Updates from the Closed Network Test

August 23, 2019

Hi everyone, I’m Yoshimura, Director of CODE VEIN.

In today’s blog, I would like to summarize Network Test results from May and what improvements we have been working on.

First of all, I would like to extend my thanks to everyone who participated in the Network Test and provided survey feedback. This was extremely helpful in getting additional visibility into areas for improvement.

Due to your feedback, we were able to identify around 30 items we wanted to improve.

For complete details, please check the list at the end of the blog. Here, I would like to highlight some of our intentions behind the larger changes we implemented.

  • Improvements to Player Response Actions
ducking 2

Throughout the Network Test, we received many thoughts regarding the “freeness” of player movements. Due to this, we thoroughly checked all of the actions possible with the intention to find areas where we could smooth out the transition between various actions such as transition to evasion, combo acceptance timing, and the like. Almost all of these actions have received an overhaul.

ducking

Since CODE VEIN is an action game that highlights the joys taking down strong enemies, we took a lot of care to make sure our adjustments don’t diminish this core element of the experience. Through this, we were able to create a combat experience that maintained the tension and excitement.

  • Improvements to Enemy Attacks
stun

Again, due to your feedback, we looked to improve the “meatiness” or weight of attacks when attacking enemies by smoothing animations, adjusting SFX timing, death animation adjustments, etc. In particular, we focused on adding more enemy reaction.

stun 2

In the test version, only when you hit an enemy with a heavy attack would you see a flinch reaction or knockdown. In the retail version, attacks with small damage will also create small flinch reactions from enemies. Unlike flinches and knockdowns from heavy attacks, the enemy attack will not be interrupted. Due to enemy reactions at each point of impact, we feel that the “meatiness” of attacks can be better felt. • Improvements to Status Identifiers and Camera

camera angle

Our objective was to make it easier to understand your status during exploration and battle. In addition to various UI adjustments, we have also greatly improved the camera behavior. Compared to the Network Test, the camera has been placed a little farther away from the player, allowing the player to better their surroundings. In addition, when approaching an enemy that is locked-on, it will take on a more natural bird’s eye view. This makes it easier to determine enemy distance. With all of these general improvements, various actions should feel much easier to execute. I hope you look forward to it!

ItemContent

Cancel the attack so you can parry


You are now able to parry at the timing of "Dodging Cancellation" for attacking moves, blood drain attacks and Gifts.
 
Allows other attacking moves to cancel blood drain attacks
You are now able to cancel moves such as blood drain attacks, ground combo drains (R1+O) by other attack moves.
The timing of the cancellation is at the end of each attack. 
 
Increase of the response of the "Dodging Cancellation"
We have matched the start of the "Dodging Cancellation" with the start of the "Attack Cancellation." 
By increasing the speed of avoiding the attack by cancellation, it will increase the response rate.
 
Extending the time of avaiablity to cancel an attack move with another attack
After an attack, you can cancel the move with another attack while waiting to return to the standby pose.
During an attack follow-up, attacks can always be cancelled which will increase the response rate. 
 

Creating a faster normal attack cancellation response
 
Changing a faster response of the cancellation of an attack by walking, running, or dash, it increased the response rate.

Changing the players' "Getting Up" Cancellation Response
 
Changing a faster response for getting up when a player gets knocked down by using the avoiding an attack or guarding cancellation.

Not being able to use a back attack while guarding
 
Due to the difficulty of the outcome, we have taken out the input for a back attack during a guarding move.
Guard-related adjustments
The following items have been adjusted in response to guard performance that was significantly higher when combining some weapons and Gifts. 

・ Recovery speed of stamina while guarding
・ Damage cut rate when guarding
・ Recast time during the use of the Gift "Great Protection"

Guard-based builds are currently available in 1 customized pattern, but the difficulty level of creating the 100% cut rate was slightly low and it's very powerful, we have increased the difficulty level to achieve this technique.To maintain a complete damage cut result, you must maintain good movements and technique which will still keep the guard builds "excitement" in place.
 

Adjustments for Drain Performance of Blood Veils and Ichor received by parring during Boss Battles
 
We have created adjustments to be able to absorb ichor by parring during boss battles. The overall amount of ichor absorbed during a drain attack has been made by a balance adjustment. 

