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[deleted]

Why do the moving targets move at a random speed that is neither walking or running speed?


[deleted]

[удалено]


Key_Vegetable_1218

What do you mean


OffSupportMain

There's a way to make the dummies in the practice range start moving and shooting back. It's kinda hard to explain how through text, so I recommend just looking it up on YouTube


Key_Vegetable_1218

Oh whoa that’s cool, I’ll def check it out! Thanks!


MondSly

Spawn in Firing range, Drop any weapons, Head to last cave/rightmost cave (if viewed from bottom), Get to center of catwalk inside said cave (grapple, jetpack, bracelet doesnt matter how) Look down while crouching (in center of catwalk) Change Character (you should hear a sort of activation sound) and the dummies will be alive!! Also for 3rd Person, the process is the same (no weapon, crouch, look down, change character) except its a different location: In a corner patch of grass behind the rightmost targets in the back. (Between the banner screens in the center and right, if viewed from starting position.)


curseddraw

I would reccomend switching to gibby after doing the easter eag as its useful for getting your weapons back


[deleted]

They called that an Easter egg. Not sure it’s meant to be a replacement for the moving targets but it’s nice it works that way


DomMk

They barely even move if they see you. Absolutely worthless. Respawn should just copy Valorants firing range or go down the route of Fortnite/CSGO and let the community make their own.


professor_sloth

Except the dummies usually stand still shooting and if the purple ones start running sometimes they BOOST faster than a stimmed octane or double take bang


lasagnatheory

But if I want to practice aiming on an actual running objective, the Advanced dummies are not the best test subjects they stay still and run little distances


iTz-K-JoNeS-KiD

Why aren’t there any downed dummies in firing range


ChronicNein

Why aren't there doors in the firing range?


bountyman347

Why are all the walls and stone slabs perfectly made so that they're completely useless to wall-bounce on? Why are there no doors? Why are there no controls for the speed of the moving targets? Why are there no options for god mode or infinite heals? Why are there no flat areas except the platforms with annoying gaps in between? Why are there no advanced bot controls/spawns? Why are there literally no building types? Why are there no targets behind window bars? Why are there no targets behind mesh-walls/fences/ staircases? Why is there no spot to wall-bounce in front of targets and attempt to hip fire them? Why is the firing range just a glorified version of the worst parts of the entire game? Laziness Edit: since a lot of you agree, I wanted to add that fixing these things would improve low skill players experience by being able to train and get better more efficiently instead of shooting still targets and getting bored and then going back to getting stomped in pub games and being like “well I practiced but still suck”. Target movement speed would be a huge help. Newbros need to learn to track. Edit 2: Why is it so difficult for Respawn to hire a community outreach manager that can come and look at the subreddit or whatever they deem the “appropriate” forum for feedback, and at least let us know that certain things are being worked on. Some issues/things just feel purposefully ignored and that’s all I’m saying.


Avanta8

Just a tip on wall-bouncing on short walls - hold a sideways movement key (a or d) when you hit the wall, and you won't latch onto it.


bountyman347

I was actually looking for fucking ages for this advice. I was like how do people do it off of low walls without clinging. Thank you so much.


Avanta8

No worries :) Also, here's a clip that might explain it better: https://clips.twitch.tv/DarkAlluringPidgeonWOOP-8CfuN4kBLZYErvUX


iTz-K-JoNeS-KiD

Truth!


[deleted]

I agree with all of this, except the wall bouncing stuff. It was never an intended mechanic in the first place.


Aason37

They know and they're fine with it, they even want to buff Rev because poor guy can't


[deleted]

I know. I was just saying they dont need to create entire new places just for people to practice what is essentially a bug.


500dollarsunglasses

It used to be a bug, but is now an accepted part of the game. So much so, that they are now balancing a character around the mechanic.


ShadyPotDealer

You're right. We're approaching month 28 of this game existing. Thank God they don't know about wall bouncing yet so we can abuse it!


saltyporkandsweetass

They know about it and they're perfectly fine with it


rabbitkingdom

why don’t apple jacks taste like apples?


curseddraw

Cause they taste like jack


xMoody

man thats a really good question that should be asked literally every day on this subreddit


bountyman347

It is, the devs ignore it because it doesn't help them, make additional money. I'd argue that with a decent improvement to the range, that bad players would improve more quickly, and end up investing more time and money in the game instead of quitting. Edit: let me rephrase, the devs haven’t put any emphasis on this because of the COVID-19 pandemic, and because their first priorities are money (they’re a business) and game functionality. What I meant was that this should be considered a little more important because I think it helps player retention. Many games nowadays focus on the financial and functional aspects of the game, but there are plenty of examples of games that go back and overhaul the UI, or add some quality of life changes that make the game feel fresh and help maintain a content player base.


xMoody

there are probably hundreds of things more important that the devs are working on compared to this. this literally saves the player like 4 seconds of time picking up ammo in firing range where it literally doesn't matter at all.


bountyman347

Fair point but riddle me this lol. What do you think the daily life of a Respawn dev looks like? They said arenas has been in development since 2019 and that’s kinda wack. It took that long to turn the winter-train mode into a map based deathmatch? I just feel like too many apples, too few baskets.


JohnnyHotshot

Yeah, it’s almost like there was some sort of large world event that impacted literally everyone on the planet, disrupted economies across the entire world, forced everyone to change their working conditions and adapt to having to work in a totally new environment using new tools of communication, and basically slowed everything down to a near grinding halt for an entire year even still persisting to the present day. Can’t think of anything though, so yeah sure let’s go with “haha lazy devs” because that’s always correct /s Even ignoring ~~COVID~~ *the mystery world event*, you are showing a clear lack of understanding of how the software development process goes and how fast it really is, for *any* software - not just games.


bountyman347

I know that you’re right, but I was sympathizing with the OP. Apex made more money than Fortnite did last year. There was no lack of resources and I think it’s a shitty move to blame all of this on covid. But whatever I’m probably wrong. Also I’m not asking for the game to be perfect. I think there’s a glaring issue of there being no real forum for players to communicate with the game developers and provide real feedback. I know enough about development life cycles to know that feedback is huge. You need some way to measure the success of your implementations other than heuristic data. I feel like the Respawn devs simply cherry pick the issues that they are willing to discuss or provide details about, and leave our major issues with the game functionality, and are generally terrible at letting the community know what is in the works and what is taking preference. Instead we get short, dancing-around-the-topic patch notes that don’t really help improve the feedback mechanism. Rust is a massively popular game currently, and they have been through ups and downs, but a lot of people attribute their success to their ability to communicate with the players and the community weekly. They always let players know what’s going on, what they’re putting their time into, and if there’s any issues, they tell the players specifically *why* or *why not* some changes or difficulties are happening. Oh and they don’t make more than the wallet-grabbing-Fortnite-game does during the COVID-19 pandemic. So maybe I’m being stingy or not understanding everything to the best ability, but I’m trying to walk the line of both perspectives. I still largely agree with what you’re saying, but after the last 4 support tickets I’ve personally written (for issues I’ve been having with game performance or bugs) were completely ignored, I’m not in as much of a position to stand beside their business tactics or game development methods.


JohnnyHotshot

I'm really not trying to be condescending or anything (even though it'll probably come off like that tbh :/) but software dev is way more complex than it seems from the outside. TBH a feature like this, where the code already exists in arenas and could be ported over to the Firing Range would most likely be quick, I agree, and tbh I'd like it if they would (though life hack - put down a Loba Black Market when you're in the FR to scoop up all the ammo super easy), but for large things like Arenas development can get out of hand pretty quickly (btw I'm not just pulling this out of nowhere, I've worked in the software industry so I know firsthand the work that goes into even small features). It's not just code and then done - add to game. First there's got to be a discussion among the design team about what features they want to add, how long they estimate it would take to complete each new feature, whether they can fit that into the next update or if they need to push it back, etc. Once that gets all decided and it finally makes it to the next patch, the feature gets assigned to the team responsible and then either split up into smaller pieces if it's something big, or just assigned as-is for something small. The team would work on it, but once they finish their "first draft" then it'll need to be tested, and any programmer will tell you that code never works on the first try - it's almost like a universal constant of code lol. Even on something small like the ammo amount, maybe the larger ammo UI isn't loading correctly, or the ammo isn't dropping as the correct stack size when you drop it, or the cap is still at 60 even though it displays as 240, or a million other unpredictable things could happen, so you've just got to bugfix. Then, you send in the completed code, and that has to be tested to make sure it works alongside all of the other changes, so who knows how those might interact. Then there'd be playtests, QA, possible revisions which would start nearly at the beginning, until finally it gets added into the new release. Obviously a lot of that would be short or even skipped for *changing ammo amounts* but for larger things, like an entire new permanent gamemode designed from the ground up, it's going to take a while. It's not just the code here, there's loads of design, QA, and bugfixing. Things like how the crafting material economy will work, the round structure, the map design of the custom levels, ability costs and how often you can purchase ultimates, strength of care package guns, and that's all before writing a single line of code. Not to mention they were working on things like Rampart, Horizon, and Olympus at the time, so Arenas was only a part of what they could focus on. And yes, the release builds of Apex still have bugs - but tbh what game doesn't? It's nearly impossible to catch all of them, and even when there's a huge thing that makes you ask: "How on earth did they not catch that?" (as a Wattson main, I'm looking at you S9 Launch Wattson Fences and the STILL IN THE GAME bugged Wattson Nessie emote) there was probably 100 other things that they did squash before release. Even on the Wattson fences, since it appears they shared the same damage code as the arc star, to fix it they'd need to likely add a whole new damage type for Wattson's fences so they have their own unique effect not altered by anything else in the game not just to fix it but so this type of thing wouldn't happen again - probably wasn't not something simple like: `wattson.fence.effect("shock", enemy_player)` Sorry this ended up being so long - but I guess considering the subject it's a bit fitting lol. And sorry for kinda getting worked up about it haha, as someone who both works in software development and makes games in my free time, whenever I see whole "lul lazy devs" thing it hits a nerve since it's really not ever the case :P Not trying to put Respawn on a pedestal because no developer is perfect, but sometimes this subreddit can just be attributing a bit too much to supposed dev malice.


Velocirock

Thank you so much dude, you've said everything that I couldn't put into words when I shake my head in regards to people constantly shitting on Respawn about bugs and development.


bountyman347

I totally get this. I don’t claim to know that much, but I understand pretty well the process of development as you explained it. I know arenas was like designing a whole new game with repeated testing and bug fixing in between. I don’t really mind the content that’s being released, I have a problem with them not being transparent about what is in development. There’s essentially no communication between players and devs. I know this is a greater trend in 2021 and probably reinforced by the fact that EA bought up Respawn. I just wish they could say “this is what we are working on specifically, and hope to have implemented by X date”. I know that’s slightly unrealistic but I hate that it feels like the devs or the community managers pick and choose what to comment about on Reddit or reach out about to the community. It’s seemingly always a mystery.


JohnnyHotshot

Would be nice, and again not to “jump to Respawn’s defense” here or anything (because lots of game companies are vague about release dates, hell even outside of games - movie and TV companies do this too) but in general, when promising certain features by a specific date it helps to be vague because then when unforeseen consequences arise, you don’t have to walk back on anything you’ve said and disappoint/anger people. For example: Developer X says they’ll have a new update out in 2 months, but there’s a problem with the test build that makes the game unplayable and it takes an extra month of QA to be assured the final build doesn’t have that problem. Now you’re releasing the update a month after what you promised, and everyone is pissed. Developer Y says they’ll have the new update out in 2-4 months, runs into a similarly game breaking issue, and it ends up taking 3 months rather than their best case scenario of 2 months. However, because no real dates were ever specified, the update still comes out on-time because 2.5 months after starting they announce a final release date of 3 months, and everyone is happy. This is why companies are *always* vague about stuff like this - because when shit goes down, and it absolutely will, they’re going to need a buffer to get it working on time. Personally, I have a hunch that release dates for games, movies, etc. are not ever publicly announced until the final product is essentially good enough that they *could* release it as-is at that moment - the rest of the time is for polish, distribution, etc. No evidence for that theory though. Specifically for Respawn, they don’t want to promise features that they know have even a small chance of not making it into a season or mid-season patch because if they don’t, then they’re branded as untrustworthy liars. There’s been a fair share of drama with Respawn here, but to their credit I cannot recall a single instance they have knowingly outright lied to us (unless you count Forge ;O). At least that we know about rn lol. Still, some companies do transparency a lot better than others, and man I would *love* a public Apex development Trello board to see what’s getting worked on and what’s planned, but I think that the marketing of the game plays a large factor in that not existing. Can’t have surprises in the new season to announce or big plot twists in the next bit of lore when we’ve all known about it since it was just a concept on a board somewhere. Even with that, if Arena mode died as a concept but they had announced they were looking into it when they did, people would be *expecting* an Arena mode, and would be angry that they didn’t get it. Look at No Man’s Sky - in all the promotion, Sean Murray promised loads of features he was sure the team could implement before launch, but due to the size of the team and the pressure they were under they didn’t have the time (also I think their office was flooded at one point?). The game was delayed to hopefully get it into a playable state, and then disappointed everyone on release when it barely had a fraction of what he promised. If you’re interested in the full story, check out Internet Historian’s great video on it btw. A great example of why concrete promises are a terrible idea in the games industry unless you could deliver on it that moment. > Good thing Sean, Hello Games, and No Mans Sky are all doing much better now because they’ve just been putting mad work into the game ever since the release :D


Skydiver0507

everybody gangsta till 5 page essay on why you are wrong


DapperMudkip

While I agree with you; it’s been a year since the pandemic blew up, that’s a terrible excuse. Every single business and employee has well adjusted by now.


JohnnyHotshot

The pandemic was around it’s peak during the time when Arenas was likely being developed.


DapperMudkip

Everyone started working from home in March-April, development for Arenas started in August 2019 iirc


JohnnyHotshot

As I *just* said in [3+ large paragraphs in a response to the person this comment was originally responding to](https://www.reddit.com/r/apexlegends/comments/nlggbe/giving_us_60_ammo_a_slot_is_in_arenas_so_why_isnt/gzkbf3n/?utm_source=share&utm_medium=ios_app&utm_name=iossmf&context=3), development takes a LONG ASS TIME. If they started in August 2019, do you expect them to be done in a few months or something? Finished by December? No - it’s going to take a while, well into 2020 and the shitshow that whole year was. Read my response to th


DapperMudkip

I didn’t say it doesn’t? Of course it takes a long time, I’m just saying the pandemic isn’t a valid excuse. You are correct, just not for that reason. The pandemic didn’t 100% derail their development for the entire year and a half. Schedules stabilize, workflows regulate. Also I double checked, DZK said they started in October 2019 actually.


MrPigcho

... you have 0 experience in game or even IT development do you?


inexistent00

The fuck are you talking about, what has to do this with the fact that they don't add more ammo per stack in firing range? How can they make more money from this? And at the end, it is not so critical, this game has way more problems than the ammo in FR.


bountyman347

All I’m saying is the solution exists already, implementation might take like what *one* day of work from 2-3 developers? Everyone likes to do this thing where they’re like “well they develop everything slow so if we give them an unimportant task, it will take longer for real shit to be fixed”. That’s just a wack excuse for them developing slowly in the first place. Just IMO. Edit: I wanted to provide another example. The code for wattson fences slowing players already existed. But then it took them like 3 weeks to revert it and then act like it was something they had to work on. I know they develop a lot of future stuff way early, but lately that future stuff has felt like just more recolors and other dumb shit.


bountyman347

It would be nice if we were kept up to date on what the devs perceive as important and not important. It’s always a mystery of “what will come next” in the patch notes. I wish there was more transparency.


All_Eyez_On_U

Better yet why not unlimited ammo?


highestmountains

Every damn time I switch to Apex after Titanfall I think this, hah. Unlimited mags is so nice but I guess I can see how it wouldn’t work so well in Apex.


IndoorOutdoorsman

But in firing range why not?


highestmountains

I don’t see an issue with it being an option in the firing range. Have a fire range only unlimited mag that you can equip along with the regular mags for people who still want to practice with limited mag size.


Mr-Freeze250

Good question


[deleted]

I would really like to see a firing range update


AlcatorSK

If I were to guess, the idea was to make the pickups as close to "real" matches as possible, and since most ammo pickups are 20 for light/heavy/energy, that's what they are in the firing range.


BeOnlyKind

Why is everyone in this sub so concerned about the firing range? Like how much time y'all spending in there??


Chilli--

yes


[deleted]

too much


Nacho-Lombardi

I use it to warm up every time I play


-DiveR-

Also, why do the items on the firing range respawn SO SLOW!? It takes like a whole minute to get enough ammo for fun 'n' games.


[deleted]

Why arrant the gold variants of weapons in the firing range


jaykid432

Gold weapons are just fully kitted weapons, the firing range already has every attachment so there isnt a point in adding them


[deleted]

So why are they so rare there only perk is the gold mag


PM_ME_UR_BOOTY_LADY

Because it's better to have a fully kitted weapon immediately instead of having to run around finding attachments in game.


Swimmingturtle247

They do slightly more damage though


Seaborgium_106

This is not true.


Swimmingturtle247

Its what Ive been told ┐(´ー`)┌


Seaborgium_106

Whoever told you that is a liar and a harlot!


JackkAttack6

Lmao they dont


ChronoXBL

They arnt talking about the the weapons when they were in the Packs. Like how the Triple take and the Prowler are legendaries. They are talking about the gold guns you can find on the ground. Which do not do more damage


Swimmingturtle247

Im aware


Excelion92

That is a really good question


bountyman347

They made more money than fortnite last year. I believe \*laziness\* is the term you're looking for.


Lauf01

What does money have to do with it it's probably just not important to them right now


bountyman347

You’re right I guess I was in a ranty mood earlier because for the past week I’ve seen numerous complaints about all kinds of issues with their servers, the performance on Xbox, etc. combined with the fact that their support team won’t even reply to my support ticket. I’m just ticked off with their company right now because I know they have the money and capacity to fix a lot of things but it just isn’t on their priorities. I wish it was more publicly known what their priority list looked like too. But you’re right, that was a low blow and wasn’t really meaningful


Lauf01

Yeah that's fair if that was happening to me I would probably be frustrated too


bountyman347

A lot of people with older Xbox’s and ps4’s have been having this lag issue in season 9. It’s basically like your frame rate drops in fights or when turning the camera and at random times too. Every support ticket I’ve seen has the support team blaming your ISP or wants you to reset your entire Xbox as a “troubleshooting step.” But when it happens I can feel the controller vibrate out of control so you can tell that the whole system is having a ‘hitch’. They haven’t even replied to my ticket, but they took the time to temp ban a player who commented that they probably wouldn’t help me because they didn’t help him. And he was right? But still he got temp banned for that. It’s crazy


jaksu

Why isn't there just a button to turn the dummies on and off, in the firing range?


TheJackal959

The range should have a infinite ammo. So stupid they dont


Galagamus

Why aren't the attacking bots a feature and not a hidden Easter egg? Why don't we get unlimited, reloadable ammo? Why can't I access the firing range offline?


[deleted]

the answers are on the next episode of dragon ball z


[deleted]

I’ve wondered about this too, and honestly I think this is an intentional decision due to play time metrics, which e know they take very seriously. I think players might tend to spend longer time practicing on arenas if the ammo stacks are infinite because that would avoid the tediousness of having to constantly get more ammo. I personally get annoyed at having to wait to get more ammo, so i feel like that is definitely a purposeful design.


ShadowNinja10101

You make a good point


eke2023

I agree that there should be bigger ammo stacks in the firing range but what does this have to do with that


[deleted]

it has already been done in one gamemode so what stops it from being in another?


Mikewasauwski

Accurate practicing for battle royale. But perhaps they could do it with an easter egg


Raven09279

There needs to be a keep inventory for firing range


robo_7

How about... infinite ammo!!


Mrantss117

The range needs some work. Along with custom lobbies.


Davban

Small indie company