#UI - Feedback

1 messages · Page 1 of 1 (latest)

cunning hull
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Please keep it on topic, and civil, we want serious feedback

  • No gifs
  • No 'skill issue'
  • No video's - (Testing video's in the Polygon are fine)
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@minor plover

bronze steppe
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In settings like video/gameplay etc.. there is usually enough space on the right side that could be used to explain the setting that the person is hovering over

stark pewter
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I'll probably do a really long writeup when I have the time. I have some comments regarding the general UI/UX.

mellow zealot
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Add map name and gamemode to the scoreboard. Im rank 90 and i still dont know every map by name because of this

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When the map vote is done, let the square of the map that won green, so its faster to find which will be next

soft echo
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scince theres no seperate thread : the markers over friendlies need to be cut off after 10-15m. i dont give a flying if theres a blob of 100 ppl on the other flag. i just want a clear sightpicture.
why would i care that someone on the other side of the map is moving ? where the reason behind it ?
not even your squad should be displayed if youre too far away from them.
its distracting , creates HEAVY disadvantages. for example if youre behind the enemy with friendlys in front then on your screen all is filled with enemies that have friendly markers over them.
this is by far worse than any system for identifying friend and foe.
even arma is consistent with its uniforms.
doesnt matter wich kind of terrain u pick. they follow the same theme while battlebit has only a slightly lighter or darker camo and the lights only on the back wich doesnt do you any favour unless theyre standing to you with their backs turned.
call me names or whatever but as someone who regularly plays with 60 10 i dont feel like thats a me problem.

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my main point is : while i can naturally aim at enemies instantly in every of these : battlefield games, arma 1-3, other shooters and even warthunder -> battlebits visibility is great but the foe identification process is hindered by the cluttered screen (friendly markers) , lights only beeing on the back part of enemies and the uniforms wich only have minor differences

lusty plover
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A thing I regularly do is to press the back button when customizing a weapon or my character.

Pressing escape or clicking on same spot that opens the choices returns you one step beck essentially closing the list of choices but keeps you in the screen for loadout.

However, pressing the back button returns you to the spawn menu.

My expectation has been that the back button would work same way as pressing the escape key.

minor plover
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My main thing was definitely what @soft echo said, IFF is such I keep looking at klumps of friendly icons and dead bodies only to get shot by a guy that's hidden amongst them 5 feet away due to a perfect friendly icon behind him

soft echo
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also cant only be us. the amount of times people friendly fire in this game is crazy and its excatly cuz of this

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horrible situations : flanking enemies and have teammates in front, walking after each other and having one enemy come up in between of you guys and turning a corner and seeing a enemy with a marker over his head thinking hes friendly.
the last one ive even had for both sides. sometimes the enemy turns arround a second later just like you and is like : oh wait ure not friendly at all 🤣

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im fine with not having a red indicator over the enemies but sth has to change

urban anchor
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Unfortunately team marker culling/fading is not possible according to the Suggestions channel pinned thread. It's noted under the "Things that will not be changed" section along with sniper glint. I've seen people say it has to do with the way they are coded. For some reason adding some fade out distance would be a big performance hit. Mind you I haven't seen a dev say anything about it, so take this with a grain of salt.

soft echo
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fair enough. are there any plans tp add some other way of identifying people then ? id love to hear what others say about that cuz ive not seen a bigger debate about the topic (might have missed that dk)

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clearer differences between uniforms would be great for example

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that would also fix the problem to some degree if you learn them

stark pewter
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Maybe someone with game dev knowledge can give their two cents

frigid wing
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Medic/ammo packs need to be highlighted on the map and ui, they are too small and impossible to find. Maybe a hotkey that highlights the closest of each, instead of always being visible.

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Server names need some indication of where they are. All us servers show as 17 ping for me in the server browser, but can be located on west, central, or east coast. I get 90+ ping to west, 50 to central, and 10 to east so it matters where I end up. Would be great to be able to know which data center I'm connecting too before being in game.

stark pewter
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I am currently writing a really long writeup on the general UI of the game. I will be mostly talking about the UI during gameplay and not the menus (I might do this a bit later).

edit: wasnt as long as i expected

frigid wing
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Need a summary of our kit in the deploy screen, including vital information like your final movespeed.

Class, Gun, armor, helmet, final calculated movespeed, gadgets should all be visible without entering sub menus. Especially for armor, many players don't even realize you can change it

stark pewter
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Fuck should i just post a PDF/google docs link lmao

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i want to append images aswell

frigid wing
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More granular statistics, including total gun kills, should be avail. I would love to know how many kills with p90 I have over all my prestiges for example, instead of just the current one.

I also think when prestiging, previous prestige skins you've unlocked should stay unlocked, so you only have to unlock the newest skins. You should still be able to unlock multiple prestige worth of skins, just as now, if you didn't unlock them previously.

minor plover
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Oh here's one thjat migh t be possible
Can you put a tick marker for "Latest Update" popup? That hides that until the next update, its real annoying when leaving the game having to leave a popup to exit the game. Or wheen you've seeen the pop up 20 times before next update.

visual solar
stark pewter
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  • Ping system
    Currently, the ping system is a lot to be desired. From my 70+ hours of playtime, I've barely seen any ping from my teammates, and those that do will be hard to find or track. While it is somewhat functional, it is very barebones and could benefit from some adjustments. Below are the two main problems of the current ping system and what can be done about it:
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  1. The ping lacks visibility.
    The default ping color should be in a color that stands out more. Currently, the ping is in a slightly transparent white color, making it dificult to notice, especially on bright areas / maps, as seen below in the attached image.
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A solution for this would be to add the ability to customize ping marker colors and its translucency, since such option is unavailable currently. Another solution would be to add a stroke / outline to the ping to add more contrast. Below in this image is a mock-up of what it would look like.

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  1. The ping lacks options.
    Outside of pinging locations and enemies, the ping doesn't do much else. A suggestion would be to add a ping wheel or the comma-rose, or to add more functionality to the ping, such as being able to ping Medkits, Ammo Kits, enemy traps, etc.
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  • Building UI
    The buildable or squad points menu, while doesn't really have a UI problem, it is somewhat lacking in the UX department. To build a buildable, the menu must first be opened, and then the building type is chosen with the mouse. A good addition would be to able to select the building type with a hotkey; for example - pressing "1" will select the first building type.
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  • Blue friendly markers
    With the current implementation of blue markers to indicate friendly positions, it will display all of them instead of nearby teammates; thus cluttering the screen. Reportedly, the developers have tried to implement culling or fading markers (implementation method unknown, lacking information), but at the cost of performance (how big the impact is yet unknown).

NOTE: I will assume that the developers have tried culling or fade away friendly markers by periodically collecting distance information individually from each teammate. I will also assume that the developers have tried implementing a distance slider to automatically exclude teammates that are outside of the selected range.

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My suggestion is that the player markers are automatically culled by grids. The map is subdivided into grids, and friendly markers will be drawn when within a specified range. This method may or may not consume less performance compared to calculating every player's distances every tick. In the image below is a visual representation of what it would look like. On the left is if nothing is being culled (every friendly marker within the map is drawn), while on the right, the friendly markers will only appear in a 3x3 grid, centering around the player.

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Here are some UI woes or inconveniences that I've come across in my 70+ hours of playtime.

Friendly Ammo Kits and Medkits Icons
Frankly, they're pretty small. Giving the icon a circular border and making it bigger would make it slightly more visible.

Loadout Menu
It lacks a text of what is currently equipped in each slot. Adding the name of the equipped weapon/gadget below the slot name will help reduce the time clicking each slot to check what's being equipped.

Hold [button] to heal
Please add an option for us to disable this popup. Even if you are tickled with a flashbang and take a tick of damage, this popup will appear.

Lack of a scroll-bar in any of the Settings Menu
Pretty self-explanatory. This would be a nice accessibility addition.

sullen crypt
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IMO everyone should be able to see the dead teammate timer. Having this as medic is a mini wallhack since it immediately alerts you when a nearby teammate has died. And since other classes can revive anyway, it's still useful to know how much time they have left.

leaden coyote
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My server browser wishlist:

  • Servers not fitting the filter should be entirely hidden, currently they are only slightly grayed out which to me isn't distinctive enough
  • Filters should have toggles for "all on/off"
  • Additional filters: Don't show full games, or empty games, min. nr. of connected players, max. ping
  • Maybe show the status of the game in the list, like remaining tickets, time, or if currently in end screen voting

Server browser buggy/janky behaviour:

  • Entering and leaving a game, then going to server browser, the filtering/gray-out doesn't work until you change one of the filters
  • Dragging the scrollbar and letting go on one of the server entries, or whereever else in the UI, clicks that entry/button, should only release the scrollbar
  • I often open the party sidebar by accident when using the scrollbar, there should be a way to hide the party sidebar entirely or make it only open with a button click

Compass in game:

  • Flags/goals should be on the compass on the lower screen edge

Scoreboard (maybe)

  • Show the current map name somewhere
dapper minnow
blissful star
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let us change our loadout from the main menu!

sullen crypt
cyan shore
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Would be nice to have to small icons for helmet and body armor durability on screen, similar to how the mags are shown.

hallow reef
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Please add a visible grid to the map, it's so hard to quickly reference a location to team-mates

visual solar
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Would it match the vision of the game to, on the death screen, add whether you died from a headshot and from how far away?

hidden summit
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A feature showing where you were hit would be cool actually

hidden summit
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He'd have the killer's distance instantly

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But fuck snipers, I don't care HyperXD

granite pewter
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#1 thing the ui needs is main menu loadout / character customization

visual solar
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Showing kill totals next to rank requirement on each gun in loadout menus.

proper ice
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Showing the name of the map on scoreboard

sinful crow
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Squadmates not in combat should have a higher UI layer than squadmates not in combat. It's infuriating when one guy is spawnable underneath a clusterfuck of unspawnable dudes.

finite osprey
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hotkeys for being the spotter in the tank should be in a more visible spot than the top right of the screen. Straight up didnt know there were other pings to use while being in that spot. Maybe bottom right might be better for visibility.

stoic fog
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I don't know if this counts as UI but I would like lines on the minimap to indicate range, like it's divided into boxes and each box is 100x100 meters or something. It would make spotting a bit more useful since you can spot a vehicle and then check the minimap for a rough estimate on how far it is.

muted skiff
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  • Add the name of the current map to the map screen and to the scoreboard
  • Reorder the list of squad members in the HUD to place the squad leader at the top, and add an indicator next to their name. Add text to the HUD of the squad leader telling them they are the leader. Very easy to forget that you are SL
  • Add some sort of damage indicator to the HUD while driving a vehicle. Something in addition to the smoke a vehicle emits when it is low, because the smoke is often not visible to the driver while on the move, only when stationary.
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There are incorrect prompts to hold RMB to zoom on vehicle weapons, when in fact you have to use scroll wheel and RMB does nothing. This is true for the second gunner on tanks and some turrets on humvees.

stark pewter
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I would like to see the distance and area of where you can place down buildables in the form of a circle centering around the player

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Skips the guesswork of how far you can place down a buildable and makes it more intuitive

strange swift
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Things i would like to see changed:

  • move the compass from the bottom to the top
  • a function to save loadouts
  • visual rework of the squadlist in the bottom left corner for better visibilityy
  • a font with less visual clutter like Helvetica, Verdana or Open Sans
  • a more modern ingame chatbox
sinful crow
urban anchor
# dapper minnow I think there must be some misconception of what is happening. After all, the te...

That's not necessarily the case, it's more so the engine rendering far away things smaller.

From my understanding the issue with distance culling would basically be the fact that every single player on the server would be constantly calculating their distance from every other friendly player. This calculation would have to be done every server tick, worst case scenario every client does this calculation 126 times per tick on a 254 server. The fear is that doing this is a big performance hit. Others in this thread https://discord.com/channels/303681520202285057/1120236533887287406 discuss it in better detail if you're interested.

dapper minnow
# urban anchor That's not necessarily the case, it's more so the engine rendering far away thin...

I still would take this with a grain of salt. Yes, if you do it the naïve way of just checking the distance every frame, it might be indeed slow. However, the rendering pipeline exists for a reason. The GPU has no problem discerning whether objects are too far away to be shown/rendered. It might just be simply that the Unity pipeline doesn't offer a straightforward solution (I don't have enough experience with Unity to tell). It is by no means impossible to implement though, and might just require time. After all, we are just talking about draw distance here, a pretty straightforward feature. Maybe they have some kind of special, multiplayer-related (anti-cheat) reason for why it is not easy, but the devs would have to explain themselves.

lyric verge
minor plover
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Loading screen could have tips for lesser known things, like supposedly assault class ADSes faster than other classes?

hidden summit
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this should just be in the class menu tbh

muted skiff
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I would like to be able to see the names over squad members from further away and with out line of sight.

