http://www.escapistmagazine.com/news...-Battlefield-4
Citat iz članka - From the aforementioned email: "Among the first things we will work on is the 'Netcode,' which is what the player experiences with the game world including player-to-player interactions like damage registration. This involves tweaking to the 'tickrate' servers and networking in general."From the aforementioned email: "Among the first things we will work on is the 'Netcode,' which is what the player experiences with the game world including player-to-player interactions like damage registration. This involves tweaking to the 'tickrate' servers and networking in general."
Link za sign up -
https://cte.battlelog.com/bf4/
(15 giga je velika 'nova-stara' igra)
PLAYER EXPERIENCE
We also want your direct feedback on the second to second gameplay – how does the player to player interaction feel?
Be on the lookout for known issues like:
- Getting killed when behind cover
- Getting killed without initially seeing damage indicatior
- Behaviour of fast moving vehicles hitting obstacles and other player’s vehicles
- Behaviour of collision with other infantry when not in a vehicle
- Revive on slopes where the ragdoll slides down
- Explosive projectiles and damage given when hitting helicopters and jets (using a tank or non guided RPG)
- When piloting jets – ECM jammer functionality with incoming missiles
FEEDBACK
To give your feedback – please visit the forums and post your opinions in the appropriate section!
INITIAL TELEMETRY GATHERING
On the first day of the initiative we will collect base-level telemetry. That means we will not be running any new “tickrate” fixes of any kind on the servers. This so we can measure the difference these have on the performance later.
SERVER PERFORMANCE
We will need your help filling up our 64 player servers and play full rounds to get the best possible telemetry data on our changes and improvements. As we will be testing a plethora of different settings & configurations, we need to know how well these perform in a live environment on full servers.
Sometimes these servers will be deliberately triggered to cause “Rubber banding”– basically running at less than 30 fps. This is so we can gather data, and make sure our player experience improvements react approproately to these conditions and doesn’t cause more server load then necessary.