Bayonet Shooting Accuracy Adjustment
 
Due to the low accuracy of shooting small enemies and enemies in a higher location, we have increased the accuracy level.
Abnormal Status "Stun" effect adjustment
Since the benefits of stunning the enemies were very high, we have adjusted some Gifts parameters related to stun and stun resistance of the enemies.
 
Reduced the landing effect of Gifts used by partner NPCs 
When attacking the same target as your partner, the Gifts' landing effect was obstructing the visual of the enemy so we have lowered the effect size. 
 
Changes to Camera Distance and Lock-on Behavior
To make the visual of the battle field easier to see, we have increased the distance of the camera from the player.
Additionally, to assist in measuring the distance to the enemy at the point of lock on, we adjusted the angle of the camera to have a bird eye view, creating greater visibility
(Excluding large enemies).
 
Changes to Camera Behavior when Unlocking
With adding the camera to become a bird eye view during the lock on feature, when the lock is released, it will automatically return to the original point prior to the camera being locked.
This will eliminate the manual motion of fixing the camera when the enemy has been defeated.
 

Camera adjustment during Special Drain Attack
 
Along with the camera position adjustment, we adjusted the return position of the camera during a Special Drain Attack.
The set feature of the Lock-on marker during Special Drain Attack
When a Special Drain is performed at the time of lock on, the lock on state is specify that the camera is maintained (= specify why the camera cannot be moved)
Adjusted the marker display for: 
There is production ... Marker hidden → Display timing adjusted
No production: always displayed
 
Stamina Gauge Status Adjustment
Adjusted the blinking color of when the stamina gauge has been reduced to make it more stand out. 
This is to improve the lack of confirmation of the stamina being low and walking around, resulting of bad responses of players actions. 
 
Focus gauge display rule change
To make the stamina gauge easier to see, we have hidden the focus gauge when there is no changes occurring.
Also, when the focus gauge rises, the gauge will light up making it more noticeable and easier to see how much the gauge has been filled up.
 

You will be able to change the BGM from jukebox and radio cassette player at the base.
 

Now you can play music from the jukebox and radio cassette player at the base.The playback song can be changed by pressing the play → stop. Playable music increases with the scenario progression.
 
Added Enemy Hit Reaction
When a player's attack hits, the enemies now react as "battered”. During Network Test, there was no visual damage reaction, other than when there was big flinch, but we have now added a new reaction. With this adjustment, there will be a bigger feeling that you have "attacked" the enemy. 
 

Death Animation of an enemy has been quickened after the death
 
If the enemies die halfway through the rising process, the scene will go straight to the death animation.
Enable to back attack on enemies that are flinched from attack 
Even when the enemies are flinched from an attack, if the terms are completed, a back attack can be achieved. Even when a partner NPC attacks and the enemies are flinched, if the terms are completed, then a back attack can be achieved. 
 

Collapsed City Underground Area: Sensory adjustments to the enemy involving in back attacks
 
The sensory range of the enemy who involve in back attacks as a tutorial enemy has been narrowed to facilitate back attack.
Adjustment of Bosses' Behavior after parry
To respect the player's technique, adjustments were made to bosses' reaction after a successful parry. In addition, we have made it possible to obtain ichor when parry is successful. During Network Test, even after the successful parry, bosses were able to move and the merit was very low, but it has been adjusted.
 
Revival point adjustments in the Depths
When moving to the Depths, the revival point after death has been fixed where you will revive back to the mistle in the Depths.
 
Changed screen fade to black during mistle breaks
Due to the brightness of the white when the screen fades during mistle breaks, we have changed the fade to black.
 
Installation of the Training Room
For players that have difficulty in action moves, we have a created a training field called, "Training Area" where the users can practice parry without any risks. 
 
Story based conversations adjustment
Previously, important conversations for the storyline were cancelled via movements. In order to prevent from getting lost with the cancellations, the distance of the movements to start the conversations has been adjusted.
 
Additional standby animations for partner NPCs
 

While on the field, when the partner NPCS have stopped their movement, additional standby animation has been added.  Two types of motion are played at random.
 
Allowing partner NPCs be able to use the Action based Gifts
NPCs will be able to use Action based Gifts
* Excluding Oliver.
 
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