I doubt it would’ve been related to the Terminator film, but It’s certainly plausible that Microsoft pushed TC for the release date. I’d like to think so because if they genuinely thought it was ready…they’re in the wrong job.
AngryJoe said it best.
“I dont like this “It’ll get Better” attitude developers are adopting these days”
I can’t speak to 4 largely because I skipped it, electing to enjoy horde 2.0 on G3 for the duration of its lifespan ( I was very unimpressed with horde 3.0. Nuff said.). However I actually don’t think it is bizarre at all.
It comes down to a coding matter really. Would the compound code, added onto update by update from the last game, be able to be copy pasted over into a new game? Maybe. Not without some tweaking, but maybe.
Likely though what they elected to do instead is to attempt to create an optimized base code that incorporated the feel and function of the end result of 4’s code. Obviously, and we can all agree, even myself who skipped 4 by virtue of simple video comparison, they missed that mark. Hell, they weren’t even in the same state.
That goes back to that highschool coach quote- They made it worse before it had the potential to be better. I’m sure the highly complex code at the end of 4 was a virtually untenable mess they felt comfortable abandoning out of either necessity or ambition.
Whether or not the ambition of the new code can be lived up to or not, we have to see. You have your outlook, and I hold to my positive one. I think in the end we all want them to succeed at this.
I have to disagree with you based on the factual nature of these things.
It’s easy to point the finger, blame, and say “Why change it, why?”
In reality, software code, and especially gaming code- it’s not as simple as people imagine.
There’s really not a 2+2=4+8=12x5=60.
It’s more like coder A creates a 2+2=6+10=25x4=55. Coder B creates 2+2=8+7=119x7=23.
You see each coder/dev team has their own touch/approach to the code, and the thing itself can develop into its own language of complexity that is almost illegible to all but the creator of the complexity.
It would be, for instance, nearly impossible for you to go back to the code of G1, and simply understand it from a coding perspective. There are likely shortcuts, workarounds, and band-aids of code laced throughout that are only decipherable with information from the original architect of those changes in the code.
In short, it would have been nearly impossible to preserve the code-work of epic, when the code was being handed off from one team who understand and knew the history of that code, to another team that had none of that history or understanding of it.
They would have been dealing with a foreign language, with no translations. Deciphering it one step at a time.
Such a thing simply isn’t possible, and it’s why remakes often fall short of the feel of the older game they remake. Simply remaking the old code isn’t a possibility. It’s not a language they know.
Now as far as the release date, and sending out a beta test game essentially. Yea I’m totally behind that. This standard/practice in the industry is a cancer upon the gaming community.
Kudos with sticking with Gears of War 3, a legendary game and my personal favourite.
I should’ve probably clarified that by “changes” I was meaning in regards to the new Omen, the Execution being moved to B, the chainsaw, etc, as opposed to the codes relating to the Gnasher and general movement.
While I understand it would never have been a simple “copy and paste” job, my point was Gears 4 was their guinea pig, so to speak, in which they could (and did) tweak the game in response to community feedback to achieve the perfect tuning, or code.
Gears of War 4 most definitely did not start in a good state. It was horrific, but in it’s current form it’s certainly enjoyable. Gears 5 is such a mess that it looks like they threw all coding knowledge gained over the predecessor’s lifespan in favour of building a fresh and more generally appealing code for the majority. That quite clearly fell flat on its face, which begs the question:
Was it worth that risk?
Rod himself said they planned on taking risks with this sequel, but nobody expected for the base gameplay to be in such a terrible state to the point we’re expecting our fourth Title Update already and barely anything has been addressed.
They’re certainly doing a good job of making it worse by the day but, if your Coach’s point ends up being valid here, in time it should be the best game to ever exist.
I have my severe doubts though.
Bottom line, for a sequel this is one hell of a downgrade.
Did TC admit it ? I didn’t watch the last dev stream so I am not aware of it.
If bullet magnetism is the only reason why the gnasher feels inconsistent I totally understand but I don’t think so.
But anyway, wouldn’t it be a good idea ?
Wouldn’t it allow gnasher to be more consistent and accuracy to depend less on bullet magnetism in theory?
Yeah, it seems like the post release support only purpose was to give the hardcore fan base hope and to hype it for Gears 5 release.
Now, even if G5 ends up being a good game (which is not sold at that point), I am sure I won’t buy Gears 6 day one and I will wait several months after its release to see if the game really is enjoyable and finished.
Gears was one of the only ip I bought without waiting for feedback but the experience with Gow has been so frustraring recently, it has taken away almost all the passion I had for this game and it’s the same for 90% of my friends list.
Condolences for the KBM crowd, but hey congrats on your Masters rank on TDM despite it.
I’m personally excited for the 4-frame window getting fixed. I wondered why my shots felt incomplete when I pulled out the Gnasher before a duel and this explains plenty.
There’s hope for the game, I just hope most of the issues are resolved sooner so the game can actually breathe easy for a few years before Gears 6 comes knocking.
A larger origin point blast with lower spread would not fix this, as they will still fling wide in the wrong direction as a result of the multiple interacting systems not being countered by the magnetism.
But anyway, wouldn’t it be a good idea ?
Wouldn’t it allow gnasher to be more consistent and accuracy to depend less on bullet magnetism in theory ?
I don’t believe so. Such a mechanic would make it too smooth. There would be instant QQ about how op the gnasher is for how forgiving its misses are.
What magnetism counters isn’t human error, it’s system interaction faults that would cause the shot to partially or fully miss when human aim did not that it attempts to counter, to my understanding.
You see all they are changing is WHEN magnetism activates, and a couple instances of up-a combo shots being wall-blocked.
It is currently broken, functioning off of the camera as an origin point instead of the barrel.
Did TC admit it ? I didn’t watch the last dev stream so I am not aware of it.
They put out a semi-in depth discussion of the changes linked in the OP of this thread where they stated as such.
This. I can relate to this 100%. I’ve recently went back to Gears 4 and tried to just forget Gears 5 exists. It helps!
My love for the Franchise and the Lore will make me buy Gears 6, if it happens, but it’ll probably be purely for the campaign.
Well, with a larger point blast and reduce spread angle there would be less system interreraction faults since the mecanism would not rely on bullet magnetism as much as it is right now. So I don’t understand why it wouldn’t solve a big part of the problem.
And I get the magnetism’s purpose is not to carry bad aiming in theory, but remember we are talking about point blank range inconsistency, that’s why I came with the idea of a larger point blast and a reduce spread ANGLE and not a reduced spread in general, the idea being at point blank range it would be more consistent, while it would feel almost the same at close/medium range.
Because -correct me if I am wrong - at point blank range, when you are shooting at your opponent, there is no such thing as human error, unless the opponent is not even close to the center of your screen.
If it doesn’t connect at all or at least around 75% although your gnasher’s end literraly touch your opponent, it’s the system’s fault.
That’s why I’d rather go for a better mecanism in general instead of just an algorithm that tries to make the experience feels consistent but that actually makes it worst …
(Sorry if I am being repetitive and too insistant but I don’t get why it wouldn’t be something that could make the experience better)
Maybe I should try, even though I was not found of Gears 4 in general, the experience is surely better.
Now that we are talking about it, I remember members of the forum reporting problems with the matchmaking system since Gears 5 release, is it really worst than before ?
Same here, and that’s why I won’t purchase it before months, I don’t care to play solo games months and even years after their release.
The only reasons I will bought it in the first month is if most of this community praise the game, and if the beta or “Tech Test” or whatever is playable, if meta is not boring and maps are great.
I’ve given up on 5, but yes I can confirm it’s worse than before!
Gears 4 was never perfect but in it’s current form it’s as close as ever and compared to 5, it certainly is. It wasn’t until the release of Gears 5 that we realised just how much damage TC could really do to the franchise if they decided to implement all their own terrible ideas.
Yeah it’s like nowadays it’s ok for Microsoft and TC to release one of their main IP, although its standards don’t even match the average of AAA games.
That’s ludicrous …
Not even talking about the meta, or some design choices, but honestly : 5 maps, server issues, progression tracking issues, hit detection issues, too little content in general, etc , a lot of bugs and glitches … That’s not what a good game looks like.
Talking about glitches, I discovered a new glitch whatching Domez yt channel : if you knife then roadie, you receive a boost ^^
I am not even suprised anymore, not even disappointed, at that point it was just hilarious to watch him spam the knife to dash like mariokart style
Can’t believe I missed this. Good. Hope they don’t end up breaking 50 things whilst trying to fix a few gnasher issues though.
I’ll be more surprised if it doesn’t break something.
Mostly due to the fact that it would create a bigger problem, in that as I said above it would make the aiming TOO forgiving. Which brings me to the point below
There absolutely is. People swing screens, strafe characters, etc. You will eliminate with this change a majority of the human error.
Fact of the matter is half or more of the time it isn’t the system or magnetism messing up. People are simply missing. Lag plays a part, people are not always exactly where they are on your screen, on the servers live code.
You also have failed to distinguish between gib range, and point blank.
These are entirely different concepts, and at point blank, barrel in the enemy, I would argue there is MORE human error than in gib range due to the reasons above. They simply play a bigger role the closer you get.
The entire interplay of systems and mechanisms we have atm is literally designed to counter the necessity of the older developmental decision of having a larger point blank blast radius from shotguns. It was the trend in shooters before, and it has been worked around in gears, opting for an advanced interplay of mechanisms that has a more accurate reflection of the human input than a larger point blank radius provides.
This would be a regression of gears core mechanics, and it would instantly create the problem that gears was internally designed to solve. People would quit, and the series would die, full stop, instantaneously.
We need to simply perfect the systems they are working on, and have them feel good enough that people want to play. It has been done in previous titles, and it can be done again. They need time, and proper feedback.
We gave them feedback… for years… during gears4.
They threw that in the trash and started over.
I hope everything will turn out fine 
This is great news on paper, but not really going to hold my breath here. You can point blank a person and get hit markers for the corner pellets and watch the center pellets disappear into the ether, until that guy shoots the floor and blow you away.
When you respawn you then see the hit markers for the remaining pellet.
Also on 2 vs 2 almost after every round i see the pellets after spawning.
Not really a problem though. just a funny bug