Battlefield 2042

Battlefield 2042 Dev Tracker




08 Oct

Comment

Originally posted by DJ_Rhoomba

u/kalletheslayer Did you take the inspiration of the large tower building in Orbital from the NASA Vehicle Assembly Building?

How challenging was it to build the building and all it’s accessible floors?

It was a combination of references for that one, from launch sites all over the world :D But yeah making it work was a challenge for sure! It plays very differently depending on mode etc, but hopefully we landed in a good place!

Comment

Originally posted by Exa2552

But all of this can be done from the main menu, right? You don't have to be in a round to change your loadouts, skins, attachments, etc. Correct?

Correct

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Originally posted by CombustionEngine

Hey, I have my problems with the game, but thank you for the communication. I know you're just one person, but I think it helps a lot to see it from the team. Just to know that people aren't just screaming into the void and that through all the low effort posts some stuff is being heard by someone working on the game. Have a good weekend. But maybe don't spend it here lol.

Comments here are being read, even if not many of us reply. It's good to know what people are worried about and this has been a very fruitful conversation as it already sparked some conversations internally. We will be able to change stuff after launch, like we have been in the last games.

Comment

Originally posted by Tobikaj

Did you by chance see the bunnyhop video on the battlefield2042 subreddit right now? Grappling hook and then skirt across the map.

Yeah this is not the intended behavior and we are tweaking it further.

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Originally posted by needfx

This article shares a similar feeling and basically says what I was trying to say, with better words.

It's a different feel and apparently not what you expected. I hope that you will appreciate it more over time and especially when more tweaks and QoL changes are coming in during launch.

I do hope so. I can see this is different feel and a differrent direction, and maybe in the end this game won't fit my personal taste, which is fine.

Anyway, thanks for your time!

Feel free to post feedback when you play after release. This has been a fruitful conversation and the feedback is appreciated when voiced this respectfully.

Comment

Originally posted by gtmustang

Love seeing a continued interaction from you guys/gals. It really humanizes this whole feedback experience.

I had a quick question if you had a moment, will the main game give players the chance to make their old gadget combos? (Rocket+ammo, repair+c4, etc) It seems like that's a bubbling subject at the moment.

Greatly appreciate all the hard work y'all are putting into this game. I cannot imagine what it's like putting years of your life into a project, then to see some of these tasteless comments. Don't forget those mental health breaks!

-Thanks!

There will be more possible combinations with future specialists, but I can't go into specifics at this point.

Comment

Originally posted by mrbagal

there has been some noise in the community wanting some of the bf v movement back

like crouch sprinting rolling, and so-on, i was wondering if it is software wise possible to add these to the game? i think adding them early after release would be very positive if possible

edit: or for release but i have a feeling that's not very probable

A lot is possible software wise, but we have to make conscious decisions whether features make sense for this game or if it just overly complicated the setup which causes issues. I loved the combat roll and would like to bring it back, but it's not planned right now.

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Originally posted by Tobikaj

My main concern is that unless it's downhill (and maybe not even then), sliding shouldn't be faster than running.

We just added logic to pretty much disable impulses when going uphill.

Comment

Originally posted by DMunE

That response is awesome news. I understand what we’re playing is an old build, however I couldn’t help but notice the Plus System appears to take place of weapon attachment unlocks and customization before loading in. Is this just in the build we’re playing now? I’ve always loved to customize my weapons and the Plus System in this beta left me desiring for more in that sense.

There will be a whole system for you to explore after launch where you can customize weapon attachments and skins, as well as vehicles and soldier customization. That is all disabled for the beta.

Comment

Originally posted by needfx

I should have said "satisfying" or "gratifying" instead of using the term "pleasant". I personally don't think it's clunky, I never had this feeling of being stuck at any point like in some previous Battlefield games. I was rareley, if not never, stopped from moving or from doing what I was trying to do or felt like I was losing the control of my character. Movement technically works fine in BF2042. That being said, I do think many animations make it look clunky. For exemple, the vaulting animation is too fast, not smooth enough, and a little bit over the top, making it kinda hard to "understand". The same applies to others animations which are a little bit jerky. I guess this is also due to the fact BF2042 is trying to be more fast-paced.

In BFV, in terms of mechanics, running around then vaulting a barier and falling on the ground while making a roll was super smooth and satisfying. Those animations also worked pretty well. Running into a building and then jumping through...

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Thanks for the lengthy reply. I'm glad you say that the movement is fine technically. We tried hard to make the features reliable and work together more so it's possible to chain them. It took us a lot of time to make ground movement fluid on rocky terrain on BFV and let the vaults work consistently on all edges. This time around we tried to tackle this early on so we could focus on the features themselves instead of worrying too much about the coverage. I'm happy with the result as I think the features work consistently and you aren't battling with them as much as in our previous game (which resulted in a lot of feedback online).

That being sad I now understand what you meant. As we wanted to make movement more reliable and not something that you have constantly battle with, it became something that is less noticeable. Also on BFV we had a push for the physical feel, as this fit the WW2 setting more, which wasn't so much of a focus this time. This also resulted in the remo...

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Comment

Originally posted by space__sloth

Thanks for the response. Overall it's a good experience. I just thought it was kind of funny how the quality of the elevator contrasts with everything else.

me and a few of the designers who worked on the fix/additions were actually riffing on how broken it is/was in the beta. when we where playing the beta last night. It's sad it didn't make it in but we know how neat it will be for launch!

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Originally posted by F8RGE

This is a super simplistic version, and doesn't do justice to the work involved.

It's the nature of software development. We work in branches, so while we have our launch day branch any spin-offs (betas, demo, E3, gamescom etc) all get created from it.

The beta was taken a few months ago from our main build, and from there you then go into hardening mode. This is where you focus on bugs, stability and no further work should get checked in. With each check-in, comes the risk of new issues coming up (as is the case with Software Development). We're making so many changes to the build so you have to make a call between locking the build or stopping active development.

We don't want to stop development of our launch build, so you have to 'cap' the branched build (in this case the beta) at a specific time.

This won't be unique to us, this is how the industry will operate as a whole.

The same thing will happen to release builds the clo...

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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.

Even with the best intent, there's a big risk some game changing fix or addon will end up breaking a much more important element in a different part of the game that seems to be unrelated to the change.
As the saying goes

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Comment

Originally posted by Koda_20

I think most of what people are calling clunky is just server stress because at least in my experience the lag and slight rubberbanding is what makes it feel clunky.

I think the acceleration from crouch sprinting is too high, it shouldn't hardly speed you up, but it basically teleports you forward and it just feels too quick.

Otherwise IMO it feels good.

You mean the impulse when entering a slide? That's good feedback, I can bring that up with the designer.

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Originally posted by Mizyaku

please don't listen to everyone on here yall are doing a great job and the slide is perfect! If anything maybe if on an incline you slide longer? thatd be kinda fun lol

Already taken care of :) glad you like it.

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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.

Comment

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

Comment

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.