Opt In Update 9/3/2015: Thoughts

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  • Bam4DBam4D Posts: 976Player
    edited September 2015
    Super6*1 wrote: »
    They ought to bring back the bft with terrain texture and player names on there. The other feature I liked from AA3, was that the minimap was zoomable, and there was also a bind to hide the names from the dots on the minimap/bft, if they got in the way. I think there's enough diversity in uniform design from opfor to friendly that we really don't need giant tags above everyone's heads.

    AA3 had a great Mini & Full toggle.. which furstrates me so... knowing they can create greatness.

    The sounds are becoming so sweet... like AA3 love hearing the casing fall on different material when single firing.. hearing a casing land in water makes me scream like a girl... Kinda like when I took-down DOBA & Wonkss back to back now that was high pitched screaming, but it came from them in stereo. :o

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  • Keebler750Keebler750 Posts: 3,621Player
    Wait......there's a sound for a casing landing in water?????? I have to go check that! I had a report it was missing!

    :+1:
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  • MrKrabbsMrKrabbs Posts: 4Player
    Whats the reasoning behind not showing pings of other players?

    There was a lot of harassment and abuse happening based on the ping of users.
    Now you are still able to see your own ping and make your server choices accordingly, but on Official servers you will be unable to see other's ping.

    Private server admins can use a command to see all connected users' pings, and can still enforce any ping rules they want on their servers.

    We were just seeing too much vote kick and verbal abuse on our Official servers based solely off of ping.

    Then have it as an option for non-official servers to have a ping displayed.
  • Bam4DBam4D Posts: 976Player
    edited September 2015
    Keebler750 wrote: »
    Wait......there's a sound for a casing landing in water?????? I have to go check that! I had a report it was missing!

    :+1:

    Ohh my it lands and sounds different on so many things... love it, the little things make a game BIG!! Like they should have left the secure untie save in... what intense moments that created much better than this countdown...to med.

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  • .6ix.AliGator.6ix.AliGator Posts: 165Player
    edited September 2015
    The graphic for the M68 is the same in open to now with one exception, it is a bit smaller.
    Whiplash27 wrote: »
    I don't hear anything anymore. Last opt-in I could hear grenades being pulled, I could hear footsteps. Suddenly I hear none of that.

    No sound changes were made.

    Maybe not this update but last update there was some huge changes to sound. Like footstep distance etc.. Just tried the latest update the sound of what you hear seems to be nerfed even more than previous and also the game feels very very choppy now. I'll just come back at full release and try it because I am very unhappy with current opt-in build. Good luck on future guys.

    No significant changes are planned for audio.

    I have to somewhat agree with colts here. I sometimes have the ability to hear people across the map clearly, other times I can't hear the guy running around 2 ft from me. Maybe I will make a video clarifying this, but I don't think there is anything realistic about me being able to hear across the map OR not hear a guy 2 ft from me. This is just something for you to guys look internally, maybe there is something wrong with our sound and its not the game...who knows.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    I was in a server today and heard some guys saying the same thing. That sounds that are close to you either sound the same as ones that are far away or you don't hear them at all. I find it to be the same. Two opt-ins ago I think did it best.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Bam4DBam4D Posts: 976Player
    Truth, i've heard mystery stuff as well..

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  • ryZen^ryZen^ Posts: 84Player
    Sounds lack consistency in it's current stage. It's almost as if the devs are trying to create a sub guessing game on where enemies are so we aren't 100% reliant on sound. A more straight forward approach (even if it means being more simplistic) to sound will suffice for this game.
  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited September 2015
    Got killed again today because a name tag was over a downed player when there was an enemy right over him. Thought it was a friendly, didn't shoot, got killed.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Bam4DBam4D Posts: 976Player
    Min HUD my friend, Min HUD.... less is more.. forget the score. Immersion train your real self..

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  • ddra-ddra- Posts: 455Player
    edited September 2015
    Was in crossfire bomb room behind the box leaning to yellow room. Enemy apparently crouched across the South bridge and shot me in the side. Even tactically crouching I should have heard him from that distance.

    Saved the shadowplay, absolutely no sound from him.
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  • Bam4DBam4D Posts: 976Player
    Was in crossfire bomb room behind the box leaning to yellow room. Enemy apparently crouched across the South bridge and shot me in the side. Even tactically crouching I should have heard him from that distance.

    Saved the shadowplay, absolutely no sound from him.

    Tactical should be near silent and very slow. Which i think it is. But a little weight creak, sometime I hear the stair creak someone sneaking up. Does seem to be a rear blind spot... could be wrong.

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  • super6-1super6-1 Posts: 100Player
    Also, said before, but you should automatically enter tactical stance when you scope in, also as in AA3... IMO... no sense in having tactical, but also a quasi-tactical when you're just scoped. If scoped is supposed to be more accurate and the opposite of unscoped, and we should do it more, then tactical should be part of it.

    Also, could just be lack of experience talking here, but average suppression makes it extremely difficult to do anything against an enemy who's anywhere beyond 10 yards away when you're backed into a corner and your only option is to fight it out. I'm okay with some aim punch/flinch, but the screen blurring as much as it does seems a little too much.

    As far as sounds go, weapon sounds at range lack the acoustical perfection that they had in AA3, but that's small beans compared to the current audio inconsistencies. Played a little AA3 today and those sounds were incredible. 2nd to none of almost any other FPS I've ever played. However in PG I really appreciate the sound of incoming rounds impacting around you; it sort of has that Saving Private Ryan touch.
  • [GP]Giant[GP]Giant Posts: 3Player
    edited September 2015
    For me it fine for so far...
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Anyone else feeling like headshots are way more common than in open beta?
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Not really ..whenever I played on servers with no revive on headshots it always felt like a lot of HD happen
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    SSKnecabo wrote: »
    Anyone else feeling like headshots are way more common than in open beta?

    About the same. Just that when you play with better players, they tend to aim for the head more.
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • Keebler750Keebler750 Posts: 3,621Player
    I've dubbed headshots "The Off Switch." :)

    I'm doing them more...not because the game is easier, but because I've stopped my prior Real Life training of aiming for center mass.
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  • SSKnecaboSSKnecabo Posts: 2,721Player
    Compared my stats, 10% higher hs rate than in open beta.
  • Keebler750Keebler750 Posts: 3,621Player
    Did you start out open beta with really good stats? I found the way I play now is WAY better than when I started Open, so the first stats drag me down....in the Opt In my stats look better because they are more currently a picture of how I'm playing.

    ?
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