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The beta version of Blackout on PS4, Xbox One and PC has been a huge success so far. Best of all, the game's lead developer, Treyarch, has been incredibly good at communicating with the community and responding to player feedback.
Some of these comments were taken into account in the updates. For example, it was really complicated to pick up things on the first day of the beta. Catching a gun or bullets or a backpack on the ground was a chore. You had to hold the square too long and you had to look directly at the object. This problem was solved the next day, which made the game more fluid overnight.
Beyond that, Treyarch has released daily updates on the Black Ops 4 subreddit. These updates include both short-term beta fixes and issues that Treyarch is monitoring for launch. For example, the developer responded to the players who said the sound was unpleasant with this:
We have discovered and corrected a critical bug in which a player's environment does not properly impact the sounds of the game. That's why, for example, a person directly above or below the player may seem much stronger than expected. At the exit of the game, the walls, the floors, the ceilings and other objects of the world will have an impact on the steps.
Team killing is another major problem for the community. Friendly Fire is still active in Duos and Quads (I would have liked so much that they said Squads instead of using a muscle, but hey) and that means players can kill their teammates and steal their booty. It's a cowardly and unforgivable thing to do, but it happens and the players will do it despite the risk of being reported and banned. So, the players have suggested that the looting of the teams be excluded if a player is shot by friendly fire to which Treyarch responded:
One of the most vexed demands is to prevent teammates from looting the corpses of the teammates they killed. In addition to reporting malicious behavior via the "Report Player" function of the Social menu (and continuing to prohibit players from intentionally practicing a teamkilling), we agree with this approach and add this, or something similar, to our list of tasks. We have a zero tolerance policy for intentional teammates. Be sure to report them so we can knock the hammer down.
Treyarch has been so good at communicating every little detail that I can not summarize it here. Future corrections / corrections include everything from the speed of collapse of the outer circle; wingsuit vs speed of the helicopter; bullet penetration; the merit / leveling system and much more.
Perhaps more importantly, Treyarch listens to comments on Armor. They add an Armor Health Bar to the launch, but they also listen to feedback about Armor's excessive power. We'll see if they make any changes, although I'm generally in agreement with the vast majority of Blackout players to say that Armor – especially Level 3 armor – is way too much OP.
I like the concept of armor, but I would make the armor level 1 the strongest and the level 3, and then I would have two levels of armor underneath. I understand that we do not want TTK to be as low as a normal match, but it can be incredibly high. Too high when you shoot someone with a level 3 armor and they will not die.
In any case, all this stellar communication and all these quick fixes really give me confidence in Treyarch's ability to wage a great royal battle in the years to come. The community has suggested additions to the map – the cargo carrier diverted offshore; the snow-covered peak map in the mountains; the adored zombie map, Nacht der Untoten — and I would not be at all surprised to see them in future updates. The Blackout card is very large and could easily use more landmarks and named places.
Beyond patches and communication, Treyarch has already added two different temporary modes to Blackout. Fast Collapse was a team-based mode that did exactly that: to make the circle collapse faster, speeding up games and making things a bit more hectic. Close Quarters was a single-player mode that gave up all long range weapons, leaving shotguns, SMGs, and other short-range arsenals as your only option. This type of time limited mode implementation is one thing that makes Fortnite so attractive, and it's a smart idea for Blackout.
Oh, and one more thing. A complaint that, in my opinion, needs to be addressed. The edge of the map has an arbitrary limit. Yesterday, while I was playing, the circle collapsed in an area located in the hills near Asylum and Dam, but nearly half of this circle was outside the play area. you ran into this part of the circle, the screen became red and warned you to return to the designated area. There was no visual indicator beyond what I was out of bounds. It must disappear. If you can reach it on the map, it should be within the limits. If you want a limit, place cliffs, a gorge, or some other obstacle instead of warning the players.
Aside from these complaints, I can tell you that the beta version of Blackout is very funny. It's a royal battle, really sweet and exciting, that's all PUBG obsolete. I think it's going to work very well on consoles and PCs and although I'm still sad about the lack of a single-player campaign Black Ops 4 (Please add this later, Treyarch!) I think there will be many things to take care of in the full game between Blackout, MP and the zombies.
Call Of Duty: Black Ops 4 launches October 12 on PC, Xbox One and PS4.
What do you think of the beta up to now? Let me know about Twitter and Facebook.
Further reading:
- You can see the full map here.
- Watch the amazing gameplay trailer here.
