over 4 years ago - /u/Braddock512 - Direct link

Let’s dive into the calendar for this week. (Please keep in mind the note at the bottom regarding current staffing situations.)

 Photo Credit to @Michaelis972

(This is the current schedule for this week. Please note, items could shift or be moved around, so check back daily for updates on the calendar, links, etc.)

Monday, March 16, 2020

  • This Week in Battlefield V - An overview of this week's news, blogs, content, and more. As items are added or shifted, this will be updated. Keep an eye on it through the week for redirect links! 

Tuesday, March 17, 2020 

Wednesday, March 18, 2020

Thursday, March 19, 2020

  • Chapter 6: Week 7 Mission Begins
  • The Pacific War Playlist will remain throughout Chapter 6.

Friday, March 20, 2020

Notes, Addendums, and More

Missing Skins for Tank (Churchill)

  • We're aware of some reports that some skins for the Churchill tank (Aberdeen, for example) have become relocked. The team has a fix rolling out in a future update that will restore these. Please note: Unlike some other items, contacting EA Help will not resolve this. It needs a client update pushed to Production. Sorry for the issue. Once we have a locked date this fill will roll out, we'll update everyone.

We’ll work to keep you updated on the status of any bugs/issues via social posts/Reddit/Forums, but you can always check for tracked issues on our Battlefield Quality of Life Trello Board. To reports Bugs, head over to AHQ - Battlefield V Bug Form.

External link →
over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Blothbather

Hey u/Braddock512, it's good safety is DICE's first priority. When you are next in contact w/ devs, could you please ask them about adjusting Distance Haze? Thanks in advance.

For sure. I'll send a note via Slack right. Any additional details you want to add?

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by dkb_wow

Any update to the announcement from October of last year on Battlefield V coming to Steam? We haven't heard anything since announcement.

The larger publishing organization is working on the rollout of games on Steam. The main EA site (ea.com) will have more info as we get closer to those releases.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Call_me_ET

Hope everything's okay on your end /u/Braddock512. Is there still an update slated for this month, or have recent events pushed that back?

We have to wait and see how things pan out. Per the article linked in the Addendums section of the OP, many of our teams around the world have moved to a work-from-home situation, especially in regions where the region is on lockedown (of course). While there may be some challenges to overcome with this new work dynamic, teams are still driving fixes, tweaks, etc.

As soon as PartWelsh or I have something we can definitively share regarding a timeline for Update 6.4, we will.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by konlorgg

Any news on the missing tank skin "Aberdeen" for the Churchill since the last patch? Even if it seems to be not such a popular problem it would be cool if theres an information about that or if the 20k CC are just gone. Thanks for your time and stay safe.

u/Braddock512

Hey konlorgg,

I escalated this issue last week after we got the Last Tiger sorted. Let me check with the team and see the status and I’ll hit you back tomorrow morning.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by sunny_shooter

Any idea what the server playlist for week 7 will be?

Having Grind back has been awesome.

It's a Rush playlist.

over 4 years ago - /u/Braddock512 - Direct link

Updated post with:

Missing Skins for Tank (Churchill)

  • We're aware of some reports that some skins for the Churchill tank (Aberdeen, for example) have become relocked. The team has a fix rolling out in a future update that will restore these. Please note: Unlike some other items, contacting EA Help will not resolve this. It needs a client update pushed to Production. Sorry for the issue. Once we have a locked date this fill will roll out, we'll update everyone.

If you're missing any other skins for your vehicles once  Update 6.2 (and the back-end hotfix) dropped - meaning they re-locked after you had already purchased them/unlocked them, please reply to this thread with the vehicle name, skin, and platform.

Thank you.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by DANNYonPC

Will this entire chapter be tier skips?

Real Talk. It's a possibility. We always intended that for this Chapter, more tier skips would feature. That was intentional. We pushed more weapons into Chapter Rewards (because we were seeing better usage and unlock behaviour from the similar approach we took in Chapter 5), and so having more tier skips made sense and encouraged more folks to focus on playing the Chapter vs. grinding a week. Were it that we didn't make the decision on day 1 to release the weapons to all players (owing to a configuration issue), they would have found a happier home with folks each week. Naturally changing the plan on day 1 doesn't allow for us to simply make an equal and immediate change to account for how that might affect other things. We knew that when we made the decision, and we're still satisfied today that we made that right decision.

