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Gibts irgendwo die Daten für nicht Premium? Z.B für Second Assault.

 

Ich habe keine Link, aber ich glaub immer 2 Wochen später kriegen es alle anderen.

 

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Ich bin mal gespannt, was da kommt.

 

Addressing “Netcode” in Battlefield 4

 

We at DICE are committed to improving the overall Battlefield 4 multiplayer experience for our players. Some issues, commonly referenced in conjunction to “netcode” are preventing Battlefield 4 from performing optimally for everyone, and with this post we would like to explain what we are doing to address these problems.

 

Fixing the commonly nicknamed “netcode issues” – problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself – is one of the top priorities for DICE. We’d like to take a moment to discuss how we are addressing these issues, as this is a very hot topic for many of our fans.

 

We are working on fixing glitches in your immediate interactions with the game world: the way you move and shoot, the feedback when you’re hit, and the way other players’ actions are shown on your screen.

 

The game receives updates from the game server and displays these to the player using a system called latency compensation – this system makes sure players move around naturally on your screen when network updates arrive. We have found and fixed several issues with latency compensation, and thereby decreased the impressions of “one hit kills” in the game.

 

We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more. Below you’ll find a detailed list of the issues we are focusing on, or have already adjusted in-game. We hope this gives you more insight into the “netcode” issues and we will continue to keep you updated on top issues.

 

metro.jpg?v=1393934067.47

 

What we are Fixing or Investigating

 

Rubber banding

We have made several server optimizations that have decreased rubber banding for some players. To further address the issue, there are upcoming fixes for packet loss and a customize screen bug, both connected to the rubber banding issue. Furthermore, we will continue to collect data to pinpoint exactly when and why rubber banding is occurring.

 

Kill camera delay / Player death sync

On some occasions, the kill camera would trigger before the game client displayed the last portion of damage being dealt, giving players the impression that they died too early. There were also issues with blood effects, damage indicators, and the health bar in the HUD being out of sync. A fix for this will be included in the next game update.

 

Tickrate

Players have been asking whether the tickrate – how often the server will update the game world – in Battlefield 4 will be higher in the future. Though we haven’t got any immediate plans to increase the tickrate at this moment, we are exploring the possibilities of raising the tickrate on specific servers.

 

No registered damage

We are aware of the bug where players have been firing at their opponent and not doing damage. In the February 13 game update for PC, we added a piece of code that enables us to specifically track instances where this would occur. We are currently looking at when this issue is triggered, and what causes it. The data that we receive will help us to further improve the firefights in the future.

 

Instant death while sprinting

At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.

 

Various Items

In addition to these items, there are also fixes coming for issues with Levolution being out of sync, shots appearing to be fired in the wrong direction, and vehicles outside the infantry area not taking damage when fired at. Also, we have introduced new in-game icons that will help you, and us, to troubleshoot network related problems that could cause an inconsistent multiplayer experience.

 

Network Troubleshooting Icons

With the January 30-31 game updates, we’ve introduced two new icons to the Battlefield 4 HUD (head-up display). These were added to the game as a way for us, and the players, to more easily troubleshoot common network-related issues that may have negative effects on the multiplayer experience.

 

Connection_HighLatency_64x64.png?v=1393934067.47

 

The first icon, seen at the top in the shape of a clock, indicates that your connection to the server is lagging. There can be several reasons for this. For example, it could mean that someone else is using your connection while you are playing, but it could also mean that there is a network problem that occurred somewhere between you and the server. The effect of such lag is that it will take a bit longer for you to see what is happening in the game world. If this icon is frequently blinking, you might want to try a different server or see if you can decrease the load on your Internet connection.

 

Connection_PacketLoss_64x641.png?v=1393934067.47

 

The second icon, at the bottom, shows four squares that indicate packet loss. When you see this icon, your connection to the server is experiencing lost packets, which means that information is failing to reach its destination, either when your game client sends it to the server or when the server sends the information to you. Please keep in mind that packets always get lost on the Internet and that you should not be alarmed if you’re seeing this icon blinking once or twice. If you have a large amount of packet loss and see the icon often, you will probably experience game “hiccups” sometimes – action will stop for a moment, then speed ahead to catch up.

 

What we have Fixed

Kill card shows 0 health

Kill card sometimes incorrectly displays 0 health, despite the enemy being alive. This could happen when a portion of damage dealt was rejected by the server, since the bullets that caused it were fired after the point of death for the firing player – the kill card would show the health as predicted by your game client, rather than the health confirmed by the server. An improvement that decreased the rate at which this happens went live for PC on Feb 13, and will be included in the next game update for all the platforms.

 

Broken collision

We have fixed instances of broken collision that made it impossible for players to shoot past broken objects, such as the collapsed chimney on Zavod 311.

 

Crosshair disappearing, resulting in hit markers disappearing

In firefights, players on PC could experience their crosshair disappearing, resulting in hit markers also disappearing. This would happen when certain gadgets were deployed by other players. A fix for this is now live.

Hit impact sounds

Impact sounds did not match the number of bullet impacts, causing players to feel that they died too quickly. An improvement to this went live for PC on February 13, and will be included in the next update for all the other platforms. The cooldown time for letting bullet hits trigger the sound has been decreased considerably, so players will now hear every bullet that hits them.

Headshot icon

We have re-introduced the headshot icon to help players understand when they get killed by a headshot, something that usually results in an instant death. The headshot icon went live in the January 30-31 game update for all platforms.

