Battlefield V Developers Explain What They Learned

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Some are also upsed at the very low (if any) damage planes deal on ground targets.
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entr0cks:

Some are also upsed at the very low (if any) damage planes deal on ground targets.
Well, being hit from plane is game over for any troops, lighter tanks shreaded. Heavy tanks just lost most of its external equipment including scopes. I do not mind planes not being as good as they should be. My main concern is V1. It was not practically usable to attack certain spot on battlefield. Nor were planes able to take it down quickly enough to be this tactics viable on small map like that in BF. If pilot saw it, he had to turn around, get to it and then take it down. V1 speed was around 150m/s. Spitfire 180 degrees turn takes like 8~10 seconds depending on pilot. Getting on the trail and catching up and shooting. V1 is already on the ground.
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The usual... people crying their one plane army playstyle can't decide a whole match anymore. Same crying as with their flares in BF4 and how they were too weak when people worked out how the IGLA should be used...
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Nobody's crying. I for one am indifferent, I'm crap at them anyway. Probably good for me then. The V1 comment in the article was nice, but yeah maps probably too small for wing taps. Hope they don't lower the "kill time" too much.
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I'm sure the Developers want to make a good game, but they're working with guns pointed at their heads by EA staff.
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TheDeeGee:

I'm the Developers want to make a good game, but they're working with guns pointed at their heads by EA staff.
Yes, and I imagine that's the typical publisher / developers relationship. Business always comes before art.
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entr0cks:

Nobody's crying. I for one am indifferent, I'm crap at them anyway. Probably good for me then. The V1 comment in the article was nice, but yeah maps probably too small for wing taps. Hope they don't lower the "kill time" too much.
That really depends on weapon and place where you hit. It would be lovely if they made distinction between skin wounds/graze and organ hits. Head graze potentially blood in eyes, temporary dizziness. Headshot - IK. Body graze temporary speed decrease. Body hit - downed but not necessarily requiring assistance to get up. Body hit to important organ, downed, then death unless helped. Legs, drop to knees temporarily, then able to shoot from crouch. If hit was to muscle, soldier gets up, but is slowed permanently till helped. If hit to bone, soldier needs help. (Bit unrealistic to walk with leg bone shattered by bullet, but it is game...) Hit to arm, temporary dizziness only and inability to aim with weapons requiring that arm. In case primary hand is wounded, Soldier will switch to side arm and have it in other arm till helped. Bomb falls, you have possibly entire squad wounded/dizzy. That would be nice Battlefield simulation.
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"The matchmaking system didn’t work perfectly, and it will see “many changes and improvements” before release" The BF1 has the most ridiculous MM system i have seen, now they noticed something wrong in this alpha but the previous one works like a charm, good job DICE. I can only imagine what a mess will that be with all the changes and improvements... But hey, we have the snow particles and improved graphics, who needs balanced gameplay.
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Fox2232:

That really depends on weapon and place where you hit. It would be lovely if they made distinction between skin wounds/graze and organ hits. Head graze potentially blood in eyes, temporary dizziness. Headshot - IK. Body graze temporary speed decrease. Body hit - downed but not necessarily requiring assistance to get up. Body hit to important organ, downed, then death unless helped. Legs, drop to knees temporarily, then able to shoot from crouch. If hit was to muscle, soldier gets up, but is slowed permanently till helped. If hit to bone, soldier needs help. (Bit unrealistic to walk with leg bone shattered by bullet, but it is game...) Hit to arm, temporary dizziness only and inability to aim with weapons requiring that arm. In case primary hand is wounded, Soldier will switch to side arm and have it in other arm till helped. Bomb falls, you have possibly entire squad wounded/dizzy. That would be nice Battlefield simulation.
Too much effort if your life is worth nothing and you just spawn for a ticket 😉 Also it would make medics more useful, another thing they don't focus on, working out proper class specialisation, that could require teamwork! 😱
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This is my opinion of the closed alpha: What I liked: Gunplay - Good balance between the classes. TTK - Closer to hardcore. I think headshots should always be one-shot kills. This is the reward for lining up the noggin with an ADS shot. Graphics - Always the best Sound - Could be a little better to get to BF1 status. Limited ammo - More like hardcore mode. Weather - I like random weather on maps. It adds variety. Movement - Felt pretty natural. Planes - Balanced enough. Not the hovering snipers they were in BF1 but still a factor. Tanks - Balanced enough. Could take out quite a few guys and then usually the other team wised up, spawned assault and took them out. Non-medic Squad revives Destruction Spawning next to a vehicle when a squad mate's in a full vehicle (this was actually added to the alpha toward the end) What I didn't like: Default deployment in squad mate spectator mode. Let me go first to the deployment map. If I click on a squad mate, give me a picture in a picture at the top right of the deployment map of a spectator view for that squad mate. I hated the default squad mate spectator mode when looking to re-spawn. Grand Operations mode. Maybe it was the map for that mode and not necessarily the mode itself I didn't like? It didn't seem to be too much fun if you were on the attacking side. Attackers should have dropped in a couple of tanks by way of parachute in addition to troops. In the beginning of the Alpha, everyone was reviving; toward the end, few were reviving. Maybe award even more squad points to medics as incentive for the revive. More points in general for team revives. What I hope to see: Lots of assignments to unlock weapons or daily/weekly rewards. This keeps the individual player motivated to try different things or accomplish various tasks Squad bonuses that make it silly for squad leaders not to want to call squad orders. Lots of maps Lots of weather variations on each map (where geographically applicable, of course). Weather can cause great variation in gameplay on any given map. More freedom with fortifications. If you had more freedom with where fortifications could be placed, it would make a lot more sense. People should be able to get creative with these things not just put them up in designated areas. If people can't get creative with them, I'd say leave them out of the game. I liked the medic rifle at the beginning of the alpha, but didn't like it by the end. Did something change with the damage model? 50% more ammo to start with. Many game modes with reasons to play them (e.g. rewards). Incentive for all players to want to play the different game modes until the next BF release. For example, try to find an active Air Superiority (airplanes only) game in Battlefield 1. Co-op mode with two players and even squads so squads can practice together. Like any of the other Battlefield titles, we'll probably have a rocky start. They'll tweak this and that for about a year. By 1.5 years, they'll have a game everyone should be playing, but many were disenchanted upon release so they quit playing after two weeks (like with BF1). BF1 has come so far since release. It is arguably the best BF title to date. The unfortunate part is upon release, there was such a SW Battlefront mechanic to every aspect of the game, it alienated the long-time fans of the series. I quit BF1 two weeks after release along with many die-hard BF3 and BF4 fans. I'm glad I tried BF1 again 1.5 years in. It's really a great game now, but it's a hard-sell because of the initial showing.
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I like the advertised lack of premium - played BF1 a few months back via Origin Access - premium weaponry was something else. Don't like the lack of weapon customization in BF1 - era influenced I guess :/. Never cared about the "loot box" thing - mostly visual or bit earlier access to stuff... Points could be an incentive for the majority - I prefer gameplay over award system (though part of it). Publishers have become dangerously hasty for the game with their bit rougher releases.
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Glad to see they are not overreacting to the TTK criticism. I liked the TTK, found myself playing much more tactically (slowed down, checked my routes before running in, waited for teammates for help, etc). Didn't find the lower ammo an issue either, made sure to load up at the ammo/health depots. Added cool element to the game imho. My biggest concern with the Alpha was map design. One can shoot from one end to the other, need more barriers to prevent this. Made PTFO frustrating at times when someone sniping at C was taking plinking shots at you on D. Also, flags are positioned very linear. Infantry will be fodder when the inevitable airplane buff happens. With such a linear map, tanks didn't have much of a roll either. Overall, like the Alpha, looking forward to the full game.
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... like a picturesque Norwegian cabin mysteriously appearing around a downed player during a revive.
With the way that's described, it's almost as though even the devs had no idea that cabin was in the game. And now, there's going to be some cringy creepypasta revolving around the spirits of dead Norwegian soldiers and how their homes were used for concentration camps yada yada...
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Just a question, regarding to this:
ubercake:

This is my opinion of the closed alpha: What I liked: Non-medic Squad revives What I didn't like: In the beginning of the Alpha, everyone was reviving; toward the end, few were reviving. Maybe award even more squad points to medics as incentive for the revive. More points in general for team revives.
So you liked that the medic is no longer responsible, but again you complained about nobody reviving? That sounds like the medics telling themselves "f it, somebody else will do it", or did no medics spawn? Because, in my very humble opinion, I did not play the alpha, but it's stupid to have a medic class when you take something as powerful as reviving away from them. A medic can't kill a tank, yet assault can revive? If you take away the (often useless) med crate, why should one pick a medic under the current alpha state, if you may give me some insight here please. I don't specifically know the kits but given the past, I just imagine them intentionally close to BF1, BF4 etc. in what they can do with the kit. But that's just how I see it, toned down specializations do if anything decrease what makes a medic a medic, for instance, or an assault an assault. Everybody knowing how to build barriers also takes away something that you'd instantly put in the engineer's field, at least I would, but that would again mean, more teamwork required.
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We learned ...a) selling the menu as a full game and then the actual game as dlc is more profitable! No worries if you have the menu only in 2-3 months will give it for free! B) repeat the a) with every single dlc
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buhehe:

Yes, and I imagine that's the typical publisher / developers relationship. Business always comes before art.
There's nothing typical about Electronic Arts. They are the worst of the worst and have ruined more game studios than probably every other publisher combined. Some times they'd buy a studio and slowly drive them into the ground, while others just get bought and immediately shut down. They're a cancer in the gaming industry. https://i.imgur.com/gxR7ACI.png
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Khronikos:

... Low TTK is bad for skilled gaming if you ask me. We have COD for crap like that. BF1 TTK is not that bad right now, but we certainly did not need it to be even faster.
High TTK is good for "skilled" gaming!?? Yeah. That makes a lot of sense. I'm so good I can get a headshot on someone, but I have to hit them in the head 10 times to kill them because of high skill?. BF1 was the crap that was Battlefront with different skins upon release. Just about everyone I played BF3 and BF4 with for years quit the Battlefield series when BF1 released. That's bad for business and I'm sure EA and DICE both noticed the hit they took. It's come a long way since. Seems like you have more experience smoking drugs than most of us here.
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fantaskarsef:

Just a question, regarding to this: So you liked that the medic is no longer responsible, but again you complained about nobody reviving? That sounds like the medics telling themselves "f it, somebody else will do it", or did no medics spawn? Because, in my very humble opinion, I did not play the alpha, but it's stupid to have a medic class when you take something as powerful as reviving away from them. A medic can't kill a tank, yet assault can revive? If you take away the (often useless) med crate, why should one pick a medic under the current alpha state, if you may give me some insight here please. I don't specifically know the kits but given the past, I just imagine them intentionally close to BF1, BF4 etc. in what they can do with the kit. But that's just how I see it, toned down specializations do if anything decrease what makes a medic a medic, for instance, or an assault an assault. Everybody knowing how to build barriers also takes away something that you'd instantly put in the engineer's field, at least I would, but that would again mean, more teamwork required.
You make a good point for sure. I didn't want to play medic during the alpha after they seemed to have nerfed the medic rifle on day 2. Then you'd find almost no one spawning in as medic. It's a strange dynamic when you're used to have a good distribution of the 4 types on the battlefield. I'm kind of curious to see how they'll balance this. Maybe make the non-medic revive an even longer process? It shouldn't be a given that anyone can revive anyone without some serious inefficiencies for the non-medic.
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Khronikos:

That has nothing to do with a properly designed TTK. BF1 was hugely popular. They didn't notice a hit genius. They are trying to sell their new game, and they want to be popular with COD. The wide open maps on BF1 absolutely do not mix with low TTK. They could have done 50% of the changes they made and it would be better. High TTK lowers the skill ceiling. This is not even arguable. Less shots to kill equals more spray and pray kills by noobs especially when LMGs are now god weapons from distance at times on maps. Sometimes with a noob medic weapon like the Av I can literally just pop a couple bursts in a general direction and get a kill that someone else was working on from long distance lol. Not only do you steal more kills, half the kills in BF1 from distance are now just random bursts of fire not aimed well. This is what low TTK does for your overall game. Now in Pro sports you can do whatever you want. Everyone is on a level playfield. Low TTK is still going to turn your game into a twitch shooter and nothing more, but when opened up to the masses you just get campers everywhere as is BF1 right now. Thank god because all I do is play cavalry and frack these campers up now since cavalry got a boost finally. I'm sorry you don't understand TTK, but your hyperbole is puerile and dramatic. At no time whatsoever did you hit an enemy in the head ten times to get a kill in any game ever. If you can't make legit comparisons then try harder or don't make them at all. Headshots were easy as hell in BF1 if you were skilled. Always. Now you just spray in general direction to get kills. This is probably why you like it better. I can play both ways but many many people agree BF1 was better before. The only people that seem to disagree are old BF3 players or whatever that want a more COD like TTK. BF1 is okay right now, but don't even tell me skilled gameplay is spray fire in general direction to get kills.
You obviously had trouble reading my post. Might be the drugs? But hey, if the government says it's ok, it must be. Right? Being a bullet sponge equates to skill? I don't think so.