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Frankly, this is just an exacerbated problem that all PC games have, and another reason why fast-paced MP games don't appeal to me. If things are done client-side, then you always hit what you're looking at, but your position as it appears to other players is lagging behind your actual position due to latency, so they can still shoot and kill you when you've just ducked into cover, because to them, you're still not behind it yet. On the flip-side, if its done on the server's side, and you have a lot of latency, you can aim and shoot directly at someone without actually hitting them, because, again, what you see is actually a few milliseconds in the past.
In the last-case he shows on the video, my assumption is that, the other player actually got first hit and in fact killed him before he shot. However, the latency issue meant his computer was delayed in receiving that info, and so his computer let him play out a situation that didn't actually happen in the server's world.
But yeah, there's definitely something bogging down the netcode for the game, because it should not be that pronounced.
200 is pretty damn bright, by the way. Considering the standard commercial flashlight is about 50 average.
I can see a day one patch, like most games nowadays... :\
I also unlocked the M320 Smoke Grenade launcher and I've got to say that it makes Rush so much more viable. And when I'm with a good squad, we can arm all of the M-COM's with relative ease. It's such a great tactic that I'm surprised I really haven't seen at all after seeing it a ton in BC2.
i unlocked the underslung grenade launcher, but i cannot find it in my unlocks for the life of me. i haven't looked very hard, mind, and am i even right in that is actually an underslung rifle grenade launcher, even though the picture depicts it with it's range-finder and butt? i would of preferred it as a stand-alone grenade launcher for supporting explosive fire, if just because it looks cooler.
DICE General Manager Karl Magnus Troedesson has made a blog post on Battlefields Official Website detailing why there are such an abundant amount of bugs throughout the beta.
[Direct Quote from Karl Magnus Troedesson]
We want to give you an overview of how the Open Beta is helping us shape a fantastic final game, what we are implementing based on your feedback, and how the Open Beta will help us deliver a robust gaming environment from day one.
The Open Beta is a true Beta
The Battlefield 3 Open Beta is based on software that is more than one month old. We need to test the new back end dedicated server structure we’ve built. Not only have we built a new game engine, but an entirely new back end system so that everyone can enjoy the benefits of dedicated servers on all platforms.
Just like normal procedure when releasing a game, the Open Beta has had long lead times due to testing, certification, and setting up. This means that the code you are now playing is actually quite early and not representative of the final game.
We had to do this in order to have as many people testing as possible, in order to ensure a top quality experience when the game is released. However, we’re confident in the Battlefield formula and confident that our fans will support us in order to make Battlefield 3 better.
Dedicated servers require dedicated testing
The biggest reason for running the Open Beta is to stress test our servers and back end. Already, we are seeing 6 times the number of simultaneous players in the Battlefield 3 Open Beta compared to the Beta for Battlefield: Bad Company 2! The fact that Battlefield 3 is clearly our biggest game launch ever by a magnitude of 6 makes it doubly important to test everything.
We are constantly updating the News section on Battlelog with information on what we are fixing from Open Beta to final. We appreciate your time and your feedback. The data and feedback from the Open Beta will not only directly affect the final game of Battlefield 3, but its future development and support.
We’re heading out on the road this week to let journalists experience all aspects of Battlefield 3. Stay tuned for their previews, and stay tuned for the final game on October 25th. The final game will look, play and sound better than the Open Beta. You have helped making sure of that.
Karl Magnus Troedsson
General Manager, DICE
No, it doesn't as far as I know.Does anyone know if equipping the ACOG sights on a sniper rifle also causes the glare? Might be a worthy trade-off if not, for maps where very long range is not a necessity like Metro.
Krynn do you think there is something Dice can do to fix or will we just have to put it with it?
Just like in the Video 'v been experiencing the same thing like getting shot after ducking to cover etc.
And I have a 45Mbit line :-\
I'm starting to think that any non-iron sights should give off glare, with the brightness/size scaled against the level of zoom the sights provide.
Only scoped-in snipers using scopes with magnifications higher than 4x. I think it's a great and novel mechanic actually.That's funny, as I was thinking the glare should be toned down massively. It's just silly being able to see someone who is fully obscured by thick smoke. Ironically, snipers are the most visible people in the game.
Karl Magnus Troedsson is such an awesome name.
I'm no programmer, but from what I know, it seems possible. I don't know what their code looks like obviously, so I don't know what kind of information or how much information its having to send back and forth from server to clients. Its possible they have some diagnostic code for testing purposes in there that will bog down the system, and that it will be removed for the final game. Its also possible there's some redundancy in it that's sending unnecessary information which slows it down, or some left-over code bits from old builds, etc.
The biggest question I have is how much information it needs to send around due to the new features like the destructible environment with physics based damage models on the rubble. If there's a lot there, then this may be a problem that's unavoidable without everyone on the server having an excellent connection with the server and low latency values that are under, say, 100ms.
Only scoped-in snipers using scopes with magnifications higher than 4x. I think it's a great and novel mechanic actually.
It forces snipers to not just sit there scoped in on a spot all day - it's much safer to watch an area with normal vision, and scope only when you are about to take a shot on a visible target. Snipers would be practically invisible otherwise - without the scope glint you wouldn't ever be able to see where the sniper firing at you is. As it is, if you scope just before shooting, the brief appearance of the glint combined with the suppression/damage effect is enough to obscure your position most of the time (at least for a few shots) before you relocate like any intelligent sniper.
Metro is already sniper heaven... no glint and I wouldn't bother even picking up the game, since the game would be all people prone in bushes in recon kits.