*** Battlefield 1 ***

Soldato
Joined
16 Jun 2009
Posts
7,664
Location
Cambridge
Over the past couple of months my BF1 game is taking ages to load even though I have it on a SSD. Sometimes it doesn't even load and give me an option to run a game mode. I have reinstalled the game several times and I have the latest NVidia drivers. Any ideas please? I can't find anything on Google.

Taking ages to load into the menus or taking ages to join a game?
 
Caporegime
Joined
4 Jun 2009
Posts
31,016
Not quite bf 1 related but I couldn't find the BF 3 thread so will just post in here :p

Decided to play bf 3 for a bit but looks like that was a short lived revival..... as since the server choice is so **** now (to be expected) and any servers left seem to have gotten even more stupid rules/plug ins.... I was auto killed by admin/plug in because of too many kills from a vehicle/technical weapon and by too many kills, I mean 10..... :D

CrxaN7b.png

This is where in some ways I am super glad dice/EA went the route they did with their servers, no more ridiculous plug ins/rules like the above, k/d limits, killed too many people with a grenade or whatever....
 
Soldato
Joined
16 Jun 2009
Posts
7,664
Location
Cambridge
Not quite bf 1 related but I couldn't find the BF 3 thread so will just post in here :p

Decided to play bf 3 for a bit but looks like that was a short lived revival..... as since the server choice is so **** now (to be expected) and any servers left seem to have gotten even more stupid rules/plug ins.... I was auto killed by admin/plug in because of too many kills from a vehicle/technical weapon and by too many kills, I mean 10..... :D

This is where in some ways I am super glad dice/EA went the route they did with their servers, no more ridiculous plug ins/rules like the above, k/d limits, killed too many people with a grenade or whatever....

I'm not sure I'm with you on the restricted servers, the standard ones are soulless with no sense of community, and the private servers struggle to fill. It becomes a problem when there aren't many servers to choose from sure, but given the shocking lack of anti cheat I'd rather find a well admin'd well populated server (as long as it doesn't have stupid rules). I guess it was an infantry only server you joined, it seems a lot of people who are still playing bf3 just want nose hair canals TDM.
 
Caporegime
Joined
4 Jun 2009
Posts
31,016
I'm not sure I'm with you on the restricted servers, the standard ones are soulless with no sense of community, and the private servers struggle to fill. It becomes a problem when there aren't many servers to choose from sure, but given the shocking lack of anti cheat I'd rather find a well admin'd well populated server (as long as it doesn't have stupid rules). I guess it was an infantry only server you joined, it seems a lot of people who are still playing bf3 just want nose hair canals TDM.

It was a normal server from what I could see, conquest large, normal tickets, normal spawn speed etc. etc.

But yeah, the game is pretty much dead :(

Some "custom" servers/plug ins would definitely be nice, however, I would want them to either be "policed" or EA only allow certain plug ins i.e. allow stuff like vote map, vote kick but don't allow stupid things like fast spawn for vehicles, auto kick for having a high k/d.

This always happens when near the end of the game's life i.e. servers go to **** with ridiculous settings. For myself, that is what kills the game even quicker and one of the reasons why I give up with bf 3/4 + bc 2 in the end, it was too much of a hassle trying to find a server with space for all of us in bf 4 i.e. where we were all not banned, a server that didn't have stupidly high tickets or/and fast spawn or/and some infuriating team balance/switch that swapped you during the round and sometimes even multiple times.
 
Caporegime
Joined
4 Jun 2009
Posts
31,016
You miss BF, don't you ;)

A bit.... :p

Really enjoying battlefront again though, I like how you can just jump into that game (no faffing about with servers) and have a quick blast every now and then and not really give a **** about your team/winning/losing etc. :D It's so much better since they addressed the balance of explosives, OP weapons like the dl 44....

Can't wait for battlefront 2!
 
Soldato
Joined
16 Jun 2009
Posts
7,664
Location
Cambridge
May update should be live now...

https://www.battlefield.com/news/update-notes/may-update

The key one for me is NETCODE: Fixed server side hit registration interpolation.
I've not had the bullets going missing issues in CTE, and this fix has been in the CTE codebase for a couple of weeks now, so maybe, just maybe the game is going to be slightly less rage inducing now :)

BATTLEFIELD 1 MAY UPDATE NOTES

Welcome to the first of the monthly updates! We’ve focused on feedback from the community regarding gameplay, weapons, tweaks, balances, and adjustments to Operations.

We hope you enjoy this update and we definitely want your feedback on the official Battlefield Forums once you’ve had some time to test out the fixes, features, and tweaks.

Jojje “Indigowd” Dalunde and Andrew Gulotta


OPERATIONS
We’ve received a lot of feedback from gamers regarding matchmaking into Operations servers, and we’ve made some adjustments – the first of many – to help mitigate getting matched to an empty server.

