28 | #1 @SHGames fan | The feedback guy | Passionate COD fan since 2005! Feedback efforts unofficial - I am not a developer

Joined April 2024
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I’ve created an [Unofficial] Black Ops 7 Bug Report Survey for the community! It’s built for detailed reports including bug descriptions, reproduction steps, affected platform, and media attachments - everything needed to clearly demonstrate what’s going wrong. Feel free to still tag me in bug posts or DMs! This is just another way for me to collect info and help surface issues through QA-style report posts on here. SUBMIT BO7 BUGS HERE: forms.gle/YwSgP8c2iQQSqHYaA [Limited to BO7, not handling WZ feedback] ------------ @CallofDutyCM - The following link allows you to view the spreadsheet of form responses, in case you want to check in while I work on dedicated posts: docs.google.com/spreadsheets…
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Thanks for being patient with me lately, easily one of the worst weeks of my life. Expect more and better from me in the weeks and months ahead as I start a new chapter of my life with a smaller, yet just as strong family ❤️
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With that said LEMME COOK 😈
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If anyone has experienced this across BO7, let me know. It helps to have context such as: -What map/mode/location you experienced it? -One time thing, or can you go back and reproduce it? -Just stuns or are all/other throwables also affected? -Videos are extremely helpful with broader issues like this Any context helps - will try my best to investigate, but this may be more nuanced and widespread of an issue than I may be able to fully grasp/test on my own.
Replying to @CODPersonal
@CODPersonal has any feedback been sent in regards to tactical throwables bouncing off invisible walls? I keep throwing stuns/smokes just for them to bounce off an invisible wall
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BO7 Bug Report - Zombies [June 12] M10 Breacher Argus Lever attachment exhibits inconsistent hit registration and low damage while not Pack-a-Punched. Environment: Tested on June 12, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.9.1, Changelog 27435309. Description: In Zombies, when the M10 is equipped with the new Argus Lever attachment and is not Pack-a-Punched, shots fail to consistently register hits in either hipfire or ADS. Hits only register reliably when the player is in proximity to enemies, suggesting a significant range or hit detection issue specific to the un-PaP'd state. Damage is also notably low and requires several shots to eliminate a single zombie at early rounds. Upon Pack-a-Punching the weapon, the bug does not persist. Hit registration normalizes across reasonable engagement distances in both hipfire and ADS, damage is vastly improved. Reproduction Steps: 1. In Zombies, equip the M10 Breacher Argus Lever attachment on the M10 shotgun. 2. Load into any Zombies match on any map or mode without Pack-a-Punching the weapon. 3. Engage zombies via hipfire at a standard engagement range. 4. Observe inconsistent or absent hit registration and lower than expected damage output. 5. Engage zombies via ADS at a standard engagement range. 6. Observe inconsistent or absent hit registration and lower than expected damage output. 7. Move to extremely close range and engage zombies in either fire mode. 8. Observe hits begin registering more reliably at close range, though damage remains low. 9. Pack-a-Punch the M10 at any tier/rarity and repeat steps 3–6. 10. Observe hit registration normalizes, damage is appropriate, and the weapon functions as expected. Expected Result: The M10 equipped with the Breacher Argus Lever attachment should register hits consistently and deal appropriate damage in both hipfire and ADS regardless of Pack-a-Punch state. Actual Result: While un-Pack-a-Punched, the M10 Breacher Argus Lever fails to consistently register hits in both hipfire and ADS modes, deals insufficient damage, and requires extremely close proximity to the target for shots to connect. All of these issues resolve upon Pack-a-Punching the weapon. Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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General Feedback - Multiplayer [June 12] - Black Ops Classic Black Ops Classic has been one of the most positively received playlist additions in recent memory. The response across social media has been overwhelmingly supportive; and with that enthusiasm comes a clear, consistent set of requests from players who want to see the mode further refined into a staple offering. To assist this process, I have compiled the most common and actionable feedback I've seen across social media conversation, YouTube videos, and more. ----------------------------------------------- MOVEMENT & SPRINT Enabling the setting toggle for Sprint Assist is the most consistent request in this category. Controller players have long expressed concern over the physical discomfort and wear associated with frequent stick-clicking to engage sprint. This option already exists in game settings, so surfacing it in Classic (without the Tac Sprint sub-option) would address this directly. ----------------------------------------------- PLAYLIST SUPPORT Search and