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patch time

Posted: Tue Mar 03, 2015 10:27 am
by Jokerle
Cant access bl, so here it reddit:
http://www.reddit.com/r/battlefield_4/c ... ate_mar_3/

I believe many things stem from the CTE, and maybe the new jet stuff will come also at some point. But for now:
All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
8O

Re: patch time

Posted: Tue Mar 03, 2015 10:34 am
by King6moh
Squad spawning on SL is interesting. Will affect our gameplay somewhat I think

Re: patch time

Posted: Tue Mar 03, 2015 12:10 pm
by CrookedBarrel
Is it just me or is it cold in here all of a sudden?
Spoiler: show
In combat system now temporarily disables squad spawning when squad mate is in combat
Potentially saves your ass, on pubs in particular, but does prevent that last minute save you sometimes get.
Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds
Err.. Either I'm the only one wearing headphones, or everyone else is deaf, because footsteps are perfectly audible. Loud sounds hiding other sounds seems natural to me, but then the devs are apparently not from this universe, as has been demonstrated by their interpretation of physics, so what do I know.
Added Mastery Dog tags for several weapons that were previously missing

Dog tags will now display stats both in game and in menus

Fixed an issue where a player's health is displayed incorrectly when they get hit while regenerating health
Day one bugs, finally fixed?
Tweaked Jet HUDs to be more clear
Oh goody, they're no longer the pixelated mess they made 'em last patch.

All of the vehicles with HUDs have been improved btw, tanks are better too, though the fonts still look pretty bad.
Improved scout helicopter crosshairs
What, do they point vaguely in the direction you're shooting now? Guess they finally figured out how to properly calculate lead, like the rest of the world did back in WW2.
All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
I can only hope this doesn't make the helicopters even more difficult to shoot down as infantry. It's one way to counter the perceived "SRAW Problem" I suppose.
Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle
It no longer looks overexposed and "fat"? That's good I suppose.
Improved HUD clarity for red dot sights against snowy/bright backgrounds - AND improved PS3/Xbox360 look as well
Wait.. Wasn't this the point of making all the reticles fat last time around?


Also, from the PDF patchnotes:
SOLDIER TRAVERSAL AND COLLISION
Significant improvements have been made to how the soldier traverses the world. Walking over small objects, inclines and lips is now handled gracefully by the engine – it really has to be played to feel the immense difference this makes
It's NOW handled properly by the engine? I'm sorry, wasn't this game released 1 year and 4 months ago? How was it not obvious when you excreted this product that getting stuck on rocks, tree stumps, invisible tree trunks, small pebbles, and average size bacteria is not an enjoyable gameplay element?
Network prioritization and filtering has been improved, now prioritizes health/damage, enemy players and vehicles above all
Are you mad? I need that bush across the map to be perfectly in sync, in fact I want it with nanometer accuracy! Forget the rest!
Required bandwidth close to cut in half
Good, now you can play the game over a reasonably tout piece of string, which is obviously worth sacrificing actual update rate and sync for.
COMMUNITY TESTING: BULLET COLLISION PROJECT
Thanks to a project run by the community on the CTE we’ve been able to address many issues with bullet collision (you can see through an opening, but not shoot through it). A BIG thanks to all players involved in finding and confirming these changes
Mercifully, there are still players willing to invest their time to polish this turd, as obviously the QA team(assuming there even was one) didn't bother.


And now comes the fun bit: Finding out what they inadvertently screwed up in the process.

Re: patch time

Posted: Tue Mar 03, 2015 12:12 pm
by Di3for3v3r
yeah saw 3 day's ago youtube movie about that it's nice to have that in BF4 the barrel rolls for the attack chopper, the the scout it is way more manouverable, but they need to end the 90° angle that you don't get stuck and crash no barrel rolls but just be able to recover that postion.

phpBB [video]

edit:

I just tested things out I love it for the attack chopper, easy movements an improvement for sure,

for the scout also movements are the same, and the barrel rolls love them, the loops not needed you loose very fast your altitude, need to be + 150 hight and thats moste of the time not the zone for this chopper :)

overal nice changes love it on the attack .

