Star Wars: Battlefront

Star Wars: Battlefront Dev Tracker




18 Nov

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by Hamati

Even though Ben has announced that it has been fixed I really feel the need to whine about the Repulsor Cannon because without that I don’t know who I am anymore.

354 days.

Soon
(Don't you betray me QA)

Comment
    /u/F8RGE on Reddit - Thread - Direct

Fixed, goes into the first update in December

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by Flint25Boiis

Two years already? Man, it feels like it's been longer than that

We've all aged a lifetime during those 2 years.


17 Nov


14 Nov

Comment

Originally posted by F8RGE

Sorry Master, please forgive me. I will submit this unit to maintenance checks immediately.

Roger, Roger.


13 Nov

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by Emperor-Palpamemes

I think having the option to turn certain things on and off would be very useful.

Yes, we think so as well.

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by SmalltownNGames

QA team actually fixing anything. Now that's a good joke right there.

QA doesn't fix bugs, it's not their job. Common misconception that most people have.


12 Nov

Comment
    /u/F8RGE on Reddit - Thread - Direct

We have some UI changes coming in the next update.


11 Nov

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by MrChilliBean

That's very true, completing a game is always more satisfying. I'll need to test out these changes, I've been avoiding the mode due to the long matches, so these might be the change I've been hoping for. Glad that this mode is getting plenty of attention, it has the potential to be a lot more fun with a few more tweaks.

Our goal is to get the mode down to an average game time of somewhere in the region of 45mins.

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by MrChilliBean

Might I suggest introducing a timer like in Battlefield? Set it for 60 minutes so that we won't be stuck in a stalemate for multiple hours, or leave and lose out on our credits. I want to like CS but the time it takes to play a match is a real turnoff sometimes.

A timer could work, but we don't want it to be a case where you're in the middle of game and then you get some arbitrary message come up and say "game over". We'd like it to have an actual win / loss state, so regardless of what happens you know why. The changes we made recently (over a week ago) to the health of the ship objectives worked rather well. We can see the average time spent in a game of CS has dropped. Our goal is with the changes we made on Friday last week, this should push this further in the direction that we're looking for.

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by red_hawkx21

Apparently, the objective health and timer adjustments won’t fix the match lengths. Your team should reconsider how you go about balancing CS. Why not go back to two objective areas per ship?

When we made the changes to objective health recently it had a big impact on the average duration of games. We don't feel we're far off from having CS in a place we are happy with - timing wise.

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by Shockwabby

u/f8rge sorry for tagging but this has been like this for a week at least, its really annoying as someone who plays late in the evening with two other mates, we have to wait for another (hard to find) player. Also in Naboo, in the third phase playing as the clones the AI are spawning right in front of the throne room main doors, while we were defending outside the Palace, meaning we were killing them easily from their back. Pass this onto the team please :)

We're aware of this. Same as the situation with the changes we made to CS last week. The changes we're making via our backend tools aren't sticking or propagating across our servers. We're currently looking in the why.

For Co-Op the plan was to let it start with either 2/3 (we're going to monitor to see how each of those go).

Comment
    /u/F8RGE on Reddit - Thread - Direct

Definitely not like the simulations. Just a heads up but from our side the ideal time we'd like a game of CS to last is around 45mins.

Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by alexaka1

And then Ben starts being all passive aggressive on "I don't comment on every post, but we see them, duh". I wouldn't want him to comment on every post either, but if they fixed the issues instead that'd be nice.

That's the thing, we do see every post, or at least the vast majority of them. If something hits the front page then it's as close to 100% as being seen as you can get.

I'll bring up vehicles with the team and see where we are at with the status on them. As always though, bugs get get addressed based on a number of factors, including severity, time to fix (some bugs might take longer to address than others for example) and a few others.


08 Nov

Comment

Originally posted by [deleted]

[deleted]

Boarding gives your team 5 sec bonus (server tweakable) per boarding player, but unfortunately a UI glitch makes it very hard (impossible) to understand.

Post
    /u/F8RGE on Reddit - Thread - Direct

We've been talking about Capital Supremacy a lot lately. In fact you might have seen some changes that we made last week, where we lowered the health of the final objectives down from 5,000 to 3,000.

Our goal for Capital Supremacy is to make the games last much shorter in time. We've all been there, you've joined a game and in some rare cases you could still be playing 2+ hours later. This does happen very, very rarely but that's not what we want from the mode.

In all cases when you load up Star Wars Battlefront II you should be able to think "I have xx amount of time to play, that means I'll go for xx mode". So we've been looking at ways in which we can make games of Capital Supremacy not only shorter but shorter on a regular basis.

We've got some changes about to go live that aim to do that:

  • Reduced Hp of final objectives (2000 was 3000)
  • Increased overtime (10 was 5)
  • Increased base time (360 was 300)
  • Increased bonus...
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Comment
    /u/F8RGE on Reddit - Thread - Direct

Originally posted by mandoskippy

Sorta, I do data analytics for fraudulent connections in banking as well as internet security. Certain things we talk about because it helps low level criminals move on to a different target, for other things we randomized the ban/punish action to help hide what were are doing.

There is value in discouragement especially for entry level folks. I would imagine there is actually an advantage in gaming because the payout of negating countermeasures gets lower and lower. As a hacker has to work harder, just cheating at a game seems like a poor payout. In banking fraud, negating counter measures pays off in cash.

At the end of the day, you (Dice) have the advantage. Not only do you define the parameters of the game, but you have data on trend analysis of what is normal. Finding anomalies in that is pretty straight forward, combine that with added logging for minor deviation from the norm, and you should be able to stay a step ahead.

My day job is fraud/sec...

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Not sure where you are based but head to https://www.ea.com/careers/careers-overview

Hit search and see if anything pops up. I just did a search for "security" and quite a few results appeared.

Best of luck!