With this change, a completed match of Operations will loop back to the same Operation rather than exiting the mode. However, you’ll be on the opposite side of the battlefield. For example, if you started as the French Army in the first Operation, you’ll be on the German side when it loops back after the “End of Operation” screen.
By remaining on the same server with other players, instead of returning to the globe screen, we believe this will reduce the occurrence of being matched into an empty server. In the coming updates, we plan to continue to expand this feature to cycle through a complete Operation playlist.


PREMIUM FRIENDS
We’ve tested Premium Friends twice in the last couple of months, and we’re bringing it back again. It will be active as we lead up to EA PLAY.




MAP & MODES
Fixed a Spectator Mode bug where the first-person camera could become stuck during the Pigeon Carrier Artillery camera sequence on the Assault Tank.
Changed ticket count for Domination to 200 from 100.
Fixed missing game mode description for Operations.
Tweaked scoring values for capturing flags in Conquest. Capturing gives less score now, however more capture ticks have been added and the team controlling more than 3 flags than the other team will be awarded Conquest Control bonuses.
Decreased the percentage of contribution to flag capture/neutralize from 50% to 30%.
Added “Join Any Operation” button to main Operations screen. Will start a matchmaking session to join any available operation at any size (40 or 64).
Spectator camera no longer missing from the map on Frontlines, Verdun, and Soissons.

VEHICLES
Tweaked self-repair for A7V, FT17, St. Chamond, and Pierce Arrow.
Reduced health gained per self-repair cycle from 320 to 200.
Reduced time taken to complete a self-repair cycle from 8s to 5s.
o This makes these vehicles' self-repair equivalent to the self-repair of the MkV Landship.
Doubled the health of Field Gun and Stationary AA. Made Field Gun and Stationary AA repairable. Field Gun and Stationary AA will now enter a disabled state at 50% health where they become unusable. To use the weapons again they must be repaired back to 100% with the repair tool.
Increased time that the shell camera is active on the MkV mortar landship from 3.5s to 4.5s. This better suits the increased flight time of the new heavy shell.
Changed how max range for AA is applied. Max range now varies depending on the pitch of the gun. Shells can travel a maximum horizontal distance of 300m, and a maximum vertical distance of 450m. This applies to both the stationary AA and the AA truck. Previously AA shells timed out at the same max distance from the gun regardless of direction, resulting in a roughly spherical volume covered by the gun. This means horizontal range was as large as the max height the shells could reach, and that at very high altitudes the AA could cover very little area, even if its range was technically large. The new AA shells will have slightly less horizontal range than before at low altitudes, but they will retain that range all the way to the flight ceiling. This will make AA much more effective against high altitude aircraft without making it able to reach distant, low flying ones as well.
Extended Fighter and Attack Plane elevator flap scaling curves to better cover the entire speed range.
Reduced cooldown of speed boost ability from 30s to 15s for both the Dogfighter and Airship Buster Attack Plane.
Set up rear view on all planes: Albatros, Fokker, Spad, Sopwith, Rumpler, Halberstadt, Salmson, Bristol, Gotha, Caproni. To activate: Hold freelook while in third person to use rear view.


Attack Plane Changes:

Retuned attack plane elevator flap scaling curve. Attack Plane turning will now be much closer to that of Fighters, but still slightly worse.
Improved Underused Attack Plane Variants:

Increased damage of the Airship Buster variant's primary MG from 32 to 40. This puts its AA DPS on par with Fighter MGs.
With its speed boost active, the new flap scaling curves will allow this variant to achieve a higher turn rate than the Fighter for a short time. The reduced cooldown on speed boost will allow this advantage to be used more often.
Together these changes should make the Airship Buster more competitive with Fighters in its air to air role.
Increased velocity of tank hunter 37mm from 222m/s to 267m/s and reduced drag from 0.005 to 0.003. These changes should make the 37mm slightly easier to land hits with, especially against moving or distant targets.

CHANGES TO FIGHTER PLANE VARIANTS:
Dogfighter

Added new secondary weapon, Incendiary Ammo. Incendiary Ammo does greatly increased damage to plane parts, allowing the dogfighter to quickly cripple an enemy plane by breaking a wing.
Changed active ability from emergency repair to speed boost.
Bomber Killer

Changed active ability from speed boost to emergency repair.
Swapping speed boost and emergency repair on the Dogfighter and Bomber Killer should help both variants in their respective roles. Speed boost gives the Dogfighter a maneuverability edge over the other Fighter variants, and emergency repair gives the Bomber Killer a better chance of surviving tail gun fire from Bombers and Attack Planes.

Increased field gun damage against light vehicles. Armored cars will no longer take less damage than light tanks from field gun hits.


CHANGES TO FT PACKAGES
Close Support Tank:
o Increased 37mm HE ammo from 4 to 5.

o Replaced Secondary Case shell with Coaxial LMG. These changes should help this tank better fulfill its general purpose role.



Flanker Tank:
o Increased reload time on the autocannon from 2.5s to 3.75s.

o Increased HE autocannon direct damage from 15-10.5 to 17.5-12.5.

o This results in a 20% reduction in cannon uptime. The direct damage increase will offset the lower uptime against vehicles when targeting vehicles. These changes should make the Flanker slightly less effective against infantry.



