Big Patch for Battlefield 3 PC Planned This Week
PC gamers should see the launch of a massive Battlefield 3 update next week. However, console owners will have to play the "wait and see" game while the patch goes through the approval process.
Electronic Arts reports that the DICE team is hard at work supporting the just-released Battlefield 3 game. Currently there are plans to release a huge patch for the PC version this week. Consoles will also receive a huge update, but not until after the PC patch is unleashed due to the certification requirements for console content.
According to EA, the patch for Battlefield 3 on PC will bring improved polish, stability, weapons balancing, squad control functionality and user interface enhancements. It will also feature enhancements that address feedback the community has provided to date. The "negative mouse acceleration" problem will also be addressed, the company said.
"Regarding cheating and boosting, we continue to analyze data to identify and hold accountable (ban, wipe stats) players that cheat or boost," EA states in this blog on Friday. "We’ve received questions about what to do when faced with unsportsmanlike conduct in Battlefield 3 – the best course of action is to click the warning sign next to their profile name in Battlelog, or head to the EA Help Desk and report your issue. These leads will enable us to follow up on the report."
EA said that it will reveal the actual launch date and a detailed fix list sometime week, so be sure to check back in during all that turkey eating and holiday shopping. Battlefield 3 originally launched on October 25 for the Xbox 360, PlayStation 3 and Windows PC. So far the PC version has received the highest score with an 89 out of 100, followed by the PlayStation 3 version with 86 and the Xbox 360 version with 84.
No way. You forgot that developing on PC is hard!
BTW, what's this mouse issue?
BTW, what's this mouse issue?
No way. You forgot that developing on PC is hard!
Search the BF3 forums for mouse acceleration. I found a number of threads where people were complaining about the same issue where moving left-to-right (horizontally) caused there to be negative acceleration. It got progressively harder to continue turning in a direction, forcing you to drag your mouse more. It is very annoying, especially with hip fire. It is very noticeable if I try to do a zigzag pattern.
I get an issue in and out of vehicles as well where moving left to right and vice versa causes the mouse to lock up. If I'm moving right at an instant, it locks up and I can't move right anymore. I must turn left before I can continue turning right again. This happens to me in vehicles and on foot.
Furthermore, the sensitivity seems to go way up in vehicles compared to foot. I turn my DPI down from 1800 on my mx518 to the middle setting in vehicles like the jet and gunner seat for the IFV (infantry fighting vehicle / light armor), and helicopters because the sensitivity is too high, yet on foot it is fine.
Huh. I didn't notice that while playing... is it MP or SP or in both? What I did notice, however, is mini-stutter (less than 0.1s) while moving in large areas with motion blur on... pwnd by the new beta driver though, it seems.
As for vehicles, I didn't get to them yet, but I will watch out for that, thanks.
But now, I hate the cheesiness of the game. In daylight maps, in the desert, people are using mini-mag taclights brighter than the sun. Furthermore, they are using IRNV.
This infuriates me. I'm one of those people that goes out of their way to avoid confrontation to get to a certain point to outflank the enemy, then I rape them. This ridiculousness of using thermal imaging during the heat of day to pinpoint human beings with an external temperature that is pretty close to equal with the ambient air temperature(Human core temp is 97, human external/skin temp is closer to 80) has cost me my sanity.
This type of arcade oversight I expected from MW3, this isn't what BF3 is made of. From what I gather they are going to shorten the effective range of the IRNV, but it will still operate the same. That is, will totally discount the assumed ambient air temp in relation to the human targets.
* DISCLAIMER: I know it's a game *
Furthermore, I have no issue with IRNV being use on night maps. InfraRed NightVision(IRNV) SHOULD be used on night maps!
Another issue I never noticed... where can it be observed, this green flickering?
Honestly most of what you stated are things that wouldn't be caught by a development cycle. Those devices (light and IRNV) are working as intended, its just the balance and implementation that need looked at. Daylight is just an effect of the graphics engine, so IRNV working during the day makes perfect sense from a programming perspective. They would have to disable it across the entire map as the game doesn't differentiate between sunlight and non-sunlight environments, those are just graphics. Most likely they'll eventually recode part of the engine to recognize when IRNV is being used in "daylight" and disable it somehow.
It's not an issue of a development cycle. It's an issue of "How does infrared work"
Then
Make it do that.
Then
Make it do that.
Your thinking like a user not a developer. There is no sun, there is no heat in a video game. NV glass's are just the engine rendering differently, no actual physics checks are being done for heat values. Thus from a developers point of view it's working exactly as intended, they just never coded it to not work in some places. To fix it they would have to recode part of the graphics engine, then insert some sort of "no IR" flag onto the various sections of maps. That would be the quick and dirty way, would still have people standing in shaded (IR on) areas using it, but would mostly fix it. The real solution would be to redo part of the graphics engine to calculate ambient light values and use those as a bias against the rendered image when in "IR" mode. Of course they'd have to redo every light source to include a "IR / no-IR" flag so the bias wouldn't use regular non-IR light.
See nothing is ever as simple as it appears.
That should be low frame rates.
I understand the development. I agree it was and is poorly coded. My issue is when it was on the drawing board, and someone said IR, no one had the foresight to actually understand and EXECUTE the physics of it properly.
It is a fundamental problem.
Yeah sure they can fix it with code, but it's like collision detection in games. Everyone hates when the invisible wall around the object(that is much bigger than the object it's supposed to represent) crashes you.
When the human mind expects certain universal truths to be commonplace, when they aren't and the laws don't make sense, it cuts deeper than other less important things. Sometimes developers focus too much on attention to detail and miss a large item that just doesn't make sense