In spite of that, we're still seeing really good performance on the Chapter Rank averages this season vs. last and we're expecting to see more people claim all tiers before the chapter is up. Because it's helped more players reach max rank this chapter, we also enabled a conversion of rank skip to 100 Boins if the game see's you've already unlocked Misaki, and we've worked to get Chapter Rank XP enabled in Community Games for the last update so that you've got more freedom to play and rank up how you want.

For the final few weeks of the chapter we had planned to switch out the tier skips for more cosmetics (no more Gadgets or Weapons are set to feature this chapter), but with us potentially needing more time to get our next update out, that may be impacted and we may end up continuing to deliver Tier Skips or something in the existing game files that is dev approved to account for that.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by 21dipset

"Could not fetch report"

Meme a reply as it is, this is something we want 100% resolved before we do get an XP modifier in testing. I don't want a situation where you miss out on Double XP because the systems not synced correctly.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by OtherAcctWasBanned11

I asked last week but is there any chance some of the LMGs get another balancing pass? Some of them feel badly under powered compared to other LMGs and weapon classes.

Balance will continue to be monitored and feature as part of future updates. We'll share via Update Notes anything that we feel needs adjusting but right now we're still reviewing how the 'meta' is settling. Takes a while for behaviours to settle in and we'd rather review that than make and quick judgements.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by vindico_silenti

FIX. FRIEND. JOINING. ERROR.

We believe we have it fixed for our next update, but it will feature as part of our next update vs. something we're able to sort on the backend. Still needs to go through testing, we'll update Trello as we get further through the process.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Suyogya17

When will the new Elites release? Any estimates?

Not yet - I think we need our next update out to enable them so i'll keep you updated as we work up the new timelines

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by luisl1994

Has TTK been reverted? I haven't played since that update a couple of months back.

We made weapon adjustments with Update 6.2. You can find the Update Notes here and the Weapon Adjustments Community Broadcast here.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by hawkinscm

Hopefully u/Blothbather responds, but I think the gist of the community is that distance haze should be revisited after later updates in relation to visibility, including the icons that appear since 5.2 (I think). The overall visibility issues have perhaps been mitigated in other ways and distance haze is now unnecessary.

I just got word that CURRENTLY, no plans to remove distance haze are in the pipeline. But I have shared the feedback we've seen here, Forums, and social channels regarding it.

over 4 years ago - /u/Braddock512 - Direct link

Updated OP with OIB Moments of the Week Link:

Tuesday, March 17, 2020 

-Braddock512

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Baktab

Haven't been here for a while.

Has the TTK/Spotting been reverted?

We made weapon adjustments with Update 6.2. You can find the Update Notes here and the Weapon Adjustments Community Broadcast here.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by Astatine11

I'm not necessarily expecting an answer or anything solid to this, but I've been really wanting to ask - why does so much near-completed content for the game seem to languish in the files without seeing a release? The Sjogren shotgun was shown working in a pre-release trailer, the Chauchat is already part of the singleplayer campaign, and there are tens of other weapons like the Welrod, Welgun, K31, Frommer Stop Auto, that are datamined out and found to be in advanced or occasionally completed states.

This game hinges significantly, for me personally at least, on the guns available and how they handle. It's genuinely a little upsetting to see so many hidden in the files in such states, or even shown working in gameplay trailers like the Sjogren and Welrod, and then for weeks and months, or with the Sjogren and Chauchat full years, to pass with not another sight or sound of them.

I appreciate that developing a game is a lot of work for everyone involved, especially at present where health and family concerns are a priority, but is there anything that can be said to assuage frustrations and concerns around these firearms?

The simple answer is changes to our schedule, and focus throughout the project.

Some weapons were either identified as being better used elsewhere in the game, or we prioritised solving for other things and simply reallocated our resource appropriately. The Sjorgen as an example was moved to feature as part of the 5v5 Content that we never released, along with many of the other weapons you listed, and some of the cosmetics. As I've talked about in the past, 5v5 behaved differently to the main game, the weapons were built to service only that mode and so there's an additional workload to be performed if we want to change how they're utilised. Same for the cosmetics, they were designed and tested for specific characters, and to meet our standards need to have no known issues when used on all characters, in all situations in order to be shipped.

They're otherwise not sitting there in a 100% complete state in the background, and we're not intentionally holding them back to create opportunity down the road. There's one exception to that I can think of today which is technically complete, but has a crippling bug associated with it that prevented it from featuring in Chapter 6. That ones actually been resolved now so I expect you'll see it in future updates.