- Read my first impressions of the mode here.
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The beta version of Blackout on PS4, Xbox One and PC has been a huge success so far. Best of all, the game's lead developer, Treyarch, has been incredibly good at communicating with the community and responding to player feedback.
Some of these comments were taken into account in the updates. For example, it was really complicated to pick up things on the first day of the beta. Catching a gun or bullets or a backpack on the ground was a chore. You had to hold the square too long and you had to look directly at the object. This problem was solved the next day, which made the game more fluid overnight.
Beyond that, Treyarch has released daily updates on the Black Ops 4 subreddit. These updates include both short-term beta fixes and issues that Treyarch is monitoring for launch. For example, the developer responded to the players who said the sound was unpleasant with this:
We have discovered and corrected a critical bug in which a player's environment does not properly impact the sounds of the game. That's why, for example, a person directly above or below the player may seem much stronger than expected. At the exit of the game, the walls, the floors, the ceilings and other objects of the world will have an impact on the steps.
Team killing is another major problem for the community. Friendly Fire is still active in Duos and Quads (I would have liked so much that they said Squads instead of using a muscle, but hey) and that means players can kill their teammates and steal their booty. It's a cowardly and unforgivable thing to do, but it happens and the players will do it despite the risk of being reported and banned. So, the players have suggested that the looting of the teams be excluded if a player is shot by friendly fire to which Treyarch responded:
One of the most vexed demands is to prevent teammates from looting the corpses of the teammates they killed. In addition to reporting malicious behavior via the "Report Player" function of the Social menu (and continuing to prohibit players from intentionally practicing a teamkilling), we agree with this approach and add this, or something similar, to our list of tasks. We have a zero tolerance policy for intentional teammates. Be sure to report them so we can knock the hammer down.
Treyarch has been so good at communicating every little detail that I can not summarize it here. Future corrections / corrections include everything from the speed of collapse of the outer circle; wingsuit vs speed of the helicopter; bullet penetration; the merit / leveling system and much more.
Perhaps more importantly, Treyarch listens to comments on Armor. They add an Armor Health Bar to the launch, but they also listen to feedback about Armor's excessive power. We'll see if they make any changes, although I'm generally in agreement with the vast majority of Blackout players to say that Armor – especially Level 3 armor – is way too much OP.
I like the concept of armor, but I would make the armor level 1 the strongest and the level 3, and then I would have two levels of armor underneath. I understand that we do not want TTK to be as low as a normal match, but it can be incredibly high. Too high when you shoot someone with a level 3 armor and they will not die.
In any case, all this stellar communication and all these quick fixes really give me confidence in Treyarch's ability to wage a great royal battle in the years to come. The community has suggested additions to the map – the cargo carrier diverted offshore; the snow-covered peak map in the mountains; the adored zombie map, Nacht der Untoten — and I would not be at all surprised to see them in future updates. The Blackout card is very large and could easily use more landmarks and named places.
Beyond patches and communication, Treyarch has already added two different temporary modes to Blackout. Fast Collapse was a team-based mode that did exactly that: to make the circle collapse faster, speeding up games and making things a bit more hectic. Close Quarters was a single-player mode that gave up all long range weapons, leaving shotguns, SMGs, and other short-range arsenals as your only option. This type of time limited mode implementation is one thing that makes Fortnite so attractive, and it's a smart idea for Blackout.
Oh, and one more thing. A complaint that, in my opinion, needs to be addressed. The edge of the map has an arbitrary limit. Yesterday, while I was playing, the circle collapsed in an area located in the hills near Asylum and Dam, but nearly half of this circle was outside the play area. you ran into this part of the circle, the screen became red and warned you to return to the designated area. There was no visual indicator beyond what I was out of bounds. It must disappear. If you can reach it on the map, it should be within the limits. If you want a limit, place cliffs, a gorge, or some other obstacle instead of warning the players.
Aside from these complaints, I can tell you that the beta version of Blackout is very funny. It's a royal battle, really sweet and exciting, that's all PUBG obsolete. I think it's going to work very well on consoles and PCs and although I'm still sad about the lack of a single-player campaign Black Ops 4 (Please add this later, Treyarch!) I think there will be many things to take care of in the full game between Blackout, MP and the zombies.
Call Of Duty: Black Ops 4 launches October 12 on PC, Xbox One and PS4.
What do you think of the beta up to now? Let me know about Twitter and Facebook.
Further reading: