Tag: david vonderhaar

  • Black Ops 3 Dedicated Servers CONFIRMED

    Black Ops 3 Dedicated Servers CONFIRMED

    David Vonderhaar confirms details of dedicated servers for multiplayer in Black Ops 3. Check out what he said below.

    Will COD finally have proper dedicated servers? – David (@Textbook_scar) 

    Yes, BLACK OPS 3 does have dedicated servers. There is a worldwide deployment plan for those servers. The way that the game works is a hybrid model, it’s trying to put you on a dedicated server if it’s the fastest, best situation for you.

    That’s not true everywhere in the world, but it’s true in many places in the world including Australia. If it makes sense for you to be connected to a dedicated server with other people on a dedicated server than that’s what is going to happen.

    Source: EBGamesAus Facebook

  • Black Ops 3 Multiplayer Changes as a Result of Beta Testing

    Black Ops 3 Multiplayer Changes as a Result of Beta Testing

    David Vonderhaar tells us how what changes have made it to the final game based upon the beta testing that was carried out last month.

    • Some players were dissatisfied that the Black Hat equipment was too powerful. We agree. Our new hacking mechanic scales the hacking speed based on how close you are to the target, and will require precise aim to hack Scorestreaks in a reasonable time. Time-to-hack has been adjusted upwards across the board to make it more challenging to hack, especially at the higher end of rewards. Hackers now also appear as a red dot on the minimap for the duration of the hack, which, along with VO notifications that a Scorestreak is being hacked, provides players the ability to counter by hunting down the attacker.
    • Rejack sparked its fair share of controversy during the Beta for a number of reasons, most of which were valid. Included in that list: putting players into Rejack did not count as a kill, and players were using Rejack to stack Scorestreaks. Now, putting a player into Rejack counts as a kill. Players receive kill credit immediately in-game, on the scoreboard and leaderboard, and in persistent stats. Rejack now also resets all Scorestreak progress so that it cannot be used continuously throughout a match to pad progress towards high-level Scorestreaks.
    • We’ve talked a lot about the flinch mechanics during the beta — that’s when getting hit causes your weapon to move out of position. Our improved networking code would sometimes cause bullet flinch to stack, so we put a cap on how much you can flinch while ADS. While you will still flinch when shot, it will be within tighter constraints to keep you closer to your aim.
    • We improved the feedback that you have downed your target by including the red “kill marker.” This marker will subtly grow in size with each subsequent hit, turning red upon dealing lethal damage as added reinforcement to confirm the kill.
    • During the beta, any downward or backward player movement could make the grenade toss distances feel awkwardly short. This has been adjusted so that player velocity never negatively impacts grenade trajectory. We also tweaked grenade speed and distances.
    • Players felt Concussion and Flashbang grenade types were very powerful. While both grenade types need to be in order to stay viable as equipment choices, we reduced the Concussion grenade stun time by 1 second and are now unlocking the Tactical Mask perk (the counter for both Concussion and Flash Bangs) earlier in the progression system at level 13.
    • By popular request, we’ve added a “Time in Hill” stat for the scoreboard and leaderboards in the Hardpoint game mode.
    • Players did not feel sufficiently rewarded for escorting the robot in Safeguard. Players now receive +25 score for every 3 seconds that they escort the robot toward the enemy base.
    • Players wanted additional details about how they were eliminated. The Kill Cam and Final Kill Cam now show what killed you (including weapons, Scorestreaks, Specialist weapons, equipment, etc.) and what perks the player has equipped.
    • Additionally, various weapon-balancing changes were implemented, including to the Razorback and M8A7.

    Source: PS Blog

  • Confirmed: NO Riot Shields in Black Ops 3!

    Confirmed: NO Riot Shields in Black Ops 3!

    Riot shields will NOT be appearing in the Black Ops 3 multiplayer.

  • Black Ops 3 – Multiplayer Stats Won’t Transfer Across Console Generations

    Black Ops 3 – Multiplayer Stats Won’t Transfer Across Console Generations

    David Vonderhaar from Treyarch revealed that stats will not be transferable between next gen consoles and previous consoles. This was confirmed by Vonderhaar answering a fan on Twitter.

