PartWelsh

PartWelsh



27 Mar

Comment

Originally posted by r_z_n

Hi u/PartWelsh,

Any possibility of changes coming to the assignment system, and the addition of Rush or Frontlines playlists to the game permanently? Having to exit my current game to change assignments is probably my biggest overall frustration right now, because if I am on a good server and getting in the flow of playing, it's disruptive if I want to change an assignment to work on a new gun.

And I really miss Rush.

Hope you are staying safe, thanks.

Being able to manage assignments in game, during rounds isn't something that's likely to change soon. If I hear about that changing I'll let you know but presently this is a limitation of the tech and to change it would have some pretty nasty consequences to the way our traffic is managed during a round.

Comment

Originally posted by Guitarmageddon88

Will there be swastikas on the uniforms since we're targeting accuracy?

No.

Comment

Originally posted by DANNYonPC

Hi

Will it be an extra color setting or will it entirely overwrite the old thing?

Like this for example

Amazing, -6...

Imagine wanting some choice in what you wear..

It likely won't be on all skins, just certain ones we consider default. Whatever we do will be a replacement of the existing look, and we'll only commit the change if we're happy that it's the right one to make.

Comment

Originally posted by WinstonFortyOunceMD

An update on updates.

Memeing on us

slightly, but with love

Post

Hey Folks,

I’ll start by sharing a thank you from us all at DICE for your support in these recent weeks as we’ve made the change from working in our usual offices, to instead working at home. Since then more folks across the world have been asked to make similar changes to their lifestyle so from all of us, we hope you’re well, safe, and healthy.

I otherwise wanted to check in with you all and give you an update on how the recent changes have affected our plans for Battlefield V, so that you know what to expect in the coming weeks.

We presently believe that our next game update will be released in May.

Initially, we were planning to release an update around the start of April, however with all of the changes and the need to create entirely new workflows, we found ourselves up against much more constrained timelines. The April update will now feature as a part of our next update, which we believe we will be able to release in...

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24 Mar

Comment

Originally posted by TheParadiseBird

Everyone in that room is gonna go deaf after that guy fires that thing

Other than Clay Pigeon Shooting I've never done much real life Firearms shooting. Played Paintball in a WWII bunker in Exeter once - that was DEAFENING - I cannot begin to imagine how loud that lad must have been inside there


19 Mar

Comment

Originally posted by ThePickledPickle

We need some kind of LTM mosh pit

Rush, Outpost, Grind, Frontlines, it’d never get boring

We actually can do this (so long as the player counts align - Rush for example cannot be played with Breakthrough, nor can Grind be played with Rush) - basically treat it like the way CG works in terms of playlist creation, show me what they are and I'll happily take it to the team.

With the world being a little scarier than usual and more people needing the escape, spending more time playing Video Games I'm all for helping to find a way to make a little easier until the chaos clears.

Build me some playlists, get them upvoted to show me whats popular and I'll get it done (u/ tag me on them, and as I say use the laws that govern CG as a guideline. Grind can feature in all of this despite it not being present in CG due to the ways its coded).


18 Mar

Comment

Originally posted by DirtyDropout

Thanks for the clear and honest communication, as long as the devs and their familys stay safe, I couldn't give a shit what we do or dont get for the moment, peoples health is more important than a video game, best wishes to the devs and the community ❤

Kind of you to say! With regards to folks wellbeing and mental health especially we all feel much the same - we want for folks to be able to relax/escape a little to ease their minds and if any of the games we make here at DICE help to do that then that's a lovely thing to be a part of.

Comment

Originally posted by archra

I guess it really depends on how their animation rigs work.

From what Adam said, it sounds like to me that the soldiers for different classes have different Animation Rigs, meaning possible different bones and entities attached to the rig/model. Meaning the Same soldier as an Assault has a different set of bones to lets say a support class. Which probably explains why all Support weapons are held in the same way in third person.

Of course that might also not be the case, however by the sounds of it they don't have a simple body rig that is universal across all character types and rolls.

Yeah forgive me for not adding a very important word into the above that may change the way you read it.

