Battlefield 2042

Battlefield 2042 Dev Tracker




08 Oct

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Originally posted by Scooter_S_Dandy

I'm not who you replied too but I personally don't think the regular ground movement from point A to B is bad, for instance, I like the new sprint mechanic and grapple. I do think the slide seems too fast and the way you gain momentum isn't something I'm used to in BF. I also don't think spammable bunny hopping or sliding like this is the type of evolution that I expected either. that's not something I ever really expect in a BF game. I think most people expected the "grounded" feeling of movement in BFV, rather than the more momentum based sliding and jumping. In BF2042 some of the movement feels very glidey. The movement is very smooth, fast and fluid, which leans into a more arcadey playstyle, it's fun but doesn't seem to play to the strengths of BFV movement mechanics.

I don't think the movement is clunky, it's very smooth, just not very grounded, it seems we have traded leaning, rolling, crouch running, and high mantling for double sprint, turbo slides, grappling and w...

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Thanks for the explanation, appreciate it. Keep in mind that the movement in the beta isn't finished. We did implement additional penalties for jumping and sliding, and we will definitely tweak it further as we also don't want features to be abused. So yes we have a different direction for this game, but this version doesn't show the end result, and we will use community feedback to tweak it further after launch, just like during BFV.

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It's the only way to deal with a project that is worked on by tons of people (mostly working from home) spread across all continents. some things might seem to be an easy fix for "missing feature X" or "minor bug Y" but doing so could unknowingly create 10 more bugs that wont be found until someone stumbles across it after testing for a week or two.
Theres a lot of systems in place to catch the big bugs and errors early on but theres always this domino/butterfly effect of a change to the data/code leading to unforeseen consequences.

As the saying goes

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Originally posted by RedPum4

The movement on foot is great honestly. Also things like the grappling hook and pulling up on ledges work very good from a technical perspective. Probably wasn't easy to implement.

The beta has a lot of netcode or server performance related problems with movement of other players though, like rubberbanding etc. But that's obviously not your area or what this comment chain is about.

Correct, these issues might be related to server performance for example. Glad you like the movement.

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is helicopter flight assist on in the vehicle control section of the options?

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yeah, thats a known bug, it's been fixed already for launch with more additions even.
Can't wait for you guys to see it :D

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Originally posted by ArmedAutist

It's not as simple as you make it sound. In order to do this, you have to render the same scene twice, which heavily increases the strain on resources. In a game like this, it would be absolutely terrible. You'd be looking at like 30FPS the moment you aimed down a scope.

pretty much correct!

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This is not currently in the Open Beta, however, does exist for launch - along with squad management and Commo Rose (medic request, ammo, etc)

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There are indicators to show if the vehicles is available to be called in or not, while the option may be available to you - the vehicle might have been called in elsewhere by someone else.

This has been passed onto the team to investigate further.

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Originally posted by sterrre

Hey did you work on the big rocket? It looks really cool!

Nah that was the vfx department, they did a stellar job!
I've worked (among other things) on the weapon scope internals (the stuff you see when aiming)


07 Oct

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Originally posted by MurdoxCS

Thanks for the communication! Glad you're putting in some penalties because my biggest complaint about Call of Duty in recent years is the obnoxiousness of the sliding mechanic apart from their ridiculous sbmm parameters and bad map design. I didn't play BF One or BF V just because of time periods being a bit unentertaining but so far I'm loving the beta for 2042 and can't wait for release in November! Keep up the communication as much as possible please this is what we need right now in the FPS genre.

Thanks for the kind words, can't wait for release as well!

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Originally posted by [deleted]

[deleted]

I've only been with them for just over a year, but before that i've enjoyed countless hours of BC2 3 and 4, always was a big fan of the littlebirds ;)

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Originally posted by needfx

Thanks for those explanations!

While I do understand that those mechanics didn't necessarely fit the new game direction and didn't make it for other various reasons, I must admit I still feel very disappointed.

Movement in Battlefield 5 felt super smooth and pleasant to play. In addition of giving us a sense or freedom, it also added a lot to the immersion and the cinematic feel. I would have preferred if you kept those mechanics and try to adapt them to the new game direction instead of getting rid of them. Because right now, even if mostly everything is WIP in the BF2042 open beta , it really feels like a step back for those who spent a lot of time on BFV.

Too bad for me I guess!

I wonder in what sense you feel like 2042 is a step back in terms of 'smooth and pleasant'. As I worked on both games and tried to make both feel smooth, I don't really see why people say the beta's movement is clunky, so please help me understand.

Sure some things aren't fully tweaked yet in this version, like jump spamming, strafe penalties and stuff like that. But just regular ground movement and getting from point A to B and not getting blocked by stuff on your way, is that really worse? Please provide some examples if you want to.

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Originally posted by RobinnD

/u/lytlb1t When people were discussing the slide spam issue in BFV, you mentioned that you are aware of this. It seems like you can still slide spam and gain quite a bit of momentum. Could you shed some light on this? Battlefield 1 did it perfectly in my personal opinion. You could slide, but you would lose momentum quite fast, so people only used it to slide into cover. The current implementation of the slide feels over the top.

I see your point, and I think the crazy fov in the video definitely makes it feel rather extreme.

However, we did implement more penalties for the slide in this game. Not only is the slide getting weaker when getting spammed, we also apply additional penalties when sliding uphill or when sliding while turning around. We are continuously looking for the right balance and if it turns out to be too extreme we will tone it down in one of the patches. Due to the new implementation we now have way more control to tweak it however we want to.

Also keep in mind that this is an old build, we have done several changes to the system in the mean time and more tweaks are already in the pipeline.

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Originally posted by needfx

Hey u/lytlb1t ! I apologize for the ping , but I'm really curious about your past claim:

Drunkkz3 confirmed crouch sprinting (and other features) was not currently planned for BF2042.

Was there a misunderstanding from us or did things simply evolved over time? Or is this an open beta thing and movement will get BFV's features back?

... and happy birthday by the way!

Hey no worries. I understand that my reaction from back than can be interpreted as 'we keep everything and build on top' but that's not what I meant and also not what we were planning.

The reaction was based on the comparison between BFV's movement system and that from previous games. We were happy with the core movement mechanics of BFV. I mean stuff like ground detection, following the ground, moving over uneven terrain, vault detection, transitions between animations, stance transitions, cooldowns, etc. Stuff that made the movement feel smooth.

The mechanics that are mentioned above (prone on back, crouch sprinting, etc) were implemented specifically for the design direction of BFV back then, and didn't make it to this game for various reasons. Prone on back for example was abused a lot by campers and caused bad visibility, and crouch sprinting wasn't used enough to be worth the implementation and button mapping.

As this is a new game with a different dir...

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I see we got a true bush pilot here!

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Originally posted by xDougbs

Nice

you're welcome, it was quite the challenge figuring out the best way to do this without sacrificing the scope's looks, managed to find a way though!