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PLAYERUNKNOWNS BATTLEGROUNDS Early Access Thread: This Is Battle Royale

MUnited83

For you.
Easy fix. Fix the tooltip. There's always going to be esoteric strategies in games that aren't readily accessible. In this case you can either let it remain esoteric or just fix the tooltip.



Oh yeah man. We're so pissed that the game is better. You and everyone who wanted a delay on drag-looting would have made the game worse, and we're lucky the devs didn't agree with you.

Considering the majority of the people that complained about the removal didn't give a shit about being fun or not and literally only wanted to have a dumb shitty advantage over others, yes, they are indeed pissed. Their whole "skill ceiling" is now gone.
Oh well, time for them to migrate to Destiny 2 I guess.
 
It's an unintended feature. Pretty sure they weren't actively designing the game so that drag and drop looting was not playing an animation. And the devs were changing it originally, so clearly they thought it was not working as intended.
Yeah he's flat out wrong, they acknowledged long ago that it was a bug...and of course it is, how do you defend that every action in the game plays an animation, except for drag-looting? How is that a fair mechanic? How does that make any type of sense that they would spend all that time making actions a risky endevour due to the associated animations... and then turn around and come up with a mechanic to bypass all of that and teleport items into your backpack?

If the bug inflicted any other action->animation it would be equally busted, for example how fair would it be if when you arbitrarily use tab-rclick instead of the hotkey to use a bandage, it skips the entire animation and instantly heals you. But of course there would be still be a group shouting that it's fair because everyone can technically use the same exploit.

Oh yeah man. We're so pissed that the game is better. You and everyone who wanted a delay on drag-looting would have made the game worse, and we're lucky the devs didn't agree with you.
...but they did agree with them, no one wanted a delay on drag-looting, they wanted one version of looting to not be completely trivialized by the other 2 methods of looting, and that's exactly what they've done by removing the animation for F-looting as well, now everyone gets the benefits of drag-looting until they can properly fix it in a way that feels fluid, and rest assured, drag looting will play an animation by the time the game releases.
 
is it a bug that there's no animation for putting on attachments or getting in/out of a car too?

It would be if there were three ways to attach a weapon, and the two primary methods of doing so played animations but a hidden method didn't for...reasons, or if there were muitiple ways to enter a vehicle with animations, and then there was an exploit that bypassed it entirely.
 

23qwerty

Member
bad examples when they could have added the animation to the drag looting this whole time but decided not to because they knew it was a bad idea :c
 
I don't even know how it's a matter of being a skill ceiling thing, it's just a goofy thing that's janky in use and kind of expected to be refined upon during its time in early access. It doesn't take skill to drag icons, sorry.
 

M.J. Doja

Banned
bad examples when they could have added the animation to the drag looting this whole time but decided not to because they knew it was a bad idea :c

Maybe the bug was with F-looting and right-click-looting in that you keep repeating the animation every time you press to pick up a new item.

Now the bug is removed and you will animate once to initiate looting process, and during this time you can loot as fast as you can click/drag/press.

So seems like everybody's happy now.
 

23qwerty

Member
I don't even know how it's a matter of being a skill ceiling thing, it's just a goofy thing that's janky in use and kind of expected to be refined upon during its time in early access. It doesn't take skill to drag icons, sorry.
no one said it did, just that it was better most of the time
 
no one said it did, just that it was better most of the time
In the sense that it's instant? I suppose if that's how you're gauging if it's better or not, but in terms of being appropriate is pretty subjective. If they removed bullet travel time and bullet drop, it would certainly make shooting "better" in the same respect, but I don't imagine that's the experience they're going for.
 
Considering the majority of the people that complained about the removal didn't give a shit about being fun or not and literally only wanted to have a dumb shitty advantage over others, yes, they are indeed pissed. Their whole "skill ceiling" is now gone.
Oh well, time for them to migrate to Destiny 2 I guess.

There was no advantage since everyone could do it. You can argue that it was perhaps esoteric but that is a problem with tooltips, not with the gameplay system.
 
... but isn't moving your mouse fast while still being accurate a skill?

But let's go with it's not a skill. Okay, so what? What does that change?
It's a skill for anyone who's ever used a mouse with any kind of proficiency. Really more of an accessibility concern than a skill one.

