Battlefield V

Battlefield V Dev Tracker




19 Mar

Comment

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?

Comment

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.


18 Mar

Comment

Updated OP with Weekly Mission Overview:

Wednesday, March 18, 2020

-Braddock512

Comment

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.

Comment

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.

Comment

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.

Comment

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.

Comment

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.

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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) a...

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Comment

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, Napa...

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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.

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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.

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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!

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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 a...

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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 bac...

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Comment

Originally posted by qlimaxmito

You're right, it wasn't always like that. As to why this was changed, they didn't say. For all we know it could be a bug.

Maybe /u/braddock512 or /u/partwelsh have some information about this.

I’ll look into it.

Comment

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 C...

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17 Mar

Comment

Updated OP with OIB Moments of the Week Link:

Tuesday, March 17, 2020 

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Comment

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.

Comment

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 C...

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