That level of expertise seems above the ability of this current team.Originally Posted by Steven527 Go to original post
"Games as a self-service", in no time we'll be expected not only to playtest their game but to actually design it for them, at a loss obviously, to everybody but Ubisoft.Originally Posted by Steven527 Go to original post
Their incompetence is at this point AWESOME to me.
this is exactly what I would expect if there were complications erasing code. Replace all the random files that go off upon death with one file that has absolutely nothing in it.Originally Posted by Steven527 Go to original post
I'm no expert programmer and the knowledge I have is more web based but I refuse to believe they couldn't figure this out and what's worse, they have it in the patch notes as being fixed. It's really not. You shoot enough people in the head and you realize the issue persists or at best was taken down to a grunt or gasp on death.
It is mind boggling they can’t fix it. I have to wonder if the team doing maintenance is new to the game and not the same team that developed it initially. That’s the only thing that makes sense.Originally Posted by Gmoneymozart Go to original post
One guy I head shot was literally still yelling that he was under attack after his body hit the ground. I looked around expecting to see someone else and there was no one.
But the hoops I had to jump through, just to get playing seem to indicate there are major issues with Uplay as well. All that app needs to do is download updates and launch the game, yet it can’t do either of those reliably. That’s equally baffling to me.
And not properly migrating a users settings from one version to the next? That’s completely unacceptable. How do they get away with this? If we shipped a version of our product that did not properly migrate settings when doing an update, we would be out of business in short order. It is just not even fathomable. Yet Ubisoft gets a pass on this because there are so many worse issues. Unbelievable really.
Most likely, a common tactic in the AAA industry is after a game studio finishes a game, that entire team that developed the game is either A.moved to a new project or B. Outright fired, and a new team takes over for post launch.Originally Posted by Virtual-Chris Go to original post
It's a different engine, but audio playback is typically a one liner. Even in GoldSource, a 21 year old engine it's just one function call:Originally Posted by Stomp0nMybaIls Go to original post
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
And that only looks complicated because it's an audio system written in C and originally exposed to a custom scripting language before being ported to C++ and exposed to another dll. Commenting it out disables the sound, so does replacing the file with an empty one but it's probably referenced by other code for non-headshot deaths and getting non-fatally shot.
It's much more likely that the sound is being played by an animation event to make it play on death, or perhaps listed in some sound script that lists the set of sounds to play for a given event for a given type of NPC.
That's all easy to change though, i don't see why it's so hard. But then it took them years to fix the G33 animations and the zoom level HUD icons being reversed so maybe it's just low on the list of priorities.
Yeah good point, with them trying to balance trying to fix old bugs, work on roadmap content like deep state and the new battlepass, work on the unintentional content like immersive mode, and fix the new bugs, they're a little swamped.Originally Posted by solokiller Go to original post
Usually a good wine can help overlook the annoyances in a game like this. But you would have to be high on jet fuel to get past the issues with this gameOriginally Posted by Steven527 Go to original post
And yeah, the changes to the belt are another baffling decision.