// initialize jwplayer var playerInstance = jwplayer('player');// player dom elements var playerContainerEl = document.querySelector('.player-container');// returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); }// returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); }// configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' });// when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED });// get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl);// set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px';// below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop;if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); }// namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false;// window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); };});

In a new Reddit post, Michael Condrey has provided an explanation about the ADS time out of sprint in Call of Duty: WWII and stated that SHG will not be making any changes to it in the ‘short term.’

Condrey says that previous Call of Duty games had a Dexterity perk which became a ‘crutch’ perk that all players would use to increase ADS time out sprint. SHG did not want to have a ‘crutch’ perk that all players would use. They did have a Basic Training with Dexterity function in testing, but decided against adding it.

In past Call of Duty games the Dexterity perk made the ADS time out of sprint faster, in some cases +50% faster than without dexterity. This made it a crutch perk and by far the most used perk in those games. We initially had a Basic Training that offered this functionality, but found that it was once again being chosen much more often than the other options presented. When there’s a “crutch” perk like this, it results in a non-choice for players since they feel they need to take that perk or Basic Training just to be competitive. This problem was exacerbated with our Divisions CAC system which promotes a more focused playstyle through a sole, meaningful Basic Training choice rather than a multi-choice Pick system.

Additionally, a main design pillar we had in this game was “boots on the ground in a WW2 era.” That meant more than just not having boost jump and an arsenal of speed buffs; it also meant a return to an overall more strategic and slower pace of conflict. The removal of boost / thrust also gave us predictable places from which threats could appear, and a more consistent closing speed between players. The question for us became, “Do we want a crutch perk that also makes the game play faster?” Our answer was no.

Because they wanted to fully return to the roots with this game, they ended up having the ADS time out of sprint match the standard ADS time and not offer any ability to reduce the time other than using quickdraw, which Condrey says is one of the most used attachments.

We decided to make the ADS time out of sprint the same as the normal ADS time and not offer a means to make it faster. We do have the Quickdraw attachment, which makes ADS speed faster across the board and, as you can imagine, it’s super popular. A dexterity perk + quickdraw attachment “crutch combo’ just didn’t work for our design ambitions and game feel for WWII.

Internally, Condrey says there was some discussion about a possible buff to the ADS time out of sprint for Airborne Division, but they decided against this because they did not want all players using Airborne and turn the game into a SMG heavy meta.

We have discussed a buff to ADS sprint out times for Airborne, but we already have an SMG heavy meta and we’re not convinced that’s the best option for the game. I don’t think a Dexterity Basic Training is either. Perhaps a new movement focused Division, with other trade-offs built in, would be a future option (but don’t hold us to that).

I’m sure for some people this will go down like a lead ballon. Given everything we see across all players, regions, game modes, skill levels, etc, we’re definitely listening here but not acting on any sprint out changes in the short term. Hope this update helps provide context, if nothing more.

SOURCE: Reddit

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