Destroy is the loudest missing-mode request. For a large portion of the players who came back for a classic COD experience, SnD is non-negotiable, as it's the game mode most associated with the era this playlist is meant to evoke. Hardcore playlist support is also entirely absent. There is a segment of the player base that exclusively plays Hardcore and currently has no path into Classic. While there are always risks with fracturing the player base, it may be worth testing a HC Classic offering for a limited time to gauge interest before any permanent commitment. In the spirit of classic playlists, some players have voiced interest in Party Games making an appearance in Classic. While incorporating BO1 favorites like Gun Game directly into the main playlist may feel jarring, a separate "Classic Party Moshpit" could be worth exploring down the line. ----------------------------------------------- SCORESTREAKS HKDs and Legion are often called out by name as the functional BO7 equivalents of Attack Dogs and Swarm from BO2, yet both are currently disabled in Classic. It may be worth revisiting the inclusion of these streaks, as they fit the mold of what multiplayer is built around: high-impact, recognizable rewards that can shift the tides of a match. ----------------------------------------------- CREATE-A-CLASS Two issues are being flagged consistently here. First, default classes are appearing before custom classes on the spawn loadout screen, requiring players to tab over to reach their own loadouts. It's a small but notable friction point that disrupts the flow of getting into a match. A simple tweak would be defaulting menu navigation to the Custom tab instead. Second, there's no separation between Classic and standard MP loadouts. Optimizing for Classic gameplay currently means overwriting or modifying loadouts used in standard play. A dedicated Classic class set, or even just a few additional slots, would resolve this entirely. ----------------------------------------------- MAPS The current map rotation is a strong starting point. That said, expanding the map pool over time would go a long way toward keeping the mode feeling fresh. Community requests have naturally gravitated toward other classic maps including Carrier, Magma, Havana, Drone and more. If Classic becomes a permanent offering, remastering more fan favorites - even one or two per remaining BO7 season - would signal long-term commitment to the mode, and give players another reason to keep coming back. If time is of the essence, keep in mind the handful of remasters already in BO6 and BO7 that could work with classic mechanics, namely: WMD, Hacienda, Fringe, Gridlock, and most recently, Launch. ----------------------------------------------- SPAWNS Spawn behavior has been a point of friction for some players, with the general sentiment being that Classic's reduced movement speed changes the nature of engagements in ways that feel inconsistent at times. Spawn logic is an extremely complex area, so this is offered as a surface-level observation rather than a diagnosis; but it's worth noting that players are feeling something here. If anyone has more specific examples of questionable spawns that they can detail (or better yet, demonstrate with video!), I strongly encourage you to share them in replies. ----------------------------------------------- ATMOSPHERE This section is less a list of requests and more a love letter to the classic games we know and love. A mode committed to authenticity naturally invites the question: how far can it go? Some of the most fondly remembered details of the classic Black Ops era weren't mechanical at all - original announcers, faction-specific spawn music, faction-specific player models, unique HUD designs. Incorporating or reimagining some of these details could help separate a mode that plays classic from one that genuinely feels classic. None of these are expectations, but if the goal is to close the loop on what made the classic era so special, the atmosphere layer is worth revisiting too. ----------------------------------------------- PERMANENCE The loudest ask by far is simply to make Black Ops Classic a permanent playlist rather than a seasonal or limited-time addition. Many players have explicitly stated they have returned, or would return, to BO7 often if Classic became a permanent offering. Some voices are also asking Treyarch to communicate this to Infinity Ward and Sledgehammer as a framework worth carrying into future games. The reception has been clear enough that it warrants that conversation. The community generally seems to support offering gameplay options for players of varying mechanical preferences, so hopefully we can continue exploring ways to entertain lovers of classic and even...less grounded traversal 😎 ----------------------------------------------- That's all for now! If you have more feedback to add, reply below - try to keep things actionable and specific. Focused and constructive voices carry further than noise, so keep it respectful as well! @MaTtKs @Treyarch @TreyarchCM @CallofDutyCM
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Awesome grind and camo - love these events and hope to see more 😎 While obviously condensed, I much prefer this varied-challenge approach to camo grinding, and hope it inspires future Mastery Camo unlock criteria.
