Battlefield V

Battlefield V Dev Tracker




08 Jun

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Man, Danny is now WAY better at English.
WOW.

When DICE took the stage at EA PLAY, we revealed what the remainder of 2019 has in store for Battlefield™ V*. TL;DR: it’s a lot. A recap may be in order!

With that, let’s look at the highlights from our rundown of Chapter 4: Defying the Odds – and peek at the first exciting glimpse of Chapter 5.

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Fresh out of EA PLAY, there are many new details about the Battlefield™ V* additions coming in 2019’s second act. These have been detailed in our EA PLAY Recap article, but for those in a hurry, we’ve created a more visual overview.

Have a look at the roadmap below. And start painting a mental picture of your squad’s upcoming triumphs (and failures – those can be fun too!) that these experiences will bring.

T...

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    /u/tiggr on Reddit - Thread - Direct

Originally posted by wiazabi

Request option to have netgraph show on death for about 5 sec so we can see where the damage we took came from.

This is a really good idea. /u/drunkkz3 ?

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    /u/tiggr on Reddit - Thread - Direct

Originally posted by r00kie

That's all well and good but these bugs are so pervasive that your team shouldn't have much issue reproducing them.

I just played with the netcode graph on for about 30 minutes and ran into these issues 3 times in that short period. My ping was 7 and the network connection looked very healthy, something is wrong in the netcode.

It's very hard to mimic real world network properties - hence why we have actual netcode debugging in the game, as it gives us the very best and real data from the real world.

So, if it was easy to reproduce (especially with on a global scale stupendously good internet in Sweden for instance) - we would have done so already, the low hanging fruit is all plucked already. That said, this issue might not be netcode/networking at all - it could be some other issue, and getting proof for this via netgraph is very valuable too.

So this is why we ask for video with the netgraph enabled from many sources, it helps narrow down the issue much quicker (and in many cases goes from unreproducible to having information enough to put en engineer on looking at a fix and the code for a specific issue area).

Thanks!

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Originally posted by [deleted]

[deleted]

Thanks.

It was a team effort. I'm happy it was well received. Lots of people spend good chunk of time building it.

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Originally posted by Echiketto

Mercury is made by Dice LA and nordentipwel was involved in the prolog. ^

Yep! All credits goes to the amazing folks at DICE LA for Mercury!

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Few points:

 

  • "Enemy Hit +99" is NOT a bug. Damage is presented as a rounded integer of a float. In that case you're just hitting a player at a range where your damage just starts falling-off. If we were to push the fall-off at a further distance, this would still happen but at that new distance instead (although probably less often). The only way to prevent that from happening would be to have a fall-off that directly jumps to an integer (25 to 24 for example) but that would probably be more inconsistent in terms of gameplay.

 

  • "Enemy Hit" showing very high numbers well above 100 when hitting a target is a bug that we are currently investigating and looking to fix. The damage in those cases is correct but the damage log shown by the UI is showing incorrect values (seems like it sometimes counts twice for a single hit). We do not have a very consistent reproduction case for this though so we are looking at various differe...
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Originally posted by bouafirbadr

many devs comment here and dont have to nametag .

Many dont want it.

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Originally posted by Youcanhideaway

Well this was just two things. I had more things to post but as I'm not able to do single other people posted them before me. My next one will be a huge post I guess, sorry. They get more notice when single and other people do them but whatever I'll just do it all in one every week or something.

They don't get noticed more. They get more reports and people send us mod mail complaining about you. We are asking you to do things based on community feedback, not of our own accord.

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    /u/tiggr on Reddit - Thread - Direct

If you do get this - turn on the netgraph and record video - that way we can actually find bugs related to netcode (if indeed it is).

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Originally posted by nordentipwel

I absolutely understand why devs would not post here or any other social media but some of us like it no matter what.

I'm a Level Designer and I get bombarded with questions related to character art, production, skins, sound bugs, NDA and unreleased stuff and whatnot. But a few of us are crazy enough to enjoy that! haha

I just want to second this. All of it. I also would like to add that this year around 10 timea a screenshot of a thing I said on twitter ended up here on twitter. Most of them didn't completely misrepresent what I said, but all of them were delivered out of context. Not once was the link to the whole twitter conversation posted. Things like this put my relationship to twitter in a really weird spot. Please twitter people, less of that. Always link the source.

Having that said, I still show up 2-3 times a week to see what's hot and burning.

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Originally posted by veekay45

I'm sorry but these napalm skins, cinder, gas masks, knives, axes just ain't it chief.

Personally I just play some ToW challenges to unlock the chapter vehicle skins and none of that imaginary world bs.

Because non-real vehicle skins aren't "imaginary world bs" either, right. ;)

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Originally posted by R181Ben

I sure would like to be able to play a single match without going prone and being forced to stand back up immediately after!

Feel free to share some details/context on what you're talking about. If you're experiencing a bug, we'll need some details, including platform, situation, video, etc.

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Originally posted by Garbear119

Thank you for letting us know what the challenges are early, but you guys should really change the name. There aren't and haven't ever been tips with these posts.

Gotcha. I'll make sure to change that going forward.