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It’s hard to know which one I need to talk to to warn about an enemy if they aren’t next to you because you don’t see the name

sinful crow
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Yeah, hide teammate icons but just keep the squad ones

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It's especially obnoxious on flatter maps

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and if you're attacking from a flank that lines multiple objectives in a row

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so you get like 3 objective icons and nearly every god damn teammate's icon all stacked in the centre of your view

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right where the enemy is, like bruh

muted skiff
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Also on the deployment map, add text stating why you can’t spawn on the selected spawn, especially why the teammate you have chosen to spawn on is unavailable as an option currently. “In combat” isn’t as helpful as something like “too many enemies nearby”

frigid wing
soft echo
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it removes the clutter but it doesnt really help with the identification. you get used to it though and itll still be better somehow. dont ask me why

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if you point at friendlies you still see their name

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doesnt help if los is broken though

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sry didnt read the los earlier

glossy current
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I would like the current ticket count to be visible somewhere small on the HUD without having to TAB into the scoreboard to see who is winning.

lusty anvil
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I would like a setting to toggle objective markers as "visible on-look only" or "visible all the time". As Klump mentioned with the team markers, the objective markers also add to clutter, and opaque sliders only do so much

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Maybe with a view-cone slider (fov size that triggers showing the objective marker you're looking at)

soft echo
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or simply place the flags higher up so that in the worst case you miss that sniper on top and not the guy with the p90 at ground lvl

lusty anvil
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Yeah, I considered that too. Would be nice to get all this out of our faces so we can differentiate friend from foe

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And foe from rock

abstract briar
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⚠️ Firerate: Bullets Per Mintute to Bullets Per Second⚠️

This stat description does not represent actual value represented in the game. The bpm value in the description does not give the accurate value like other stats (such as ads, reload, dmg etc.) and only gives general understanding of weapons fire rate compared to other weapons.

To know the real effect of fire rate you need to know their bps (bullets per second). Why i need to manually convert bpm to bps to know the actual value of a very important stat?BBDead

Not a single fps gets this right💀

strange swift
lyric verge
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Is dividing by 60 too hard for you?

strange swift
stark pewter
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"...RPM value in the description doesn't give the accurate value..."

..it does. It's just presented by minute, not by second.

The more you play, the more you'll get a more intuitive understanding of how fast a gun will shoot just by looking at the RPM.

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At best, if RPS is implemented, it should be an option in the settings menu.

zenith cobalt
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im putting this here since its kinda(?) the best place for it?

as a superior high sensitivity enjoyer, can we please bump the upper limit of the base sensitivity sliders?
i play on ADS 500 but it still feels slightly slower than i would like it to be

yes i know i can just bump up the 1x 2x etc sliders or up my mouse DPI and functionally do the same thing im requesting
im suggesting it anyway

also can we please add a toggle button in settings to automatically switch away from bandages when you let go of 3?
it gets kind of awkward when your stuck there holding a bandage for a few second doing nothing because you 'switched' to it sometime in the revive clusterfuck and never realized it

strange swift
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What do you guys think about a weapon swap hotkey? I have the tendency to fat finger when i want to swap weapons, and i sure a hotkey will help a lot.

true light
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can we get a different hitmarker sound/graphic when dealing headshots? would be nice to have especially on guns where headshots really matter like the FAL

hallow reef
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Some way to request healing/ammo using a radial menu that just puts an icon over you or similar that medics/support can see for a brief period. Language isn't universal and it's hard to communicate (on European servers especially) that you need something, doubly/triply so if you're trying to do it non-verbally

honest void
hallow reef
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Please add the magnification factor and a preview of the reticle for scopes on the weapon customisation screen

abstract briar
abstract briar
# stark pewter "...RPM value in the description doesn't give the accurate value..." ..it does....

RPM is a useless value in video games. Period. You need to know actual amounts of bullets shot per second to accurately compare fire rate of weapons.

There is an explanation to why its rpm in real world and not rps, which further proves that rpm value is actually useless for video games.
In short, its rpm to scale things in general, in warfare with machine guns, suppressive fire fire, logistic etc.

abstract briar
hidden summit
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why is rpm useless lol

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it's just scaled up rps

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you write all that but you didn't explain why rpm is useless

stark pewter
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this is pedantic

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"There is an explanation to why its RPM in real world and not RPS...", yet you haven't explained it.

"...further proves that RPM value is useless for video games." Useless how?

zenith cobalt
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RPS is a useless value in video games. Period. You need to know actual amounts of bullets shot per millisecond to accurately compare fire rate of weapons.

or we could just go with conventional RPM

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the real complain is that its control instead of scope sway

hidden summit
zenith cobalt
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seriously? lol

hidden summit
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yuuuup

frigid wing
hidden summit
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do fps games normally factor in reloads and whatnot into rpm tho

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i wouldn't think so

frigid wing
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personally it doesn't bother me all that much, I know 600 RPM is about 10 bullets a 2nd and can extrapolate from there, but it would make more sense for FPS games to use RPS instead of RPM.

hidden summit
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from what i can tell, rpm as displayed in most fps titles is literally just scaled up rps

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for example with the m4, if the rpm actually accounted for reloads

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the rpm would prob be halved lol

frigid wing
# hidden summit i wouldn't think so

Depends, some games do it properly, other games just upscale it. Which is why RPS would be a better use. Because you never know if you can truly just divide by 60 and have an accurate measurement for the in-game fire rate you are expecting, or if you've then got reload time in there which would mess w/ the calculations

hidden summit
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i can't recall any fps game that accounts for reload in rpm tbh

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maybe there are some out there

frigid wing
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idk how battlebit does it. Imo it's not all that important, but I agree he's got a point.

hidden summit
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i'm 99% sure battlebit doesn't account for reloads

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and rpm is just scaled up rps

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in which case, it doesn't really matter

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rpm accounting for reloads would be a pretty useless stat honestly

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idk what i'd do with that information lol

frigid wing
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yea that's the thing though, it's always 99% sure. But if you're wrong, all the DPS sheets n stuff end up being slightly wrong which can impact balance or community perception on some topics.

Overall how weapons feel is more important but that can be wrongly influenced by bad information, as well - an easy example being that a ton of players think the vector is the fastest TTK in the game when that's not true at all

hidden summit
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i'd rather just look at the RPS and the reload speed in that case

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maybe the ttk stats sheet guy knows

frigid wing
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I don't think it's a big deal, maybe have RPM stat with RPS in brackets or something but otherwise there's definitely more important things to worry about lol

hidden summit
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true

abstract briar
abstract briar
abstract briar
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this would be 20 for vector, for exmaple

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clown

abstract briar
hidden summit
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thanks, that really cleared things up

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so helpful

abstract briar
hidden summit
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me trying to find the facts

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i see a lot of unsupported opinion tho

hidden summit
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@hexed niche dumb question, but the game's RPM stat doesn't account for reload speed right? it's just the firerate of the gun expressed in rounds per minute?

hexed niche
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Both their own thing

hidden summit
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got it, thanks for confirming 👍

abstract briar
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dude, i swear to god

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its not just my opinion, its a fact.

hidden summit
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it's a fact that rpm in this game is literally just rps scaled up

abstract briar
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google your self about what rpm is and why its rpm instead of rps

abstract briar
hidden summit
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🤷

abstract briar
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ive just explained my self

hidden summit
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maybe you have issues comprehending it, but don't go around letting your own personal issues affect everyone else

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RPM is the standard used across the entire fps industry for displaying this stat

abstract briar
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its the same as if you had dmg value being show as "heavy" "medium" "light"

hidden summit
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not the developer's fault if you don't like it, and there's no reason for them to change on your account

abstract briar
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its objectivly incorrect to use rpm vallue instead of rps, ive just explained why

hidden summit
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no need at all for oki to redo the menu if a single dude can't tell the difference between 1200 rpm and 300 HyperXD

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anyway, there are way bigger issues with the game

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so i'm done here

abstract briar
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this is UI suggestion/feedback section

abstract briar
abstract briar
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its just a change of a few numbers

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basic text

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where instead of rpm there will be rps. for vector that would be a change from 1200 (rpm) to 20 (rps)

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just basic text change

abstract briar
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it will give exact vallue of bullets fired in a second

hidden summit
abstract briar
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vecotor basicaly deals 44 dmg, if you compare to acr's fire rates

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gives you a better perspective of fire rate impact

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when you know the accurate values

hexed niche
abstract briar
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and explained to your friend before

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rpm is a shit value people are using because they dont understand it. Its a logistic value from real life that cannot be aplied to video games

sinful crow
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"they don't understand it" who's they? It's more like it's just you who can't divide by 60.

abstract briar
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there is a reddit post about that explaining it, google it plz

abstract briar
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why it cant have same accurate value as dmg or reaload speed?

sinful crow
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It is an accurate value lmao

abstract briar
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I cant belive how stupid you are people

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imagine if dmg or reload speed had same vague description as fire rate

sinful crow
hexed niche
abstract briar
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Yeah, its like talking to a brick wall. You guys provided zero counter arguments.

sinful crow
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Zero arguments besides, just divide by 60 doofus.

abstract briar
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Lol, you guys dont even know how argument is defined

sinful crow
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While your argument is "nooooo it's not accurate" when it is accurate lmao

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Else dividing an inaccurate value 60 wouldn't give you an accurate value still.

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You don't know how accuracy is defined

abstract briar
abstract briar
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So it doesnt represent accurate value like damage or reload speed

sinful crow
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Again with some fucked up definition of "accurate"

abstract briar
sinful crow
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People don't count seconds irl? TIL

abstract briar
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I give up.

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You are truly ^^^^*^^

sinful crow
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I'm not about to teach a pigeon English and maths

abstract briar
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ah, i see. The rpm value it self is accurate, whats inaccurate is that it does no represent whats happening on your screen, like realod speed, ads speed, etc

abstract briar
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this whole time i was talking about how its inaccurate in terms of other stats values, and not the fire rate value it self

granite pewter
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if it were more realistic, the game communicating quick mags increase firerate would confuse a lot of people.

i like it how it is personally. rounds per second would potentially be a decimal thing and look ugly

stoic fog
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we should just not talk about rpm vs rps, its so pointless. Like we all know what it means and if you're using it to calculate dps youre probably using a calculator anyway so just divide it by 60 there

hidden summit
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no no it's objectively wrong to use RPM instead of RPS

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despite the fact that one is just the other multiplied by 60

sinful crow
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some say it's inaccurate even

grand hazel
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Add map grid with coordinates on the "M" map and deploy menu.
Add a simple toggleable readout (in settings) that quickly tells you what map sector you are located in.

sinful crow
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Pings on map?

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Or even as recon's special shtick

grand hazel
sinful crow
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True lmao, such a rubbish and rare role it might as well not exist.

grand hazel
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It needs to have more leadership based abilties

sinful crow
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I don't even think ping on map will save the SL role

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If we grew some balls and made squadmates only be able to spawn on SLs

grand hazel
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Eh... That should be a toggle-able setting for when custom servers come out.

sinful crow
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Yeah but as it stands vanilla SL might as well not exist.

gusty karma
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  • Give us an option to add the Compass Directions (N, S, E, W) to ON TOP of the scrolling compass, not embedded into the same height as the numbers.

  • Give us an option to switch out the horizontal compass for a literal traditional disc-compass. I hate the BR/gamefied compass thing going on in gaming, and want to use a compass I can understand easily.

  • Give us a MAP GRID in the map screen, with like A5, D3, H12 etc. It's so hard to coordinate with your squad/team when you cant give them any direction apart from "this compass direction (Which is relative from my posistion {which I cannot describe accurately because there is no coordinate system} from me)"

  • Make it so that squad leaders can place MAP POINTS that the ENTIRE TEAM CAN SEE.
    ・Let us place PERSONAL MAP POINTS ONLY WE CAN SEE
    ・Let us place SQUAD POINTS the squad can see.


  • Please give us a MAIN OVERVIEW of loadout screen. Right now I have to cycle through the bottom row of tabs to see what sidearm I have, Gadget 1, Gadget 2, Throwable etc I have. Please put all of this in ONE screen, which where I can enter the separate menus for each one. Please.

  • Allow us to close the main menu "latest update" with "any button". Right now you have to cross it out with you mouse....

