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Battlefield 4.

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Battlefield 4. - Page 3 Empty Re: Battlefield 4.

Post by NoRecoil Fri Jan 31, 2014 7:39 pm

Jan 15 Xbox One Game Update Notes

-Various fixes for improving general stability
-Fixed various random deadlocks (the so called “sound loop crash”)
-Fixed flickering in map and minimap on Rogue Transmission and Operation Locker
-Fixed issue with player spawning under the map in Lancang Dam
-Fixed broken collision on containers with open doors. The bug previously made grenades bounce back even though the doors were open
-Fixed an occasional bug where players could experience intermittent engine sound dropouts when driving wheeled IFVs
-Fixed camera glitch when switching weapons while moving in crouch
-China Rising: Fixed animation glitch for motorbike passengers ocuring when aiming
-Increased damage by 25% for the Stealth Jet 20mm cannons
-Normalized repair rates across all vehicles. Vehicles with lower health points, like aircraft and transport vehicles, now repair more slowly than before
-Fixed a bug where the M1 Abrams Coaxial HMG ammo box was occasionally blocking the driver’s camera
-Fix for friendly marker not always showing when needed to, resulting in players shooting team members
-Fixed problem with killer health in kill card not being correctly updated (showing 100% health even though the soldier was hurt)
-Fixed a bug where players’ rank icons in the scoreboard would not be updated
-Fixed issue with soldier health showing 1 HP in killcard instead of 0 HP
-Fixed a player feedback timing issue where blood was appearing before other damage indicators, and before damage was actually done
-Reduced the risk of single player campaign save file becoming corrupt

Jan 30 Xbox One Game Update Notes

DMR Balance Tweaks
- Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes

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Post by Envy The Best Fri Jan 31, 2014 8:06 pm

Yeah, only got one game in this morning but they definitely fixed something. Personally think the DMR's didn't need a buff AT ALL, so its going to be pshfield 4 from here on in, but many of my technical gripes have been addressed such as the black screen on spawn.

Still going to test the netcode further, but from my small time this morning it seemed markedly improved. Rubberbanding also was seemingly eliminated on the PS4, which makes a HUGE difference.


edit: Eh, after a couple of weeks its....okay. Still many rubberbanding issues on PS4, but i think thats more to do with EA's insistence on not restarting them as often as they should be. Its not perfect, but at least its playable.


Last edited by Envy The Best on Sun Feb 09, 2014 4:52 pm; edited 1 time in total

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Post by Sleuth 101 Fri Feb 07, 2014 4:15 pm

Decided to check out BF4 a go pro...After the latest update.

No one told me it's this real!!

Still a Ghost tho..

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Post by STONDKIWI Wed Feb 12, 2014 3:59 pm

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Post by Envy The Best Thu Feb 13, 2014 1:58 pm

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Post by NoRecoil Thu Feb 13, 2014 4:12 pm

Envy The Best wrote:http://gfycat.com/RectangularDescriptiveBoa

My own footage.

Lag, happens all the time
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Post by Envy The Best Thu Feb 13, 2014 5:11 pm

NoRecoil wrote:
Envy The Best wrote:http://gfycat.com/RectangularDescriptiveBoa

My own footage.

Lag, happens all the time

Only in BF4, literally
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Post by NoRecoil Thu Feb 13, 2014 5:18 pm

64 people + one server with connections from around the world trying to connect to it = Any game with that level of graphics will have LAG

You dont know if that guy was 30000 or 3 k's away from you - ITS LAG
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Post by Envy The Best Thu Feb 13, 2014 5:41 pm

NoRecoil wrote:64 people + one server with connections from around the world trying to connect to it = Any game with that level of graphics will have LAG

Planetside 2, and looking at the stats for the Australian Server known as Briggs we see that at any one time during peak hours there are 300+ connections per faction at any one time. Bear in mind that in a large scale fight, there are 64+ players (multiplied by 3 per faction) in any single BF sized area. I'm not sure what you're trying to infer with "graphics", GPU processing has nothing to do with CPU networking calculations, proven by me turning down my graphics settings to a point where a laptop can run and still maintain network issues.

NoRecoil wrote:
You dont know if that guy was 30000 or 3 k's away from you - ITS LAG

With low pings of 29ms i would expect any sort of connection to result in MP experience significantly better than what exists in BF4. If you actually watched the vid i linked to you'd see that this even happens on LAN connected PC's running optical fibre.

What you're referring to as "lag" is client side hit detection at play. I can deal with that. I can't deal with players popping into existence (not spawning, we had E and D) to kill me while i'm behind them.
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Post by NoRecoil Thu Feb 13, 2014 5:49 pm

Envy The Best wrote:
NoRecoil wrote:64 people + one server with connections from around the world trying to connect to it = Any game with that level of graphics will have LAG

Planetside 2, and looking at the stats for the Australian Server known as Briggs we see that at any one time during peak hours there are 300+ connections per faction at any one time. Bear in mind that in a large scale fight, there are 64+ players (multiplied by 3 per faction) in any single BF sized area. I'm not sure what you're trying to infer with "graphics", GPU processing has nothing to do with CPU networking calculations, proven by me turning down my graphics settings to a point where a laptop can run and still maintain network issues.

NoRecoil wrote:
You dont know if that guy was 30000 or 3 k's away from you - ITS LAG

With low pings of 29ms i would expect any sort of connection to result in MP experience significantly better than what exists in BF4. If you actually watched the vid i linked to you'd see that this even happens on LAN connected PC's running optical fibre.

What you're referring to as "lag" is client side hit detection at play. I can deal with that. I can't deal with players popping into existence (not spawning, we had E and D) to kill me while i'm behind them.

Whatever.

Its a FIRST PERSON SHOOTER.
Meaning, sometimes....... You can get shot too.
If your worried about your KD go play COD
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Post by Envy The Best Thu Feb 13, 2014 5:55 pm

NoRecoil wrote:
Whatever.

Its a FIRST PERSON SHOOTER.
Meaning, sometimes....... You can get shot too.
If your worried about your KD go play COD

Whatever? I give evidence that what BF4 is doing is not extraordinary, link to in incredibly comprehensive video detailing just what is going on in BF4, and thats it? A whatever?

Its got nothing to do with stats, i don't mind losing in a fair fight, but i absolutely do mind when the game is so poorly designed as to create instances where the outcome of a fight depends not on skill, but entirely on luck? Throw it up to the universe and see where the chips land?

What if this happened in Forza, where you can easily see the guy behind you and you're given 2nd place? Would that not be at least irritating? Would you call that fair?
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Post by XYvSTUvYX Tue Feb 25, 2014 10:07 pm

Big update
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Post by XYvSTUvYX Wed Jul 02, 2014 9:29 am

I've got a rented server on this now let us know if you wanna be a admin
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Post by o MANIC o Wed Jul 02, 2014 5:10 pm

drifterstu wrote:I've got a rented server on this now let us know if you wanna be a admin

What's the server stu so I can add it to my favourites

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Post by XYvSTUvYX Wed Jul 02, 2014 11:49 pm

Added you manic ... Wasn't tonight a blast knife island and the death pit filled with smoke grenades and flares hahaha
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