Back to the topic at hand - in order to meet our design principles, Weapons need to have a full suite of available cosmetics, unlocks, assignments, appropriate data hooks, plus the complete battery of QA testing to eliminate as many potential issues that could arise from their addition to the game (not to mention considering balance implication and what value the weapon may hold to players when released). We may have specific roles in mind for what we expect that the weapon will provide to the game, meanwhile as a player often the preference is new = better than what I have, and smarter people than I have to find out the best way to navigate that tightrope and help to add content into the game that doesn't frustrate, but adds to the fun of playing.

All of this equals a need for dev time, and then separately but just as super important, testing time. We naturally already have a plan in place for the development of content (like The Pacific), which in turn has it's own testing needs. We work to Time budgets more than we do financial ones, and to focus on adding x into the game means compromising y. If we want to add the Sjorgen to the game in our next update, we need to reallocate resource away from other things that exist in the plan we have today, both in development and QA, to ensure that we're able to provide it. We therefore ask ourselves what's more important, ensuring quality or adding content. Lately, our focus has been ensuring quality.

So to then address the final aspect of your question with all that as context - it simply comes down to yes, we have this stuff and one day we'd like to see it come into the game just as much as you do. Today, I don't have those dates or any new/different promises to make around when you may get to see or play with them but I have no problem showing up today, sticking our hand up and saying that we have created parts of the issue itself by switching plans mid development or testing, and making the call to sacrifice potential content to focus on quality and delivering them vs. the plans already in motion and the content that's dependent on supporting those goals.

The other part of the issue of course is datamining - you being able to see things existing before we intend for you too isn't preferred, but you won't catch me placing any blame on folks like Temporyal, thats all on us. The responsibility is on us to ensure that you don't see things that aren't ready, and as our policy is never to comment on rumor or speculation, we won't typically engage with these types of specifics.

We've made one exception to that in the past year, and that was in relation to a Bomb that was thought to be coming as part of the Pacific content which very early on we decided didn't meet our standards of ensuring a proper sensitivity to the events of the Second World War and keeping that balanced with engaging gameplay. Otherwise, we simply don't comment on specifics.

There are some malicious folks out there in various different datamining communities, across many different games, but folks like Temporyal I find speak quite respectfully and clearly have a lot of passion for Battlefield. It's not ideal that they're in a position to show you shiny things, but without context for each of the things they find, you need to take advice they provide when they post this stuff and ensure you take it with a pinch of salt. We're a creative studio that will allocate time towards exploring the creation of content that may never reach the actual game, because often the creative process leads us to the production of something else that's greater, or we simply realise that whilst we are making a thing, that sometimes we're not actually adding to the fun so we drop it and move on. Sometimes, you find relics of that process.

That you're exposed to some of those exercises create a false expectation for you but our policy is to focus on talking to you about what we are doing, when it's cleared our testing phases and is being 100% committed into the game, vs. stating a repeated 'No' to everything that gets discovered. The act of Datamining creates more need to say 'No' and then creates a new need for us to dedicate time to explaining why it's a 'No'. I'm not opposed to us changing that behaviour and opening the door more on our creative processes so that you each get a better understanding on all of these things, but the most important priority for me is continuing to work to re-establish your confidence in where the game is today, and where it goes next - a topic we'll be discussing some other time.

(Thanks for the super respectful way you asked the question too /u/Astatine11 - tagged a lot of extra insight and context into this one as I can recognise the underlying frustration that creates the need to ask the question in the first place as I appreciate that the longer answers often attract greater attention).

I'll swing by later and answer any other questions I find related to that

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by OtherAcctWasBanned11

Fair enough. Just pointing out my experience as someone who has used LMGs a lot. Thanks for the response.

It's appreciated too! Thanks!

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by vindico_silenti

Okay, thanks for the update. This is by far the most frustrating bug yet.

Agreed! It's good that we have ways to work around it and manage it with friends, but they often require your friend stopping playing to find a way to share detail of what server they're in, and then on you to find said server. It's not ideal at all and we will have it back to it's simpler operation soon as we can.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by TheSausageFattener

Thanks for the exceptionally detailed answer. You mentioned cosmetics and unlocks attached to guns.