  • Allow us to sort servers by several options. Right now you can only sort by one thing.. Either: Ping, Population, Game Mode...
    I want to see LOW PING, 127v127 Servers, CONQUEST. Its so frustrating that you cant find servers effectively.

  • Allow us to QUEUE up for servers.
    Since 70/80% of all JP servers are Domination, trying to enter a CONQ server before it gets filled up is nigh impossible. Please allow us to queue up for servers in the server browser.
    OR BETTER YET, let us have some sort of way to automatically queue us up for a server where we set the criteria (127v127, CONQ, low ping) for example.

  • Give us an option to see our ping in the top right corner (like the FPS), as a number.

Thanks for reading.

cobalt jay
#

Add a dead icon on dead teammates and a marker of last death position for the player on the map while respawning. Hard to differentiate a prone teammate and a dead one behind cover and walls. Also its hard to know the exact place where the player has died, since currently the marker is the same for all squad members and it often disappears super fast.

oak bluff
#

There needs to be work done to let people know they are the Squad Lead and/or allow people that want to lead claim the role. 90% of my games I have to beg the SL to pay attention and drop a rally. They mostly don't know they even have the role.

ashen kiln
#

My only request is to do something with the loadouts, scrolling up and down the gun list is pain (trying out the evo, oh I need to switch to ak15, scrollscrollscrollscrollscrollscrollscrollscroll) also loadouts in main menu please thank you

sullen crypt
abstract briar
#

Nothing pointless in that. RPS is an accurate value compared to RPM in video games because it shows what actually happens on your screen. Same as reaload speed, ads speed, dmg etc.

#

Like ive said, if you look at vector, because of its insane fire rate it basicaly deals double the damage compared to most acr. Accurate value such as RPS would give you a better understanding of the gun.
When you look at rpm, its just tells you how fast weapon shoots, its like if the dmg value was telling you how hard it hits instead of the actualy value

#

So even if value it self is accurate, it does not represent what happening on your screen, which makes its inaccurate

#

And for the last time, why i (or anybody else) need to keep actual notes for this?

#

The argument of "just 60 duh" is the most stupidest thing you could say about all this. Its not even an argument.

#

Its like, people dont even know how to formulate an argument

stark pewter
#

You're saying accurate, but the unit of measurement that is used to measure the gun's rate of fire is just represented in a different manner. In minutes instead of seconds.

A better word - or phrasing; that you're looking for is relevancy to the player. And yes, RPS might be more relevant for the player.

This is not to say that I disagree with your opinion, it's just that your argument is phrased in a way that will make people keep poking holes on.

abstract briar
stark pewter
#

People take opinions more seriously if it's better articulated. And of course Discord being Discord, you can't fully expect people to take you seriously either

#

Just maybe word your arguments better (don't say accurate, because RPM and RPS by technicality are both accurate)

#

Keyword: relevancy.

abstract briar
#

Well, you dont shoot for a minute in battle bit, which makes rpm inaccurate. Like ive said, value it self is, but in terms of gamepley its not

#

English is not my primary language, but even then, i cover my lack of better phrasing with overexplaining of things. Not ideal ofcourse.

abstract briar
stark pewter
#

Now that I remember this

#

One thing that shouldve been added

#

are filter by regions in the server browser

gusty karma
# gusty karma - Give us an option to add the Compass Directions (N, S, E, W) to ON TOP of the ...

I threw together a quick suggestion of the respawn screen (its the one screen where a lot of what I wrote as suggestions is all together in one).

Three things I am don't think is good about what I just drew:
The "Spawn point" thing is reduntant?
And there should be a chat window.
The Squad menu should also be bigger than what I drew.

The size of each part is just random, as well is the position of the layouts' elements. It's more a "what menus and features I'd like to see in the menu", more than "I want it to look exactly like this".

lyric verge
#

cute

half coral
#

Not sure if it has been mentioned but a 'Time remaining' for the match on each server in server browser would be really nice (if possible). I really hate joining servers to see the match ended

stark pewter
granite pewter
#

i have a suggestion. when in the squad menu when you click on the name of a person it will select them for you to spawn on them, instead of you having to click on the little dot.

gusty karma
granite pewter
sinful crow
stark pewter
#

How about the ability to double click on a spawn point or teammate to quickly spawn in?

#

qol stuff mostly

#

clicking spawn regardless of the spawn timer, should automatically spawn you if you have already selected a spawn point beforehand aswell

neon dust
#

A way to get rid of the "you can not use the main sight while using nightvision" everytime you ADS

gusty karma
#

When you press "search for player", the you have to manually press the search bar, which is so meaningless. Literally the only thing you want when you "search for player" is to type their name.
Make it so that when you press "search for player", you're automatically able to type in the search bar, instead of having to press it.

short burrow
#

Gadget amount and Squad point font size are too small.
Need change font size option.

rugged yacht
#

This is a small but very annoying moment. When you select attachments for weapons and then want to return to the list of weapons, you can't just click "Back", you have to click on the circle next to the attachment. Please make the Back button return to the list of weapons 🙏

zenith cobalt
#

you can press escape

honest void
# zenith cobalt you can press escape

Thank you.
Dear God thank you.
By complete chance I just never thought to try that.
And I've hit that damn back button so many times testing things.

wise tree
#

with the addition of bandages allowing us to heal for a specific numeric amount and showing us our hp in numbers affterwards, perhaps it's time to just add a health bar? the strawberry jam smeared all over my screen may be a little more immersive but isnt very accurate for figuring out how much you need that bandage. perhaps there could be a button to gauge it like how we have to manually check our mag

zenith cobalt
#

*except if your a medic, they get health bars for themself using their medkit and even can see friendly HP bars

but all the other classes cant for some reason

wise tree
#

I know they said no hp bar which is honestly fine, but having 0 way at all to tell what the number is, is a pretty clunky issue

frigid wing
#

Would be nice to have a number next to ammo or something

tropic token
#

Not sure if this has been said before, but would be nice if you could ping directly on the map for your squad.

stark pewter
#

this was in 2020

#

am i missing something or did the pinging system get downgraded

half coral
#

That looked cool, but they probably thought you'd get killed by the time you opened the radial menu and chose an option, well at least in 254p server

stark pewter
#

should be an option none the less

#

make it so that tapping ping will automatically ping an object/player/enemy and make it contextual

#

holding ping will show the ping wheel and you can do whatever is in that video

#

always nice to have options

frigid wing
stark pewter
#

not really that much clutter tho

#

not that much compared to whatever we have rn

#

126 blue markers HyperXD

frigid wing
# stark pewter 126 blue markers <:HyperXD:622619810492055562>

well, yea, but adding more clutter isn't going to improve that.

the pinging system in the vid has a ton of text and large icons, and looks a bit clunky.

It could be refined and then I think would be ok, as long as 3d spotting isn't a thing except on vehicles, but I prefer the fluid ping we have atm. One thing that would be great is opening map and placing a marker like that, or using the map to give squad orders.

stark pewter
#

ive shared some of my opinions about the ping system pretty early in this thread

frigid wing
#

or seeing current pings on the map when you open it up as well

stark pewter
#

but i have to disagree about the ping system rn being "fluid"

#

it feels like shit using it

frigid wing
#

what do you mean? Look at enemy, press button, done.

stark pewter
#

nah

#

not that

#

the overall ping system

#

default ping is too transparent

#

could barely see it in bright areas

#

and this is probably on my end but sometimes the ping would have a slight input delay

frigid wing
#

that's the part I'm talking about when I say fluid. There's no context menus or wheels to worry about.

I agree visibility could be improved/customized.

stark pewter
#

if they want to make it a single tap ping system then they got to add more contextual abilites to it

frigid wing
#

It's not perfect as is but i would rather have a fluid pinging system like we have now than one like in the vid where there's wheel menus or a bunch of text popping up on screen

stark pewter
#

such as being able to ping ammo box or enemy traps etc.

#

its pretty barebones rn

sinful crow
#

Ping is scuffed. Sometimes you can press the button and it doesn't even ping.

frigid wing
#

yea, contextual would be nice, including ammo/health boxes. Though I would rather prefer a hotkey that shows the nearest friendly ammo/health kit on the map and hud than rely on it being pinged

stark pewter
#

finally someone other than me have this issue

frigid wing
stark pewter
#

also if you ping too close to a ping that you have placed beforehand

#

it wont ping at all

#

it feels clunky

sinful crow
#

Nah sometimes it's like my first ping in a while too

frigid wing
#

The only time I have that issue is when I'm planing bomb, for example. Maybe the ping isn't based on camera but where your character is looking(which is the same MOST of the time, but sometimes not)

stark pewter
#

honestly if we rename this thread to QoL, the content / discussion of this thread wouldnt change at all HyperXD

#

most of the woes here stem from mostly qol stuff

sinful crow
#

UI do be like that

frigid wing
#

there's definitely some non-ui QOL stuff too, ex, action queuing

sinful crow
#

I hate the weapon/attachment changing back and forth

stark pewter
#

can you push this harder lmao

#

need the damn input buffer

sinful crow
#

At least with armours/backpack you do it once per team and never look at it again

frigid wing
#

if I did that would've been in the game 5 minutes after the first time I played LMAO

stark pewter
sinful crow
#

Not seeing your own icon on the drone is also pretty scuffed

stark pewter
#

yeah idk whats the deal with that lmao

#

how does that even happen

sinful crow
#

And that the drone can't look down without spazzing out. 😂

#

No view box like the attack helis of bf3

jaunty umbra
#

A quit to desktop option while in match would be nice

zenith cobalt
#

alt+f4

jaunty umbra
# zenith cobalt alt+f4

You're not wrong, but I try to be as pacifistic as possible while exiting a game where I use drones to kill people because I'm a raging hypocrite 😛

sweet token
#

Need a bigger or more visible way to request ammo from teammates or see ammo boxes on the ground. Maybe a way to have support see who needs ammo and drop it for them

stark pewter
#

hey

#

i just realized something...

#

assuming that the devs didnt add any culling to the game and all the icons are drawn in game regardless of distance

#

how is it, that as a medic, you can only see the remaining health of teammates nearby and not those afar?

#

this got me thinking of another solution

#

the reason why we dont see the health icons of our teammates as medic, is because the further away we are, the smaller the health icons are

#

how about we just implement that to blue markers?

sinful crow
#

Or just opacity by distance

stark pewter
#

we have discussed this at one point, but the reason that anything "by distance" solution hasnt been implemented although being very obvious at first sight - is because that the client would need to calculate the distance of every single teammates in the game, every tick

hidden summit
#

there should be ways around this, but devs have said it's not happening anytime soon =.

#

=/

stark pewter
#

i have brought up map-based grid culling above, which might have less of a performance impact

#

my current observation is that some of the icons do properly scale with distance, such as friendly gadget icons and medic health icons scaling with distance

#

im assuming that the icons are directly attached to the model itself (in the engine), so the client doesnt have to do anything

hallow reef
stark pewter
#

plop down a mine

#

look at the green icon above it

#

and move backwards while looking at it

#

the icon gets smaller

hallow reef
#

So yea, probably part of the model

stark pewter
#

the medic health icon is probably setup the same way too

#

i cant think of any other way

hallow reef
#

Can't see why that wouldn't work for team icons too, means they would actually scale with distance

#

But they wouldn't show through objects/terrain

stark pewter
#

i think this "hack" solution might work for the blue markers

#

but then youd have to adjust the scaling so that the blue markers arent massive at close distances

sinful crow
#

Mine are already tiny 😂

#

But it's still a blur of dots on the horizon

hallow reef
#

Same, I had to scale them right down so they weren't obnoxious

formal otter
#

I want someone to let me know what they're trying to spawn

brisk spruce
#

Some way to make team markers stand out under night vision, especially against the northern lights on isle night, i think an outline might do it

flint sundial
#

I got a lil blurry small text on hud like squad hud etc on 1366x768

dapper minnow
# stark pewter we have discussed this at one point, but the reason that anything "by distance" ...

This is definitely incorrect, and I don't know why people keep saying this. Calculating the distance to 128 objects in a game every tick is nothing (In fact, you wouldn't even have to do it every tick, who cares if you see the marker 5 frames later). I am not sure even a dev said this was the reason, I can't imagine it. Especially distance culling via the GPU is blazingly fast and can easily do thousands of objects without noticeable frame drops.

