Efter weekendens Call of Duty: Black Ops IIII Blackout beta er Treyarch nu klar med en omfattende tilbagemelding omkring alle de ændringer, som de implementerer inden spillet lanceres til oktober.
Efter en på alle tænkelige måder positiv betatest af Call of Duty: Black Ops IIII’s battle royale mode Blackout, der blandt andet fik Activisions aktie-værdi til at skyde i vejret, har udviklerne hos Treyarch lavet en ganske omfattende post på reddit omkring betaen.
We hope you’ve enjoyed the Blackout Beta as much as we’ve enjoyed playing it along with you. Armed with your incredible feedback, we continued to update the Beta throughout the week and will keep listening as we improve the game in time for launch. That’s what betas are for, after all.
With the Beta wrapped up and everyone counting the days to October 12th, we’d like to take this opportunity to look back at the biggest feedback items that came from the community and provide some deeper insights into what we’re doing to improve the game, just as we did following the Multiplayer Beta.
Treyarch fokuserer først og fremmest på fire aspekter i de kommende justeringer. Armor, lyd, inventory og så performance.
Armor kommer i tre niveauer, og det er især Armor Level 3, der bliver tilpasset. Spawn frekvensen bliver sat ned med hele 75%, og den vil nu findes primært i Supply Drops og de store “Stashes”. Den vil dog stadig forekomme som almindelig spawn, bare langt mindre frekvent. Beskyttelsen fra Armor Level 3 bliver også nedsat, da mange følte, at den var for god.
Lydsiden bliver også justeret, hvor især fodtrin fra venner og fjender trængte til lidt tilpasning af volumen. Ledeffekter fra fragtflyet, knytnæveslag og nedtællingen bliver også tonet lidt ned, hvilket er ganske velkomment. Det er sjældet at et slag rent faktisk larmer mere end et skud fra en 50. kaliber riffel.
Opsamling af udstyr fylder ekstremt meget i de fleste battle royale-spil, da alle starter uden våben og udstyr. Derfor kommer der også en del tweaks til Blackouts “opsamlings-system”. Det skal dog siges, at dette allerede var ekstremt strømlinet og velfungerende i betaen (i hvert fald på PC’en, som jeg spillede).
De kommer også til at kigge en del på performance, hvor der vist var lidt knas med Xbox One-udgaven i forhold til screen tearing og lidt ustabil framerate i firemands-spiltypen.
Vi har sakset alle informationer fra reddit og lagt det herunder. Spillet udkommer den 12. oktober til PC, Xbox One og PlayStation 4.
Armor’s role in Blackout is inherently unique compared to its role in MP. You only live once in Blackout, and you’re rewarded for scavenging in areas that often put you in perilous positions, especially as the Collapse gets smaller in the late game. For this and other reasons, we’ve been cautious about making sweeping changes to the way Armor works, though we’ve made some tweaks during the Beta and continue to evaluate how Armor will work at launch.
Every Item in the game, from Armor to Weapons to Perks, is constantly re-evaluated to ensure they fit in the correct place in the game’s meta. You can expect Armor to be tuned multiple times as the game, and the gameplay content, evolves over time.
Some changes to Armor since the start of the Beta include:
Spawn frequency of Level 3 Armor has been reduced by 75% compared to its initial spawn rate in the Beta.
Level 3 Armor will now most frequently be found in Stashes and Supply Drops, though it may occasionally spawn in the world.
Level 3 Armor now breaks sooner and passes more damage to the player wearing it, and still offers headshot and other types of damage mitigation. We’ve heard your concerns that Level 3 Armor was still perhaps too powerful by the end of the Beta, and will be evaluating the data to see what other tweaks may be required.
Level 2 Armor was also minorly adjusted during the Beta and will potentially be tweaked further in time for launch.
Players will see an indicator of the condition of their own Armor, and those of their teammates, in the HUD. This provides a more granular indicator of the damage that your Armor has taken beyond the Armor icon and will let you know if it’s time to seek out a replacement.
We saw several reports of footsteps sounding louder or quieter than expected, and not always being able to tell the direction enemies were coming from. Others reported an uneven balance of footstep volume between teammates and enemies. We’re on it. Improvements to how audio will work at launch include:
Sounds will be properly impacted by walls, floors, ceilings, and other objects in the world. This means enemies directly above or below the player should no longer sound louder than expected.
The volume of the cargo plane, punching, game countdown timers, and everything else you’ve brought to our attention (and many things you have not) will be reviewed in-depth as part of that process. The game has not yet had its final audio mix.
Teammates’ footsteps will be quieter compared to enemy footsteps.
The Awareness Perk will further reduce the loudness of the footsteps of your teammates.
All audio presets will be available at launch in the Options menu. Audio presets can make a big difference, and we offer many choices for those who play with headphones or surround sound.
Inventory & Item Management
On the first day of the Beta, the community almost unanimously asked for faster Item pickups. As a result, we made pickup speed as fast as possible while still protecting players from accidentally picking up an Item when attempting to reload.
Console players have asked for an option in Settings to allow them to tap a button to instantly pick up an Item. We like this idea a lot, and want to be sure we get it right and test it thoroughly.
The Quick Equip menu can be fantastic for making Inventory adjustments quickly, but could also get in the way of picking up Items, opening doors, or entering vehicles. We adjusted the Quick Equip menu so it automatically closes after a few seconds with no interactions. We are also looking into the feasibility of closing the Quick Equip menu if the player performs other actions such as firing a weapon, changing stance, starting a Sprint, etc.
We’ve already improved the proximity and height at which you can interact with Items on the ground so you don’t have to look down at that Item so precisely. It’s being tested now and is very likely to be in when the game comes out.
Last but not least, we are creating designs for other “quality of life” improvements to these very important game systems including, but not limited to:
Evaluating options to improve the Stash interface when looting enemies and containers on console.
Adding a new method to allow you to quickly remove all Attachments from a weapon.
Incorporating a way to swap Attachments between Weapons, if both Weapons support the same attachment.
Xbox One Performance
We saw some reports of screen tearing and choppiness when playing in Quads on Xbox One, and we’re investigating. There are two specific issues that we have pinpointed on Xbox One that will be fixed for launch:
Fix for issue where pressing the Xbox button would sometimes cause the player to lose controller input and have to restart.
Inviting friends to your party will work as expected (not only through the in-game Social menu).
And finally, we’ve got some fun Beta stats to share. While the (very unofficial) numbers, Mason, are still coming in across all platforms, we’ve poked through the data to find some of our favorites to share:
Players eradicated 7.5 million Zombies. Don’t worry, there’s plenty more where those came from.
Squadmates were revived 26 million times. Thanks for being team players.
3.3 billion Items were picked up. That’s “billion” with a B.
Over 64 million Stashes were spawned. That’s a lot of loot.
The longest Combat Axe kill distance was 213 meters, or about 698 feet. Well done!
Players managed to eliminate 123 people with a basketball. Is ball still life?
Most kills by an individual player:
Most kills by a team: