Battlefield 2042

Battlefield 2042 Dev Tracker




09 Oct

Comment

Originally posted by Fragrant_Profile1428

Honest question, is “overly complicated the setup” in reference to players interacting with the mechanics, or those things causing bugs hiccups with code?

Both. It can be too many/complicated button mappings. Or on the technical side that the setup is too bloated, meaning that adding/tweaking/fixing features becomes tedious as new issues are easily introduced by mistake.

Comment

Originally posted by thexxxfile

Hey I had a lore question. I noticed on orbital—an island map—the US sub-faction is “Marine Command” or something to that effect. If the map is instead a land-based map, would the faction change to the Army?

Also, is Dozer a former American soldier?

I'm going to CC Sensei /u/F8RGE here, who does a massive amount of work when it comes to all things narrative & lore.

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Hey there, this is an issue that we are aware of - as indicated within our Known Issues thread::

In rare instances, some players are unable to press A/X, Y/△ to get past the welcome screen. There's an issue here that we'll need to resolve Post-Beta, but for now, we encourage you to use a different controller, to connect the controller directly to your console with a USB Cable, and to disconnect any headsets/additional USB or bluetooth devices, as we have found that this helps remove the problem.

I hope that...

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...What just happened?! ^^


08 Oct

Comment

Originally posted by dkb_wow

The FOV change when entering a slide is a bit disorienting too. I know it's supposed to simulate speed, but it feels like the FOV zooms in way too much. I'm playing at 74 soldier FOV on the in game option, which is my normal 90 horizontal FOV in other games. 16:9 monitor.

I'm pretty sure we already changed this.

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I definitely do not have flashbacks of doing this on Operation Firestorm, not at all!

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Originally posted by MissStabby

there was a similar effect in dishonored 2 with the crystal that let you view multiple timelines, in order to make that level though they had to cut all of their art budgets in 2 in order to maintain their framerates and memory budgets.
Its super cool if it works but the tradeoffs are dire

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Originally posted by ArmedAutist

I'm pretty familiar with this tech mainly due to the fact I've played the aforementioned games and was wondering how they did it. It's impressive from a realism standpoint, but the cost is immense compared to the benefit.

there was a similar effect in dishonored 2 with the crystal that let you view multiple timelines, in order to make that level though they had to cut all of their art budgets in 2 in order to maintain their framerates and memory budgets.
Its super cool if it works but the tradeoffs are dire

Comment

Originally posted by Martijn987

Yea they need to fix that its yust enoying. Even if i hold E from the beginning afther the revive i end up with theother persons weapon most of the times

We are indeed on it, the team is working to correct this behavior!

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Originally posted by YvanduSchmit

How hard was it actually to fix the elevator ? Was it server sided or the elevator was just broke initially ?

Not entirely sure, I'm mostly responsible for the visual upgrades :D
the other stuff is tech design