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BO7 Bug Report - Zombies [June 9] KRS-7.62 empty reload fails to fully replenish magazine when using capacity-extending attachments while Pack-a-Punched. Environment: Tested on June 9, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.9.0, Changelog 27329975. Description: The KRS-7.62 Marksman Rifle exhibits a reload bug in Zombies when Pack-a-Punched (any PaP tier) with a capacity-extending magazine attachment equipped (VAS Elpis-X, Satiate). Upon performing an empty reload, the magazine is only replenished to 16 rounds regardless of the attachment's actual PaP'd capacity. Partial reloads correctly replenish to full capacity (even if returning more than 16 rounds) and are unaffected across all mag types. Only empty reloads trigger this bug. Additionally, magazines whose PaP'd capacity is 16 rounds or fewer (Verity, Zevon, Default) reload correctly in all cases. This suggests that 16, the PaP'd capacity of the gun's default magazine, is being used as a hard reload limit/ceiling, incorrectly applied to empty reload logic across all magazines with a capacity > 16. All magazine attachments and their observed behavior, from my testing session: >VAS Elpis-X Magazine: 19-round PaP'd capacity -> 16 replenished on empty reload (BUGGED) >Satiate Extended Mag: 22-round PaP'd capacity -> 16 replenished on empty reload (BUGGED) >Default Magazine: 16-round PaP'd capacity -> 16 replenished on empty reload (GOOD) >Verity Quick Mag: 16-round PaP'd capacity -> 16 replenished on empty reload (GOOD) >Zevon Light Mag: 12-round PaP'd capacity -> 12 replenished on empty reload (GOOD) Reproduction Steps: 1. Equip the KRS-7.62 with a capacity-extending magazine attachment (VAS Elpis-X or Satiate Extended Mag). 2. Load into any Zombies match and Pack-a-Punch the KRS-7.62 at any tier. 3. Fire the entire magazine until empty. 4. Perform an empty reload. 5. Observe the magazine is replenished to only 16 rounds instead of the attachment's full PaP'd capacity. 6. Repeat steps 3–5 with each remaining magazine attachment to confirm affected and unaffected variants. Expected Result: An empty reload should fully replenish the KRS-7.62's magazine to its equipped attachment's full PaP'd capacity, regardless of whether that capacity exceeds 16 rounds. Actual Result: When using a capacity-extending magazine attachment with a PaP'd capacity greater than 16, an empty reload only replenishes 16 rounds, rather than the equipped attachment's actual capacity. Partial reloads are unaffected and correctly replenish to full capacity with all mag types. Mags with a PaP'd capacity of 16 rounds or fewer are unaffected. Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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Wanted to open a conversation around BO7 performance issues and give the community a place to converge with specific examples. A few clips below, captured on PS5 Pro post-Season 4, show stutters while using the War Machine Scorestreak and opening the Scoreboard, as a starting point. As a PC player, my ability to test and observe console performance directly is limited, so this isn't my strongest feedback area. That said, here's how you can help Treyarch identify what's causing these issues: -Platform/model/mode/map - be as specific as possible (Series X/S, PS5/Pro, which mode, which map) -When it happens - describe exactly what's occurring during the match when you notice the dip -Clips! Short video showing moments before, during, and after the performance drop -PC specs (if applicable) - GPU, CPU, SSD/HDD, etc.; helps isolate optimization factors Take your time and bring as much detail as you can. Footage is especially valuable! This report doesn't meet the depth and precision I usually aim for, but I hope the clips below help move the needle on performance across the BO7 ecosystem. Tags: @CallofDutyCM @TreyarchCM @Treyarch
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Give me all of your BO7 Season 4 bugs 😋 I'm hungry Oh I've also begun writing the Black Ops Classic feedback post so stay tuned