#

Like, how do people think LOD and similar things work?

stark pewter
#

If it is as low impact as you say, then what's stopping them?

dapper minnow
#

I mean, ask the devs - there could be plenty of other reasons, like server side checks for anti-cheat reasons

#

but don't buy the performance one

stark pewter
#

I would like to but we can't ping devs HyperXD

dapper minnow
#

It would definitely be interesting to know and get some clarifications, but I think they are busy with other things 😄

blazing salmon
#

had a random idea today, would be nice to have a 'game progress' indicator when looking for games in the server browser

lyric verge
#

add another bar for game time there

oak bluff
#

Just dont let people join matches that are within X time of ending (at least on the auto-search).

stark pewter
#

you dont get XP from winning

oak bluff
#

It's a poor user experience to join a match that's ending and have to wait for the whole voting/loading process.

#

It's almost always a defeat that pops up too, just feels bad overall. I don't think it's a high priority issue though

dreamy quest
#

Please for the love of god let us change our equipment during death screen, withoit having to click through 4 submenus, we should be able to do it while the revive bar goes fown

robust chasm
#

Please just give me a bar so I can go down to the weapon I wanna equip, gotta scroll for like 20 seconds to get from rifles to carbines

gusty karma
#

Give us a map grid.

Allow us to put waypoints on the map.

Give us an option to get an actual disc compass instead of the gameified scrolling bar.

merry warren
#

Suggestion 1.)
Allow us to set a distance within which we want to see our Teammates’ Markers. Frankly I don’t care about the guys on A while I’m on E, that info only obscures my screen.

Suggestion 2.) Provide a setting to add a border around those very markers, to make them stand out more against bright or same coloured surfaces such as the sky.

strange swift
#

Suggestion 3.) Different colours or shapes for party members. It would be so much easier to see who had pinged

merry warren
#

I should clarify, when I say “marker” I don’t mean their pings but rather the little Doritos over their head.

#

Hence suggestion 1, I really don’t need to know that the entire team is on A when I’m on E

frigid wing
hidden summit
#

Failure to better implement 1) is developer skill issue

merry warren
#

makes it hard to tell sometimes when playing on... any non-night map

hot mauve
#

A way to upscale the size of the in-game UI would be nice. I’m not sure if there already is a way, but the icons of my UI are all a bit too small when playing.

mild oxide
#

Idk if this belongs in this thread but add emotes ,but not a lot, maybe a unique one for each class, because i think it would be funny to emote on a downed enemy.

sinful crow
#

Waste of dev time doing emotes 😂

#

You can already trash talk on mic

mild oxide
#

True

slender pawn
#

can we have idicator for ammo box on spawn or can you just make it more noticable or larger

half coral
#

we need ability to change classes on supply drop crates or at base ammo crate

short burrow
#

Need loadout in home screen.

chrome silo
#

When I'm changing my backpack and armor in the character screen I would like it to where the back button doesn't exit the entire menu and instead just behaves like the esc button does. I know I can just press the esc button but sometimes I just click the back button and it's just really annoying because it makes sense the BACK button goes to the previous menu instead of behaving like an exit button and closing out of the character UI.

random river
#

I was gonna mention the back button aswell. But also the server browser. Yall are probably already working on it since the Community servers update, but it's such a pain in the ass to use.. Whenever i use the search bar everything just gets greyed out. The searchbar doesn't really help with filtering on community servers for example. The existing gamemodes and map size filters are outdated. And the maps filter options could be improved with a map thumbnail for QoL.

lone marsh
#

These bars should be squashed so that they are more clear on how much armor you really have. A fully armored support only takes up and 8th of the bar. 90% run speed displays as half of the bar. Makes the bar kind of pointless tbh.

lyric verge
#

just you wait until oki adds 750 durability armor

zenith cobalt
#

*on medic for some reason

merry warren
bleak rune
#

There should be a menu option for customising the operator/character. It should be on the menu screen instead of inside the game.

merry warren
#

We already have a “soldier” tab, just slap customisation in there

#

It just makes sense

frail lodge
#

Can the devs please add an icon to indicate that a vehicle is 'drowned' so you know you cannot spawn on it?

#

I tried spawning on many vehicles but they are 'drowned' and I just get a generic notifcation telling me It doesn't have room or that I don't have the correct role.

#

Just its standard icon but with a little pixel art wave covering half the icon?

ashen kiln
#

can the devs add a ping lock? i'd literally rather wait 10 minutes to join a server than keep being thrown in servers where i have 60+ ms

royal iris
#

I have 2 feedbacks:
only a small feedback: you can’t switch from the server browser back to the main menu by pressing ESC. 2nd: you can‘t skip a revive while watching the scoreboard. But you can do everything else (reloading , healing, …)

hot blade
#

plz restrict ping to like 120 max makes no sense for ppl from china to be on eu servers lagging everywhere

#

every other game has it for a reason

ashen kiln
#

maybe allow the server browser to display the actual ping to the server? every NA server says 30 for me but in practice the majority are 50-90

#

i really just want to play the game without an additional half second delay, i'm suffering rn

feral locust
#

Hey guys, im enjoying the game a lot, but there is little issues that i had experienced. Sometimes its hard to see trought enlarged point icons when squad`s leader commanded to attack the exact point. So it will be good to make a cooldown after which enlarged point icon returns to its default size

dreamy quest
feral locust
#

But let things like this by default is not right as well

short burrow
#

Please display playing map name in deploy screen.

ebon belfry
#

plz fix all 126 teammate markers showing from accross the map

merry warren
#

There really isn’t a reason for us to need to see them all the way across the map

#

If I wanna know where my team is, I press M, if I need to know where my team is within 100m of me, THEN I’d like to see the overhead markers

hallow reef
#

Oki has already said it's a limitation of the engine and how markers are currently implemented, it's going to require a full redesign of that aspect.

#

Which I'm sure will happen, but prob isn't high on the priority list

merry warren
#

Spaghetti Code Markers

thorn wing
#

If friendly infantry have no collision and/or friendly fire is not enabled, they should be half transparent (at least when ads) to avoid blocking vision unnecessarily causing enemy rapid firing weapon mowing down the whole column of players when the ones behind the first have little chance to fight back

knotty pumice
#

Can we back out from server browser to main menu by escape button pls?

frail lodge
grizzled zealot
#

damn new main menu looking good 10/10

mild oxide
#

Get community servers out of quick play

chrome silo
#

So is the server browser genuinely dogshit for anyone else? The moment you touch anything the entire server selection goes transparent and nothing is organized. I can filter by conquest and I get frontline as my first result. I can filter by 127v127 and I get 32v32 rush. Filtering out full lobbies doesn't even work either

#

Also the stats on the character menu is counter-intutitive. It shows different running speeds if you click on backpack and chest armor and most people would assume what you see on that stat would be your overall speed and reflect the total movement speed penalty.

#

There's no real way to find out what actual stats you have when you have so many variables influencing one another

#

Genuinely flabbergasted the server browser is this poorly made

#

Even if I remove every single filter the servers remain transparent. Even if I look for offical 127v127 servers everything stays disorganized and transparent.

errant girder
chrome silo
#

Yeah, that's the problem. No matter what settings I do it's always transparent the moment I change something in the filter

errant girder
#

im pretty sure you just need to widen your search

chrome silo
#

I have. I've even removed every single filter but it's always transparent. Nothing ever solidifies the server browser the moment something is changed

errant girder
#

by remove every filter you mean check every box right

chrome silo
#

When I get into the browser everything is sold. If I change a setting it goes transparent and when I reenable it it's still transparent. Literally is impossible to make it solid again unless I restart client or exit a game

errant girder
#

i guess thats just bugged it used to be fine

chrome silo
#

Doesn't matter, checking or unchecking every box results in the same thing

errant girder
chrome silo
#

There needs to be a window with final stats. Side-arm can give you 1.10 run speed. Primary weapon can alter your run speed. Backpack + armor can alter your run speed.

errant girder
#

yeah and i wish other stats like recoil were actually comparable across guns

#

at least the mobility stat is specific to each gun rn

sinful crow
#

Idk if it's just me but server browser doesn't save the damn filters

grizzled zealot
# chrome silo Genuinely flabbergasted the server browser is this poorly made

you dont have the box ''Show full servers'' checked. That's why they're grey. Almost all the servers in ur screen are full or official servers (''Show Official Servers''), also click on ''Players'' to sort them by playercount instead of randomly. Looks like u sorted them by Ping

Are u sure nothing happens when you check every box (also check if you have all maps selected)

granite pewter
#

One small change I would like is for the weapon categories to be drop downs in the loadout selection menu to make it faster to get to the gun you want.

slim ice
#

In my opinion the Setting Dropdown for Quickmatch options stays visible for too long after stopping to hover over it. I think it just needs to stay for ~a second or so

rugged yacht
#

Add this

frail lodge
#

I don't think that would work because I thought the dev mentioned that servers get spun up on demand. So empty servers wouldn't exist? Unless I'm wrong.

errant girder
#

it would be better if it wasn't just a checkbox but a range slider with a min and a max player count

short burrow
#

Need an option to gray out servers with PING over 200ms.

errant girder
#

if we had some sort of dual sort it would work
(sort by ping first then sort by server size)

waxen flame
#
  1. Display all weapons on the "weapons" page, so you can see all weapons in the same page without clicking 10 times to check different categories.
  2. Maybe add an option to exclude "fxxk" sights when calculating the precentage of progression so you don't need to grind 1000 kills to fill the bar.
fossil tinsel
#

I like the new server browser UI.
Shame it doesn't save setting. Checking all the boxes every time is stupid

slender pawn
#

Yo can you make it so the game remember witch box we uncheck on server browser, sometimes when I uncheck some option it would not be remembered. I would often get into situation where I failed to join a server because of my ping or something about the server not responding. and I would have to uncheck it when i got sent back to homescreen.

magic rose
#

It would be nice if the map name showed up somewhere in the scoreboard (Thing that comes up when you press tab during a match)

gritty linden
#

Devs, in the server search, you need to add:

  • the Show empty servers checkbox
  • the Show queue checkbox (or do something with sorting by the number of players on picrelated).
  • maximum ping allowed slider (200 by default)
  • saving selected server filters
ashen kiln
#

yeah max ping slider please. so i can set it to 40 and stop getting put in the same 80 ping servers over and over

magic rose
#

A minimum players slider would be very handy as well, I don't care about servers that meet my requirements that have 0 players

dark magnet
#

Can we please get an in game party up invite button and join button from the scoreboard? Like in the view where the spectate button is?

#

It'd be nice if peeps could join my open party from in game if we're vibing without having to add each other as friends right away. Sometimes you just like yours squad lol

dark magnet
#

Don't know where to put this feedback, but can we have a "normalize voice chat audio" button in the option menu so that microphone volumes won't blow our ears out from time to time? Let us turn on a gain limiter on the client side end or something please. I wanna be able to turn up voice chat without losing my hearing

short burrow
#

[Server browser suggestion]
Please add map size filter for each map.
Appropriate number of player depends on the map.
This is useful, for example, if want to play NAMAK 64vs64 or FRUGIS 32vs32.

dark magnet
#

There's already a check box for each team size

short burrow
dark magnet
short burrow
dark magnet
#

I'm confused

dark magnet
#

Actual issues with the new scoreboard

#

So, I think it should show top squads instead of top players in higher playercount games

#

or show a mixture of both

#

Doing that will promote a lot of positive teamplay. Someone who's not too great at the game can still feel fantastic seeing their squad get top spot!

#

I would also put the Highest score and more objective captures in the MIDDLE not to the side. The middle is sort of the most important screen space, so people will naturally see those as more important than the stuff to the side

#

Another benefit of having it be top squads instead of individual players is that players who potentially could be flamed/mass reported - because lets be honest this community has people who would do that - will have that NOT happen because it will instead show "squad delta" instead of their names.

#

If you want to keep the individual achievements, definitely do a mixed approach where you show the player name and the squad they're a part of, and have top scores for squads as a whole.

#

I honestly think the flaming/mass reporting this will be an actual issue with the way it's currently set up and it will accidentaily cause a lack of teamplay in squads and such because people will be like "helping out my squad isn't getting me top kills, therefore I'll hop squads or sit in a spot instead of helping".

#

I know that seems kind of dumb, but I mean it's the battlebit community lol

errant girder
#

i think individual recognition is still necessary though

#

its way cooler to have your name on the leaderboard rather than Squad C

#

nobody knows who squad C is, you can't tell what squads your enemies are in, there is no identification outside of your own squad

#

the current order is fine except there could be some smaller one-off spots

dark magnet
#

The game is about teamplay and individual still, so why not highlight both?

