The list of low hanging fruit: simple yet annoying issues that should have easy fixes

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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
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This. Alternatively, your avatar should remember his reload state and simply pull the damn cocking handle at the next opportunity.

True, enough, but what is actually happening here is that the animation is being interupted and as such is not actually finished.

IMO a stage based anim might work here.
Instead of one animation that can be broken we have about 3 to 5 animation peices depending on which gun and how it reloads.

So for a ppsh anim 1 is removing the old mag, anim 2 puts a new mag in, and anim 3 charges the weapon if it needs it.
As each animation finishes it saves that state, so if you break the animaion after pulling the magazine out the gun will come back up with no magazine in it and you will have to hit reload to resume loading.

( the animations would be seamed together to look as they do now )

That way when you happened upon such a click your avatar could just throw back the charging handle and you are good to go, instead of reloading in a firefight...
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
Almost nothing on this list is "simple and/or easy". But I think there are some good suggestions here.

On that note, we may have nailed down the no fire bug :)
Simpler and easier than completely redoing an existing system. I didn't mean to underplay how much work some of these sort of things include but compared to some of the suggestions being posted lately, these are slightly easier but I'm not exactly in the position to judge as I have no idea where the scripting and code is at, at the moment.

Anyway i'll go through the thread again and put any new ideas into the OP
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
True, enough, but what is actually happening here is that the animation is being interupted and as such is not actually finished.

IMO a stage based anim might work here.
Instead of one animation that can be broken we have about 3 to 5 animation peices depending on which gun and how it reloads.

So for a ppsh anim 1 is removing the old mag, anim 2 puts a new mag in, and anim 3 charges the weapon if it needs it.
As each animation finishes it saves that state, so if you break the animaion after pulling the magazine out the gun will come back up with no magazine in it and you will have to hit reload to resume loading.

( the animations would be seamed together to look as they do now )

That way when you happened upon such a click your avatar could just throw back the charging handle and you are good to go, instead of reloading in a firefight...

Sorry to double post but I want to address this as it's a great idea. Something similar was added to Mount and Blade: With fire and sword and it was easily one of the best additions to the game as it's reload animations were rather lengthy(as you'd expect, for muskets) so having to do an animation again and again because you interrupted it was irritating. However I have no idea how the current animation system works so I'm not sure if it's even feasible let alone easy
 
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Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
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Bumping this thread up as it fell off the face of the earth after it got moved to ideas and suggestions.

I need people to help me pinpoint map based issues plus the regular stuff so I can keep adding to the list
 

Cokedrop

FNG / Fresh Meat
Oct 2, 2011
23
14
0
I'm not sure if this has occurred to anyone else, or if it's just me...

But when a squad leader marks a place for you to move to, do you, as a team member have any idea where he wants you to move?:confused:

I mean I've even marked a place myself as a squad leader, and there's no indication of any sort at all.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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I'm not sure if this has occurred to anyone else, or if it's just me...

But when a squad leader marks a place for you to move to, do you, as a team member have any idea where he wants you to move?:confused:

I mean I've even marked a place myself as a squad leader, and there's no indication of any sort at all.


I've noticed that as well, it should be added to your tactical hud on demand view.
 

boogada

FNG / Fresh Meat
Aug 4, 2011
84
27
0
When a map first loads, you get a weird camera view either inside map geometry or outside of playable area. Don't know how easy this is to fix and it's obviously not a really big deal, just a little thing that can make the game appear a little less polished.
 

Actin

FNG / Fresh Meat
May 19, 2009
1,453
250
0
Netherlands
Just wanted to bump this, but I had a small bug in FF.

(viewed from the german side)
When I just capped the central I moved to the left along a wall which is pretty low. When I sprinted to a cabin (an intact one just like the broken one at central) with sandbags next to it, I realized that I cannot mantle over the sandbags. These are even lower than some others so that must be overlooked when enabling mantling on the map.


I haven't played FF for a while so I will try it again to see if it has been fixed already.