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BO7 Bug Report - Multiplayer [June 8] Sturmwolf 45 displays Ryden 45K icon in the kill feed. Environment: Tested on June 8, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.9.0, Changelog 27329975. Description: When obtaining kills with the Sturmwolf 45 SMG in Multiplayer, the killfeed incorrectly displays the weapon icon for the Ryden 45K SMG instead of the Sturmwolf 45. Reproduction Steps: 1. Equip the Sturmwolf 45 in a Multiplayer loadout. 2. Enter any Multiplayer match and obtain a kill with the Sturmwolf 45. 3. Observe the kill feed displays the Ryden 45K weapon icon instead of the Sturmwolf 45. Expected Result: Kills obtained with the Sturmwolf 45 should display the Sturmwolf 45 weapon icon in the kill feed. Actual Result: Kills obtained with the Sturmwolf 45 display the Ryden 45K weapon icon in the kill feed instead. Quick and easy bug to kick off the week! Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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BO7 Bug Report - Multiplayer [June 6] The map voting widget loses focus permanently once the player navigates away to the player list, with no way to re-acquire it on controller until the voting phase ends. Reported Platforms: Xbox Series X, PS5, PS5 Pro, PC Environment: Tested on June 6, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.9.0, Changelog 27329975. Description: During the map voting phase in any Multiplayer playlist that features map voting, controller users may load in with focus defaulting to either the top map option on the voting widget, or the top user in the player list. When focus begins on the map voting widget, players can scroll up and down through the map options and make a selection without issue. However, if the player navigates right to the player list, focus cannot be returned to the map voting widget when navigating back to the left. The highlight cursor disappears entirely and is unrecoverable for the remainder of the voting phase. All directional inputs on the Left Stick and D-Pad become unresponsive to the map voting widget, making it impossible to cast a vote. Once the voting phase concludes and the map is selected, the widget disappears and focus is automatically returned to the player list, which becomes scrollable again as normal before match start. Reproduction Steps: 1. On a controller, matchmake into any Multiplayer playlist, or Quick Play Filter, that features map voting. 2. Observe one of two conditions upon the map voting widget appearing: focus defaults to the top map option, or focus defaults to the top user in the player list. 3. If focus defaulted to the player list, skip to step 5. If focus defaulted to the map voting widget, continue to step 4. 4. Navigate right via Left Stick or D-Pad to move focus to the player list. 5. Navigate left via Left Stick or D-Pad to attempt to shift focus to the map voting widget. 6. Observe the highlight cursor disappears and no map options become highlighted. 7. Attempt to navigate in any direction via Left Stick or D-Pad. 8. Observe all inputs are unresponsive to the map voting widget for the remainder of the voting phase. 9. Allow the voting phase to conclude and observe focus is automatically returned to the player list, which is again navigable. Expected Result: Navigating left from the player list during the map voting phase should return controller focus to the map voting widget, restoring the highlight cursor and allowing the player to make a selection. Actual Result: Navigating left from the player list during the map voting phase causes the map voting widget to permanently lose controller focus. The highlight cursor disappears and all directional inputs become unresponsive to the widget for the remainder of the voting phase, preventing the player from casting a vote. Focus is only restored once the voting phase ends and the map selection is locked in. Workaround: If the player has a mouse attached, they can still manually highlight and select maps during the voting phase. Unfortunately, tabbing over to other menus and back to the lobby does not restore functionality, so no controller-only workarounds are currently known. Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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PSA: Treyarch are aware of and investigating a bug that kicks players back to lobby when trying to highlight/select the Fang Hoverpoint ELO in the Armory. Got a lot of reports about this in the last day, but will focus on testing and posting issues not yet tracked on their Trello.
