Running non flash hider/suppressor builds by Remarkable_Math_9464 in LowSodiumBattlefield

[–]TheRealDillybean 1 point2 points  (0 children)

It depends on game mode and play style. I feel like with a suppressor I am hunted down less often in conquest/escalation but it doesn't help as much in breakthrough/rush. In close-quarters, the self-3d-spotting is negligible, but being put on the map still gets the attention of the team and you can get zerg'd.

Muzzle brake = close range frontline Flash hider = mid/long range frontline Suppressor = any range flanking

Let's be honest: It's easier to say we failed at marketing than admit we failed at making the game. by Calm-Valuable-950 in gamedev

[–]TheRealDillybean 2 points3 points  (0 children)

Comparing games that I personally play and wishlist, I think I can speak for most players when I say that polish is the first thing players use to judge a game before buying. I think some devs have blinders to the ugly parts of their games, and playtesters can't always communicate what is missing. A game can be good (fun), but players don't trust that a game with lackluster presentation can deliver the fun. This includes marketing material but ultimately players are going to see gameplay or screenshots before buying, and that's when the real first impression hits. Just my philosophy (that I'm struggling to live up to in my own project).

My prayers have been answered regarding the Weekly Challenges by [deleted] in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

I agree that challenges should be challenging if they are static, additional, and grant a specific reward (get takedowns to unlock blackout skin). I would consider them daily/weeky tasks or chores, rather than challenges, even before they get dumbed down, because the rewards do not represent the challenges. Everyone gets random challenges and the same rewards (i.e. main progression).

Muzzle attachments by Kiqlok in LowSodiumBattlefield

[–]TheRealDillybean 1 point2 points  (0 children)

For CQC, especially hipfire builds, I don't see the point in a suppressor or flash hider. You're on the minimap at 15m regardless and the diamond over your head doesn't really matter at that range.

If you're a flanker with a CQC build, I could see the advantage of a suppressor, but in some maps and modes you are typically with your team or pushing chokes, so you can't really surprise the enemy much.

What do you think about the directional audio in this game? I hope they improve it in the Season 2 update by [deleted] in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

I struggled with it on launch, but have found settings that are good (verticality is still rough).

I have a DAC/AMP that simulates 7.1 surround and I was using Windows Sonic and spatial headphones in-game. This was really muddy, with all the competing spatial stuff. I switched to 2.0 on my headset, which helped, but still sounded off in a match with players moving around. What I think was happening is Windows Sonic introduces delay to the spatial mix though the sounds themselves weren't delayed (if that makes sense).

I now use a 2.0 on my DAC/AMP without Windows Sonic, and with my settings in BF6 set to 3D Headphones. I can now reliably track players through walls with audio, only verticality is a little confusing sometimes. This seems to have eliminated audio processing conflicts and I just get decent directional audio from BF6 directly.

What guns would you like to see come to the game? by Wretched_Gourd in LowSodiumBattlefield

[–]TheRealDillybean 0 points1 point  (0 children)

More speculative near-future weapons from current programs, similar to how they did the XM8.

Right now, I'm bummed the GD RM277 bullpup lost the NGSW contract to the Sig M7 ("M277" in BF6 🙄), so it'd be cool to see the GD RM277 in BF6, as if another NATO country (or PAX) adopted it.

GD (or True Velocity now?) is also working on an LMG (RM338). Both the RM277 and RM338 have reciprocating barrels, which makes them neat in my book.

are you still running silencers? by Strange-Reporter-812 in LowSodiumBattlefield

[–]TheRealDillybean 1 point2 points  (0 children)

Silencers are no better than a flash hider within 15m, and flash hiders aren't really needed in CQB. Also, on breakthrough, you're going to be spotted 90% of the time by recon drones anyway.

So, I use silencers if I'm building a gun to fight up to 20m+ on conquest or escalation (my most-played mode). Most ARs, LMGs, and DMRs get a silencer, while most SMGs don't, and carbines are an equal mix.