'may need'

vs.

'need'

I don't work with the teams on that technical a level and I'd be too stupid to understand it even if I did! But I wanted to present to you a standard of logic and way of thinking that I'm encouraged to consider when I'm taking feedback and ideas such as this from yourselves to the team.

It's not to state this is exactly our circumstance, and misleading of me to do so - apologies.

But this is often what I see across the studio as we're doing things like developing Elites, and managing the difference between soldiers. It could be as major as, a limb doesn't move correctly, could be as minor as causes odd clipping. Either way, it necessitates attention and work and drag and drop rarely yields the positive result.

Comment

Originally posted by DANNYonPC

they were designed and tested for specific characters, and to meet our standards need to have no known issues when used on all characters, in all situations in order to be shipped.

Could DICE send those characters out as unique mini elites?

So, full model, nothing to change on it, reduced price (or part of the TOW grind)

Add the Tripoli skins too while youre at it! one blowout5v5 sale!

(Also i really wish i couldve played the mode, or atleast seen how it played)

Again, not impossible but also not guaranteed to be easy either.

That the models exist, are textured and physically move is one thing, but we may also need to parse all of their respective audio and ensure that they're able to easily be used across standard game modes + check all their animation and rigging to make sure that they behave in all situations.

As an example, imagine that the model shown by Danny was designed to be someone who only ever used a shotgun - how does that game model behave when the person is then used on Recon, and prone with a Boys AT? Does their model behave when they're entering a plane/tank/car/boat etc?

Not saying yes/no either way, but these are the types of conversations we have to have when we're trying to figure out what we can do with existing assets which were created for distinctly different purposes.

Comment

Originally posted by b0sk1

I want to say thank you for this answer Adam. I'm sure you know questions like this have been asked (in wildly different ways) before and this helps to understand the process. I've got a ton of questions I could probably ask related to this topic in a broader sense but I'll just say we need more information like this. The communication for this title has been weird to say the least. We've gone from active Devs/Producers/CMs posting here, Dev Talks, etc to silence aside from you and Jeff engaging with us. And a lot of time you guys don't have details to share. Info like this helps to shed the light on what is going on at the Dice offices because there are times when we joke its just you and Jeff left working on the game.

I can understand that completely.

I'll volunteer that when it comes to talking to my peers across the industry, it's becoming more common that developers are choosing to engage less directly with players vs. instead directly with folks like me and Jeff, who in turn then work to keep things as open as transparent as we can with you, the players.

The role of a CM is seemingly evolving beyond being some Frontman/Car Salesman to being someone who is entrusted to be able to help both quantify and qualify the feedback that's being expressed by players and what's motivating it. I see that as a good thing for supporting live services, and helping to inform planning for future projects. It's slow to see, but we're all helping to make more decisions across the industry that see our games align closer to the wish of our players vs. some artistic/design/financially driven end goal.

Whenever I'm talking to developers (again, across the industry vs. specific to DICE) a...

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Comment

Originally posted by TheSausageFattener

Thanks for the exceptionally detailed answer. You mentioned cosmetics and unlocks attached to guns.

At launch we were seeing the guns in the base game and initial TOW chapters launch with what I would call “default” skins (Night Owl, Blued, etc). The DeLisle marked a shift in that, with weapons after it getting a whole new camo set (Liberte, Paracadutista, Brandenberger, etc). Many of those skins (Para, Telo Mimetico, Liberte, Maquisard) fit with the “theme” of maps like Provence and Mercury with Italian and French cosmetics. With Marita and Battlefest though we started to see far fewer cosmetics coming with guns like the Trench Carbine, Breda PG, PanzerB, and Madsen. Basically we got Battered in the armory on top of the “stock” skins (Mint, Gold, Predator, Urban Blue).

With the Pacific though this trend has continued (I think the M1919A6 is an exception). Besides the typical TOW skins that weve always gotten in the TOW tiers (White Tiger, Waterproof, Napa...

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Can't really talk about the future in a level of detail that will bring you any genuine comfort with an answer just yet, but this feedback has been discussed internally with an eye to the future.

