Battlefield V Dev Tracker

(2019) Is it me, or is the "Feature Request" Point on Trello gone?

This thread was added on December 19, 2019, with posts from PartWelsh, 235Nuke.

Original Post

So... there is our answer what DICE is hearing from us. The point is gone. At least for me the site states:

PartWelsh archived the List of Community Feature Requests... Sorry for bad translation, here is the german version:

PartWelsh hat die Liste Community Feature Requests archiviert.

NotAPixel

The reason why it is gone does not really matter. What matters is, that they brought this idea up to improve the communication.

After that they delayed this communication channel without communicating why they delay it...

And now they remove this communication channel without communicate why they remove it...

It was removed this morning. I feel that it presently adds no value to the board until we can attach meaningful changes to it. Our present policy is to not discuss changes and status on content until it's cleared active development and has been submitted in a release candidate.

In terms of what folks are telling us they want to see added/improved/changed with the game, we know that the priority from yourselves lies around Team Balancing, Anti-Cheat, and as a result of the recent Weapon Damage changes, there's now a rising interest in a Hardcore mode.

NotAPixel

Thanks for your reply. but why not communicate the deletion before it happens?

It's included in a message I'll share later before I leave for the Holidays.

GeeDeeF

People are asking for the old damage model back, not hardcore - big difference

We've restored aspects of it, but the design that we have today focuses on addressing how much damage weapons do at range. There's going to be further revisions to the system, and more balancing we'll be doing for sure but in order to sustain that design there's unlikely to be a point where the complete, older damage model is reinstated at this stage.

Col_Little_J275

u/PartWelsh

I hope the SARs will get some treatment soon. Was my favorite class of weapons and now they aren't competitive.

Also, is the infantry vs tank balance going to be reviewed (mainly speaking of the poor performance of the panzerfaust, etc.)? And it is possible we could see the northern and southern flanking routes in Aerodrome return to being in boundary? Feel like the map is now too choked.

Additional Note: Problem with introducing a Hardcore Mode/having two modes would be which damage/gun model to apply to Firestorm.

SAR's are weapons we're paying close attention too. We nearly squeezed a M1A1 change into the Hotfix but we realised it would have been more gut reaction from what we felt vs. the smarter approach to seeing how it balanced out. When the team have decided what changes they do want to make and that gets locked in, I'll share it.

PartWelsh

It was removed this morning. I feel that it presently adds no value to the board until we can attach meaningful changes to it. Our present policy is to not discuss changes and status on content until it's cleared active development and has been submitted in a release candidate.

In terms of what folks are telling us they want to see added/improved/changed with the game, we know that the priority from yourselves lies around Team Balancing, Anti-Cheat, and as a result of the recent Weapon Damage changes, there's now a rising interest in a Hardcore mode.

Adam I know you are just the messenger, and are one of the biggest proponents for the proper return of community servers. The community is the answer to all these issues, we just need the proper tool set. Please pass along this answer to Dice on these issues

Short answer- Give us a BF:1 style RSP as a bare minimum. Its a good starting point and we can go from there. No extra bells an whistles, just the base. Once the base is done focus on the extra options to get us closer to pre-BF:1 procon servers.

Long answer- 1)Remove ToW restrictions: If a chapter last 3 months, and on average a player takes 2 months to finish a chapter community servers are only viable for 1 month out of 3. Add in Weekly assignments and that reduces that one month to only a couple of weeks. That means a server is only viable for 2 weeks every 3 months.

2)Servers need to be persistant: If a server disappears from the broswer when empty how is a community going to start it back up.

3)Team Switch Button: Most people want to play in a balanced game. No one wants to sit in a spawn camped game winning or losing. If players could easily switch teams the servers wold be more balanced. Its boring, and majorly detrimental to anyone stats KDR/SPM. as the opposing team cant leave spawn. Admins can also easily move themselves, and their squad around easily to balance servers in there home servers. Servers that tend to have admins that are willing to move themselves to the losing team to help even outsides tend to have a loyal fan base.

3)Multiple Admins: Allowing only 1 server admin doesn't allow for 24/7 coverage of servers. Decent admins that can kick/ban from spectator mode are crucial to run an optimal server. Badmin servers die quickly as no one wants to play on those servers. Good admin servers stick around, and multiply as communities flock to them.

4)Anti-Cheat: See point 3

5)Hardcore: I'm not a hard core player, so i cant really comment on what features they want. I do know though that hardcore servers were always community run. As stock servers couldn't provide the settings players wanted.

HelmutKahlid

From what I understand of what you said is you won't talk about Team Balance and Anti-Cheat and other items is because there are no meaningful changes coming to them?

No, I won't talk about them until the meaningful changes are right around the corner.