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Blond3r

News zu Battlefield 4

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CTE: Final Stand Pre-Release "Giants of Karelia" now available!

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Hier mal ein Fazit von uns zu dem Final Stand CTE. Wir haben in den letzten tagen ne Menge gespielt und haben das alles mal zusammen gefasst. Schaut einfach mal rein, ihr werdet es nicht bereuen ;)

 

Viel Spaß!!!

 

 

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The Teamplay Initiative (@ CTE)

 

BACKGROUND
Today we start working in the Teamplay Initiative. The goal of this initiative is to make objective and team oriented play more desirable and understandable.
We have identified a short list of tasks which we aim to be part of Final Stand release (which is coming up fast) – but also have a longer list of identified improvements for release post Final Stand.

 

FINAL STAND RELEASE
For this release we are focusing on a small set of initial tasks:

  • Gameplay objective scoring v1
    Make playing the objective more desirable
  • Health & ammo pack re-balance
    Change cooldowns in combat and look at points given out through these gadgets
  • Fix for Neutral/Friendly roadkills exploit & getting killed by own vehicle
    One solution for both these issues.
  • Distance Spotting changes
    Make spotting more precise, not automatically spotting big groups of enemies at a distance.
  • Footstep sound improvements
    Improve on footstep sounds being more audible in the game for enemies
  • Random callout cleanup
    Move some of the combat chatter to team only (so your soldier don’t randomly give away your position)

These might not all look to be directly connected to teamplay or objective play – but they indirectly affect this kind of play in a negative way in our opinion.

 

FUTURE RELEASE – TASK LIST
Our list of PROPOSED changes has been put together based on what we internally think would be the best places to start changing the way we play objectives in this game.

We will post more details about our high level thoughs in coming updates this initiative.

We are looking for your feedback on this list – and would like to know what your top items are, both based on this list and new items, post your thoughts in the Teamplay Initiative Forum. 

This is our current list of items, note that this list is far from complete and bound to change several times during the initiatives lifespan:

  • Gameplay Objective Scoring v2
  • Field Upgrades 2.0
  • Squad Leader & Commander communication
  • Intra Squad Leader communication
  • Squad Leader selection
  • Squad Respawns
  • Commander UAV
  • Teamplay Vehicles
  • Objective play tutorials & Personal Objectives
  • Kit usage/Summary on spawn screen
  • UI & HUD Objective Clarity pass
  • End of Round UI – Winning/Objetive team oriented update
  • Your idea
    As stated looking for your ideas in this area – and would very much like your input on how you think we could promote objective and team play – please tell us your ideas in the forum!
    This feedback will be helping us prioritize our decisions, and your ideas might get realized during this initiative!
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Hier ein Video, dass die Inhalte des Herbst-Updates zusammenfasst:

 

 

Ich finde eine ganz gelungene Übersicht, für alle, die in Kürze eine Übersicht haben wollen.

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Zumindest wenn man nur die gröbsten Änderungen wissen möchte ^^

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http://cte.battlelog.com/bf4/news/view/final-stand-beta-patch-1-152775/

 

Final Stand is now in Beta, and we are testing the beta build here on the CTE!

Your feedback from the Pre-release has really helped shape this pack, and we will be highlighting some specific cases for you in this update!

FINAL STAND BETA TESTING

As Stated, we are officially in Beta status for Final Stand – this means we are in the final stage of development, and looking for critical/game breaking bugs.

We are also going to utilize this second pass playing the Final Stand maps to stress test both server and client performance. There are several phases to this testing, which will be explained as we go. Stress testing of the server (and client) is not a PC only thing, this step really helps us trim the servers for all console platforms as well!

Final Stand maps will be made available on our servers from today until Sunday, with an optional extension Monday-Tuesday next week.

COMMUNITY FEEDBACK

This is the first time we have tried pre-releasing content on the CTE, and we feel it has been immensely helpful. It’s definitely something we will continue doing in the future. These are the areas where your specific feedback was extra helpful:

  • The sheer amount of testing hours and community issues found

The amount of testing hours through the CTE and community combined with constructive feedback and issues reported – gave our QA team a huge pile of really good data. In many cases issues were reaffirmed (we knew about them), but you guys also found lots of things that haven’t been bugged before!

  • Gameplay feedback

We got loads of feedback on how the maps played, how you could exploit particular things to get ahead, etc. This helped us decide on what kind of changes to make and what to focus on first.

  • Gadgets, Vehicles and Battlepickups

In the detailed per-item feedback for all the new toys in Final Stand found several large issues that would have been very hard to cover the breadth of without CTE testing. For instance the exploit with the auto-spotter and vehicles was found, reported and fixed due to this!

The Final Stand team wants to give you all a BIG THANK YOU!

PATCH CHANGES Since last update (yesterday) we have fixed a whopping total of ~500 bugs! These are the notable changes in this patch:

  • Snowmobile

Fixed issue with handlebars not changing position correctly

Fix for animation issue upon entering vehicle from prone position

Second seat positions now placed correctly

  • Stability improvements

Fix for a common EOR crash

  • Customizable weapons menu

Fixed issue where primary and secondary weapons looked overbright in menu

  • Controller fixes

Fixes several issues with alternate stick layouts and button layouts

  • Interior Minimap

Now correctly switches to indoor minimap upon entering base portions of all maps

  • Updated Frontend background

Final stand Operation Whiteout vista now replacing the Dragon’s Teeth alley

  • XD-1 Accipiter

Now properly sounds as scary as it is

Made “floaty”, harder to control

More feedback when taking hits or low on battery (screen fuzz, beeping, oscillation)

