The results are in and the beta test
was a success, at least according to the developers at Treyarch. When the open Beta took place this past August, it was playable on multiple platforms and allowed for a ton of feedback that the developers then used to address various technical improvements and issues to ensure a better Day One game.
Here are some of the examples of changes made to the multiplayer experience, as quoted directly from the developing team:
-Some players were dissatisfied that the Black Hat equipment was too powerful. We agree. Our new hacking mechanic scales the hacking speed based on how close you are to the target, and will require precise aim to hack Scorestreaks in a reasonable time. Time-to-hack has been adjusted upwards across the board to make it more challenging to hack, especially at the higher end of rewards. Hackers now also appear as a red dot on the minimap for the duration of the hack, which, along with VO notifications that a Scorestreak is being hacked, provides players the ability to counter by hunting down the attacker.
-Rejack sparked its fair share of controversy during the Beta for a number of reasons, most of which were valid. Included in that list: putting players into Rejack did not count as a kill, and players were using Rejack to stack Scorestreaks. Now, putting a player into Rejack counts as a kill. Players receive kill credit immediately in-game, on the scoreboard and leaderboard, and in persistent stats. Rejack now also resets all Scorestreak progress so that it cannot be used continuously throughout a match to pad progress towards high-level Scorestreaks.
-We’ve talked a lot about the flinch mechanics during the beta — that’s when getting hit causes your weapon to move out of position. Our improved networking code would sometimes cause bullet flinch to stack, so we put a cap on how much you can flinch while ADS. While you will still flinch when shot, it will be within tighter constraints to keep you closer to your aim.
-We improved the feedback that you have downed your target by including the red “kill marker.” This marker will subtly grow in size with each subsequent hit, turning red upon dealing lethal damage as added reinforcement to confirm the kill.
-During the beta, any downward or backward player movement could make the grenade toss distances feel awkwardly short. This has been adjusted so that player velocity never negatively impacts grenade trajectory. We also tweaked grenade speed and distances.
-Players felt Concussion and Flashbang grenade types were very powerful. While both grenade types need to be in order to stay viable as equipment choices, we reduced the Concussion grenade stun time by 1 second and are now unlocking the Tactical Mask perk (the counter for both Concussion and Flash Bangs) earlier in the progression system at level 13.
-By popular request, we’ve added a “Time in Hill” stat for the scoreboard and leaderboards in the Hardpoint game mode.
-Players did not feel sufficiently rewarded for escorting the robot in Safeguard. Players now receive +25 score for every 3 seconds that they escort the robot toward the enemy base.
-Players wanted additional details about how they were eliminated. The Kill Cam and Final Kill Cam now show what killed you (including weapons, Scorestreaks, Specialist weapons, equipment, etc.) and what perks the player has equipped.
-Additionally, various weapon-balancing changes were implemented, including to the Razorback and M8A7.
Treyarch also weighs in on their vision for a much darker and grittier story in Black Ops III
in a new trailer.
When playing the Call of Duty: Black Ops III
campaign, you will be allowed access to the multiple Cybercore abilities in order to take on robotic enemies, including those for Chaos, Control and Martial.
If zombies are your angle when taking on a new Black Ops
title, then check out the latest prologue trailer that was just released.
Gear up for when duty calls. Call of Duty: Black Ops III
will officially be released for Xbox One and Xbox 360 on November 6th.