At launch we were seeing the guns in the base game and initial TOW chapters launch with what I would call “default” skins (Night Owl, Blued, etc). The DeLisle marked a shift in that, with weapons after it getting a whole new camo set (Liberte, Paracadutista, Brandenberger, etc). Many of those skins (Para, Telo Mimetico, Liberte, Maquisard) fit with the “theme” of maps like Provence and Mercury with Italian and French cosmetics. With Marita and Battlefest though we started to see far fewer cosmetics coming with guns like the Trench Carbine, Breda PG, PanzerB, and Madsen. Basically we got Battered in the armory on top of the “stock” skins (Mint, Gold, Predator, Urban Blue).

With the Pacific though this trend has continued (I think the M1919A6 is an exception). Besides the typical TOW skins that weve always gotten in the TOW tiers (White Tiger, Waterproof, Napalm, Backwoods, Pacific Palm, etc) we arent seeing any CC-purchasable armory skins for these guns. What we ARE seeing is an abundance of skins like Tatsu, Art Deco, Sakura, and Gilded which are not only Boins-only but are in bundles.

TLDR / Where Im Going With This: Can we expect a return to form to previous chapters?

Can't really talk about the future in a level of detail that will bring you any genuine comfort with an answer just yet, but this feedback has been discussed internally with an eye to the future.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by b0sk1

I want to say thank you for this answer Adam. I'm sure you know questions like this have been asked (in wildly different ways) before and this helps to understand the process. I've got a ton of questions I could probably ask related to this topic in a broader sense but I'll just say we need more information like this. The communication for this title has been weird to say the least. We've gone from active Devs/Producers/CMs posting here, Dev Talks, etc to silence aside from you and Jeff engaging with us. And a lot of time you guys don't have details to share. Info like this helps to shed the light on what is going on at the Dice offices because there are times when we joke its just you and Jeff left working on the game.

I can understand that completely.

I'll volunteer that when it comes to talking to my peers across the industry, it's becoming more common that developers are choosing to engage less directly with players vs. instead directly with folks like me and Jeff, who in turn then work to keep things as open as transparent as we can with you, the players.

The role of a CM is seemingly evolving beyond being some Frontman/Car Salesman to being someone who is entrusted to be able to help both quantify and qualify the feedback that's being expressed by players and what's motivating it. I see that as a good thing for supporting live services, and helping to inform planning for future projects. It's slow to see, but we're all helping to make more decisions across the industry that see our games align closer to the wish of our players vs. some artistic/design/financially driven end goal.

Whenever I'm talking to developers (again, across the industry vs. specific to DICE) about this topic and how much they participate in communities, most comment to be that they actively view their online communities, but given the toxicity that often embeds in an online community they never feel comfortable engaging because of how easy it is to find yourself on the other end of an angry voice. There's still a genuine sensitivity towards design/quality concerns that folks raise that motivate them to find ways to improve or change things with that feedback front of mind, but the preference is often to speak via action than speak via promise.

It's not exclusively the case across the industry. Studios with titles that operate a much tighter focus and benefit from a more positively engaged community tend to show more willingness to engage. There's a lot to be said for the effect of engagement in regards to folks mental health that suggests that when things are going well, folks feel welcome and encouraged to participate and share. When they're not, the preference is often to keep your mind fresh and clear to approach your work in a healthy state vs. being subject to online abuse and public denigration and feeling that frustration bleed into your work.

For myself and Jeff, we're both completely informed on the direction of where we're going with the game, and we receive notes internally from the team, just the same as we do from you guys asking us to help share information both ways on things big and small. Sometimes we run into the challenge where we're discouraged from engaging on a topic because the next piece of the puzzle isn't known to folks yet, but I'll always want to dispel the idea that there's an a them/us relationship between ourselves and the rest of the team here.

I have the pleasure of sitting directly opposite Ryan McArthurs beautifully chiselled, weathered, furry face (the moustache is gone, but the beard is returning), and we talk all day every day about where we are, where we're going and I'm both part of, and regularly exposed to the daily conversations of the team who report into him so as to understand and work to stay ahead of what to expect down the road. Ryans first question to me each day is always 'Hey Freeman, how's the internet today?', and that attitude is shared across the team in the studio, folks want to be engaged with what's driving your participation in our different communities.

But I appreciate how it both looks and feels to you on the other end of it all, and I'll keep working to at least help you feel better connected to the devs, and help to better showcase how we did x as a result of you saying y.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by DANNYonPC

they were designed and tested for specific characters, and to meet our standards need to have no known issues when used on all characters, in all situations in order to be shipped.

Could DICE send those characters out as unique mini elites?

So, full model, nothing to change on it, reduced price (or part of the TOW grind)

Add the Tripoli skins too while youre at it! one blowout5v5 sale!

