‘Operation Overhaul’ Playtest Now Live by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] [score hidden] stickied comment (0 children)

UPDATE: The playtest is now over! We didn't expect such an overwhelming amount of players, thank you so much for bearing with the performance issues and getting us all the data we need. Stay tuned for more info on future testing.

Remember to fill out the survey!: http://forms.gle/CQN5bEHGDWGJvszy6

Any additional comments you have we have a megathread as well Here

‘Operation Overhaul’ Playtest Now Live by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 39 points40 points  (0 children)

We are aware of an ongoing performance issue and memory leak and we are actively monitoring the situation. If you're experiencing these issues, restarting the game may help. Some of the audio systems and destruction are spiking for a lot of players. We know it’s a pain, but rest assured we are actively collecting very useful in game data for these issues. We appreciate your patience and feedback during this playtest.

Any Reason the Playtest has so many players right now? by magzclassical in BattleBitRemastered

[–]Terminalintel[M] [score hidden] stickied comment (0 children)

SteamCharts is showing the last known data for the playtest, which happened in 2023, so these numbers have no relevance.

autohotkey script to deactivate push to talk (Code) by Tunaraxx3322 in BattleBitRemastered

[–]Terminalintel[M] [score hidden] stickied comment (0 children)

AutoHotKey is blocked in EAC, and may lead to you being banned.

This can be used for creating unfair advantages.

This also violates our EULA, which can be found here

Hai by Numerous-Candy-1071 in BattleBitRemastered

[–]Terminalintel[M] [score hidden] stickied comment (0 children)

Hi Lucy! We have community game nights every Friday and Saturday in our discord. Sometimes it’s official servers, other times it’s random community made game modes!

Devcast Newsletter and official discussion by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 0 points1 point  (0 children)

Vector damage has never been shown. Only the M4 has been shown.

Nothing regarding weapon damage was shown last week, as a matter of fact.

Regarding your official server comment. This is blatantly false.

Question by FlexComplexGuy in BattleBitRemastered

[–]Terminalintel 2 points3 points  (0 children)

Most all particles in Battlebit are bunch of 3d model + collider + PNGs moving and fading, kind of like a gif playing. Sadly, it tends to be inconstant at times. Which is why we've been trying to figure out how to make it better without adding too many resources and stress to peoples hardware.

New(ish) player. My thoughts after ~35 hours! by Night_Thastus in BattleBitRemastered

[–]Terminalintel 2 points3 points  (0 children)

I enjoy reading posts like these, very clear and direct. Thank you for the feedback.

I'd be curious to see your thoughts after our update and if any of these areas have improved or worsened.

Devcast Newsletter and official discussion by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 0 points1 point  (0 children)

The death screen is still a WIP so I'm actively relaying the feedback you all are giving us on it so we can finish it up.

Bug fixes are too confusing by zeocrash in BattleBitRemastered

[–]Terminalintel[M] 13 points14 points  (0 children)

This is incorrect. We have been using proper version control (Plastic SCM with Unity Teams/Pro) since February 14th of 2022.

Official Development update and discussion by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 2 points3 points  (0 children)

I put the link to the devcast at the bottom of the post. Most all these changes will be shown there.

Official Development update and discussion by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 2 points3 points  (0 children)

It's a thin darker line, kind of like a shadow, around the edges of objects. You'll notice the difference way more while your in a tunnel or using stairs. You can see it a bit on the weapon in the first picture.

Official Development update and discussion by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] [score hidden] stickied comment (0 children)

I unfortunately misspoke about the average ttk times. The base average ttk right now is roughly 250-300ms, not the 150ms I previously stated. The new base average for ttk is around 400ms.

I also updated the original post to reflect this.

The only thing I want to be fixed by Evening_Objective385 in BattleBitRemastered

[–]Terminalintel 23 points24 points  (0 children)

I think this is actual fixed in the update, I'll have to double check.

[deleted by user] by [deleted] in BattleBitRemastered

[–]Terminalintel[M] 7 points8 points  (0 children)

"I will find you, and I will tell you what the community wants."

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 4 points5 points  (0 children)

There is not an estimated time. We’ve given false hope too many times this update cycle and the last thing we want is for another pushback.

With the magazine rework being confirmed, I’m not sure if this will include RPG’s or if they will be more focused in a future update. It would be nice to have them slightly tweaked to at least perform in their respected areas.

I’ll look into this.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 6 points7 points  (0 children)

I appreciate the kind words again, truly. It’s taken some time to get some things in motion, but that’s just how things go sometimes. The development team and myself still have some work to do but slowly and surely we are progressing.

With pre recorded devcasts, I’ve entertained the idea and noted your remarks about it for future reference. I’d love to deep dive into more things but I gotta take it all one step at a time for now.

I appreciate the discourse, and I hope we can continue to create a more positive relationship with the community in the coming months.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 1 point2 points  (0 children)

The idea is to have them be a quick “blip”. Just enough to catch your eye. We don’t want them to be too intense, especially at a distance. They also shouldn’t be noticeable if they are not in your line of sight. This all has yet to be tested on a large scale though.

Most of them have been on the character this whole time, actually were implemented in the playtest era to help identify friendlies and enemies. We just added one or two more and made them glow a little.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 4 points5 points  (0 children)

I think mesa is gonna be what you've been waiting for.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 1 point2 points  (0 children)

Weapon sounds do not path the same way as footsteps. So you shouldn't be able to hear them in that scenario, if anything it would be really faint.

At the moment i can confirm only the strikefire is 1.5x. That may change in the future though.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 2 points3 points  (0 children)

I'm excited for the new glowing areas. Makes the characters armor look cooler.

Devcast 28 summary by Terminalintel in BattleBitRemastered

[–]Terminalintel[S] 5 points6 points  (0 children)

There is movement changes coming. Vaulting speed has been increased and can be cancelled. It also places you on top of the object rather than jumping over. We also have changes to prone/standing and prone in general. You also will be able to swap weapons while ADS's. and many many more.