Another user has uploaded a screenshot here https://www.reddit.com/r/BattlefieldV/comments/e9o0ht/hello_old_friend_no_one_was_able_to_spawn_as_us/
Thank you! <3
Another user has uploaded a screenshot here https://www.reddit.com/r/BattlefieldV/comments/e9o0ht/hello_old_friend_no_one_was_able_to_spawn_as_us/
Thank you! <3
Hey,
thanks for the raw emotions. ;)
Do you have a video of this by any chance? Or do you know what it said in the top when you pressed "Beitreten"?
Cheers,
Kenturrac
> Changes attrition.
> Many promised features are either delayed from a few months up to (and over) a year after release, or outright cancelled.
> Changes TTK after the community set a precedent for not wanting it a year ago.I wasn't the biggest fan of the original state of the game, but even I find myself thinking that, honestly, I won't be shocked if pre-orders for the next Battlefield game are at an all-time low. DICE have given the community more reasons to distrust them than to trust them in what they "promise" to deliver. Any promise DICE makes pre-release is subject to be changed after the game's release or just not added at all, as proven here.
2018 -> DICE: "Attrition."
2019 -> DICE: "Too much rampant, random death. Better make it easier for the player base."
2018 -> DICE: Unknown battles
2019 -> DICE: Brings you Pacific with lots of well known battles
Just saying. :)
Live service for us doesn't just mean content drops. Like any games that releases these days we do adapt, adjust, tweak, balance, evolve, do mistakes, fix them, rotate, extend, and so on.
Fixed with 5.2. :)
Are there any plans to make some changes to Aerodrome? The concept of the map is good, but is severely needs more cover on some flags, especially D and F. Also, the map is unbalanced towards the germans, with them having 3 gimme flags (D,E, and F.) while the British have only A and B. Most fighting ends up condensing onto C, and assuming both teams hold their gimme points, and are fighting over the center of the map, the British team will always lose. If possible, I would like to see some additional fortifications being scattered around to give more cover, as the map is very wide open, and pretty much sniper paradise, as well as the germans losing a flag/ brits gaining one ( dunno where to put it though)
Wait for the 5.2 patch notes. ;)
Sure, yet if something is so much reliant on preference and varied gameplay experience/focus, then the importance of weapons that not only have a niche, but also work in all relevant ranges is essential for a fun experience even on maps you do not like. What good is a map like Karelia, when infantry combat is limited is only limited to the walker base? Say, I am playing medic on Al-Sundan after the patch, a map with wide angles and long sightlines, this restricts me to the surroundings of C and maybe D. Or are you suggesting that I should simply use the BACs on that map or choose another class? Players play for different goals and/or fun and will certainly not want to think hard about what weapon their next task is going to take. As for the PS changes, you added a kneedeep trenche along the map and a couple of tank wrecks on C, you did not solve the issue that it is a barren wasteland with the only relevant played area being the C-E axis. Now, I hate this map with a passion, yet I acknowledge that you can bend it to your will with the current weapon meta, so that I do not have to quite everytime this map comes up. Now with 10 BTK at 30m on my SMG, I can't, regardless of how your accuracy changes affect the weapons. I am still engaging many enemies in a small area with long sightlines and wide angles. So in addition to a bad map, you give me bad weapons so my game experience will be all crap and no fun. I appreciate you taking the time to comment, but a wall of text is not going to change my mind that the upcoming weapon meta is awful unless the devs provide me spreadsheets, telemetry, usage data and actual weapon stats so I can compare TTK and deduce my own performance from the given data.
Just tried to share the Level Design teams PoV on the topic and how we approach things. I wasn't trying to change your opinion on the maps or weapons. :)
Since I can't provide you with mentioned data yet, I suggest we put this to rest and wait till the patch notes drop with some of that data that you are asking for and until you got a chance to try it.