I also missed the 'Hold iron sight' option as an 'easy to fix' issue.
 

Cokedrop

FNG / Fresh Meat
Oct 2, 2011
23
14
0
Also... Map voting.

Whenever I'm browsing the list, it scrolls straight back up when someone puts in their vote.

How am I supposed to even look at what maps are available?
 

Cokedrop

FNG / Fresh Meat
Oct 2, 2011
23
14
0
And whenever an objective is captured, a huge mess of icons fills your screen/vision.

It's not exactly practical, especially when you've got a shot lined up. You've already got a map to look at anyway.
 

justme2024

FNG / Fresh Meat
Sep 4, 2011
26
7
0
Almost nothing on this list is "simple and/or easy". But I think there are some good suggestions here.

On that note, we may have nailed down the no fire bug :)

than this game is a failure and will be for sometime if some of the "simple stuff" is neither simple or easy.
 
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realninja

FNG / Fresh Meat
Oct 31, 2010
274
64
0
Two of the most saught after additions to the game that should've been there from the start:

- The ability to choose between your unlocked weapon upgrades
- The ability to attach & detach bayonet ingame

When TWI gets around adding both of these things the game will become A LOT more enjoyable for everyone.

and being able to use the bayonet as a mele weapon when not attached.. with blood spraying all over the walls, and sounds of someone choking on their blood ;D
 
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realninja

FNG / Fresh Meat
Oct 31, 2010
274
64
0
And whenever an objective is captured, a huge mess of icons fills your screen/vision.

It's not exactly practical, especially when you've got a shot lined up. You've already got a map to look at anyway.

that SUCKS .. i hate when that text blocks my vision, they could at least put it on the top or bottom of the screen, where its not blocking
 

kuniu

FNG / Fresh Meat
Oct 7, 2011
4
0
0
Poland
www.xonotic.org
thought of another thing: Having to click ready every time i die.
Really bugs me - sometimes i dont get there in time and miss a re-spawn.
I dont want to change my role - i just want to spawn.
Make changing role/spawn an option - rather than a default.

+1


  • Increase the time spent before map change on servers that do not use the voting features. - This is to allow players to chat after the game has ended.
oh yes! More social life in-game would be great! I miss it so much! :cool:
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
Just to let you guys know, I used this post (and many others) to categorize some top community requests (that were not actually bugs). Bugs were sorted into our bug report list and prioritized based on player feedback about what affects them the most.
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
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Just to let you guys know, I used this post (and many others) to categorize some top community requests (that were not actually bugs). Bugs were sorted into our bug report list and prioritized based on player feedback about what affects them the most.

Thanks!
 

zeep

FNG / Fresh Meat
Nov 21, 2005
434
147
0
Playernames containing characters like ":", "(" and ")" will have their name appear as Playerxxx (xxx are numbers) in-game.

Simple fix is to allow more special characters. It's not like colon and open/close parentheses are that special. Silly thing is once in-game, you can change your name and add the characters anyway, "Setname Blabla:)", and it works.

As a result of the bug our clantag ":(" results in all our names being "Playerxxx" when we connect.
OP update first post with this bug. That's the whole idea right?
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
Just to let you guys know, I used this post (and many others) to categorize some top community requests (that were not actually bugs). Bugs were sorted into our bug report list and prioritized based on player feedback about what affects them the most.
That's great to hear cheers for this!
 

Siitosori

FNG / Fresh Meat
Feb 4, 2008
12
0
0
Oulu or Tampere
default MGs are wrong way around. Axis default setting is DP-28 and Allies MG-34. (Note: only when you reach the veteran MG level to gain acces on both)
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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default MGs are wrong way around. Axis default setting is DP-28 and Allies MG-34. (Note: only when you reach the veteran MG level to gain acces on both)


During the stats fubar period I discovered this happens to all guns. Russians standardly spawn with German weapons & Vice versa. People should have to opt into spawning with an enemy weapon.