#

Squad with the most kills, players with the most kills

merry warren
#

(Would be great if you actually got rewarded for team play, but that’s not a UI thing)

dark magnet
#

Squad with the most overall points, players with the most points (which can be different)

#

One squad might have more combined kills than the squad with the top player in it. I would say that means that squad might've done more for the team. Either or, it's good to highlight that sort of thing

errant girder
#

yeah there definitely could be a squad score category

bleak heart
#

Please add a Quick Match option that searches for a match of any size. I think that would help with variety a bit, since there would be more people playing on the 32v32 and 64v64 maps/modes.

true drum
#

Can we have the server browser settings not change every time I open the game?

lost elbow
#

Please change role/idea of the map from primary (while player died only) to non-primary.

BF idea that is not "click the map", that is "select by arrows possible respawn point and press space immediate".
So map just add few lags (i have geforce 920M and old core i5), cause of really you have few spawnpoints - main, flags, allies and tanks. Clicking mouse is useless here, UI doesnt required it.

Also while you have opened map in-game - you lost your mouse because it becomes "crosshair". Better solution was in natural selection 2, you can observe territory around you see through semi transparent map. Yes, it maybe easier, cus of BB still not decide is it wants to be easier or difficultier to play, but really at least one UI benefit here - while you can rotate actor with opened map - you can draw view line and you can detect yourself faster than semi-dot line. You open map, touch your mouse and you see what icon is moving.

If you still want crosshair inside map, one of the idea i saw in Helldivers. Map is small and while you hold the keyboard key "map" and moving the mouse - your map moves but crosshair keeps in center. It allows to oversee part of the map and drop marker about something. Actually nobody used it, there's different gamestyle at all.

lost elbow
#

Additional small UI fix could be Assigned keymap. Tarkov has better stuff. Instead of define "reload style" with taps and holds, you have to add key and then set mode for the key - is it tap, 2-tap, hold. It was first.
Second - if you set "spacebar" key to jump AND to parkour - if you stay near small crate and you want to jump to see enemy - your actor get on crate up, it is unexpected design problem

errant girder
merry warren
#

Arma controls tankgondola

lost elbow
#

actually shift+space should be parkour =/ too many actions, v i use to check ammo

#

in tarkov i used R-R to check ammo, R - to fast reload, R-hold - long reload. Controls in BB currently not support modes of keys

ocean ibex
#

We should be able to customize loadouts in lobby menu before we go into a game

Not having the ability to do this causes players to take up precious time that could have been used for taking important objectives and actually playing the game.

grizzled zealot
#

Would love to be able to grab the scrollbar or have buttons to filter the weapons to make weapon selection faster

#

Right now it takes me a long time to scroll to the bottom of the list

grizzled zealot
#

Also I really like the new hotkeys shown ingame, I'm just struggling to differentiate ie. C4 vs the Ammo box.

They both look the like the same white squares to me.

The bandage Icon is really clear and understandeable, something similar to it could help differentiating the C4/ Ammo Box

surreal frost
#

Please, don't count people who don't vote automatically in Random.

mystic kelp
#

Can we have some more hud customization its just a bit ehh the only thing i can remove is the xp bar

dark magnet
#

I don't think the random focus on global leaderboards is useful for the game in any way lol

#

It's kind of cool I guess, but I'd prefer to know the leaderboards of the people in the game with me currently. The only people who are on top of leaderboards in games usually no life it up there, so I've never found out it a fun or interesting global thing. Tell me the leaderboard statistics of the peeps in the match though, now that is fun

grizzled zealot
dark magnet
#

By statistics of people in game, I mean the all time stuff

#

Because it'd be really cool to see that kind of stuff for the peeps in my squad or lobby

#

Random tips would be sick af

grizzled zealot
errant girder
hybrid gyro
#

We should have stats for transportation on the global leaderboards and in the stat/soldier menu. Considering its a tracked stat at the end of the game screen it should be a stat that is seen/available to the player.

dark magnet
#

Where's our "most resupplied" and "most repairs" stats in the end game screens?

#

Gotta put love to all types of players!

fossil tinsel
#

Where is "most kills with vehicles" in leaderboard?

dark magnet
#

Where is "most revives"?

#

Also, give bonus XP to those on the leaderboards

#

For squad leaders, change it to "top squads" or have that next to it so the entire squad can get recognition and feel good

dark magnet
#

Day 100000 of asking for the voice chat to have a "maximum gain normalizer" setting. As in, let us check a box that limits how loud other people can be - or just do that normally. That way if people have their mics set to 10000 I don't get my ears blown out, but they still sound funny

white knot
#

It might just be me but I can't seem to find a way to easily favorite a server I just played. I didnt see a history tab and I had forgotten the name

fickle girder
#

I know the update literally just came out but the fact that the new hitmarkers are animated is really distracting...the first thing I did when I saw it was to try to find a setting that reverts it to the old hitmarkers. (also i hope this counts as ui feedback I didn't know where else to put it)

pliant folio
#

I don't like new hitmarkers from last update. Roll back the changes or at least give the opportunity to change to the old ones in the game settings please. Thank you

neat matrix
#

One message removed from a suspended account.

mild oxide
#

New hitmarkers suck unless your sniping

neat matrix
#

One message removed from a suspended account.

wintry kite
#

The new hitmarkers jitter too much, the spacing is significantly increased, causing a distraction on center aiming, and changing the size only adds to the problem. The previous hitmarkers in a static position is significantly better, and much better clarity regarding aiming for users. Being forced to disable them entirely just to not be distracted should not be the fix.

dark magnet
#

The sophisticated discussion area 🧐

#

So, anyone who's modded payday 2 would probably know about "advanced hitmarkers"

#

in that mod the hitmarker by default do the rotation thing these hit markers do. I'd love to have an option to turn off the rotation effect personally. I think I've started to grow attached to the new animation now that I'm more used to it (although, I still prefer how long the old hit markers were on screen for, and I don't know how I feel about the jittery shrinking and growing of them)

wintry kite
#

I want the static positioning back, it's actually tilting me and idk why

dark magnet
#

It's in gameplay options

#

You can turn off the positional movement, not the new animations and stuff though

wintry kite
#

I've played with positional hitmarkers enabled and disabled, neither are good

dark magnet
#

I actually quite like enabled now

#

I just think they're a bit harder to read

#

The new armor break icon is great though

#

although, I figured it'd be more something like making the hit markers look like this or something

fickle girder
#

its the moving around that i dont like its distracting and needless clutter

wintry kite
#

^

#

if I could disable that, I'd be inclined to push through it, but I can't and that's what's distracting me

dark magnet
wintry kite
#

Changes to hitmarkers being reverted is good, but now they're incredibly thin. Are we able to edit the thickness and spacing? Changing the size also increases the spacing a fair amount

sour shadow
#

Can we make resolution a drop down menu and not arrows?

dark magnet
#

so hopefully it'll be fixed quick

wintry kite
#

ahh okay, that's understandable then

short burrow
fading prism
#

i don't care about "global revives" or "global vehicles destroyed" or whatever. it's pointless filler for loading screens. scoreboards are cool because they relate to the match you just played, but these are just pointless dick waving contests

#

also, the new hitmarkers look absolutely hideous. i hate how slim they are, they actively make shooting at enemy gamers less fun

#

this update and it's consequences have been a disaster for battlebit's UI

neat matrix
#

One message removed from a suspended account.

faint wren
#

Not sure if this counts as UI because its menus, idk. But anyways on ultrawide resolution the beautiful game update notification doesn't seem to scale well and is almost impossible to read which is a shame cause they look so nice

#

it's actually even a bit easier to read in the screenshot than in real life because the snipping tool white washes snips but, anyways there it is

pallid whale
#

Scroll bar for loadouts, my mousewheel is slower than average and its a pain in the ass to get to the carbines
Also option to save up to 3 or 5 loadouts for each class, say when I play conquest I get the antivehicle engi with tandem, av nades and big backpack. On domination it will be heat rounds and regular nades with light pack
So that I dont havd to navigate 15 menus every match

mystic kelp
dark magnet
pallid whale
mystic kelp
#

keyboard numbers

#

tf

pallid whale
#

they do nothing in loadouts
read what I wrote before replying some bs

mystic kelp
#

oh shit for loadouts

#

u can just drag with the mouse

#

this is the tiniest thing to change i cant lie

pallid whale
#

On razor mouse its a pain in the ass

#

Scrolling that wheel like Im trying to tame scorpion evo

fading prism
#

thank goodness for the new hitmarker customization in #dev-wip

valid merlin
#

Can we please have the option to change hitmarker color for vehicle hits?

mystic kelp
#

there is

valid merlin
#

I mean one that isnt the same as "armor hit"

knotty night
knotty night
#

thats what it feels like lmao

pallid whale
#

vehicle hits should not be the same as armor hits, the gear icon was enough before, now its confusing whether or not I hit a guy on armor plate inside a heli / hamvee

valid merlin
short burrow
#

Gray Flashbang option pls.
Black is so black it looks like monitor failure.

dark magnet
#

The roulette wheel looks great

frail lodge
#

I don't see anywhere else to post this but the game would really benefit if it used Vulkan instead of Directx. Especially for players with lower-end machines.

faint gull
stable oar
faint gull
#

ooof

#

Oki please fix hahah

pale canyon
#

Are we able to have your spot in the leaderboard always visible (even if you're not at the top) when pressing the leaderboard tab?

Could be the bottom row so you always can see your score and stats without having to look through the entire board?

If you're already in the top portion you dont need this since ur visible then, but if you're not visible, seeing something at the bottom would be nice.

pastel pivot
#

It would be a nice QOL fix if the "sort-by" function saved your last "sort-by" parameter that you set.

With the addition of region filtering, sorting by latency became obsolete, so I started actually sorting by player count and it has been a little tedious to have to reselect my "sort-by" parameter every time. (thank god at least the server browser filters save your settings now!)

lost elbow
#

==========
Showing map by holding key MUST NOT block person rotation with a cursor, thats why map ondeath and minimap is different thing in most of games.

#

==========
Need an UI timer like in tarkov until game ends. Always its happening unexpectable in modes that does not require capture all points or have no respawn limitations

#

=======
Need an UI icon upside head "who's speaking", also would be great separate "local chat" from "radio chat", i mean not about all-squad-team voice chats, i mean voice(just in place)-vs-radio(whole map)

short burrow
#

Favorite button is required in server. (Deploy screen, etc.)
When want to add favorite server, most of the time I am in server.

oak quest
#

the new customastions for hitmarkers is dope but could we also get even more individual customization like one for normal hitmarkers and another for headshots or armor?

quartz granite
#

When in a server and you bring up the map, it should include the name of the map. It'd help some of us memorize which mape is which.

errant girder
#

making a big list of ui feedback, feel free to ping me with stuff so i can add it

general main menu
loadout customization in main menu
viewing other players’ stats/profiles
actually put something in the credits tab!

server browser
save sort filter
queue for full servers
filter for server tickrate
sliders for min/max players

main menu leaderboards
show personal placement at bottom
more categories (transportation, ammo resupply, games won)
add different sub category buttons at the top of each page (ex. top clans by total xp, by average xp, etc)

clans
add clan chat
allow changing name, image, tag
show member date joined, clan date created
add member sort (by xp, rank, date joined)
expand dropdowns by default
member xp currently broken??

stats
better use of space on the home page (more stat bubbles?)
“highest score” should be the highest score ever achieved in a game (highest score class is redundant because of “most played” category)
change activated codes icon to be consistent, move it to the bottom of the list
add “all” pages for each category
show more detailed weapons stats in a popup when clicked (kdr, xp earned)
show stats for non-weapon gadgets (bandage -> revives)
show “players transported” for vehicles

mystic kelp
#

Can we make it so u can ping parts of the map and that pings show up on the map

lavish raft
#

add a top player of every class leaderboard at end of each game

dark magnet
lost elbow
#

=====

Please, make markers one-per-person. I mean - if you drop white marker and then drop second one - first one is dissapear, or it could be 3 markers per player (unable to predicate use-case, btw). Enemy marker should be linked to target, new marker of same target should remove previous one.

rugged yacht
#

Make so that the nickname of the person who spoke is displayed for a little longer.
**It often happens that you want to mute a person, but nickname immediately disappears. **
Make a small delay after the person has finished speaking

glad siren
#

So I was curious what Control stat on weapons does, went to search through this Discord and found multiple different answers (some of which didn't make much sense.)
I am posting it here cause I feel like the UI would benefit from more descriptive and detailed weapon stats.

stable oar
hidden summit
#

afaik, this is still the case

#

despite oki still adjusting the control stat on guns in the balance passes HyperXD

raw crown
#

oki said it does something...
he wants to make a video SOON to explain it HyperXD

dapper minnow
#

The new markers sound good, however

Disabling/fading friendly markers based on distance is making players mix friendlies with enemies on long/medium distances which is worse
I disagree with this. If I never play sniper, I don't need to see friendlies 1000 meters away. However, in the example video given, it might be good to know there are friendlies this close all the time, even through walls. A good solution would be to have a min-max slider, that allows you to specifiy the minimum distance (where you can always see the marker) and a maximum distance (where you never see the marker). Everything in-between uses the new experimental system. Bonus points for making it class/weapon/vehicle specific.

spark flower
errant girder
#

they could make it so that far away friendly markers only show up when scoped in

dapper pier
#

Let me hit ESC to back out of the armor customization and weapon attachment screens when zoomed in, not back out of the WHOLE menu. Like if I'm zoomed in to chest armor or barrel attachments, the first ESC press just zooms me out to the weapon/customization overview screen.

errant girder
#

currently you can like click on blank space a few times to go back i think but its not intuitive at all

short burrow
#

Kill count leaderboard by weapon

tropic zodiac
#

may i ask what happened to the 20x scope icon?

rugged yacht
#

This in-game statistics of Top Clans do not display the strongest and largest clans.
All this top is clans with ONE single member.
On the second screenshot you can see the real Top Clans (Total XP). Please fix this fake Top Clans

errant girder
neat matrix
surreal frost
#

Add filters to auto play where it would avoid damn night maps

dark magnet
#

I demand a monthly challenge. No particular reason

smoky oxide
surreal frost
smoky oxide
#

Lmao

sullen crypt
#

Does anyone else find the grayscale minimap hard to read at times? In particular driving around areas with many changes in elevation in a vehicle, e.g. anything off the Sandysunset roads, can be somewhat annoying.