Howitzer Tank:
o Corrected primary weapon to HMG as shown in customization, this was actually LMG. The more powerful HMG should help offset its limited firing arc when compared to the Coaxial LMG of the Close Support Variant.

o Changed driver secondary weapon from case shell to flamethrower on the A7V Flame Tank Variant. This change will reinforce this variant's role as a close range tank.

o Added third person freelook to the FT Howitzer Variant. Missed this one with the other tanks because the normal version has a turret that can rotate 360 anyway.



Added rear firing Tankgewehr as driver secondary weapon for the Tank Hunter Landship Variant.
Enabled driving and third person camera while using driver rear guns in the Squad Support and Tank Hunter Landships.
Improved MkV Mortar Landship Variant Changed secondary mortar shell from airburst mortar to heavy mortar. Heavy mortar does much more damage and is effective against both infantry and vehicles, but has a much longer reload.
Replaced alternate smoke and gas mortar shells with track repair and vehicle smoke equipment. These changes should make the mortar Landship more viable as a combat vehicle, rather than sitting in mortar stance in the backline.
Fixed a bug with third person aiming on vehicles that caused a bullet to not fire in the correct direction when aiming at a soldiers head while they are on a horse.
WEAPONS & GADGETS
Changes to bayonet charge:
o Activated aiming speed modifier during prepare state as well as charge state. This means a player can rotate a maximum of 50 degrees during the prepare state. Also added an input modifier disabling strafe while charging.

o Adding subtle boost to third person footsteps when bayonet charging to increase threat awareness. Boosted volume of Enemy VO for Bayonet Charge when close to player.

o Slightly reduced maximum turn rate while charging.

o Removed damage reduction while in charge. Weapons will now hit charging players for normal damage.

Fixed bug where Bipod Audio could persist when switching to secondary weapon.
Tweaked criteria for cross-class medal to require single shot rifles.
Added UI for grenade resupply.
Reduced the occluder size for the scope glint from 0.25m to 0.15m to hide it behind walls better.
GAMEPLAY
Added a camera shake advanced gameplay option to adjust the amount of camera shake caused by explosions, etc.
Added missing spotting animation when spotting a downed allied soldier as a medic with the Medical Syringe.
Automatically show low on ammo icons on friendly soldiers.
CONTROLS
Players using controllers can now do custom button/stick mappings.
Fixed “Select Operation” button not properly appearing when using the joypad or on console.
UI
Moved ping widget to be below the kill log.
Fixed an issue in the squad select screen where no squad would be automatically selected for player not part of a squad. The first squad in the list will now be selected by default. Also added support on PC for pressing the space bar to join/leave a squad.
Fixed issue with the flag icons and world icons ghosting when going in and out of the customize screen from the deploy screen.
Added ability to disable UGC
NETCODE
Implemented per region threshold settings for server side hit detection: 130ms for US + Europe, 200ms elsewhere.
Fixed server side hit registration interpolation.
Leading shot only necessary by the margin above the threshold, e.g. For US @ 150ms ping, you have to lead by 20ms.
Fixed latency display for server which is also responsible for decision if to perform client or server side hit registration.
Fixed input offsets for server side hit registration to match client side.
Fixed wrong hit indicator display when dying.
 

V_R

V_R

Soldato
Joined
17 Jan 2007
Posts
9,721
Location
UK
Looking at Reddit it seems they've buggered up the end of round screen. Now it seems to only show one persons avatar for almost everyone. lol DICE.

2Ykz6Z2.jpg

v8I2rHo.jpg

:D
 
Soldato
Joined
16 Jun 2009
Posts
7,664
Location
Cambridge
Looking at Reddit it seems they've buggered up the end of round screen. Now it seems to only show one persons avatar for almost everyone. lol DICE.

:D

And being reddit it seems everyone wants to be the first to report that bug :D

TBH I don't care. If the netcode fix does what it should.
 
Caporegime
Joined
18 Oct 2002
Posts
39,299
Location
Ireland
And being reddit it seems everyone wants to be the first to report that bug :D

TBH I don't care. If the netcode fix does what it should.


Its one of those irritating glitches where you can see over the wall through the scope but the actual shot is impacting the wall. Sort of makes sense to a degree because the scope is higher than the barrel, but in game its just an annoyance.
 
Associate
Joined
8 Jan 2011
Posts
154
Location
Up North, but not too north!
The avatars :rolleyes:, I thought it was my game at first all the same images! Bad dice.

I don't know about the changes I played some in afternoon and I was just getting steam rolled every round. Don't know if the netcode is good or bad at the moment. If I understand right if you have low ping server take over hit reg, if high ping the client does it.

I think I need to play a little more.
 
Associate
Joined
19 Apr 2006
Posts
1,645
Had a great game last night, although I was unfortunately in the opposite team to you HazardO for most of it... I saw the message about Discord and slightly embarrassed but it took me about 10mins to figure out what Discord actually was :D.
What Discord server are you normally in?
 
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