Sure, below the arbitrary 22m red line, which seems to be too long an engagement range anyway, hence the changes. Since you are the one to ask, if engagement ranges are an issue in this game, why design maps in a way that either favour Point Blank ranges (all house templates), or long sightlines with wide angles (like the 42ha of barren fields of PS, or the routes on Aerodrome between A-D and B-F)?
There are so many factors going into a map and making a game that tries to look so close to reality brings more of that too. On too of that one of our biggest goals is to offer variety through maps. Everything should feel a bit different as there are so many preferences and play styles.
Take Panzerstorm as the example you brought. It's totally not made to be played with a Suomi or alike in most areas of the map. As much as Fort De Vaux wasn't made to be played with Snipers. Though if you want to take a Suomi to Panzerstorm we give you areas to act or tools to adapt. Smoke, transport vehicles, etc.
Do we always get it 100% right? Hell no. Do we give you enough immediate tools to adapt? Maybe, but we could probably do better here to.
Panzerstorm is an extreme example as well is Fort De Vaux. I feel like 80% of our maps hit a sweetspot somewhere in the middle offering places for tanks, snipers, mid range guns as well as CQB fighting. Again, variety is the key and in our eyes that nee...
Read moreOr maybe you missed some important details :p just for saying i'm opened to changes, i don't currently think that gunplay is perfect and you should not try to improve it, but after the BTK things i'm (and more guys) concerned how are going to be the 20 bullet guns, as FG42 lover, and you didn't covered this :p
I can't wait for that post!
Anyway, i think you're right about how communication is improved since before, but there's always room for more improving! I think that also the community loves for example when a dev replies here!
Absolutely. I think you are right we can do better and if the next post puts out just the right amount of information than we hopefully have a new standard to live up. You guys will be the judge. Let us know! :)
You guys sometime really mess up with the communications, lol
Ehhh, maybe. There is a scale from no communication to over communicating too early and then retracting. Somewhere in between is the perfect place. I think we did better than before in communicating early on what's ahead, but probably went a bit to light on the details.
Hope the next post will shed some light into the darkness. :)
We need an explanation why the change is coming, it makes no sense right now
As far as I know they are working on a wall of text with much more information around the topic. I don't know when it's planned to be released, but it should come before the patch.
Yeah well of course. The STG44 suffers from too high recoil for it's ROF, has a horrible pattern and a crap spec tree forcing you into one side to have somewhat decent accuracy. It is literally the worst weapon in the Assault class, because of this.
Now you change the BTK, yet the ARs seem one of the least affected weapon class with a 5-8 BTK range, while you also change handling and certain weapon classes are bound to a very tight niche.
So the STG44 has now spec freedom allowing to go left with better hipfire, fast ADS movement and better movement spread, while still being more controllable than before and having a highish ROF. In an environment where many other weapon classes do worse up close and significantly worse at longer ranges. So the STG44 receives active and passive buffs. And this is the worst of the ARs.
Woah, just trying to share some positive observations. :)
If it helps, I am doing fine with the Thompson too.
As someone who owns both games and frequents both subreddits, I believe I can break it down for you.
Basically both MW and BFV received updates that have not been received well by either community.
IW are confused because they are out of touch with their playerbase, whereas DICE are quite simply high as fuck (in light of the BTK changes).
Nothing you should be too concerned about though /u/Kenturrac, keep designing sick maps my friend.
Right. Thanks! That explains it.
If it helps to calm the mood: I am doing better with the new weapon tuning of the STG44 in internal playtests than I ever did. Not really a scientific test, nor do I actually have much insight into all of the values that changed. Just a gamer noticing and enjoying the feel of a gun. π
I think next indepth look article about what we are doing and why will explain a lot. The last one was probably missing some good details. Keep the good memes coming until then!
