Battlefield 2042

Battlefield 2042 Dev Tracker



28 Sep

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Just wanna say that I am VERY pleased to see some love for the UI since we’ve shown this trailer. I’m going to take a moment to be bias here (forgive me) - but there are many folks in UI that make it functional, and look as intended by the artists within the engine who have done an amazing job. Many unsung heroes working extremely hard to polish up and improve the experience overall and I’m proud to see the quality ramp up over time.

See you guys on the battlefield very soon 🤘🏻

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    /u/F8RGE on Reddit - Thread - Direct

Originally posted by MesyJesy

Yeah, I’m really concerned there will be no differentiation between teams. Can you fly an SU-57 on the US team?

No you cannot. SU-57 is for Russian forces, just to confirm.

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In the interest of EA's commitment to our Positive Play Charter (if you haven't seen it you can check it out here) and making our game and communities safe and fun for everyone, significant efforts have and will continued to be made in eliminating toxic behavior from our environments. We can't comment exactly what measures we have taken, but yes - profanity will be addressed.

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    /u/F8RGE on Reddit - Thread - Direct

Originally posted by Chroma710

Hey F8RGE can you tell us if this is the beta build in the trailer. The bf website and twitter says only 4 specialists are playable but all other specialists are seen in the beta trailer.

Sorry, not something I'm aware of. Been too busy with other things, so have left trailer creation to the experts. I would say that even now, as each day passes, the beta build becomes a little bit older.

Sorry, not the answer you're looking for, but figured it was better than nothing.

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    /u/F8RGE on Reddit - Thread - Direct

Originally posted by GhostTeller

I can't believe you commented in this thread, I've been following you since the pre order of Battlefront 2. Hope you're doing well Ben!

I am doing ok, thank you. Hope all is well for you :)

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    /u/F8RGE on Reddit - Thread - Direct

It's almost like games develop over time :)

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    /u/F8RGE on Reddit - Thread - Direct

Originally posted by ballsdeepinmysleep

I remember in his reaction to the gameplay trailer, OperatoraDrewski kept calling Espinoza Dozer on accident.

Wonder if that's why they changed it lol or he knew something.

Dozer is his nickname. Santiago 'Dozer' Espinoza.

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Originally posted by HolyAndOblivious

You are the map designer or coded the map?

map designer! I wasn't alone though, there are also a bunch of talented artists, vfx, audio, qa, lighting and tech people working on the map ofc!

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Originally posted by TheStoneRider

Hey I have a question. What are the conditions that affect the Rocket Launch being either a failure or a success????

At certain stages during the launch sequence the rocket is vulnerable and there are visual cues for when that happens, that's all i'll say for now ;)

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Originally posted by Nuvolari48

Wondering if any UI feedback would be passed on. It would be nice to see the kill/damage/action XP log go back to the center again as it was in previous games or at least have an option to toggle it to center. The kill feed on the left and XP feed on the right obfuscate the action/kill feedback

Anything that a lot of people feedback on while be looked at ofc!

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Originally posted by TheStoneRider

Wait. You were a level designer on this??? Awesome. Man thanks for all the hard work, especially through these difficult work conditions. Thanks to all of you.

Indeed I was! Designed this one and Renewal :)

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First of, happy belated birthday!

Secondly, I would encourage you to reach out to the retailer of your choice to see if you can expect a preorder key that would grant you early access to the Battlefield 2042 Open Beta.

Wish you the best of luck with it! :)

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Just the Reddit thread title I expected to see from u/ballsdeepinmysleep when we dropped the announcement video today

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Originally posted by GiuNBender

Hey! I'm a programmer and would like to work with level design in the future. Any tips? Sorry it's not BF related hahah

Yo! Awesome =D And yeah my main tip is to just make layouts, for any game! Anywhere you can easily make stuff, either just top down layouts or actual blocked out maps in a level editor is great. Key to designing maps is just analyzing maps you enjoy and why you enjoy them (and hopefully why others enjoy them too) and getting used to making stuff (and iterating!). I rarely block something out perfectly on the first try (if ever), it's all about starting with a main idea what the intent is and then iterate iterate iterate!

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Originally posted by MarshallRawR

I know you're a level designer and this stuff is technically not supposed to be your field (though I'm sure you know this stuff more than I do lol) but do you know if you guys will support the Vulkan API alongside DirectX 12. Thank you

That is an excellent question that unfortunately I don't know haha, hopefully we can release more info regarding that stuff as we get closer to beta and launch!

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Originally posted by MartianGeneral

Can't wait to get that polished Orbital goodness! One question though, could you go deeper into what the findings were from the playtest that made you move the Assembly Capture Point from inside the building to the rooftop? Too chaotic, too many angles to die from in the original location or something else?

Sure, the main thing was that it swallowed players a bit too much, which in conquest isn't really what we were looking for. Essentially fighting in there is really exciting when you have a lot of people there, but we cannot guarantee that in 128 player conquest since there are so many other areas to fight in, but in other modes that is less of an issue ;)

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Originally posted by hunterprime66

Will the Beta be Cross platform play as well?

Will share when we get closer to beta!

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Originally posted by Chase10784

Hey I like this, random is good. Keeps things fresh. I'm interested to see all the little details of the map again, enjoyed it during the play test. Hoping with all the tweaks it's even better! Interested to see how the moved flag position (I think it was b, the one inside the big tower) affects that areas gameplay.

Yeah that's the idea! And hopefully with some things random and some things player-impacted you get a lot of variation which was the main goal. And yeah in Conquest it played better with the flag on top of the building, but the inside with the half-assembled rocket might be a flag in other modes ;)

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Originally posted by havingasicktime

Hmmm, very interesting indeed!

It played way better in Conquest. The inside with the half-assembled rocket is still a flag in other modes :)