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BO7 Bug Report - Zombies [June 5] Players can die from a death barrier active in the Trinity Avenue POI of "Nuked" Survival, which triggers after reloading a Save at Round 40 Reported Platforms: Xbox Series X, PS5, PC Environment: Tested on June 5, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.9.0, Changelog 27329975. Description: On the Zombies Survival map "Nuked," an invisible death barrier can manifest within the Trinity Avenue POI that triggers upon loading a Save File at Round 40 or later. I was unable to reproduce the bug before Round 40, or while testing specific variables including: -Saving/reloading in different POIs (Cul-de-Sac, Trinity Ave, Blue/Yellow house backyards) at various rounds -Reloading save after buying each individual Perk -Reloading after each Pack-a-Punch tier, 1-3 -Reloading after purchasing each Armor tier, 2-3 plate -Reloading after acquiring each Weapon Rarity (not including Ultra) -Reloading a save made during a Special round -Reloading a save made while mid-progress on a T.E.D.D. Task [All testing conducted solo in Standard Survival, spread throughout Rounds 2-45] Reproduction Steps: 1. Load into a session of Survival on the "Nuked" map. 2. Progress to Round 39 or earlier. 3. Save and quit, then reload the save file. 4. Spawn or walk into the Trinity Avenue POI. 5. Observe no death barrier triggers. 6. Progress to Round 40 or beyond. 7. Save and quit, then reload the save file. 8. Spawn or walk into the Trinity Avenue region of the map. 9. Observe near-instant player death with no apparent cause. Expected Result: Loading a save file at any round should not place any death barriers within accessible, in-bounds areas of the map. The Trinity Avenue region should remain fully traversable regardless of round at time of save. Actual Result: Upon reloading a save file at Round 40 or beyond, a death barrier activates within the Trinity Avenue region, killing the player near-instantly upon entry. Testing across several rounds 39 and prior confirmed no barrier. Testing at Round 40, 41, and 42 confirmed barrier upon entering Trinity Avenue after reloading a save. Notes: As with any individual testing, it is possible there were overlooked factors that can trigger this death barrier, but I can confidently report that something seems to change at Round 40 that leads to the game treating the Trinity Ave POI as out-of-bounds. Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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BO7 Bug Report - Multiplayer [June 3] Demolition matches lack an idle kick timer. AFK players can persist across several matches, putting them at risk of unintentional account penalties imposed by Ricochet. Reported Platform(s): PC/BattleNet [New! Reports in Season 4 onwards will include the affected platform(s) each bug is reported from, based on community feedback. This is NOT an all-inclusive indicator of affected platforms, just gives developers a reliable starting point for investigation.] Environment: Tested on June 3, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.8.0, Changelog 26981739. Description: Demolition, available exclusively as a Quick Play filter choice under Core Multiplayer, is missing an idle kick timer. While all other modes across the game appear to enforce an idle/AFK kick after a period of inactivity, Demolition does not. An idle player can persist across multiple consecutive matches indefinitely (seemingly) without being removed from the session. Compounding this issue, remaining idle across extended periods in Demolition can trigger Ricochet to place accounts into a Limited Matchmaking state where the game flags the account for investigation on suspicion of boosting. This means a player who simply stepped away from their session, expecting idle kick, can return to find their account penalized. Reproduction Steps: 1. Queue into a Demolition match via the Core Quick Play filter. 2. Enter a match and go idle, do not interact with the game in any way. 3. Observe that no idle kick timer triggers between matches. 4. Allow AFK time to accumulate across time (10-15 minutes) and multiple consecutive matches. 5. Observe that the player remains in session without being removed. 6. Note whether a Limited Matchmaking state is applied upon returning to play or shortly thereafter. Expected Result: Demolition should enforce the same idle kick timer present in other modes, removing inactive players from the session after a standard period of inactivity. Actual Result: No idle kick timer is enforced in Demolition. A player can remain AFK across 15 minutes and multiple consecutive matches without being removed. Extended AFK time in this state can result in a Limited Matchmaking state being applied to the account, penalizing players for inactivity the game itself failed to address. Notes: No repro video available, for…..personal reasons 😭 Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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Back to back to back to back 🔥
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Just want to take a moment to express my interest in future opportunities involving early gameplay impressions and feedback sessions for MW4. I’m not a traditional content creator, nor a journalist, so I don’t have much skin in the game — That said, I’ve poured my heart into hundreds of hours of grassroots QA and feedback amplification across social media since MWII, paired with almost 22 years of active engagement with the games and their content, across all modes. I have a lot of passion to share and would love to be part of the ongoing conversation to make COD the absolute best it can be. 😎 @InfinityWard @CallofDuty @CallofDutyCM
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Check out my account here and @ChadOfDuty (MWIII feedback project archive) to see what I bring to the table!
