Battlefield V

Battlefield V Dev Tracker




17 Apr

Comment

Originally posted by chester405

Walkways under the bridge? Noticed some steps inbetween the bridge foundation with walkways going under the bridge.

;)

Comment

Originally posted by Maniones

So, the bridge in Twisted Steel is not damaged?

Indeed. This isn't the only change on this map. If you zoom in you might see more. ;)

The other maps saw some smaller adjustments as well. More cover to make it easier for 64 players to move in these limiting spaces. Furthermore all maps got a complete new fortification pass for this version of Conquest.

Comment

Originally posted by DoomG0d

I guess this is for all the players who were born in a 24/7 9000 ticket Op Metro server.

Very much indeed. :)

Comment

Originally posted by Braddock512

Let’s ask u/Kenturrac.

They vary in size.

Narvik's and Rotterdam's capture areas are fairly small but stretch over two floors.
Devastation's capture areas are identical to CQ.
Twisted Steels capture ares are about 25m long, but only as wide as the bridge.

Comment

Originally posted by DB_Skibum

What about rush? This was easily the best temporary game mode that was dropped so far and many players were vocal on wanting it to come back.

All true. Nothing to share with you today.

Comment

Originally posted by Rapitor0348

I had a suggestion that utilized up to 3 playlists that would potentially solve for this issue of spreading out too much. It would also provide more datapoints on what is fresh and popular https://www.reddit.com/r/BattlefieldV/comments/bdnmeb/a_suggestion_to_help_breathe_variety_into_the/?utm_source=share&utm_medium=web2x

Has something like this been on the table before?

I’ll dive into that and share it. Thanks!

Comment

Originally posted by TrappinT-Rex

Alright. No use trying to get blood from a stone.

And, just to be clear, I've been on your side being a CM in a former life. I know it's frustrating having so many people want so many answers and you're either are forced to stay quiet because internal comms aren't sharable or just don't have an answer.

You could have stayed silent and didn't, so I appreciate that. I'm just a big fan of the franchise who wants the best for it.

Thank you

I’d rather take some heat and be honest with the info I have than stay silent and have the community feel I’m not engaging with them.

Comment

Originally posted by WolfhoundCid

Maybe add a third, accumulative goal to the assignment? Like 'Get 25 headshots in objective areas altogether' ? That way it's rewarding tenacity and dedication as well as players with an extremely high skill level.

Ten headshots in one life is unattainable for many players, never mind specifically in an objective area...

I can’t even get 3 headshots in one life. I’ve had that assignment in my list for 3 months.

Comment

Originally posted by fuvksme

Hey... so... software engineer... I’ve a question

I might have an answer.

Comment

Originally posted by hotdogswithphil

That's my point though. Core modes are analyzed and updated while staying in the game. Why end/pause the experience? It's obviously a large pain point for the community. If you're not allowed to give info about the process, please just say so.

I’ve given all the info I can share at this time. Your point isn’t falling on deaf ears.

Comment

Originally posted by TrappinT-Rex

This is the exact same response we have gotten about this stuff since you guys started soliciting feedback, so I want to press you on this point.

I'm not asking "Are you guys listening?"

What I am asking is what is the plan to action against these data points? Are we going to have a follow up thread that talks about next steps? Are devs going to hop on a stream to discuss changes? Should we expect no changes?

What benefit are we meant to derive from these feedback sessions if the response is basically a shrug from you guys?

I understand the tight lipped approach when it involves new content being made. I understand that. What I'm talking about is data and game design philosophy which, at least on the surface, seems like should be actionable on a much quicker timeline than we have been given so far.

As soon as I get feedback that I can share, you’ll have it. I don’t have a different answer for you, and I am sorry if that is frustrating. The teams are working on multiple things to improve and rive the live service - which includes assignments, missions, progression, etc.

Comment

Originally posted by Epsilon109

Right, but why pull them? Why not just keep them in the rotation of available game modes? Is it a fear that people will get bored because of the limited map rotations?

If you had 47 modes, you’re not playing them all. You’ll pick 2-3 modes as your favorite. Then those other modes’ experience will suffer. We’re looking at ways to keep the experiences fresh, with variations on modes, tweaks on maps, new playlists to see what happens when we drop new experiences and how they are adopted by the community.

There were a few modes in BF4 and BFH that were great, but didn’t draw the majority of the community, so after a while it was hard to have solid matches. We want to avoid that by rotating in new experiences.

Comment

Originally posted by ToLurkorCirclejerk

All of the models in the armory have really cool hair, but our soldiers don't have customizable hair. Actually, the exclusion is really baffling to me. I'm one of the few who would instantly drop money on proper female hair, like the woman in the first trailer. I wonder is there something technically limiting there, or was it scrapped because of backlash? I'm aware of the retribution head, but more options would be super welcome.

I think making Boins skins purchasable even for 100k CC or something mad would be better than not at all, but I understand if that's impossible.

Hearing you.

Comment

Originally posted by hotdogswithphil

Why pull it while those data are analyzed though? I'm hoping to gain an understanding of the process, because right now it's extremely frustrating to feel like I paid to be a beta tester.

It’s not like we’re pulling core modes like Conquest or Grand Ops. These are experiences, like playlists, that give us better insight - data-driven and community feedback - to drive the live service.

Comment

Originally posted by AlbionToUtopia

Hey /u/PartWelsh, any information you can give us regarding RSP? The community was pretty vocal about that aswell.

No. Not today.

Comment

Originally posted by TrappinT-Rex

Since we're on this topic:

You guys solicited feedback directly from the community on a wide range of subjects but we have yet to see any concrete response from you guys regarding what is being done with it.

In the case of weapon assignments, the overwhelming consensus was that they needed to be changed to be more team oriented or just more conducive to playing normally (like getting 1000 kills). That was in a thread posted on Feb 21 by you guys.

So for about two months, we have had no commentary that directly answers the question: "What if anything is being done to alter mastery assignments?"

As best I can tell from your coy response, the answer is nothing outside of introducing modes where it may be easier to accomplish. Is this correct?

I’ve shared the feedback to the folks that work on Assignments, and Mastery ones specifically are a conversation being had internally.

Comment

Originally posted by SteveLolyouwish

How big are the 'objective areas' around the control points? 'Rush mode big', 'Frontlines big' or 'Conquest big' or 'Firestorm Control Point small'?

Let’s ask u/Kenturrac.