  • Call of Duty Black Ops 3 New Details: AI Improvements, Lighting, Deferred Renderer And More

    Call of Duty Black Ops 3 New Details: AI Improvements, Lighting, Deferred Renderer And More

    Design Director David Vondehaar in a recent interview talked more about Black Ops 3 and what we should expect, you can read the interview below.

    Giuseppe: I just tried out the multiplayer, and I have a question that might seem a little strange. You know, I’m actually really bad at first person shooters. Yet, I actually managed to do something useful in those matches.

    David Vonderhaar: What did you do?

    G: I actually managed to kill people.

    DV: (laughs)

    G: So… did you do anything with the aiming to help out those like me that actually suck at shooting?

    DV: I’d love to tell you that there’s some secret sauce there, but no… I mean, we have a new controller [The DualShock 4, the game was playable on PS4 at the event], it got new dead zones, and the high frame rate helps. So you know, there have been tech improvements, but, to be honest with you, there’s nothing feature-wise that makes you suddenly a better player.

    G: You talked about high frame rates, so the game is 60 frames per second?

    DV: Absolutely. We strive really hard for 60.

    G: The engine looks really impressive, can you tell me how it has been improved?

    DV: Only at a very high level. There has been work on the engine. There has been tremendous work in the lighting, and the deferred renderer. I think that’s a lot of where that good look comes from is in the deferred rendering, the lighting and HDR stuff that’s going in there.

    There’s always been AI engine improvements, the UI and UX engine has been completely overhauled for this project, there’s a new tool for that. When you go to a new console generation you have to go and make sure that you’re working hard to take advantage of the new graphics capabilities of the next generation. That’s what this team had the graphics engine torn apart for a while, to make sure that we can get all that beautifulness out of it, get all of the high poly stuff, get all of the shadows, and get all the lighting, and still run at sixty.

    G: Normally gamers play Call of Duty mostly for the multiplayer, but now that there’s co-op, a lot of those who normally come for the multiplayer will probably play the campaign a lot more. Have you guys put more attention on the campaign design than you did before? 

    DV: I guess it’s hard to answer when you say, did we put more. That would suggest that we didn’t invest in it before, but yeah. The investment in the design of the game for multiplayer zombies and co-op is high because of co-op, there’s no question. I understand the spirit of what you’re asking. The spirit is that yea, there’s a huge investment because just think of it. You have to play the game with four players at all times. It instantly quadruples the amount of investment that you have to make.

    Everyone needs to have a lot of development kits, and you have to organize a lot of co-op play testing and it changes the way the game gets designed, because you have to build spaces for four players. So yeah, the design team is massive.

    G: This is the first time you worked with the DualShock 4 and with the Xbox One controller, that are massively improved. What are your impression of the new controllers, that are very important for a game like this.

    DV: Yeah, they’re super-important for a game like this, and there’s a lot of control that we have. I said about the dead zones earlier, and that was something we were working on last week, trying to make sure that we understand the two controllers, put them side-by-side, feel the differences, because that is the feel of the game, right?

    The precision controls that Call of Duty has is one of the major staples in the game. You do not wanna mess that up. We had ten years of the last generation of consoles to get that perfected, so when you switch to the new generation, you wanna make sure it’s good, and we spent time on it.

    G: What can you say to those who are new to Call of Duty, but want to approach the series with this chapter, now that are at your best with a three year development cycle. 

    DV: Don’t be intimidated. This is an accessible game. It’s just big, so take your time. There’s three things here to go experience. There’s the campaign co-op, there’s zombies co-op, which is survival-based and a completely different fiction obviously, and there’s the multiplayer itself.

    If you wanna play multiplayer competitively, you can actually go into a custom game and practice on your own. You don’t have to dive into the deep end of the shark tank. There will be some stuff to help you on board there, that we’ll be talking about later.

    Here’s the thing: I love to see new player come in. There’s still new players to be had for as popular as Call of Dutyis, and I hope you join the family.