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It is clear @InfinityWard has fundamentally shifted their design philosophy to propel the franchise forward with the community at top of mind, and I can’t wait to share my support and passion through grinds and my staple feedback initiatives. Excited to get hands on and kick off my 22nd year of COD! The gloves are off 😎
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BO7 Bug Report - Zombies [May 22] On Astra Malorum Cursed, during the Golden Spork Relic Trial, Akimbo weapon Hip Fire does not deal damage as expected. Environment: Tested on May 22, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.7.0, Changelog 26714644. Description: During the Golden Spork Relic unlock Trial in Cursed on Astra Malorum, damage cannot be dealt while hip firing with Akimbo weapons. The Trial requires players to deal damage and secure kills exclusively via hip fire; however, Akimbo configurations appear not to be recognized as hip fire, causing weapons that should be viable for the challenge to not function as intended. Affected weapons include the Akimbo configurations of: 1911, Jager 45, Velox 5.7, CODA 9, Akita, VST, Kogot-7, and XM325. Repro video below demonstrates most of these weapons, enough to establish patterns and exceptions. Reproduction Steps: 1. In Cursed Mode on Astra Malorum, complete the prerequisite steps to trigger the Golden Spork Trial: reach Round 60, shoot the Mars teleporter portal with a Mangler Cannon, then teleport back and allow the shot to kill a group of zombies on the red circle painted on the ground adjacent to the teleporter. 2. Equip any Akimbo-compatible weapon in its Akimbo configuration. (Confirmed affected: 1911, Jager 45, Velox 5.7, CODA 9, Akita, VST, Kogot-7, XM325.) 3. Attempt to engage zombies using hip fire only. Observe that Akimbo fire does not deal damage or produce hitmarkers. Note that equipped Ammo Mods may still proc on bullet impact, which can occasionally result in kills despite the absence of direct damage. 4. For any weapon that supports toggling between Akimbo and single-wield, switch to single-wield and engage zombies with hip fire again. Observe that single-wield hip fire deals damage and produces hitmarkers as expected. (Note: the upgraded 1911 does not follow this pattern, see Notes for further detail) Expected Result: Hip fire with Akimbo weapons should deal damage and grant kills toward Trial progression, consistent with the Trial's hip-fire-only requirement. Actual Result: Hip firing with Akimbo weapons does not inflict damage as expected, rendering Akimbo weapons non-viable for Trial completion and potentially stopping players from unlocking the Golden Spork Relic, unless an alternative non-Akimbo weapon can be obtained mid-Trial. Notes: Weapons with Ammo Mods equipped can still trigger upon bullet impact, which can grant kills. Testing also reveals that Akimbo weapons which allow the player to toggle back to single-wield, appear to function as intended while hip firing; except the only explosive weapon, the PaP'd 1911. This reveals a potential secondary issue that might prevent explosive weapon damage from counting as hipfire (requires further testing). One last interesting note - a sample of the guns above (Akimbo 1911, Akita, XM325) properly tracked kills during a hipfire-only T.E.D.D. Trial in the same testing match. Tags: @CallofDutyCM @TreyarchCM @CallofDuty
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