Re: patch time

Posted: Tue Mar 03, 2015 2:03 pm
by Divine-Sneaker
Now add support for sound in mono so the rest of us can use audio ques :<

Re: patch time

Posted: Tue Mar 03, 2015 2:38 pm
by Kilo
CrookedBarrel wrote:Is it just me or is it cold in here all of a sudden?
Spoiler: show
In combat system now temporarily disables squad spawning when squad mate is in combat
Potentially saves your ass, on pubs in particular, but does prevent that last minute save you sometimes get.
Footsteps: Significantly improved audio of footsteps for enemies and friendlies so that they can clearly be heard. Also fixed an issue where grenades explosions or other loud sounds would mute footstep sounds
Err.. Either I'm the only one wearing headphones, or everyone else is deaf, because footsteps are perfectly audible. Loud sounds hiding other sounds seems natural to me, but then the devs are apparently not from this universe, as has been demonstrated by their interpretation of physics, so what do I know.
Added Mastery Dog tags for several weapons that were previously missing

Dog tags will now display stats both in game and in menus

Fixed an issue where a player's health is displayed incorrectly when they get hit while regenerating health
Day one bugs, finally fixed?
Tweaked Jet HUDs to be more clear
Oh goody, they're no longer the pixelated mess they made 'em last patch.

All of the vehicles with HUDs have been improved btw, tanks are better too, though the fonts still look pretty bad.
Improved scout helicopter crosshairs
What, do they point vaguely in the direction you're shooting now? Guess they finally figured out how to properly calculate lead, like the rest of the world did back in WW2.
All helicopters have new more agile physics applied (you can do both barrel rolls and loops!)
I can only hope this doesn't make the helicopters even more difficult to shoot down as infantry. It's one way to counter the perceived "SRAW Problem" I suppose.
Adjusted the graphics for the Kobra red dot reticle to make it longer to more closely match the actual reticle
It no longer look overexposed and "fat"? That's good I suppose.
Improved HUD clarity for red dot sights against snowy/bright backgrounds - AND improved PS3/Xbox360 look as well
Wait.. Wasn't this the point of making all the reticles fat last time around?


Also, from the PDF patchnotes:
SOLDIER TRAVERSAL AND COLLISION
Significant improvements have been made to how the soldier traverses the world. Walking over small objects, inclines and lips is now handled gracefully by the engine – it really has to be played to feel the immense difference this makes
It's NOW handled properly by the engine? I'm sorry, wasn't this game released 1 year and 4 months ago? How was it not obvious when you excreted this product that getting stuck on rocks, tree stumps, invisible tree trunks, small pebbles, and average size bacteria is not an enjoyable gameplay element?
Network prioritization and filtering has been improved, now prioritizes health/damage, enemy players and vehicles above all
Are you mad? I need that bush across the map to be perfectly in sync, in fact I want it with nanometer accuracy! Forget the rest!
Required bandwidth close to cut in half
Good, now you can play the game over a reasonably tout piece of string, which is obviously worth sacrificing actual update rate and sync for.
COMMUNITY TESTING: BULLET COLLISION PROJECT
Thanks to a project run by the community on the CTE we’ve been able to address many issues with bullet collision (you can see through an opening, but not shoot through it). A BIG thanks to all players involved in finding and confirming these changes
Mercifully, there are still players willing to invest their time to polish this turd, as obviously the QA team(assuming there even was one) didn't bother.


And now comes the fun bit: Finding out what they inadvertently screwed up in the process.

Mmmmm...so much bittervet

Re: patch time

Posted: Tue Mar 03, 2015 5:10 pm
by Necromancer
Kilo wrote:
Mmmmm...so much bittervet
Its a 60$ AAA game, not a pre-alpha indie game for 10$.