 

We want to assure you that we are constantly investigating, or already in the process of updating, all these items and several more that you’ve had concerns with – and that we will continue to do so with your help. Please continue to send us your feedback, and thank you for your continued support.

 

Source:http://battlelog.battlefield.com/bf4/news/view/addressing-netcode-in-bf4/

Geschrieben

PC Game Update Mar 6

 

March 6 PC Game Update Notes

-Several crash fixes and stability improvements

-Fixed an issue with data re-sending that was causing rubber banding on some servers

-Increased the maximum rank to 120

-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early

-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.

-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles

-Tweaked timing for how long the kill feed stays on screen

-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server

-Added default player slots to server browser filters

-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole

-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising

-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike

-Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed

-Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop

-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort

-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots

-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority

-Fixed an issue where Defuse could get stuck in an unplayable state between rounds

-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed

-Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse

-General improvements and bug fixes for the Battledash and Mission create screens

-Fixed a bug where red laser dots would get stuck on textures

-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value

-Fixed a bug where the enemy health always displayed as full in the kill-cam

-Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb

-The MAV has been updated to prevent players from exploiting it

-Improved repair rates for vehicles with different base healths

-Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps

-Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills

-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.

-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water

 

SPECTATOR MODE

-Fix for the EMP/Proxy Attack effects being visible in Spectator Mode

-Removed the black screen that was visible when switching between cameras and players in Spectator Mode

-Removed squad colors in Spectator Mode, now only the red and blue team colors are visible

-Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons

-Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else

-Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player

-Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player

-Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes

 

NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com].

 

GRENADE TWEAKS

-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.

-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.

-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.

-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.

 

PISTOL TWEAKS

-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.

-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.

-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.

-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.

-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.

 

WEAPON TWEAKS

-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.

-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.

-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.

-The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.

-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.

-The SRS bolt action time has been tweaked and the rate of fire has been lowered

-The GOL bolt action time has been tweaked

-The muzzle velocity for the MP7 has been reduced

-The MTAR21 muzzle velocity has been reduced

-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000

-Updated rate of fire for the RGP7 and NLAW

 

VEHICLE TWEAKS

-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.

-Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.

-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.

-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.

-Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.

-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.

-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.

-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.

-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.

-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.

-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.

 

Source: http://battlelog.battlefield.com/bf4/forum/threadview/2955065226155386316/last/

Geschrieben

Seit dem neusten Patch haben es auch wieder zwischenzeitlich behobene Bugs zurück ins Spiel geschafft. Allen voran der Bug, dass dich eine Rakete im Fahrzeug trifft und anschliessend kommt der Alarm...

 

Und wenn man nun als Sniper reinzoomt und Shift drückt und gleichzeitig W. dann zoomt man automatisch raus und sprintet, anstatt wie zuvor einfach mit angehaltenem Atem vorwärts zu gehen.

Geschrieben (bearbeitet)
pfft...merke nichts von den patches...allen voran, weil das spiel während dem laden des levels abkackt...

 

Hast du eine user.cfg mal erstellt mit dem Eintrag UI.DrawEnable 1?

Falls ja, Eintrag löschen und dann sollte es gehen.

Dieses Problem hatte ich.

 

Die neuen Naval Strike Waffen :sabber:

Aber die werden bestimmt noch gepatched. :okay:

Die neue AR160 geht ziemlich gut ab und die neue PDW namens SR-2 für den Engineer, einfach super. :fap:

bearbeitet von FlYiNgIcEmAn
  • 2 weeks later...
Geschrieben
Ich meinte morgen für Premium (siehe oben)

 

Stimmt, habs grad auf Battlelog gelesen...

 

Am liebsten mag ich immer noch die BF4 Original Maps. China Rising passt mir irgendwie nicht und Naval Strike muss mich dann auch erst noch überzeugen.... :ugly:

Geschrieben
Stimmt, habs grad auf Battlelog gelesen...

 

Am liebsten mag ich immer noch die BF4 Original Maps. China Rising passt mir irgendwie nicht und Naval Strike muss mich dann auch erst noch überzeugen.... :ugly:

 

Mir stinken eben die normalen Maps langsam.

 

Für mich spielbar sind nur noch:

 

-Rogue

-Goldmud

-zavoid

-paracell

 

Der Rest ist mir irgendwie verleidet.

 

China Rising hat immerhin zwei die mir auch gefallen, Altai und Silk.

Geschrieben
Mir stinken eben die normalen Maps langsam.

 

Für mich spielbar sind nur noch:

 

-Rogue

-Goldmud

-zavoid

-paracell

 

Der Rest ist mir irgendwie verleidet.

 

China Rising hat immerhin zwei die mir auch gefallen, Altai und Silk.

 

Sie sollten endlich entweder die "eigene Server" Option anbieten, oder dann wenigstens Server anbieten, bei denen alle Maps gemischt sind. So würde man alle Maps ein bisschen zocken und sie kämen nicht all zu oft vor.

China Rising, Second Assault und Naval Strike haben je nur 4 Maps in der Rotation, das ist mir einfach zu wenig...

Geschrieben
Sie sollten endlich entweder die "eigene Server" Option anbieten, oder dann wenigstens Server anbieten, bei denen alle Maps gemischt sind. So würde man alle Maps ein bisschen zocken und sie kämen nicht all zu oft vor.

China Rising, Second Assault und Naval Strike haben je nur 4 Maps in der Rotation, das ist mir einfach zu wenig...

 

Es gibt (auf PC) genug Server die auch mit DLC Maps mischen. Aber du spielst ja nicht auf dem PC :cookie:

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