Battlefield 4’s launch has been turbulent, to say the least. With a plethora of glitches and game breaking bugs, things have not been easy for DICE, even going to the point where they pledged they would not work on DLC until they felt that the game was in an acceptable state. Now, with the impending release of Naval Strike and more DLC, DICE has gone on a lengthy post over in Battlelog about what they plan on fixing next for Battlefield 4.
According to the post: “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…we have found and fixed several issues with latency compensation, and thereby decreased the impressions of ‘one hit kills’ in the game.”
Some other issues that DICE was taking note of and trying to fix were:
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.
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.”
Along with those, DICE detailed fixes being worked on currently for Levolution being out of sync, shots being fired in the wrong direction and vehicles not taking damage when outside the infantry area.
Other fixes that DICE claimed were either patched or going to be patched were killcards showing enemy health at zero despite still being alive, broken collision detection, cross hair and hit markers disappearing, hit impact sounds and the re-introduction of the headshot icon.