Am I wrong to expect it to be polished? Or being fixed before the end of its designed life cycle?

For some unknown reason design decisions that are clearly better and worked well in previous installments were completely ignored this time. And the numerous people making this triple A game are supposed to be professionals, not first timers, so how come its regressing instead of progressing?

I think bf4 is what a games looks like when it is designed by the marketing devision and not game developers.

Re: patch time

Posted: Tue Mar 03, 2015 8:00 pm
by Fields
Something is VERY VERY wrong with C4. :roll:

EDIT: Okay, it falls through the ground, doesn't explode, and still kills things somehow. It's really really bizarre. Also, the game crashes wayy more easily now. I got like 3 crashes in a half an hour. GG, guys. :clap:

EDIT: Yep, it's official. I crash every 15-20 minutes now. Lots of other people are reportedly having similar problems since the patch. :roll:

Re: patch time

Posted: Tue Mar 03, 2015 9:16 pm
by Nix
I thought the new jet flight model would be included :(

Re: patch time

Posted: Tue Mar 03, 2015 10:21 pm
by Róka
CrookedBarrel wrote:And now comes the fun bit: Finding out what they inadvertently screwed up in the process.

Re: patch time

Posted: Wed Mar 04, 2015 12:53 am
by Róka
They definitely basically just fixed more of what should have been Day 1. The choppers are better with this new agility (feels like past bf again). You can see who is dead just by tabbing to scoreboard now (although you can also see who is dead on the enemy team so lmfao) which I don't like at all.
They also attempted to add the server setting (Ranked/Nonranked, Normal, Custom, Hardcore) to display in the loading screen. It works but it's showing the placeholder/code name not the pretty print :lol: "ID_M_SERVERTYPE_RANKED" on the bottom left corner of loading screen.
Jet HUD is definitely easier to read. Recoil on guns is really wonky for me now. Using kobra sight and it looks like I'm shooting lasers in a larger spread while recoil kicks pretty hard. Worse than before imo.
http://static.cdn.ea.com/battlelog/cust ... rPatch.pdf
Also,
USER INTERFACE
Fixed an issue where the soldier camouflage selected would change to default between rounds
is still a problem for me.

Re: patch time

Posted: Wed Mar 04, 2015 8:12 am
by RazY70
Well, the revive bug or something similar is back. Got stuck in killcam the other night, unable to do anything except wait for the round to end or restart the game :thumbup:

Re: patch time

Posted: Wed Mar 04, 2015 2:38 pm
by CognitoCon
Despite certain performance issues that may or may not be one of my cards dying, the game feels more crisp after this patch. The weapon reticles are nice and thin again and are apparently customization which is nice. Collision still isn't great, at least on the maps I played on, although I'm not sure if they were listed in the patch notes.

Re: patch time

Posted: Wed Mar 04, 2015 6:03 pm
by Nix
Scout Helicopter miniguns have spread now.
I didn't see any of that in the patch notes.

Stealth Jet cannons seem to be a bit more powerful against armor. I could be wrong tho.

Re: patch time

Posted: Thu Mar 05, 2015 2:14 am
by SeraphiM0352
Necromancer wrote:
Kilo wrote:
Mmmmm...so much bittervet
Its a 60$ AAA game, not a pre-alpha indie game for 10$.

Am I wrong to expect it to be polished? Or being fixed before the end of its designed life cycle?

For some unknown reason design decisions that are clearly better and worked well in previous installments were completely ignored this time. And the numerous people making this triple A game are supposed to be professionals, not first timers, so how come its regressing instead of progressing?

I think bf4 is what a games looks like when it is designed by the marketing devision and not game developers.

You are absolutely right. If they expect people to shell out $60 for a game and another $50ish for 'premium' content then they should damn well have a playable game. Unfortunately, the lack of polish on launch has become the industry standard. It all about how many copies can be pre-sold before consumers realize the game is crap.