All it changes is any framing that this would be "lowering the skillcap" of the game or whatever by not being able to mash WASD while sucking up everything in the vicinity.
 

23qwerty

Member
In the sense that it's instant? I suppose if that's how you're gauging if it's better or not, but in terms of being appropriate is pretty subjective. If they removed bullet travel time and bullet drop, it would certainly make shooting "better" in the same respect, but I don't imagine that's the experience they're going for.
lootin' ain't shootin'
 
It's a skill for anyone who's ever used a mouse with any kind of proficiency. Really more of an accessibility concern than a skill one.

All it changes is any framing that this would be "lowering the skillcap" of the game or whatever by not being able to mash WASD while sucking up everything in the vicinity.

I think there were two separate arguments being made.

1. That it removed a skill differentiator, and
2. That it made the game feel worse to play

While argument #1 may be technically correct it's a pretty weak reason to disallow the change. #2 on the other hand was pretty damn true and seems to be the reason most (at least from Reddit feedback threads) want to see the change reverted.
 
I think there were two separate arguments being made.

1. That it removed a skill differentiator, and
2. That it made the game feel worse to play

While argument #1 may be technically correct it's a pretty weak reason to disallow the change. #2 on the other hand was pretty damn true and seems to be the reason most (at least from Reddit feedback threads) want to see the change reverted.
Feeling worse to play is a weird one because is it worse in that it simply takes longer? To go with my earlier example, bullet travel and drop make the shooting "feel worse", but they're part of the deliberate nature of the game. They could remove the acceleration from all vehicles and give them perfect handling as well, there are a lot of things that would make the game feel worse if we're going by the metric of raw efficiency, but does it fit the intent of the game? That's really up to the dev to ultimately put their foot down on, but given how the game handles otherwise and how it's more a reaction of the backlash to revert the changes they attempted, it seems against that intent present elsewhere.
 

Blizzard

Banned
Feeling worse to play is a weird one because is it worse in that it simply takes longer? To go with my earlier example, bullet travel and drop make the shooting "feel worse", but they're part of the deliberate nature of the game. They could remove the acceleration from all vehicles and give them perfect handling as well, there are a lot of things that would make the game feel worse if we're going by the metric of raw efficiency, but does it fit the intent of the game? That's really up to the dev to ultimately put their foot down on, but given how the game handles otherwise and how it's more a reaction of the backlash to revert the changes they attempted, it seems against that intent present elsewhere.
No, a video was posted earlier. It felt worse because the slowed speed actually made it less reliable in that items would fail to get transferred / equipped etc. It was glitchy.

I'm happy with both methods being faster. I like snappy user interfaces.
 
Feeling worse to play is a weird one because is it worse in that it simply takes longer? To go with my earlier example, bullet travel and drop make the shooting "feel worse", but they're part of the deliberate nature of the game. They could remove the acceleration from all vehicles and give them perfect handling as well, there are a lot of things that would make the game feel worse if we're going by the metric of raw efficiency, but does it fit the intent of the game? That's really up to the dev to ultimately put their foot down on, but given how the game handles otherwise and how it's more a reaction of the backlash to revert the changes they attempted, it seems against that intent present elsewhere.

Nah, the physically-based properties of the projectiles make the gunplay feel better, not worse.

Adding the delay to the looting made it feel worse.

The dev's get to mandate the intent of the game, and in this case they have made the right decision and listened to the playerbase. Nobody wanted a miniscule balance win in exchange for a huge playability loss.
 
No, a video was posted earlier. It felt worse because the slowed speed actually made it less reliable in that items would fail to get transferred / equipped etc. It was glitchy.

I'm happy with both methods being faster. I like snappy user interfaces.
Glitchy is one thing, a thing they can fix, but the matter (at least last time this happened as well) is more to having it be instant versus taking any amount of time to pick something up.

Nah, the physically-based properties of the projectiles make the gunplay feel better, not worse.

Adding the delay to the looting made it feel worse.

The dev's get to mandate the intent of the game, and in this case they have made the right decision and listened to the playerbase. Nobody wanted miniscule balance win in exchange for a huge playability loss.
We're probably playing different games here if the change either way is a huge playability issue.
 

Ayumi

Member
Tried the voice chat again... wow. The lobby voice chat is aids, but we had some funny encounters in the game. The NA lobby VC is actually disgusting, but AS isn't as bad (still terrible though). Seems to have tons of Malaysian/Singaporean kids.