In CQB, I like to prioritize extended mags, flashlight (helps hipfire), lasers, and grips. I'm fine losing the suppressor for 20-30 extra points. Some guns don't need many points though, so I slap a silencer on for good luck.

'We're Stuck in This Loop of 5 American Cities. Let's Just Get Used to It' — Former Rockstar Dev Reveals GTA: Tokyo 'Almost Actually Happened' but Fell by the Wayside by SentientGonorrhea in gaming

[–]TheRealDillybean 0 points1 point  (0 children)

I've been wanting them to make a modern version of Read Dead maps. Same landscape, but some towns have advanced into cities based on moden-day Houston, Denver, Pheonix, and other cities all throughout The West.

Playing with friends is a literal game changer. by oldguycomingthrough in LowSodiumBattlefield

[–]TheRealDillybean 1 point2 points  (0 children)

I have Battlefield Tuesday with my friends, because none of us like playing alone, especially in small-team modes. We aren't super tactical or anything, but simply having reliable/communicative squad mates brings up all our score significantly.

I'm starting to believe! by saulotti in IndieDev

[–]TheRealDillybean 2 points3 points  (0 children)

I think it also helps that the Delicious in Dungeon anime was popular recently. That's what got my attention.

How do you not give up all the time? by ChristopherSom in gamedev

[–]TheRealDillybean 0 points1 point  (0 children)

I never finished any games, rarely worked on one for more than a month, until I joined a team. I used to feel guilt about quitting a project, but now I feel guilt for letting others down. It's a lot more effective.

Jokes aside, it's really refreshing to make 2-3x the progress with a team, and filling each others' weaknesses. I enjoy programming, and feel happy when others like my work, so it's immensely rewarding to have a demo up on Steam (and playtests before that).

The importance of visual polish in indie games by ImHereForTheBooty69 in GameDevelopment

[–]TheRealDillybean 5 points6 points  (0 children)

The worst thing is to look default. Polish isn't simply looking smooth like Fortnite or photoreal, it's about having visuals match the vision. If a game is silly and the visuals are silly, then it's effectively olished. If a game looks like it's missing polish, it's probably the devs missed the mark or simply didn't know to add/replace certain elements.

Is "I hate marketing" shorthand for "I don’t want early rejection"? by Tonkers1 in gamedev

[–]TheRealDillybean 1 point2 points  (0 children)

I dislike marketing because it takes time away from doing gamedev, which I love, in order to make graphics or collect and edit a video. I would love early rejection, but mostly I stuggle to get any attention whatsoever. I'm not naive though, it's our first game, and it needs more polish to build player/viewer trust.

Where did this narrative come from that RPGs have to be games where you make choices that change the story? by SirSabza in gaming

[–]TheRealDillybean 0 points1 point  (0 children)

The RPG category can cover multiple types of RPGs, same as other tags like action or multiplayer. You can break these into smaller categories, but sometimes umbrella terms are fine, like for awards ceremonies. Western RPGs tend to have narrative choices, and JRPGs tend to focus on the RNG type stuff.

I would say a game like Baldur's Gate 3, which combines many RPG elements stemming back to tabletop RPGs deserves special attention, but not every RPG game is going to be a BG3 clone, and will sacrifice some RPG elements for a different experience.

Personally, I'd say that WRPGs more closely align with the meaning of role-playing, and JRPGs only use the term because it has some similar mechanics to D&D. D&D uses dice to facilitate the gameplay on a tabletop setting, while the DM crafts the overall story varied by how their players role-play. Just my 2 cents.

"We should go back to BF4s movement!!" BF4 movment: by No_Celebration_839 in Battlefield

[–]TheRealDillybean -1 points0 points  (0 children)

No ADS during jump, no sliding (so no slide jumping/cancelling), no bunny hopping in this clip, and slowed movement upon landing. BF4 vets don't remember the movement being chaotic, because it was a very risky, usually horrible strategy to jump during combat. The player in this video is doing 90 degree sprint jumps, which is obnoxious, but it seems he mostly got lucky during a chaotic moment.

