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Oleese's avatar
Oleese
New Traveler
4 years ago

TO: Battlefield 2042 development staff RE: Feedback Battlefield 2042 v0.3.3

TO: Battlefield 2042 development staff RE: Feedback Battlefield 2042 v0.3.3 PART 1

Good evening Battlefield development staff,

I understand that you are all working hard to make deadlines and targets while balancing the concerns of the player base for your game Battlefield 2042. Seeing as you are looking for feedback and suggestions for the game I wanted to once again take the opportunity of submitting feedback through your forum.

I do type a lot but this is because I don’t wish to be misunderstood but I ask that you please once more indulge me and my feedback.

The points mentioned on:

https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-core-feedback-maps?utm_campaign=bf2042_hd_ww_ic_socd_twt_feedback-maps&utm_source=twitter&utm_medium=social&cid=73215&ts=1646271035625

with regard to map design seem to be inline with what can be seen in Battlefield 3 and Battlefield: Bad Company 2. I do not disagree with your points on creating better maps with regard to: cover, paths, ease of traversal and intensity but the aforementioned Battlefield games encapsulated these things and more in all of its assets such that players were directed implicitly to stay with their squads and PTFO as a team at relevant areas of the map. Each asset could both tessellate with one another without being overly dominant over one another such that there was a Battlefield harmony at play.

Not considering the other attributes that influence map design here and now might well create the same mistakes that many people are complaining about. Please understand I am not trying to quash your enthusiasm, I only wish to highlight that there are other aspects that have not been mentioned that need to be considered that relate to how your maps will look and feel; as such ignoring these things could end up creating more work later for your development team and more frustration for players.

Game mode/Rules

The game mode and its rules effects the way your map is played as the spawn locations for infantry and vehicles are most likely going to be in different positions and quantities. So a map that plays well for Conquest may not work well for Rush if the map has been optimised for certain assets. Now perhaps your development staff are already in the process of doing this but you express in your post as the “biggest action point” about big maps not offering more freedom and play styles which leads me to believe that the basis for your design decisions is focused toward having as many different ways to play your game as possible, or perhaps I misunderstood. If that is the idea though then your refactored maps may have less identity between them and may invite the same problems that you are trying to avoid.

Battlefield 3 and Battlefield: Bad Company 2 are based around limitations or uniformity. This property penetrates all aspects of the game which allows maps and game modes to test various subsets of the teams competence more precisely, making for less random and more predictable fun experiences.

Lets look at the original Kaleidoscope objective being positioned on top of a building for the Breakthrough game mode for a moment. The decision to have the objective in this position is not necessarily bad as it adds quite literally a different dimension of play to your game breaking up the monotony and making the map more original. This is comparable to the experience of the Siege of Shanghai map in Battlefield 4 which in the Conquest game mode also has an objective flag on the top of a building. The position of which allows your team not only a view for: painting enemy targets or offering opportunities of suppression and spotting but also enables you and your team to paratroop onto other parts of the map to mount an additional offensive; all of this occurring while being disadvantaged by the limitations of the soldiers assets while being visible on a tall structure. Considering this, why does a rooftop objective work in Battlefield 4 but not in Battlefield 2042? The answer is that you have limitations. In essence what you cannot do in the game is what allows such an objective to exist in such a position. There is no rule or asset that allows players to maintain complete control of the roof top objective in that game. It is not that you are designed to lose but that the ability to win depends on attributes which have balanced limits. Limits mean that you must compensate or supersede them with other abilities and because it is a team game the limits are then team limits so you must compensate and supersede said limits as a team that is together via co-operation using your assets, playing skills and your intelligence.

With regard to Battlefield 2042 one of the offending assets would be vehicle call ins as you could use these anywhere so removing vehicle call ins based on the objective would be a solution to the problem.

Changing vehicle distribution mid game is another option and is not uncommon in Battlefield games. One such example of this can be seen on the Grand Bazaar map in Battlefield 3 during Rush as players do not get constant access to all vehicles during the game modes execution. In fact the attacking team only get access to the T90 when they have successfully taken the first pair of MCOMs. So taking this example into account you could do the opposite and remove some or all of the vehicles from the defending team when the game mode advances to a certain stage providing the defending teams assets give them a decent enough advantage.

These points are not only balancing attributes but are also inline with a basic reward system that relates toward the simple principle of a game. A game has winners and losers, that is you get something for doing something right and you lose something for failing. When games do not clearly distinguish between winners and losers through rewards and penalties is where the experience becomes blasé and stale.