Comment

Originally posted by vindico_silenti

Okay, thanks for the update. This is by far the most frustrating bug yet.

Agreed! It's good that we have ways to work around it and manage it with friends, but they often require your friend stopping playing to find a way to share detail of what server they're in, and then on you to find said server. It's not ideal at all and we will have it back to it's simpler operation soon as we can.

Comment

Originally posted by OtherAcctWasBanned11

Fair enough. Just pointing out my experience as someone who has used LMGs a lot. Thanks for the response.

It's appreciated too! Thanks!

Comment

Originally posted by Astatine11

I'm not necessarily expecting an answer or anything solid to this, but I've been really wanting to ask - why does so much near-completed content for the game seem to languish in the files without seeing a release? The Sjogren shotgun was shown working in a pre-release trailer, the Chauchat is already part of the singleplayer campaign, and there are tens of other weapons like the Welrod, Welgun, K31, Frommer Stop Auto, that are datamined out and found to be in advanced or occasionally completed states.

This game hinges significantly, for me personally at least, on the guns available and how they handle. It's genuinely a little upsetting to see so many hidden in the files in such states, or even shown working in gameplay trailers like the Sjogren and Welrod, and then for weeks and months, or with the Sjogren and Chauchat full years, to pass with not another sight or sound of them.

I appreciate that developing a game is a lot of work for everyone involved, especially a...

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The simple answer is changes to our schedule, and focus throughout the project.

Some weapons were either identified as being better used elsewhere in the game, or we prioritised solving for other things and simply reallocated our resource appropriately. The Sjorgen as an example was moved to feature as part of the 5v5 Content that we never released, along with many of the other weapons you listed, and some of the cosmetics. As I've talked about in the past, 5v5 behaved differently to the main game, the weapons were built to service only that mode and so there's an additional workload to be performed if we want to change how they're utilised. Same for the cosmetics, they were designed and tested for specific characters, and to meet our standards need to have no known issues when used on all characters, in all situations in order to be shipped.

They're otherwise not sitting there in a 100% complete state in the background, and we're not intentionally holding them bac...

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17 Mar

Comment

Originally posted by Suyogya17

When will the new Elites release? Any estimates?

Not yet - I think we need our next update out to enable them so i'll keep you updated as we work up the new timelines

Comment

Originally posted by vindico_silenti

FIX. FRIEND. JOINING. ERROR.

We believe we have it fixed for our next update, but it will feature as part of our next update vs. something we're able to sort on the backend. Still needs to go through testing, we'll update Trello as we get further through the process.

Comment

Originally posted by OtherAcctWasBanned11

I asked last week but is there any chance some of the LMGs get another balancing pass? Some of them feel badly under powered compared to other LMGs and weapon classes.

Balance will continue to be monitored and feature as part of future updates. We'll share via Update Notes anything that we feel needs adjusting but right now we're still reviewing how the 'meta' is settling. Takes a while for behaviours to settle in and we'd rather review that than make and quick judgements.

Comment

Originally posted by 21dipset

"Could not fetch report"

Meme a reply as it is, this is something we want 100% resolved before we do get an XP modifier in testing. I don't want a situation where you miss out on Double XP because the systems not synced correctly.

Comment

Originally posted by DANNYonPC

Will this entire chapter be tier skips?

Real Talk. It's a possibility. We always intended that for this Chapter, more tier skips would feature. That was intentional. We pushed more weapons into Chapter Rewards (because we were seeing better usage and unlock behaviour from the similar approach we took in Chapter 5), and so having more tier skips made sense and encouraged more folks to focus on playing the Chapter vs. grinding a week. Were it that we didn't make the decision on day 1 to release the weapons to all players (owing to a configuration issue), they would have found a happier home with folks each week. Naturally changing the plan on day 1 doesn't allow for us to simply make an equal and immediate change to account for how that might affect other things. We knew that when we made the decision, and we're still satisfied today that we made that right decision.

In spite of that, we're still seeing really good performance on the Chapter Rank averages this season vs. last and we're expecting to see more people ...

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