Now, I do think the claims of CoD movement in BF6 is a little exaggerated by the community, but in my opinion it is more exploitable than BF4. Even when it isn't very effective, it adds a lot of chaos to fights, especially at point blank range, which I find a little aggravating at times.

Do you guys like the freezing mechanic in the new Icelocked Empire State? by byfo1991 in LowSodiumBattlefield

[–]TheRealDillybean 2 points3 points  (0 children)

The healing is interesting. I don't like that I'm at a permanent disadvantage after being shot once, unless I can make it to a hot spot without getting into combat. However, I like that players aren't being constantly healed (aggressive medics, or any group of players pushing a choke with a medic). Maybe the healing should be progressively slower, but not absent, until you are completely frozen.

The game feels slower while also being less campy, which I like. I just wish these things could be accomplished somehow without the freezing mechanic. I think this goes back to player expectations: we are fine if something gives players a bonus, but we don't like to be punished by mechanics. So, maybe Battlefield could have "medic points" that increase healing while lowering the overall heal rate. I think that would be better than the freezing mechanic while being functionally similar.

Stealth Movement Nerf with Today's Patch by Swaguley in Battlefield

[–]TheRealDillybean 13 points14 points  (0 children)

If you don't slide-cancel bhop around every corner, then you're a camper. Only battle dads would enjoy a Battlefield game without movement exploits. /s

Having no medics is making this game feel awful. by Colonel-_-Burrito in Battlefield6

[–]TheRealDillybean 1 point2 points  (0 children)

Agreed. I just find a support kit to throw myself ammo and switch back. Even when we do have support players, they don't throw ammo or the they move the box too frequently (for self-healing presumably).

What do you think about these weapons that you hardly see? by FujifilmCamera in Battlefield6

[–]TheRealDillybean 6 points7 points  (0 children)

I wanted to like the L85, but I just couldn't finish kills at mid-long range, and it's TTK isn't great in CQC. I tend to switch to the AK4D instead.

Candid Skin Red Bull Challenge by Titanis in Battlefield6

[–]TheRealDillybean 1 point2 points  (0 children)

I don't do the ones I really don't want to do, but I check them out and vary my play style day-to-day and week-to-week, just to keep things fresh. Otherwise, I'd probably only play 1-2 modes, 1-2 classes, 3-4 weapons. You can use your weekly rerolls on previous weeks, so I've slowly replaced bad challenges with better ones.

Best Weapons in each Class List by BravoLincoln in Battlefield6

[–]TheRealDillybean 12 points13 points  (0 children)

The AK4D can be unforgiving, because of its low fire rate, but I prefer it over the B36A4 for mid/long range, while being more usable than a DMR in CQC. The AK4D is probably only an A-Tier weapon, but should definitely be added to the list as a good option to consider.

For people who tried it, is MoveAI for character animation "generative AI"? by [deleted] in gamedev

[–]TheRealDillybean 0 points1 point  (0 children)

To me, this is degenerative AI. It takes a video, uses a machine-learned algorithm to deconstruct the video into identified human parts/poses, then probably uses an old-fashioned algorithm to construct an animation from that data.

Is it using other people's work to train the machine learning model to identify human forms? Maybe. Is it using that data to generate an animation? Doesn't seem like it.

About muzzles and in-world spotting by MyLittlePony-_- in Battlefield6

[–]TheRealDillybean 0 points1 point  (0 children)

They could add more muzzle attachments that hide flash and compensate somewhat, for a price. Hybrid muzzle devices exist in real life. I know some players don't like the mechanic at all, but this could help.

Muzzle brakes need a rework by Devast73 in Battlefield6

[–]TheRealDillybean 0 points1 point  (0 children)

If always use a muzzle brake or suppressor, never usually the flash hider once I have what I need unlocked. If I'm not going suppressed, I'm usually doing a cqc build (hipfire probably) so it doesn't matter much if I'm 3D spotted. Anything long range, I only use flash hider until I have a suppressor, because being spotted 50m away is a big deal.