@WARDOGS This could honestly be a huge banger. Long time BF fan here, been looking for an FPS to get me hooked again and this one looks like it would scratch that itch! Just bring it on console soon after release ๐ (or even day 1 ๐). Best of luck ๐ช
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Hello everyone! ๐
First of all, I would like to thank you for your continued support over the years. It means a lot for me ^^
After covering 7 Battlefield titles (including the Battlefield 6 launch), and being on the front line every day for nearly 16 years, it's time to leave and pass the baton to other media outlets that are willing to follow DICE, Ripple Effect and company into this era of Battlefield. An era which, moreover, has taken an unfortunate direction.
Starting tomorrow, I'm beginning a new chapter in my life. A new project that involves retro gaming, which is one of my main hobbies ๐ฎ
From the bottom of my heart, thank you for being there! โฅ๏ธ
I wish you all the best! ๐
See you on the Battlefield.
Antal120.
Sixteen years ago, snow fell on White Pass, explosions lit the sky, and a squad of misfits made their mark.
Battlefield: Bad Company 2 became more than a game because of the stories you created in its chaos.
Thank you for 16 unforgettable years ๐ฅ
@rivaLxfactor Doubt anything signifigant would've changed. The core design shows their intention wasn't to make a game inspired by BC2/BF3 as they "promised". That was pure marketing to sell copies. The whole BF fundamentals we're talking abt aren't there at all. There's so many things wrong.
Early explorations of Pax Armata by Per Haagensen.
Some of these soldiers can be found on posters in the "Night Raid" SP mission.
Source: https://t.co/HUMBPfT5XB
Vehicle controlls are just so bad. It's been bad since 2042. The whole gameplay has become way too shallow. I guess it's designed for a specific audience...
DICE is planning a Labs test dedicated to vehicle improvements since some #Battlefield6 vehicles are 'death traps', such as the light ground transport.
"I'm going to take the light vehicle feedback with me to the team from you today," DICE Hardware Producer Kit Eklรถf told PC Gamer. "But I also want to promote that there's a Battlefield Labs test coming up where we're going to test some vehicle improvements around this issue, specifically because we've heard the feedback that vehicles are death traps. We are going to try a package of vehicle improvements on Labs very soon, so keep an eye out for that."
https://t.co/CWwPKM9cEa
UPDATE: In a later interview with GamesBeat at the D.I.C.E. Summit in Las Vegas, DICE's Producer Alexia Christofi said that the reason for not releasing more than 2 maps a season is because they don't want to sacrifice quality.
"We're releasing on a cadence where we feel the maps are up to quality and we're happy with how they play, the variety they give to the players. There are worlds in which we release hundreds of maps, but they're not fun. We never want to do that. We have to make sure that the maps feel good to play, that they're fun to play.
I completely empathize with players when they want more maps and more content. They talk about that because they're passionate about the game, passionate about the franchise. But we're a team of a certain size. We don't want to sacrifice quality."
The complaints about the weapon progression being too slow, was another key issue during the interview.
"We went back to the drawing board and looked at our ethos around progression. Making sure thatโfor example, attachments shouldn't take a super long time to unlock. We want players to be able to get that content and play with it. If players become really good at a weapon, we want them to be able to have those mastery badges to show off how proficient they are, but we don't want that to affect the golden path too much.
We try to find other avenues for those players who want a bit more that they can chase and showboat. We want to make sure that, again, that golden path is accessible to everyone, but those players that can do really cool stuff, really hardhore things, we want to be able to reward them. Having dog tags that you unlock through being super proficient at certain things, or doing certain actions, and being able to display those on your player cardโwe want ways for players to peacock like that. โHey, look what I can do with this.โ
But it is a fine balance, for sure. We don't want people to complete stuff too quickly and drop off. Similarly we don't want people to feel like it's too much of a grind, like it takes them too long to do something."
Lastly, GamesBeat asked about Portal, and if there's anything interesting coming out of that.
According to Alexia, Portal will focus on new player-made experiences, "to bring those to the forefront on our frontend and make sure everyone sees the cool stuff that people create."
Interview: https://t.co/HXh1ypqMmT
Previous Post: https://t.co/e9AMXiJVNv
Time and resources.
Those are the biggest obstacles which Battlefield Studios face to make more than 2 maps per season, despite DICE's Producer Alexia Christofi says Battlefield Studios would love to create way more maps in #Battlefield6.
"In terms of cadence, we would love to create way more maps. But we're just trying to kind of bring things to players as we can and as quickly as we can build them."
Christofi also said that limited-time modes are here to stay in order to satisfy a wide variety of people playing Battlefield, but they're not gonna "shut the door" if they see something that players like really resonate with.
"We have such a wide variety of people playing Battlefield. We have the hardcore fan base that have been playing for years that know and love it, and then we've got a bunch of new players that have come in... So trying to have people experience their different content and play different stuff has been important to us. But in terms of things like limited-time modes, we listen to community feedback a lot. If we see something that players like really resonate with, we're not gonna shut the door and say, 'OK, well that's done.'"
https://t.co/ohtUFZW5ER