Battlefield 2042

Battlefield 2042 Dev Tracker




08 Oct

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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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.

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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

Comment

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 ;)

Comment

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.