It just means the MW subreddit is experiencing almost identical complaints as the BFV subreddit regarding gameplay and design. I read comments over there and they are almost word for word complaints about this game, but we're used to it. Visibility issues, netcode, performance, matchmaking, meta guns, maps, etc
Right. Classic category of "making games is hard" I guess. :) Been there, done that. I get that's it can be frustrating. Sadly in recent years game development has grown out "the science of building cars" into "the science of building rockets". Not trying to find an excuse, just trying to paint a better picture without nerding out about boring work stuff. :P
I don't understand, but I like it. π
Damn it had to be awesome to join dice after playing their game! How did you join Dice? Btw I have your same taste in fact of game mode! And i think most people love Pacific thanks to the reason you said, though!
There was an open position and I just applied. :)
Oh this is gonna be fun. The internet isn't always a trustworthy place. So please be nice. :3
BFV - https://battlefieldtracker.com/bfv/profile/origin/Kenturrac/overview
BF1 - https://battlefieldtracker.com/bf1/profile/pc/Kenturrac
No console stats outside of work, sorry. Privately I play FPS mostly on PC. I don't think that will ever change. I am to old to learn to aim with a controller now. π So I leave console gaming for everything but RTS, WoW and PVP-FPS. On the other hand though, PC can never deliver on social experiences like Ultimate Chicken Horse. If you haven't tried this yet, wtf are you doing here? :P
In regards to playing BF. I was mainly a CoD gamer until I started playing BC2. Then totally lost myself in BF3 and 4. For BF1 I joined DICE. Since then it's hard to not see it as work when you play. I love BF, but I don't look at it through the same eyes as when I was playing BF3/4 anymore. It's just not possible.
80% of the time I play with friends. I love CQ and 32p Ru...
Read moreIt's been noted here many times that DICE devs will happily respond to memes while maintaining radio silence on things that actually matter.
Meanwhile, a year later, here's one of my favorite memes:
https://www.reddit.com/r/Battlefield/comments/9w7da2/battlefield_v_has_no_auto_teambalance/
"This is our top priority, as this is clearly broken. We are on it."
You are kind of got the answer to your own point. I get the frustration, but David has clearly spoken too soon. So I think we learned in the last year that holding back on topics unless we have something meaningful to say about it, is the right way forward. Showing present even just with the memes tells that we are here, listening and are observant. And i hope the last months should have shown enough of our commitment.
Do I have something new to say about balancing at the moment? No. Do I agree that it is an issue from time to time? Yes.
That's really as far as I can go at this point.
Read moreThis still seems like little more than a band aid for the core visibility issues that havenβt been properly addressed since launch.
As in the linked thread, I open for any kinds of suggestions. Note thought that I have no control over the Player Acquisition Marker.
I spend most of my daily work with world building and I personally see the majority of the visual issues coming from increased visual fidelity and more realistic lighting. Especially within our worlds. When you add more to the world and at the same time make character looks more detailed you automatically make the picture harder to read. I think it's a natural problem that comes with better technology and as you might have heard lately, other games that upgraded their visuals come with similar issues or challenges.
One way of solving it is by adding explanation into the world fantasy. A great example of this is the Division 2 which allows to render nights pitch black and yet allow for good gameplay since all enemies have lights of "future tech" on them. It's very fitting with the game fantasy and combines elegantly with gameplay.
Being a WW2 game, o...
This reminds me of a reddit conversation I was involved in roughly 1 month ago.
Thought I give it a share to show the other side of the medal. Hope we can all just give it a try and then see how we feel about it. I remember the soldier rim lighting being controversial as well, but we all can see how the feedback about bad visibility has been reduced since. I understand that not everyone has the same opinion on the topic, but I feel like the majority of the player base has benefitted for the last change. So let's give it a fair try and then talk about, what do you think?
Read moreI think it's fixed in the next update.
That is an amusing meme for sure.
The excitement comes from the origin of the statement actually. We are working on many and multiple updates. So it's sometime hard to keep track of a single change and when it lands in the hands of the player.
But I am a fan of good memes. So please go ahead and use it. It is beautiful when people express their emotions towards a thing in artful creations like memes. One can't have enough of them. :)