Since we already have the satellite version of maps, I wonder if it would be possible to let us pick which version to use.

dark magnet
#

A lot of the old ones definitely suffer from lack of detail in the terrain at times

half coral
#

Maps texture is definitely shit tier. All major roads must be clear to see

hybrid gyro
#

We should have a leaderboard for transportation points.

neat matrix
#

One message removed from a suspended account.

wise tree
#

big one we're missing imo is resupply

#

medic gets two leaderboard stats and support gets 0

neat matrix
merry warren
#

reiterating my suggestion of allowing us to set a border on the "above-head" teammate markers to make them stand out against similarly coloured or bright backgrounds (blue against water or sky, green against foliage)

neat matrix
#

One message removed from a suspended account.

sullen crypt
hybrid gyro
merry warren
#

Can we add a visual indicator on an enemy's screen to show them when they're making noise that I can hear?
Because I am getting tired of people accusing me of cheating when all I'm doing is wear a headset Kek

raw crown
#

audio's fricked tbh
sometimes i get moments where i can flick around like i have esp or smth on sometimes i don't hear enemies approaching, where they are or even my own noises, meanwhile the enemy hears them
good thing they're going to hire an outside company/team/studio? to do the audio design later down the line...

merry warren
#

it's mostly the bullet whizzing that confuses me

#

Player sounds such as steps, reloading, bandaging I hear perfectly well and can infer where they are
But sometimes it sounds like someone is magdumping me with the whizzing going past, when there aren't shots anywhere near me

raw crown
#

always has tbh
the audio in general feels very unpolished and unprofessional
well no one on the team's a audio designer so we'll have to live with it for the time being

merry warren
#

can't wait because rn I turn around every 10 seconds because I hear a close-by whizz Kek

raw crown
#

already doing that because i'm afraid to shit of rats, campers and npcs spawning in after previously not even existing...

dapper pier
#

I heard they're hiring a professional studio to help with the sounds, might be cool.
Spreading misremembered misinformation.

raw crown
#

they want to do that ye

sullen crypt
#

I'm pretty sure currently it's muffled relative to what enemies hear

merry warren
#

Yeah, ally and enemy footsteps are attenuated differently I feel

#

At least I tend to be able to tell whether or not that’s an enemy walking outside my building just from the steps alone (also just… turning around and looking for the dorito above their head)

wise tree
#

would be nice if sights were shown in loadout. theres a lot of sights spread across the different guns, you dont get to know what it looks like till youve used it

ashen kiln
wise tree
#

I only see black, visual bug maybe?

#

because personally I can only see short range sights, and only some of them

short burrow
#

Result XP count is cool.

lost elbow
#

====
known problem in most of games - bad ironsights / "utlra real ironsights"
just compare "realism" and "game comfortability"
whats the problem there? Arma 3 iron sights is designed for player, other "real" iron sight is designed for movie. weapon there covers all the screen, the target hides from you behind your iron sight. even then the weapon is semi-transparent (because (usually) you have TWO eyes)

so, IRL some weapons has bad crosshairs and the holo sights actually solves the problem.
today i played with ak74, and used as always reflex sight (smallest dot ever), and dont understand why i cant shoot to "enemy head" on 150 meters, and thats because the head like holo dot size, and i just dont see it.
i took ironsight for ak and because real iron sight is good for that - had solved.

next i've get p90, and there's a "real ironsight" - half of the screen for p90. half of rest - the iron sight, and small hole in black body (.5 sm), good, realistic, unplayable.

If you customize iron sights in gameplay purposes - players will say you thanks.

same as holo dots and attachments.
there's so many attachments with same unplayable mark, that covers the enemy.
good mark is a triangle + zeroing (that battlebit forgots every death of the actor), you set zeroing to 500 and shoot little bit lower the target, and target cannot hide visually.
but there's triangle is only on OKP7 and even there so many useless realistic lines on the glass.

i mean actually would be great to select holo mark between triangle, dot, cross, circled cross, circle, vertical line, horizontal line (current cobra) with same attachment or different ones. instead of 20 attachments that all the same in fact.

wise tree
#

shudders at famas ironsights

stable oar
#

The new bonus xp after winning kind of make the leaderboard useless now. I've placed first with 10:15 kd just grinding the revive weekly challenge after winning my previous match. And I've placed 20th with 90 kills. Seems like it needs to be reorganized in a productive way. Squad organization makes sense though. I don't have any bright ideas I just thought it was odd that in order to really compete for the leaderboard positions you need to have won the previous match other wise your score will be small regardless of how well you play.

sullen crypt
wise tree
#

so far ive only seen it used for pissing contests by toxic players. In a game youre supposedly not supposed to take too seriously, a leaderboard feels pretty out of place

smoky oxide
wise tree
#

the difficulty isnt the issue, its that some people seem to think being on the charts in roblox fps mode means they are top shit and they immediately gain the ego of a literal god as if it means anything. LUL

#

you and I know its not hard. but some people will take any win they can and bash others with it

smoky oxide
#

That's just toxicity, people will pretty much always be toxic. I can't really think of a way to keep the satisfaction of seeing your name on a leaderboard while mitigating the toxic people's ego

wise tree
#

exactly why I said it feels out of place to have one. if you give a #1 spot there will be people nolifing the game to figure out how to get there, so they can act like theyre better than the people who play once a week

smoky oxide
#

I feel like people will do that and then hang it over people's heads no matter if the leaderboard is shown to everyone or 'closed' behind a button press.

stable oar
smoky oxide
#

Squad leaderboards could be awesome

bronze creek
#

The fading/LOD team indicator icons can be a bit confusing when you fire at what seems like an enemy, only to see the team icon fade in after. It's not quite responsive enough.

hybrid gyro
#

We should have transportation stats on our character stats page.

dark magnet
#

Add a setting in the audio options to make every menu noise a gunshot

#

This is for fun

hallow reef
#

On April 1st, replace gun and hit sound effects with the ones from Namco's Point Blank

stable oar
trail river
#

The new ally marking system takes time to appear in certain situations. This makes it difficult to distinguish between allies and enemies. What's more, this update brings nothing positive? I haven't noticed any performance improvements thanks to this addition. A return to the old system might be preferable, or a choice selectable in the options.

dark magnet
#

lemme look

#

huh, nvm guess not

surreal frost
#

add option to make outline to allied markers, like blue triangle with black border, so it would be equally visible in dark and against the sky. For me i have light yellow markers and if i look at a player who is above me, markers are hard to see because of sky is so bright

raw crown
dark magnet
surreal frost
dark magnet
#

No I do. I'm just saying changing the color also fixes it a little

#

I think I made mine a bit darker

#

I don't want them to stand out until they get this friendly icon thing ironed out, but once it is I think it'd be a good change

stable oar
#

I found that playing with no icons and getting used to the different enemy outfits has helped me when I turn the markers back on even if they are distance based. But it was a steep recognition curve

pallid whale
#

Instant volume reducer like in pubg pls which tunes volume down by a set percentage
If I spawn in and there are 50 ppl doing monkey noises I want a way to stop my ears from bleeding without disabling voip / making it too quiet / muting the game

dark magnet
#

It's so frustrating to have my voice volume crazy low because of like 1 guy every match who has maximum gain and is blowing out everyone's speakers

bronze creek
#

This is what modern games do generally speaking

pallid whale
#

Unify character loadouts, currently they are different for us and rus team
So if you want to change say vest to ranger you have to change it on one team then next match check if you are on the different team and change it there as well
Doing the same thing twice is annoying

dark magnet
#

What we really need is the ability to adjust the vests and everything of both teams at once

pallid whale
pallid whale
#

Also respawning before match start should not be counted as death
Kda players in ruins

errant girder
pallid whale
hybrid gyro
#

Still think we should have transportation stats on our character page. It's a stat that is being tracked considering it appears in an end game leaderboard.

dark magnet
#

UI QoL update when?

neat matrix
#

One message removed from a suspended account.

dark magnet
dark magnet
#

Pings need to be fixed

#

They're constantly getting stuck on nothing now.

eager umbra
#

The red kill zones currently do not have any visual indication. It would be cool if they were visible when we get closer to them, especially in rush and frontline modes, as they are dynamic and we can't shoot while in them. The screen mesh for the safe zones however, I think they are way too distracting. I made a little illustration how the red zone could be marked in rush mode:

#

it could be a line on the ground/floor where it gets brighter as we get close and disappears if we are far enough. would be great to have in dynamic objective modes like rush where its very difficult to memorize.

stable oar
dapper pier
#

I BE IN GAME RN DOING IT

errant girder
#

CRAZY

smoky oxide
#

Idea: Get rid of the post game individual leaderboards for non-teamplay things(e.g. healing, transport, revives) and replace them with squad leaderboards(i.e. squads are ranked based on the sum of their players contributions)
This should make players work with their squads more.

dark magnet
#

That's what I've been saaaaayin' smh

errant girder
#

theres no point in seeing a squad leaderboard because you don't get any recognition
like who tf cares that squad F had the most kills?

smoky oxide
#

If your squad is bad then find a different one

dark magnet
#

I think we can have both tbh

#

I think instead of "top squad leader" it should say "top squad"

#

and then the name of the squads and on what team

#

Also, show what team every player listed is on lol

pallid whale
#

Best squad leaders is pointless, the guy may be a sniper sitting in the back with his fellas doing the objectives like crazy and get the credit

errant girder
#

if you set an objective and let your squad cap it you only get 200 or something

#

pls don't remove best squad leader its the one leaderboard i can consistently top every game kat

solid coral
#

Tagging vehicles at night 90% of time doesnt work. Just leaves marker in sky/ground etc. Hopefully this is right place for this

merry warren
#

its horribly inconsisten

pallid whale
#

vehicle spotting got so much worse to the point of almost impossible in the last update

pallid whale
#

btw the icons have to be transparent or downscale in size the closer you are to the vehicle, cant see it behind the icon at times

leaden coyote
#

I think I found out why I randomly change class sometimes: Click-dragging the map in the respawn screen, and letting go of the mouse while on a class icon changes the class, or in programmer terms "mouse up" event does the clicking. Happens easily by accident if you are moving the map around fast. There is/was a similar issue in the server browser with the scroll bar if you accidentally let go of it, it would click whereever

pallid whale
urban flame
#

h

dull bone
#

Morning! Is there any plans to support adjusting the HUD for people with super ultra wide 32:9? I play with the monitor close to my face, and I pretty much cannot see my HUD at all and have to literally turn my head 45° just to see my ammo. I never read chat either since it is so far away. https://i.imgur.com/Q3qBZ8o.jpg If we could push the HUD drawing edge closer to the middle with a slider or something would be perfect!

urban flame
#

you could also look into a program called Flawless Widescreen

#

idk if it will work for BBR though it doesn't explicitly list it as a supported game

#

but you can request support on the forums

dull bone
# urban flame you might also be able to go into your gpu settings and change the aspect ratio ...