An additional solution may well lie with adding more routes of infiltration to the roof which would help to pull the defence away from the elevators and the skies. You could use stairs to accomplish this or you could have players attempt to paratroop into the mid section of the building via a helicopter or combine this concept with an array of air vents and empty elevator chutes that players can access (think die hard the movie). This would provide another option of defence as well for the defending team so they wont all be clustered on the roof. The side access can be given by a destruction event that opens up the building in a similar way to how the underground metro section is opened up for players in Battlefield 3 Rush mode or alternatively it could be unscripted requiring player interaction with a weapon of some sort.

I am not trying to say that you are wrong with wanting to make more rectangular objective arrangements or adding more cover or removing jets from a map but you have to consider why your doing this in context of challenging players via what they cannot do easily. You need to ask the questions what is your Battlefield game and who is it for? It is not supposed to be a chaos engine or a glorified random number generator nor is it about explosions and nice graphics; that is a very low bar of achievement shared with many generic first person shooters of both past and present.

If your serious about making a good Battlefield game then you’ll find the answers in the older more defining entries of the series not in the competition.

Objective Deployment

Another problem is that there are no dedicated offensive vehicle deployment locations in Battlefield 2042, so no objective yields a tank or an armed transport vehicle.

This is an issue because vehicle deployment locations give added incentive for players to either defend an objective or attack an objective and as such helps to bring a layer of tactical focus and balance to the game.

A good example of how this is supposed to be done is with Wake Island in Battlefield 3.

The map alone does not simply give players random vehicle assets but offers players objectives that help your team to be fully combat capable in that: taking objective D awarded you an AA, objective C gave you an attack chopper, 2 jets and 2 buggies, A and E gave tanks and B awarded the team 2 more buggies. As expressed the teams in that map were not fully equipped or combat ready to take on one another directly that is to say the teams had strengths and weaknesses based on their spawn location and deployable vehicles which added to the need for team members to work together and maintain objectives. To elaborate: the US faction had air vehicles, transport boats and an AMTRAC from the get go but their base spawn position was much further away from the objectives than the Russian factions so they had the advantage of fire power but their spawn position meant that there was nothing to shoot at. The Russian faction had home team advantage and speed as their spawn were close to an objective that would give access to a tank and a buggy.

Once the objective was taken they could use the buggy to rush to the air field on objective C

or the beach on objective D and win an aircraft or an anti-air craft tank to offer resistance to the invading US forces.

If the Russian faction on that map did not work efficiently they would not only lose objectives and potentially lose more reinforcement tickets they would also lose the benefit of tanks, helicopters, jets, anti-aircraft and transport buggies since these assets all spawn on the maps objectives.

The opposite could also happen with the Russian faction dominating the objectives with a well organised arrangement of SOFLAMs and lock-on weapons.

Because of this there was a greater sense of symbiotic team play and vehicle discipline as individuals were more aware of the importance to play the objective because not doing so meant not just a loss of the game but also a loss of privileges while playing the game.

Vehicle Deployment Screen

The vehicle deployment screen is not considerate to the maps design; that is it is impossible to balance the map because vehicle deployment is currently generic and left up to the player to define. It is not a good design choice to leave responsibility of vehicle distribution to the player as: not every player knows what vehicle should be used on a certain map and it implies that there is no structure to playing Battlefield and that you just play it your way.

Both conditions lead to the outcome of either having to many of the same vehicle or the wrong vehicles on a map which further thwarts any ability for a team to adapt and overcome via communication or by the implied logic of a game.

This leads to knee-jerked based combat where players simply select or order in a vehicle to combat a visible threat with no additional consideration poised toward how that vehicle can defend other future threats on the Battlefield.

This can be seen when a player is dominating in a helicopter. The natural response for the enemy player is to shoot it down with an AA based weapon however, if the helicopter is too far out of range to hit with a lock-on infantry weapon then players will most likely try to deploy a Wildcat regardless of whether there is one on the Battlefield already or not. If you then have 2 or 3 Wildcats on the Battlefield protecting the skies the response from the other team would be to order in more tanks. This all goes full circle again when the opposing team retaliates with a fleet of air vehicles to combat the tanks on the ground.

Again this is happening in a way where no one is really communicating about what vehicles are best for the main objective and since vehicles are categorically arranged a team can easily unbalance the game through the wrong vehicle choices.