But there was a creepy encounter with some stupid kids who tried to trick us into coming downstairs (yea rite), claiming they were unarmed. We talked to them in the house from the second floor for maybe 5 minutes (which included them asking us to undress and come downstairs naked), until we went full Rambo mode, ran down the stairs and killed them both.

Japan namba wan
 

JoeMartin

Member
Feeling worse to play is a weird one because is it worse in that it simply takes longer? To go with my earlier example, bullet travel and drop make the shooting "feel worse", but they're part of the deliberate nature of the game. They could remove the acceleration from all vehicles and give them perfect handling as well, there are a lot of things that would make the game feel worse if we're going by the metric of raw efficiency, but does it fit the intent of the game? That's really up to the dev to ultimately put their foot down on, but given how the game handles otherwise and how it's more a reaction of the backlash to revert the changes they attempted, it seems against that intent present elsewhere.

Adding depth to gunplay via ballistics is hardly the same as purposely engendering clunkiness in the interface.

Looting is already boring so this at least smooths the least interactive portion of the game; perhaps more importantly, when dropping hot in a game the last thing I, (and I would guess) most other people want is to fight the loot interface and its inconsistencies instead of other people - that just mounts frustration on what should be a seamless mechanic in the game.
 
Nope, playing the same game. Most (vocal) players tend to agree that it felt awful: https://www.reddit.com/r/PUBATTLEGR...ickup_is_being_reverted_to_how_it_used_to_be/
Vocal types in gaming communities tend to be hyperbolic as well.

Adding depth to gunplay via ballistics is hardly the same as purposely engendering clunkiness in the interface.

Looting is already boring so this at least smooths the least interactive portion of the game; perhaps more importantly, when dropping hot in a game the last thing I, (and I would guess) most other people want is to fight the loot interface and its inconsistencies instead of other people - that just mounts frustration on what should be a seamless mechanic in the game.
It's not entirely a matter of interface, it's an interaction within the world and one where it seemed their idea was to add the delay to the pick-up to go along with eventually wanting some animation grounding in everything.
 
Vocal types in gaming communities tend to be hyperbolic as well.

Well the game is in Early Access and they're actively encouraging feedback. How else would you expect people to show feedback? Making a frowny face in front of their monitor every-time they tried to drag-loot and something they dragged magically didn't make it into their inventory?
 
Well the game is in Early Access and they're actively encouraging feedback. How else would you expect people to show feedback? Making a frowny face in front of their monitor every-time they tried to drag-loot and something they dragged magically didn't make it into their inventory?
It's exactly how I expect people to give feedback, but it's also not something I'd interpret entirely at face value as making mountains of molehills is something gaming communities are wont to do -- which is to say I do believe people would find it less ideal, but the gravity being attached to it is something I don't.
 

Blizzard

Banned
Glitchy is one thing, a thing they can fix, but the matter (at least last time this happened as well) is more to having it be instant versus taking any amount of time to pick something up.
Think about how you would implement that in software though. For example, someone quickly clicks and drags two items. Or, someone double clicks two items quickly.

At this point you can handle things in a few ways.

1. You ignore the second drag or second double click completely. This feels glitchy, because you input two commands but only one thing happens. You have to train yourself to use a GUI extra slow because otherwise it appears to glitch out and lose what you requested. (This is similar to what they did if I recall correctly.)

2. You process both commands in order, but if the player tries to leave the screen, you cancel the currently animating command. This again feels glitchy, because it feels unintentional to use a GUI, close a menu, and be punished because you closed it too soon.

3. You process both commands in order, but you don't let the player leave the screen until they finish. This feels arbitrary, and is the reason players don't use 'F' for looting to begin with. Doing this without freezing the UI is probably sort-of-best they could do, but it might still feel laggy if you're trying to close the menu with Escape or something.
 
Not so sure. Grimmmz probably drags items faster than the vast majority.

Or would you disagree with that?

With a delay he would be just as fast as anyone else.
I honestly don't believe he'd be faster than anyone else intent on dragging icons quickly with it being one of the most basic skills for anyone familiar with using a visual interface, or that it really makes much of a difference to his play either way.

Think about how you would implement that in software though. For example, someone quickly clicks and drags two items. Or, someone double clicks two items quickly.

