyone should launch at the same time assuming they're all spamming the jump button as the doors open. So I think the collision issue might be what's causing some players to fall ahead of others.
What was this room like?
It's the same room you see in training. So you start in a little cave and then you head out and slide down to the target range.
Yep, we had a waiting room. But just before release, we had gotten load times down so low that the waiting room became unnecessary. So we had to cut it.
so is that why there is a footstep sound when the game is loading? Maybe some random audio file associated with the waiting room?
Yep, I think that's just the first foot step sound when the other players spawn into the world and land on the ground. When I say we "cut" the warm-up area, I think we just put a black screen over it. Move on, nothing to see here. :)
I wonder if originally they were going to have a waiting room like other BRs where you jump around mindlessly waiting for lobby to fill and it was going to be the gun range to practice shooting before the game starts.
Yep, we had a waiting room. But just before release, we had gotten load times down so low that the waiting room became unnecessary. So we had to cut it. 😢
Sorry for the delay. It is still fixed locally, but our recent patches have been made for very specific things only. I thought a more general patch would be made sooner, but I was wrong (I just write code, not build/organize releases).
All that being said, I'm flattered people are looking forward to this particular fix. :)
It happens to me very often so I'm sure I could get a video in the next week easy
I would get an Xbox clip, so I'll clip it and send you a PM of the link unless you recommend a different method for notifying 👍
Appreciate the communication and love the game!
Sure. PM is fine.
Love the addition!
If you can't speak on it is cool- but lots of times I pull my Zipline out it just doesn't want to attach to anything
I'll put it away and pull it back out and then all of a sudden it will attach to places like I will expect
Hope this gets looked at!
Also, I came from Titanfall 2 as a grapple main so I have timing down really well, and for the first month I had no issues with this. But as of late, when I jump/grapple the jump won't influence the motion like I expect. It's like 30% of the time it just doesn't register the jump as "appropriately timed" and will grapple me without additional jump effect. I hope you guys can look into this and fix the consistency with the grapple/jump timing mechanic
(Side note: as octane I jump over his jump pad more frequently than jump with his jumpad- gave up on timing that so hopefully you guys can look at that too- I don't play octane much so I don't really mind when that happens lol)
If you can't speak on it is cool- but lots of times I pull my Zipline out it just doesn't want to attach to anything
Not sure about that. Get a video of it the next time it happens. And include the minute or so before it happened too, so we can try see if we can repro it.
It's really a nice feature as you can grapple onto the baloon line and practically skip the first 5s of it making it harder to be shot lol.
Also did you fix the fact the grapple would snap back to the zipline if you tried to use it after jumping off, feels like it?
I did fix that, but I don't think it has made it out yet.
Top people are on it (new updates). I'm not on the build team, but I imagine there are a lot of moving parts we're still trying to figure out. We will get better.
That code has gotten me out of so many pinches. It works so smoothly, thank you :)
Good to hear!
Thanks for working on my boy path finder. I don't know if you were involved in the increase in his grapple distance but ever since that change, and the grapple to zips, he's felt unreal to play. Your hard work is appreciated, just unfortunate we are a vocal minority.
Grapple distance is something designers would tweak. I am just one of the people that write code for it. I did add that grapple-to-zipline myself though... so thanks!