Battlefield 3 thread - Server details in opening post -

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I thought modern shotguns were severely lethal...

They're not buckshot spread like they used to be, that's for sure. :p
Up close with buckshot they are extremely lethal, but at 50 yards+ they loose a lot of power, and the hit potential is less due to shot spread, they were popular with us forces in ww2 and vietnam, point men on patrol employed them due to the close nature of the fighting. Nowadays theyre more often used as a breeching weapon by assault teams to blow doors of hinges.
 
haha the times ive argued about how a guy can shotgun length of a map when even the strongest most powerful shotties have a range of a 50-70 yards max :rolleyes:

most stupidist thing ever in the game.
 
Its already been said its an older build of the game, im not sure how many people work at dice but im sure its over 100 people working on the game, in that space of time hundreds if not thousands of bugs have probably been fixed.

I have a bit of an idea on the development cycle of a game engine and products built on top of it - which maybe you don't - but these kind of bugs should have been ironed out a long time before they were starting to implement detailed game levels, class systems, replacing placeholder sound samples with the final ones, etc. etc.

really? you see nothing incredibly impressive about the sound design/graphics and animation systems? regardless of bugs?

Its definitely in the higher echelons of quality even at this stage.

TBH I'm not that impressed with what I see in the beta aside from the sound design which is top notch, graphically theres some impressive stuff but theres also a fair amount of ropey stuff but thats better left to judge from the proper game. There are 100s and 100s of texture issues (textures not aligned properly, flat poor quality textures used for bricks, stones, tiles, sandbags, etc.), player animations are mostly cack the death animations are especially lolarific. But none of that bothers me that much as those kinda issues can be sorted relatively painlessly - tho I still wouldn't expect them to be so prevelant in a public beta build - even one a couple of months old - this close to release. What bothers me are the bugs which indicate serious underlying issues with the game engine itself, problems in many core sub-systems that the rest is built on top of and issues here not sorted before you start fleshing out the product your building on top of it have far more complex repercussions and a whole chain of things need to be fixed and or tested against when you fix the underlying issues. These kind of issues should not be in a beta build released this close to the full game release it makes no sense to show off to the world how buggy your game is when there should be much more polished beta builds by now.
 
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I have a bit of an idea on the development cycle of a game engine and products built on top of it - which maybe you don't - but these kind of bugs should have been ironed out a long time before they were starting to implement detailed game levels, class systems, replacing placeholder sound samples with the final ones, etc. etc.



TBH I'm not that impressed with what I see in the beta aside from the sound design which is top notch. There are 100s and 100s of texture issues (textures not aligned properly, flat poor quality textures used for bricks, stones, tiles, sandbags, etc.), player animations are mostly cack the death animations are especially lolarific. But none of that bothers me that much as those kinda issues can be sorted relatively painlessly - tho I still wouldn't expect them to be so prevelant in a public beta build - even one a couple of months old - this close to release. What bothers me are the bugs which indicate serious underlying issues with the game engine itself, problems in many core sub-systems that the rest is built on top of and issues here not sorted before you start fleshing out the product your building on top of it have far more complex repercussions and a whole chain of things need to be fixed and or tested against when you fix the underlying issues. These kind of issues should not be in a beta build released this close to the full game release it makes no sense to show off to the world how buggy your game is when there should be much more polished beta builds by now.

I think it's unrealistic to expect anyone in this thread to have any gamedev experience, some of them can't even find settings etc. :D

Some don't realise that this beta is a beta in the sense that it is a load test and a demo of Battlelog.

Some think that throwing lots of people at a problem will fix an issue/bug? Light bulb moment! :p
 
Also if it was the clocks surely it would cause system instability and not only crash the game, plus I dont think its just Gigabyte and 560's. I've read of other cards (all nvidia) having the issue, personally I think its the drivers

Not really. Since even before the advent of programmable shaders etc, different games will use your card in different ways. BF3 is always going to push the hardware.
 
haha the times ive argued about how a guy can shotgun length of a map when even the strongest most powerful shotties have a range of a 50-70 yards max :rolleyes:

most stupidist thing ever in the game.
Ive done a fair bit of close up fox shooting with semi auto shotguns using heavy calibre shot, lethality is severely diminished at 40 yards+, hence most people carrying out this type of pest control will employ a rifle, ie .223/5.56mm. If i could get a shotty like the ones in bfbc2 for instance, i wouldnt have to leave the comfort of the house to shoot rabbits.:D
 
So you dont agree that the more people working on a problem would = more times than not a solution being found faster?

Nope, just get John Carmack in, graphics sorted. :)

Game dev world if full of bs'ers. You know that ass that claims he knows it all and brags about how powerful his pc is, yet doesn't know what overclocking is? That is the type you will often find that slip into this world.
 
Solving the kinda issues that come up in the beta aren't overly difficult with a good dev team and don't need that many people, the problem is finding and reproducing them in the first place which needs a lot of people. i.e. that tank spazzing out was potentially a gimbal lock type issue caused by the object becoming unexpectedly stuck in the terrain and only needs 1 guy with a bit of experience to pick it apart.
 
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I dont understand how the clock is relevent, it uses whats available and surely there would other symptoms rather than a crash to desktop, clock speed is applicable to all GPUs it makes sense to me that this game would crash because of the clock speed but others are fine
 
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