Improved 3p camera

  • HT-95 Levkov (Hover Tank)

Elevation meter in HUD now properly functions

Soflams & AA-mine now properly explodes by driving over them

Updated sounds (specifically at a distance)

Improved recoil animation

Improved Controls & Camera position

  • Rorsch (Railgun)

Reload sounds now correctly plays in both 1P and 3P

Shell casings eject timing improved

Fire sound now louder vs other weapons

Fixed issue with railgun HUD after exiting vehicles

Improved HUD delay to better match actual timing

Added tooltip for railgun usage (first pickup)

Will no longer 1 shot air vehicles

Improved projectile speed for more accurate shots over extreme distances

Improved visibility of projectile and impacts

Explosion no longer damages vehicles, must be a direct hit

Reduced radius of one hit kills on soldiers while increasing the radius of non-lethal damage

  • Schipunov 42 (Stationary “Scrub Cannon”)

Fix for killcard issue when exiting quickly

  • DS-3 Decoy

Now has a short delay before activating giving you time to move away from it Can now be thrown 50% farther

Audio improved

  • Quad bike
Reverse torque now lowered a tad

All Final Stand maps

  • Fixed occlusion, clipping, texture, destruction, believability, small scale destruction, levolution and gameplay issues

Several issues & improvements in all four maps (too numerous to detail here)

  • Final loading screens

Loading screens updated

  • General performance improvements

Improvements to effects, rock formation, memory usage etc

Final mixing for all four maps

  • Gamemodes
All base game game modes + CTF implemented Operation Whiteout
  • Domination flag

Fixed issue where C flag was floating

  • Tire tracks improvements

Now looks and behaves better

  • Footsteps

Now sounds like walking on snow

Hangar 21
  • Pod Launchers

Final art in the game

Launch sequence: No longer visible if another user activates pod at the same time/slightly after

Correctly detonates M2 Slam mines

Now kills enemies on impact

Pods explode on impact with the ground, soldier is ejected

Hud added with countdown to launch (like railgun)

Pods now auto fire after a set time to prevent people from hiding inside one

Pod 3p camera sensitivity improved for controllers

  • Elevator exploit

Fixed issue where players get stuck in wall able to shoot opponents

  • Cloud visibility

Clouds darkened in relation to moon

  • Smoke grenades

Fixed issue with collision in water in south part of the map

  • Hangar doors

Now properly destroys vehicles too

Giants of Karelia
  • Raining indoors

It no longer rains inside the walker base

  • Objective C: Attack helicopter

No longer spawns inside helipad exploding

Hammerhead
  • Snowing indoors

It no longer snows indoors in the sub base

  • Fixed impregnable glass portions

Now correctly lets bullets pass through glass/break glass at objective B

  • Breakable ice

Breakable ice now functions as intended in sub base

FEEDBACK

Since being in beta means we are doing final testing on the Final Stand maps before we wrap up this expansion – we are very interested in finding any game breaking issues or performance problems.

We are going to run the Final Stand maps in Conquest large to fill up our server instances – we need good data on server performance and stability.

Please post your feedback in the newly opened Final Stand Beta forum:

Open Final Stand BETA Forum

 

 

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Portierung zu iOS - TechDemo - Entwickler Studie

 

battlefield_4_ios1.jpg

 

 

DICE has been able to successfully port parts of Battlefield 4 over to iOS, the developer has revealed.

 
While DICE stresses that the project is only a tech demo, the first screenshots of the shooter running on a tablet were revealed earlier this morning showing the game's Rogue Transmission map rendered on iOS.
 
"It has been quite a challenge [to port Battlefield 4 to iOS]," said Frostbite Go's program manager Kristoffer Benjaminsson. "To handle dynamic features such as destruction or moving light sources, most things in the Frostbite engine happen in realtime. This puts extra demand on performance to be able to deliver large, highly detailed worlds with superb visual quality. We were making great progress feature-wise, but hardware and software limitations forced us to either scale down the number of objects and their complexity to retain visual fidelity, or accept lower visual fidelity to cope with a larger number of objects.
 
"This all changed when Apple introduced Metal, their new low-level graphics API, which allowed us to make full use of the hardware. Together with the latest range of hardware, Metal has created possibilities previously out of reach and for the first time we can include both high visual fidelity and a large number of objects."
 
And there's still room left over for further improvements, too, Benjaminsson adds.
 
"There is still much to do," he continues, "but we're very happy with the results so far. It's a great feeling porting a system, get it running, and discover that there's actually performance left. Even though we have much room for performance improvements on our end, we're pleasantly surprised of the performance we're getting from the hardware."

 

Quelle: http://www.videogamer.com/ps4/battlefield_4/news/dice_has_been_porting_battlefield_4_to_ios_2.html

 

zur Erinnerung es gab auch schon mal eine "Portierung" von BF3, die meines Wissens schnell wieder vom Markt genommen wurde

 

Bearbeitet von renesweb74
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auf Battlelog Rang 131 eingeblendet - das nächste DLC dürfte nicht mehr weit sein ;)

 

 

post-33661-0-70974400-1415702292_thumb.j

Bearbeitet von renesweb74
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Das deckt sich mit dem was vor kurzem in der CTE im Changelog stand:

 

We are adding back the Final Stand BETA performance & netcode improvements which now also includes a potential fix for the wrecks and ragdolls staying around forever!
Note: These changes did sadly not make it into Final Stand release.
...
...

 

Wird wohl heißen das Final Stand intern in die finale Phase gegegangen ist. Dieser Log wurde vor fünf Tagen veröffentlicht.

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Angeblich ja am 18. Würde auch zu dem bisherigen Dienstag passen.

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