[...]
Would you say that the current state of recovery items are glitchy?
 

Blizzard

Banned
I honestly don't believe he'd be faster than anyone else intent on dragging icons quickly with it being one of the most basic skills for anyone familiar with using a visual interface, or that it really makes much of a difference to his play either way.

Would you say that the current state of recovery items are glitchy?
I think the user experience is awkward for healing items if using them from the menu. I'm not sure I would describe it as glitchy, but I am afraid to move or pretty much touch anything while a healing item is in progress, so in that sense I suppose I am afraid a glitch might happen.

Now that I've answered your question, please answer in return: Which approach would you recommend to speed-limit loot pickup? One of the above that I listed, or something different?
 
I think the user experience is awkward for healing items if using them from the menu. I'm not sure I would describe it as glitchy, but I am afraid to move or pretty much touch anything while a healing item is in progress, so in that sense I suppose I am afraid a glitch might happen.

Now that I've answered your question, please answer in return: Which approach would you recommend to speed-limit loot pickup? One of the above that I listed, or something different?
I ask because it's just a matter of interface familiarity rather than being glitchy, to that end it could work similarly but in respect to looting in terms of seeing the progress, cancelling out of it, etc.
 

Blizzard

Banned
I ask because it's just a matter of interface familiarity rather than being glitchy, to that end it could work similarly but in respect to looting in terms of seeing the progress, cancelling out of it, etc.
Hmm, I see what you mean. You're suggesting healthkit style feedback? Maybe that could work.
 
Sorry, I just feel vindicated :)

No you're just trying to gloat over something not worth gloating about. This is a TEMPORARY thing while they figure out how to make it balanced.

Quit being so damn smug over nothing worth it, it's obnoxious. You aren't "vindicated" because a whole bunch of people threw a tantrum over a 1/2 delay over an animation in a video game to the point where the devs figured it wasn't worth the headache.
 

DGSPnevVoAAR6-k.jpg:large
 

insin

Neo Member
It's not even an us vs. Them: Let's Die on This Hill Edition issue - everybody has to use the looting UI when looting a downed player and it was temporarily made worse on the test server.
 

Cc23830

Member
I love this game, but it's hard to play it when you crash nearly every other game. Patch notes said that they corrected some of the crashing issues, I hope my problems are resolved because this is getting old now.


Is this a thing? I have 20ish hours with no crashes, and just once it popped up with network lag and disappeared almost instant. I use an i3 / gtx 750 as well so if anyone's is going to crash on a low spec pc it would be mine?
 

Daffy Duck

Member
Is this a thing? I have 20ish hours with no crashes, and just once it popped up with network lag and disappeared almost instant. I use an i3 / gtx 750 as well so if anyone's is going to crash on a low spec pc it would be mine?

I've had 55 hours with two crashes, and that's it.

Must be just lucky.

Update is rolling out now. 5.3Gb.
 

Brakara

Member
I've had 55 hours with two crashes, and that's it.

Must be just lucky.

200+ hours and no crashes here.

I think it struggles if your settings are too high for your PC. My friend with an older i5, GTX 970 and 8GB RAM had it crash on the third game, while I (with an i7, GTX 980 and 32GB RAM) has yet to experience a single crash.
 

Brakara

Member
Isn't the drawback of quick looting with TAB not being able to see around you?
Now they have to delay it too, smh.

They didn't delay it, so stop syh.

Also, everybody who uses F to pick things up looks down on the floor all the goddamn time which drives me crazy watching streams like Giant Bomb, Waypoint, Will Smith, Gary Whitta and other "non-pros".
 

Lemonte

Member
Isn't the drawback of quick looting with TAB not being able to see around you?
Now they have to delay it too, smh.

Not really... You are forced to look at the ground with F looting. With tab looting you can look which ever direction you want.

edit.
uh.. Gamescom crate starts at 1200bp
 

Dmax3901

Member
Ok so I'm in Australia and just tried a game on NA servers to try out FPP and it was fun although I didn't see many people. There were like 30 left then I got a headshot with my Kar, felt good.

Then my audio went all weird like it was lagging or something? Staticy as well then before I know it I had my brains blown out, didn't hear them come up behind me.

Was this just a bug or is it possible to hack someone's sound so they can't hear you approach? lol

I also could've sworn I kept hearing phantom footsteps the whole match.
 
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