I know, but I like the 32:9, with the monitor close to my face it gives me real peripheral vision to my sides, I can notice movement to my left and right before they are in my 'vision'. I just have to keep breaking that immersion when I look for my ammo, read chat, or see who is in my squad. It's not annoying enough to change my aspect ratio, but should be an easier option to implement in the game that will make ultrawide users happy. Add an X/Y offset as a slider in the Video or game settings.

#

I'd be afraid of getting popped by anti-cheat if I use any external hooks into the game

urban flame
dull bone
#

I'd rather just beg the devs for HUD offset and deal with my niche issue. I don't want to get banned for anything. I have been banned by 'ACI' in BF4 for using HUDsight to put a dot in the middle of my screen. Luckily ACI isn't an offical anti-cheat and I can still play on servers that don't use that plugin

urban flame
#

i wouldn't hold your breath for devs here to address the issue anytime soon

dull bone
#

I am not. I just want to put it out there since the Devs actually are active with the community. I have better chance of them seeing this over a AAA dev studio

urban flame
#

rip yeah I looked into a bunch of options to try and fix it but looks like nothing can fill the void of not having settings for UI padding

#

me when I spend 30 minutes looking for a solution only to come up empty handed kittenCry

ornate sand
dull bone
dark magnet
#

If you always put a dot in the center of your screen for games i hate it 😂. I've always viewed it as cheesy/cheaty tbh. The hud should absolutely be moveable though for the ultrawide boys

#

I've honestly been considering getting an ultrawide just for the extra fov awareness

#

But the technical issues seem really annoying

dark magnet
dull bone
# dark magnet If you always put a dot in the center of your screen for games i hate it 😂. I'v...

I agree. Before I had the 32:9 monitor I had an ASUS monitor that could paint a tiny red dot in the middle of the screen, the samsung monitor has the same feature except it god awful crosshairs when I just want a simple dot. People have been putting a dot in the center of their screen for as long as I can remember. People used to use a pencil or dry erase marker to do that back in the days of CRT monitors, I remember people doing this in Counter-Strike tournaments at LAN parties, no one cared.

dark magnet
#

which is ridic imo

ripe spire
#

Don’t know if this is the right thread but can you add a way for the squad leader to mark the objective they are currently in (in conquest and dom)

valid merlin
#

Has anyone suggested that friendly vehicles get a permanent icon like the one when you spot enemy vehicles? I'm tired of getting scared by the sound of a tank coming my way and then realizing its a friendly

bronze creek
#

I feel like grenades should get a UI indicator similar to in Siege, pointing to where grenades are near you. They're like all black, impossible to see.

Maybe even have a glowing LED like in HL2, with red or green light depending on who threw it.

Second, map name in deploy screen is excellent. Day/night would have been great too.

errant girder
bronze creek
gusty karma
#

UI text for Strikefire and PK-AS is wrong. They have 1.08x zoom.

sullen crypt
#

Add a small sound when auto-refresh finds available servers so I can keep the window minimized while doing something else

blazing salmon
#

tested different suggestions for the teammate icon

merry warren
#

Yeah I suggested that ages ago, there should really be a stroke around those markers to distinguish them against same coloured backgrounds

valid merlin
tropic zodiac
#

We could use an indicator that shows if you have been killed by a headshot

bronze creek
tropic zodiac
frozen breach
#

use your eyes

pallid whale
#

sensetivity settings for vehicles
they are fine for the most part but when playing as blackhawk gunner I'd really like to crank it up like 2 times

sullen crypt
ornate sand
#

Would be nice to see this be organized at least a little better. The most relevant game modes should be towards the top and then things like tdm, cash run, gun game should be towards the bottom as they are not the staple of what bbr gamepaly is. *or alphabetically

#

I understand why it's ordered this way, but it is not smart to display it like this for the average player.

onyx flax
#

Hello, I use the server browser very often and would like to suggest that adding both the map name (perhaps over the thumbnail) as well as the current score of the game would be very helpful to see on that screen. Map name as I have trouble remembering which thumbnail is which map sometimes, especially for modes I don't play often. Score as it can be frustrating entering a game that may be ending soon.

lost elbow
#

MARKERS is non-deletable and now needed to 5 actions to place one.
Good that they wont work on dead, but the feature now useless
Ok, if 3dspot was overpowered while you hit an enemy, really this markers are useful as nothing.
Previous system was not the best probably, but needed to rework - limit one red marker per target and one white marker per yourself. This one is bad, its not a radio-commands to select with C-1-5, you need to SELECT prefered marker and then single click to place, you have not time to select anything!
Also you again block the mouse in additional window. Map blocks, building blocks, marker blocks, lets play WITHOUT mouse???

leaden coyote
#

New weapon skin selection UI: Clicking in the space between the color boxes closes the skin selection. This is a bit annoying when clicking around when trying different skins. The scroll bar is also a bit finicky if I drag it, also often closes the skin selection UI. And I can't find my previous Twitch drop skins anymore --edit: found it, different selection (thing on the left, I was too focussed on the bottom row selection)

leaden coyote
ember meteor
#

Pleaseeee revert the Building, Ping, Squad tactics menu to the or go back to the drawing board. The new wheel system is unusable and ridiculously slow. 3 layers deep, cluttered, expanding in different directions... The old system was fast, consistent and easy to use..

#

Trying to build is ridiculously clunky. Before if you were getting shot at you could quickly place a barricade and duck. Maybe they don't want that type of behavior (I disagree, it takes mechanical skill to do), but this UI will just make people engage with building even less than they already do

merry warren
#

What a surprise, you gotta get used to the new UI

#

I personally found it neat the first time I used it, give it more than literally 4 hours after release maybe it’ll grow on you.

north plover
#

I really want squad lead role ownership to be more obvious,

squad mates should know who is SL, and the SL should know they have the role.

The difference in the game-loop between having a SL that places squad beacons and doesn't is quite vast. As a solo player its rare squads I join are using beacons, people usually are unaware that they have SL role, and its even rarer that I get squad lead (which I very much enjoy). So I think more distinct information on who has this role I think would be very beneficial.

In my opinion I think the best method is a structure like Hell Let Loose where SL is its own class. I wouldn't expect any average squaddie to want to play battlebit as a SL, so I think its better to have SL be a explicit choice rather than whoever makes the squad.

marble trail
#

I love the new UI for the Player Menu, but why does it lower my sensitivity when I use it?

The old menu was a 1-to-1, flat 2D plane, the new one feels like it's rubberbanding me to the middle of the circle.

If intended, please give us (or let me know if there is) a way to lower the "sludge amount", otherwise I'd just.. not lower the sensitivity / go with raw mouse input, so it's faster to navigate it.

I've defaulted to keyboard shortcuts for anything using 1-2-3-4 because it's more convenient.

Anything using 5-6-7 and up is too far on the keyboard.

If the sludge feeling isn't easily editable by y'all, at least let us bind new keys to the circle, so we can customize the menu (the instant cement barrier is behind a "2-6-6" keypress? why 😔)

#

FYI, my sensitivity is set to the default, so I don't think it's because of that;

outer nacelle
#

For the new player interaction menu wheel, add an option so you can make it require 1 less input so it isnt 1>5>5 but just 1>5 as an example

naive spindle
#

So far, REALLY not a fan of the new middleclick menu.
Feels genuinely obtuse to use and my mouse feels slow when swapping from gun to menu. Seems like a straight downgrade to me. Id love an option to use the old one if there is any way to do so.

#

Also for the new skin customization, requesting the lock icon be put big front and center on the color choices because it really doesnt read well being small in the corner.

Entire skin menu seems obtuse as well

stable oar
#

Okay, I played a few hours and I can see what the vision was for the wheel. I can hit 3 button combinations to change flag targets, use various pings, and build. But I never really use the "use last command" portion of it since I'm pinging accurately as a good squad leader so often or building immediately after being shot at. Feels like 3 button combos are just a bit too much. The skin menu also seems to have duplicates in it for pink skins. Oh and "hold to open" is really 😦

shy matrix
#

This new radial menu and ping isn't good but it's close

biggest complaint is not being able to spot/ping with a single press of mmb like before. If I'm trying to ping a sniper or someone holding an angle I'm dead before its gets pinged

the sensitivity of the menu is so slow and sluggish it feels unresponsive, make it adjustable and the default being your menu sens

the placement of the icons is unintuitive for me but that's preference. Still tho the categories should be moveable and the whole thing adjustable (i.e. I want to move my placements on the right side, barrier in the middle of the placements not the bottom, move the flags left side etc.)
Its weird that the tiles aren't centered and they're offset or diagonal, it would be cool to adjust them like hit markers

Let me adjust the opacity

the flags could at least be in alphabetical order in the menu or based on distance to the player

sleek flame
#

I agree with everything @shy matrix said, I would add being able to use the radial menu while aiming. Its quite annoying trying to ping using the new radial menu and it just glitching out because you cannot ads and use the radial menu at the same time.

weary bramble
#

Hello, I was directed here by googlesplat.

While I do like what the new ping system offers us, I would humbly like to request/suggest the option to have "quick ping."
Perhaps with the option for a modifier key for different options. An example of this could be seen in league of legends.
The current ping option changes feel sluggish, and by the time I ping correctly the information is stale and often invalid.

merry warren
#

using a white skin makes it hard to see attachment points.

molten depot
#

would give my left nut for HUD/menu centering on 16:9 ratio

cloud parrot
#

Not sure if this has been discussed in here yet, but it'd be nice to have radial-menu access while dead and in spawn selection. As a squad lead it'd be nice to be able to look at things strategically from spawn selection and change the attack/defend mark. Also because the ping changes you can't even ping an area for where enemies are.

naive spindle
#

instabuilding with support is just awful. i was so used to the old UI layout and this new one feels worse to use, harder to read, and slower

#

not to mention you have to move your mouse further from center making it awkward to reposition back to aiming

cloud parrot
#

the keybinds are ok, but you gotta build muscle memory

#

and it can be awkward to navigate depending on what wheel keybind you use

marble trail
#

I'd give the new Player Menu UI a solid 7 or 8/10, with a high potential to be a 9-9.5/10!

The gripes most folks tend to have can be solved with little changes (as far as I can tell! I'm no dev, I'm just a passionate gamer 😆 please do correct me if the assumption is wrong!).

  1. The menu's sensitivity needs to be adjusted / "made neutral" / made identical to your crosshair movement sensitivity, so that swapping between the menu and aiming feels natural.

If anything, I'd like the menu to be MORE sensitive, to avoid @native relic 's point of having to "re-center" your mouse after building, which makes the whole thing very awkward to use.

  1. This is currently alleviated by using keybinds to quickly navigate through -- and THANK YOU whoever thought of us keybind maniacs, your efforts did not go unnoticed! I got hyped when I figured out I could tap 2-2-2 to insta-build a wall as Support. 🙏 THANK YOU. -- however, the keybinds are a tad awkward in their current state.

I'm not sure how useful the "repeat last command" part of the wheel is. It might be better suited to reduce menu width instead?

So instead of 2 for ALL buildables, and 1 to "repeat last", you could use 1 to house the Wall Buildables (sandbags, cement barrier), and 2 to host the "Advanced" Buildables (TESCO, barbed wire).

This would avoid going "2-6-6" (which is a VERY far stretch from WASD) to put a barrier, and instead you would keep the keypresses from 1 to 4. More comfortable/ergonomic, faster and IMO more natural.

Just to imagine it;

1-1-2 → Full Sandbag Wall
1-1-3 → Killhole Sandbag Wall
2-2-1 → Barbed Wire
2-2-2 → 1-tall TESCO
2-2-3 → 2-tall TESCO```
You can swap things around and see how it affects what players naturally use in a match.