(Also i really wish i couldve played the mode, or atleast seen how it played)

Again, not impossible but also not guaranteed to be easy either.

That the models exist, are textured and physically move is one thing, but we may also need to parse all of their respective audio and ensure that they're able to easily be used across standard game modes + check all their animation and rigging to make sure that they behave in all situations.

As an example, imagine that the model shown by Danny was designed to be someone who only ever used a shotgun - how does that game model behave when the person is then used on Recon, and prone with a Boys AT? Does their model behave when they're entering a plane/tank/car/boat etc?

Not saying yes/no either way, but these are the types of conversations we have to have when we're trying to figure out what we can do with existing assets which were created for distinctly different purposes.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by archra

I guess it really depends on how their animation rigs work.

From what Adam said, it sounds like to me that the soldiers for different classes have different Animation Rigs, meaning possible different bones and entities attached to the rig/model. Meaning the Same soldier as an Assault has a different set of bones to lets say a support class. Which probably explains why all Support weapons are held in the same way in third person.

Of course that might also not be the case, however by the sounds of it they don't have a simple body rig that is universal across all character types and rolls.

Yeah forgive me for not adding a very important word into the above that may change the way you read it.

'may need'

vs.

'need'

I don't work with the teams on that technical a level and I'd be too stupid to understand it even if I did! But I wanted to present to you a standard of logic and way of thinking that I'm encouraged to consider when I'm taking feedback and ideas such as this from yourselves to the team.

It's not to state this is exactly our circumstance, and misleading of me to do so - apologies.

But this is often what I see across the studio as we're doing things like developing Elites, and managing the difference between soldiers. It could be as major as, a limb doesn't move correctly, could be as minor as causes odd clipping. Either way, it necessitates attention and work and drag and drop rarely yields the positive result.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Braddock512

I just got word that CURRENTLY, no plans to remove distance haze are in the pipeline. But I have shared the feedback we've seen here, Forums, and social channels regarding it.

Update from one of our Lighting Devs:

I don't think there is any easy way of disabling/toning down the atmospherical haze in the distance without losing layering visibility and visual quality. There are no plans to changing it and we would have to customize each individual level for it to work.

So, it's currently not in scope as it would be a significant undertaking on adjusting all of the levels with/without.

If that does change or we get updated info, we'll let you know.

over 4 years ago - /u/PartWelsh - Direct link

Originally posted by DirtyDropout

Thanks for the clear and honest communication, as long as the devs and their familys stay safe, I couldn't give a shit what we do or dont get for the moment, peoples health is more important than a video game, best wishes to the devs and the community ❤

Kind of you to say! With regards to folks wellbeing and mental health especially we all feel much the same - we want for folks to be able to relax/escape a little to ease their minds and if any of the games we make here at DICE help to do that then that's a lovely thing to be a part of.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by nyrangerz30

Is there any chance we could at least get the proper brown and feldgrau for the British and German uniforms? They're just a bit too washed out and pale at the moment.

It's definitely something we've seen requested a lot, and there's been conversations internally, but nothing to share at this time.

over 4 years ago - /u/Braddock512 - Direct link

Updated OP with Weekly Mission Overview:

Wednesday, March 18, 2020

-Braddock512

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Stalker_13

Do you know if the Conquest: Grind mode was disabled?

I cannot find it anymore and I can only see the full conquest mode with 6 objectives.

It was last weeks Weekly Mission Mode. As there’s a new mission starting today(featuring RUSH), Grind is no longer available.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by CruzDeSangre

Lately south american severs have been running quite poorly(a couple of days ago I even had better ping playing in Californian servers than SA) May you check if everything is fine?

I’ll forward that on. What platform are you on, just to add some details?

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by CruzDeSangre

Thanks for the quick response! I'm playing on PS4. Also, if I'm not mistaken, servers began running poorly this week, if not, last weekend.

Thanks for the reply! I’ll share these details with the Dev team and see what they say. As soon as I have any info to share, I’ll let you know.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by Stalker_13

Thank you. That's too bad. I really enjoyed this mode.

It’s one of the few modes I can be at the top of the leaderboard on. I feel your pain.

over 4 years ago - /u/Braddock512 - Direct link

Originally posted by retart123

Any chance to get community games some fixes? It Needs 8 People per team to start a match. Could it be lowered to 4 again?

This is a known issue. Looking to have it fixed with the next update. Sorry for the frustration.