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error.exe
2013-10-17, 13:48
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As the beta has come to a end, it is clear where the fixes have to take place.
For example the insta-kill RPG lock-ons that you can't hear.
Below you'll find a article about several fixes that will be done before the full game release.

It was allegedly written by Vincent, who was also present at the Gamescom community lounge.

NOTE: For some strange reason, the OldGuys forum wouldn't let me post the last two changes...
So for the last bit, i'd have to refer you guys to the OP. (See below for link)


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Written by: [DICE] Vincent Vukovic (here (http://blogs.battlefield.com/2013/10/thanks-for-bf4-beta-feedback/))

We want to take this opportunity to thank everyone that has played the Battlefield 4 Beta! Your feedback has been crucial in testing the underlying infrastructure and reporting both bugs and balancing issues to ensure a smooth launch on October 29. In this blog post, we want to bring up some of the key findings and how we’re addressing these for the launch of Battlefield 4. Thanks again for playing and keep the feedback coming on the Battlelog Beta forums.

Overall Changes

Low frame rate/stuttering
PC players may have experienced trouble in the Beta getting the game running at a good frame rate. Rest assured that we’re using the information we received to optimize the performance for the launch of the game. We also released three game client updates and a number of game server updates during the Beta to address some of these issues and to gather more information to ensure a smoother launch.

Stuck on loading screen
We have identified some of the reasons why players, mainly on PC, were getting stuck on the loading screen and are currently working around the clock to decrease the rate at which this occurs. The latest PC patch for the Beta helped for some players and we are confident we will be able to minimize this issue for launch.

High CPU usage during the Beta
CPU usage could sometimes skyrocket for dual, quad and six-core processors. We identified some of the reasons and released three patches with fixes that went live during the Beta, to address the problems. This was a true Beta, and as such all the crash reports that were generated during this period will actually help us make a better game.

The elevator catapult (All platforms)
Although an interesting concept, elevators were never designed to act as a catapult or teleporter. The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos you’ve posted. Thanks!

Gameplay balancing
We are still balancing gameplay, and in true DICE fashion will continue to do so well after the release of Battlefield 4. Below are just some of the gameplay changes based on your feedback that we’re making in time for the launch of the game.

Controller layouts (X360/PS3)
We’ve increased the available controller options in Battlefield 4, including the new controller layout and multiple alternatives that we hope will make you feel right at home. If you’re more comfortable with the controls from Battlefield 3, we’ve got you covered. Just by bringing up the options menu, you can choose the “Veteran” layout, which is similar to that in Battlefield 3.

Empty server listings (X360/PS3)
While in the Server Browser you may have seen lists of empty servers. By changing the filter options, you’ll be able to find populated servers that you can join. You can also use the “Quick Match” function to quickly get into the action.


Infantry Changes

- Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill. *The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.

- Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.

- Tweaked the compensator and muzzle brake so they’re properly less accurate in sustained automatic fire.

- Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.

- Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.

- Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPGs, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.

- Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.

- Fixed an issue where the knife stab didn’t align with the kill event.

- The revive time has been increased from 7s to 10s.


Vehicle Changes

- Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.

- Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).

- Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.

- Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.

- Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.

- Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.

- Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.

- Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.


Locking Weapon Changes

- RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.

- Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.

- All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.


Other Changes

- The kill string in the score log now appears sooner, making the UI more responsive to a kill event.

- The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.


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Most of you do not know how, or where to look for this type of information.
So that is the reason I keep posting these things here. Make it more easy for you guys to find this information.
If anyone feels that I should stop posting these stickies, just let me know.

I hope you enjoy the read.

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Burning
2013-10-17, 16:48
Gameplay balancing
in true DICE fashion will continue to do so well after the release of Battlefield 4.


I lol'd

Good post Error, unfortunately it says nothing about recoil and far more importantly, infantry sluggishness, TTK, strafespeed hitdetection etc :(

error.exe
2013-10-17, 17:00
yea, well if the game will be a little more like what we saw at gamescom, strafespeed and infantry inprovement should be seen in the actual release.

Caveman
2013-10-17, 17:35
Dude they are responding and admitting that these issues are present, this is the list that will be fixed for sure @ release day. So day 1 patch should have more fixes.

Burning
2013-10-17, 17:55
Dude they are responding and admitting that these issues are present, this is the list that will be fixed for sure @ release day. So day 1 patch should have more fixes.

Where did any DICE guy say TTK, Sluggishness, Infantry movements speed and such was a problem? ^_^

error.exe
2013-10-17, 19:37
[...] In this blog post, we want to bring up some of the key findings [...]

Well... technically, by using the word 'some' they say there 'could' be more issues at hand. *:roll:

No, but on a serious note, all we can do now is speculate on the game that hasn't been released yet.
This is just the first update between the beta and the actual game, more updates will come with different changed made.

Burning
2013-10-17, 21:19
[...] In this blog post, we want to bring up some of the key findings [...]

Well... technically, by using the word 'some' they say there 'could' be more issues at hand. *:roll:

No, but on a serious note, all we can do now is speculate on the game that hasn't been released yet.
This is just the first update between the beta and the actual game, more updates will come with different changed made.

Nothing to add to this, it's true. If they fix it, or if they don't fix it. It's both speculation.

Lets just wait and see what happens at launch.

Burning
2013-10-26, 20:36
Seems like they haven't changed anything about movements/ infantry mechanics...
http://www.youtube.com/watch?v=KreoG43XcCE