For now, most will default to 2-2-2 or 1-1-1. It's the fastest to spam, so in the above scenario, expect 1-tall TESCO and Barriers to be used more often. Interesting to think about!
marble trail
#

Made a suggestion about it, in case it gets lost in the feedback. 😅 Sorry for the wall of text! Feel free to yeet it if one post in Suggestion is better than a wall here. 🙇‍♀️

ripe spire
#

I love the fact that you can mark objectives from the menu now. Have been asking for that since day 1.

ember meteor
#

The new radial menu is horrendous and should be reverted back to the way it was. It is slow. Clunky. Unintuitive. Takes 4 clicks to mark something without using keyboard shortcuts. It is going to make people engage even less with building than they already do. I have liked every change to the game but this one is a complete miss, PLEASE revert it back

#

I hate to sound like a whiny gamer lmao but it's so bad, I don't understand how it made it into the game :/

rare escarp
#

Unsure if it's a bug but I can't seem to customize the new enemy spotting reticle's color, which makes using it a bit difficult for me as the yellow color it is looks very close to the yellow-green I use for friendly squad leader reticles

tropic zodiac
#

There should be a quick action for spotting tbh, new menu looks cool but the drawbacks are already told

#

Feels like a chore to simply spot someone

naive spindle
#

Just revert the new menu and add on the new obj markers where air support used to be. This new menu is so horrible

marble trail
tropic zodiac
#

im not used to using the keybindings but i agree it makes the battling better paced, i can see it happening

#

the old one felt much clunkier tbh

#

i just want the quick pinging back

marble trail
#

I feel like there's a middle-ground we can reach where the new menu isn't just a copy-paste of the old, but brings enough good that people can deal with the change instead of be against it.

I DO sorely miss being able to quick ping 😭 I'm a very vocal / team-play oriented player.. that ping was eeeeverything to me lmao

drowsy geyser
#

not having a quick ping feels brutal. Like the tag enemy thing is nice. But my freinds that i play with in a squad ping all the time, or we used to, and now it's so hard to ping we basically can't in the action. maybe like a doubletap to quick ping or a different keybind for pinging a spot quickly or something like that? idk just something that i can jiggle peak an angle and ping a building in less than a quarter of a second

willow elm
#

i dont like this UI because everytime I have to make an attachment change on the left side, i need to move my head to the right side to see what stats are changed.

the older UI was more compact and I didn't have to look back and forth repetitively as far.

merry warren
upper sandal
#

I would like to see the map to hide automatically when I want to do an action (reload, bandage, switch gun, …)
It is currently cumbersome to have to manually close the map before being able to perform anything.

It would also make using the map much smoother.

marble trail
#

+1 to the map being "keyable through" at the very least, it could stay up but let you do everything "underneath", in case you get surprised with it out.

I'd personally like to be able to look at my map while reloading or packing mags lol

ripe spire
marble trail
#

Also, if you see a squad and you KNOW you can't take them all, wait the extra 0.5s to spot them and THEN engage, that way your squad picks off the rest? idk

ripe spire
#

Overall I like the new 3D spotting a lot. People were worried it was going to make it too easy but with how short the pings last that’s definitely not the case, and yet it’s still very useful if you’re fighting someone with your squad

#

Need a 1 button location ping back desperately tho

worldly yacht
#

Could we please get a visual border either in the game or as shown on the map for where the safezones are? the white text is easily lost in the skybox and a visual border would remove much frustration.

tight viper
#

The radial menu doesn't feel user-friendly. It's frustrating that any action now takes 3 clicks. Middle-mouse pinging is popular across lots of shooters, so I'm shocked that it's been removed and hidden away. If I had keybinds for buildables/rally point/supply drop, I would ignore the menu entirely.

The menu and icons look nice and polished visually. It's strange to commit all those dev resources without any external feedback along the way, especially for a small team. UI design is not easy.

merry warren
#

But your actions have always been three clicks, no? kittenThinking

#

Open menu, click build, click the specific build

ripe spire
merry warren
#

Yeah that one I’m all for

#

Quick Ping was nice

#

Don’t see why it should be relegated to spotting, lemme quickly ping a door way to let a mate know someone’s there

short burrow
#

Please add server name here.
Prevents accidental entry same server when moving to another server, (Want to play same map in another server.)

shy matrix
#

You cant see pings while aiming? or is that just for snipers BBClown

rugged yacht
#

It is inconvenient to choose outermost positions in the new wheel. Please make it so that when the second layer is extended, the first layer does not trigger

dull bone
#

Not being able to quick ping is very infuriating. It's basically useless now. 80% of the time even the spotting doesn't work..

merry warren
marble trail
#

Thank ya Demyxa, the upcoming changes look awesome. Can't wait to try it!

#

Added feedback for the build menu;

The number of currently placed buildables should be shown on the menu / when placing the buildables.

Too many time I've been left cover-less in a time of need because we've hit the full wall limit (because everyone spams 222), and had no way to know beforehand, dying due to it.

marble trail
#

Added feedback for the weapons menu;

ESC should act like hitting the "back" button not just when you're within an attachment / camo select, but also when you're at the weapon select screen.

It should return you to the map / deployment screen, so you can then hold space and spawn faster. Less time faffing about clicking buttons, more time spent spawning and fighting.

As an addition, clicking the currently-selected class should open up the "loadout" menu. Once again, to make the flow of the UI feel smoother.

Want to edit assault?

  1. Double-click the class icon, edit your weapon down to the last attachment.
  2. Press ESC twice, you're back to the spawn menu with your mouse roughly in the middle, click a spawnable point, hold space, boom we're back in the action baby!
north yarrow
#

It is very helpful in games and apps where when you are looking into key binds, and when you are on the key bind page and you dont have anything being in the process of being changed, that if you press a key it will take you to the key bind that was pressed. It helps in at least 2 ways, the first one is helping you understand the key binds. When you press a key and immediately can read what it does, it helps the brain associate what the key you just pressed to what it does. The second way it is helpful is that you can see if a key bind is already claimed. When implementing i prepose that if a key is bound to multiple actions that while the key is continually pressed it will cycle through all the actions that are assigned to said key.

Thank you, have a wonderful day!

sinful flume
#

Issue for Ultrawide users:

I came back now after not having played for a few months. And it is really hard to compare stats of attachments due to the stats now being bottom right of the screen in Loadout, and the attachment list being on the left.
I believe attachment stats used to be on the left of the screen, next to the attachments list. Which made it very easy to flick back and forth to compare things.
It's really frustrating now to compare stats of weapons and attachments, which earlier was incredibly fun, theorycrafting etc.
I looked for a setting to see if there was any to reverse this, but I couldn't find any.
See a picture in the attached Reddit link to how it looks like now for an Ultrawide user. https://www.reddit.com/r/BattleBitRemastered/comments/18ap1jc/is_there_a_way_to_move_weapon_stats_back_to_the/

Reddit

Explore this post and more from the BattleBitRemastered community

stable oar
dull bone
rugged yacht
#

Return the display of squad points to the bottom left of the screen

naive spindle
#

When in queue, hovering over friends list moves the X button for leaving queue. Would be nice if this was fixed because it's a little annoying

prime walrus
#

There should be a setting for radial menu sesntivity. I feel like it's much lower than all other sensitivity in the ui.

leaden coyote
prime walrus
leaden coyote
#

Map opacity setting should affect the other, not-deployment-screen map too (default key M)

trail river
#

Enemies icon size is below the color of allies rather than being below the color of enemies

outer nacelle
#

The capture point pop up and the squad points both overlap each other, maybe move one so they don't obscure one and other

kind fulcrum
#

Please, add stats for gadgets in loadout menu, it would be very nice knowing stats like damage, radius, amount, duration time and etc of rpgs/mines/nades/hammer and etc

  • It would be cool to use presets of loadout, and being able to change your loadouts right in the menu but not only right on server
upper sandal
#
  • Speaking of stats, I would love to see some dedicated stats for the current prestige (just the overall ones: KD/score/kpm/time spent), and maybe some insigjhts on the previous one.

  • Also add the ability to do actions when the map is open (reload/bandage/...). This a annoying currently as the map has to be closed before performing any actions.

round topaz
#

You need to add customising weapons into the menu without having to be in a server, it's a massive fault of the game.

trail river
ripe spire
marble trail
#

I would like for the new Squad Type UI to let us click this icon (make it a button) and let us change the type of the squad.

This is the 3rd game I've been assigned to SL without getting the new "Pick what squad you want to join!". I don't want to leave the squad, just mention that I'll be playing tactically and such. Thanks! 👍

merry warren
marble trail
#

XD same! It looks clickable lol

lucid hare
#

heres some minor feedback for what I'd like to see if some of it has been mentioned already I apologize.

-button to tick/untick all checkboxes for a category in the server browser
-labels for maps in server browser
-loadout tab in main menu
-option to have the map move around the player icon instead of the map being static and the player icon moving independently
-see game progress in server browser
-top down view icon for vehicles on map view

leaden coyote
#

The two sandbag icons should be more distinct from another

marble trail
#

Make one the default sandbag, and then call the other "Diet Sandbag" because it's just like Sandbag... except worse. 😂

obtuse rivet
#

Can we please be able to modify our loadouts in the main menu?

terse holly
#

i know this seems like a minor thing, but please change the UI fade in on spawn (obj points, player icons, etc) to be much quicker or just get rid of the fade in entirely. with how fast the ttk (and how "hardcore" the game is) is, it's very important/valuable to assess your situation ASAP on spawn. this is especially important when you're the squad leader and need to give squad orders. very annoying when you can't do that right away on spawn

gleaming inlet
#

MAJOR BUG - reproducibility 100% - When a teammate revives you in the same moment that you skip the revive window UI breaks completely with only black screen visible. Sounds from the background are still there though.

glossy breach
#

in main menu when you want to cancel the search for the game you cant click X on the search tab because sidebar pops out in front of it as soon as you move your mouse close to X

this is so annoying

floral spruce
#

Please add the ability to mute individuals in text chat

zealous radish
faint lantern
#

Some sort of ability to respond to the map vote would be nice - if possible, just another two or three seconds to hit escape and disconnect on the umpteenth time the same map is chosen would be great.

pliant lotus
#

It would be nice with an option to increase/decrease the icons UI (revive, missing ammo etc)

pliant lotus
#

Highlight of the weapon selected in the left-side menu would be nice (currently only highlights if hovered w. mouse)

glacial sable
#

I just want to be able to create, save, and select loadouts. I haven't played the game in over 2 months because everytime I want to switch to a different playstyle I have to manually change most aspects of my loadout. Really would like to have this resolved.

pliant lotus
#

Highlight on current mag/tools and possibly a bullet counter

sour shadow
pliant lotus
foggy hawk
#

why would you need a bullet counter?

pliant lotus
#

can think of plenty of good reasons why: to know when to back start falling back or prepare for a new wave of enemies etc
just like bandages/ammo amount display are important for medic/support (which we do have in game currently), so are bullets generally for everyone in my opinion

foggy hawk
#

ye but what does the ammo count display what the mag doesnt?
what is the difference between seeing you have half a mag left and seing its 16/30 bullets?

pliant lotus
#

i mean it's not that precise for one

#

right now it's just: humm, maybe it's 1 bullet, maybe it's 3, who knows lol

foggy hawk
#

ye and what does it matter? if you decide to push with half a mag and only have 14 instead of 15 bullets does that change much?

pliant lotus
#

i can't argue with you over if you'd like having precise info or not

#

if thats not your thing so be it, but it's always been nice info to have in any fps games i've ever played (cs, call of duty, battlefield)

foggy hawk
#

i think its pretty clear to see from the icon how full your mag is

#

one bullet give or take doesnt make a different to most guns anyway

pliant lotus
#

i guess you wanna argue it anyway so instead i should ask you why you don't want that extra info

#

we have it on pretty much anything else (tools, grenades etc)

foggy hawk
#

guess the issue is what we want bbr to be

#

i prefer not having clear numbers, you prefer having them

#

boils down to bbr not deciding whether its milsim or not

pliant lotus
#

I just don't understand having it on literally every other equipment (and in vehicles too) - but not on weapons 😅

#

and it's a display like any other, just not precise, why even have it i guess i should ask

foggy hawk
#

because there is a clear difference between the two (vehicles make no sense thats true). You can easily notice if you still have a frag in your pocket or not but you cant easily tell if you have 14 or 15 bullets in your mag without checking

pliant lotus
#

that's fair when thinking weights/realism, and yea like you said, it comes down to what playstyle is being decided for in the end

pliant lotus
#

UI box on Most Revives is not pushing down the scoreboard like the rest does

errant girder
pliant lotus
zealous radish
pliant lotus
foggy hawk
#

there is a button to check the mag but it's beyond useless

foggy hawk
pliant lotus
foggy hawk
#

ye I totally get that just wanted to point that out

pliant lotus
#

The UI fading while dying is super annoying, but I'm guessing it had something to do with milsim/realism.
I'm trying to setup some things in the menu/settings etc while I'm down, but everything suddenly starts to darken out 😁

errant girder
#

yeah menus/settings shouldn't be affected by in game effects