You are making a reddit post about a reddit post? Some people really are after the karma...
You are making a reddit post about a reddit post? Some people really are after the karma...
Wow that’s really crazy! So weird to see how different the maps were compared to how they are now.
If there is any recorded gameplay of maps from these early stages of development, would we be able to see it?
I would love to see the first versions of Rotterdam, devastation, fjell, and Twisted steel. I’ve heard that these maps have had the most changes during development.
Nope. At least not for public eye. There are many reasons for that, but either way, that decision wouldn't be up to me to make.
About the maps tho: - Narvik was always the same. - Fjell more or less stayed the same most of the time I believe. - Twisted Steel always had the massive bridge and the river, but in detail it changed a lot. The broken part was on the other side in the beginning as well. - Arras was always the same more or less. - Rotterdam was bigger once, but it wouldn't work performance wise. So it had be adjusted. - Devastation was the same for most of the time. The cinema and the library swapped places quiet early, but that's about it. - Hamada was very different at first, then got a whole overhaul early on and then stayed the same for the rest of the project. Tho the visuals were first very much like Sinai Desert. It changed to the more "white sand" style later on. - Aerodrome - I actually don't remember. :P
Keep in mind. Details, paths, cover, visua...
Read moreSoooo I'm one for more authentic uniforms and/or just adjustment of the tint of the uniform to match British and German colors! With that said I'm just going to start tagging every DICE official in the sub until we can get an official reply! u/Kenturrac u/PartWelsh u/Braddock512 any thoughts!?
You can have my official reply: I work with Levels, Modes, Tides of War and some core features. I don't know the answer to your question. I have forwarded it to the team tho.
I mean you say picked the ones that reflect best what you want the game to be but then you pick Rotterdam and portray it as something it wasn't. British defending Rotterdam? All out warfare with tank in the city itself? It never happened.
First and foremost it's a game and fun gameplay is the most important metric. The battle in Rotterdam was tiny, but the transition between from this beautiful city into the devastated version was just very appealing story to tell. Another main reason was the massive requests we got during BF1 for more city maps. The Fall Gelb operation just seemed the perfect place for this. I am sorry if you disagree with our pick, but we are actually super proud of the two maps turned out.
Oh, and the factions are Axis and Allies. We don't distinguish between countries as you have seen so far.
I want to be hyped, but I've been de-hyped too many times so, no this time, sorry.
I think that is a very healthy attitude. Seeing you hyped would be great, but I think it's just fair to see what we deliver and judge on that. :)
I see, thanks for the reply!
I'd love it if you could show us and explain us how the maps evolve during their production times according to whatever you want to do with them and players feedback. I guess it won't be possible with BFV, but if you could do it even for older iconic maps like BF3 or BF4, that would be great. I'm really curious about game dev, but also because... well, it's just super interesting to see how things are done and that may even help people understanding your choices or maybe deal with their expectations somehow.
We can always do that if we find the time, but honestly the biggest problem is that we don't really take screenshots or WIP pictures that regularly. The process is very fluid. We build something, test it inhouse, adjust it and repeat until it's finished.
A while back we posted some WIP and behind the scenes material on the DICE twitter. You can scroll through the media posts. There are a lot of stories from all kinds of Battlefields: https://twitter.com/EA_DICE/media?lang=en
Here is an example: https://twitter.com/EA_DICE/status/1058429498650255360
I'm curious: do you mean that the first iterations of Panzerstorm were different from the one you released? How different was it before you took early feedback in account?
Sorry, adjusted that. I meant the Operation and the focus of that. Having that said tho Panzerstorm as every other map went through many iterations. I only got involved with the map after the initial release and worked on the adjustments we released with the patch, but I remember seeing a version of Panzerstorm where the church was where the E point is. I can't tell tho why it changed since I didn't work on the map back then.
I think the answer to that question is rather simple. Early on we decided on how many conflicts we can create in the time given. As you can imagine WW2 had many different battles and we could only reflect few of them. We picked the ones that we felt portrait best what we wanted this game to be. Since resources are also finite we had to be smart about it. Singleplayer and Multiplayer had to share similar biomes and theaters.
I also wouldn't be too focused on those statements. Not that it's not true, but I think Panzerstorm and the Battle of Hannut (chronological before Twisted Steel and Arras) has shown that we can adjust to the wants and needs of the community. Parts of the Panzerstorm Operation are the consequence of early feedback that the vanilla map offering had to few "massive" battles. :)
What is it that makes me feel like getting hit by an arrow is more nasty than getting hit by a bullet? That thing there looks like it would hurt a lot!
I guess the matchmaker joins you mid round to balance the teams. Maybe it helps trying to see it from the other side: If the system would never fill mid round all games would end with uneven teams towards the end. Sure, that still happens sometimes, but not really that often considering that on average 20 people leave a round of CQ during its lifetime (I think that was the number I saw the other day).
The trailer looks awesome.
Agree! Can't wait to play it! :)
You guys probably imagine us freaking out over other devs games or trailer. Never forget, we are gamers in the first place. That's what sparked the urge to join this industry. We love good games. The more the better. And as much as we like to give other devs a reason push a bit further, as much do we love those other devs to give us a reason to push a bit further.
You might have seen that tank supply stations have ammo stations for soldiers in them since last patch. At some point in the future we will adjust the current setups so that where soldier ammo stations are close to tank ammo station, we will remove the soldier ammo stations. That should help with that teamplay a bit. ;)
Can´t find it right now, but I´m pretty sure it was u/Kenturrac who confirmed it on a twitter thread though.
EDIT: Not that they´re coming, but that they are aware people want it.
I know nothing about customizations, sorry. Not my area. I really don't know what is planned in those regards. So you might mistaken me for someone else.
I think there’s an enemy in the corner that can’t be killed.
I will have a look. Thx!
What am I looking at here? Can you explain?
Panzerstorm – The supply stations on Domination and Team Deathmatch are now pre-built.
I haven't played TDM/DOM in quite a while but I don't think Panzerstorm is available on these modes yet
👀
Battlefield tracker only includes stats from players who have looked up their stats, so the numbers, while not great, under represent the actual player count.
^this