Yes, it is fully possible for players to talk with one another via chat and select the correct vehicle but it is not likely as players: may not speak the same language, may not read the chat box, may not care about the teams needs or may even disagree with the decision or suggestion offered. Whichever the case it is not sensible to assume that players will just work it out on their own and if they don’t then that’s Battlefield. You as the developers, directors or producers have to set the pace and the structure for the Battlefield to coerce the correct behaviour from your player base. You have to decide what vehicles exist on a map if any and why otherwise everything that happens will be no different to a roulette wheel.

Battlefield 3 and Battlefield: Bad Company 2 did this correctly as some of the maps offer access to a small subset of the many vehicles that exist in the game while in other maps vehicles are removed altogether. This attribute is further diversified by the game mode such that each map has multiple identities as it tests different aspects of your teams capabilities.

Vehicle Base Deployment

In Battlefield 2042 there are no dedicated spots for vehicle assets to exist in the teams base. This makes the base feel less like a military type installation and more like a generic area no different from the rest of the map. Whereas in previous games you have dedicated placement of vehicles in your base, in some cases moving the very powerful vehicles further away either for: aesthetic immersion, balance of assets or protection from enemy fire.

For example, in Battlefield 3 jets spawn on an air strip and you must take off to be able to get to the action. Again this is not only immersive but it is good for balance as it stops players from trying to jet ram the enemy spawn as taking off will add additional flight time and require a certain level of capability from the player. In the same way, helicopters have helipads and must be piloted off the ground in order to be combat ready.

This alone forced players to apply themselves to learning the vehicles as getting airborne is part of the game; anyone who crashed their helicopter when trying to ascend for the first time in Battlefield: Bad Company 2 knows what I am talking about.

I am certain that there may be individuals that will say that having vehicles in base deployment means that they can be attacked and while this is true it is often dealt with in several ways:

1. Acceptance that this a tactical attribute of Battlefield

2. Create a dedicated rule on the server that prevents red zone attacking

3. Design the map such that vehicles are either too far to be shot at or that the terrain makes it difficult to tell where the vehicles are

4. Design the map such that the position of the vehicle is under or behind some form of indestructible cover such as a mountain

5. Add stationary defensive vehicles such as AA CRAM

Please note that number 1 was implemented in Battlefield 3s version of Wake Island and other such maps and it worked perfectly. Number 3 also occurred in other Battlefield 3 maps with servers implementing number 2 to help compensate for player problems.

Vehicles

In Battlefield 2042 all vehicles share similar attachments. The problem with this is that the vehicles can quickly unbalance a map as some weapons are naturally more powerful than the others and are freely available for the player providing they have unlocked them. This is evident with the Bolte being paired up with a 30mm cannon, since it is so powerful there is little reason for players to not use it over any of the other weapons. Another issue is that the many different weapon attachments and countermeasures that exist for a vehicle are found on other vehicles, blurring the lines between the vehicle types such that all of the vehicles regardless of how they look feel the same during engagements.

What is the point of variety if everything has similar variety? If you look at Battlefield 3 and Battlefield: Bad Company 2 the vehicles do not share the most powerful of vehicle weapons and with regard to transport vehicles have no additional customisation ability. As a result there is a level of predictability that enables players to play the game tactically as a team without any annoying unbalanced surprises.

The physics of some of the vehicles is also an issue the obvious of which would be the hovercraft which floats through the air and scales vertical surfaces, but the acceleration of the vehicles in particular the Bolte is too quick and allows for players to easily mount a secondary ram attack if they failed in their first attempt. Adding to this the road kill mechanics are not balanced in this game as you can attain a roadkill by having enemy players touch the side of your vehicle while it’s in motion even if the speed of the vehicle is low.

This leads to people ploughing through and killing groups of enemy soldiers in quick succession with little to no difficulty and because being the victim of roadkill gives you an extended time on the deployment screen while also forcing you to spawn further behind the objective than usual a team can easily be evicted from part of the map by a single player skidding around in a vehicle. The effect is even more pronounced if this happens multiple times in a row as you will spend more time on the deploy screen and be positioned further and further away from the objective when you are finally able to spawn. This is very apparent on game modes like Rush or Breakthrough.

In Battlefield 3 and Battlefield: Bad Company 2 the vector of the vehicle (I think) coupled with its speed in relation to the enemy players position was taken into calculation to confirm a roadkill, this makes roadkills difficult to acquire.

The speed properties and the weapon attachments for the vehicles in that game reinforce their correct usage as transport vehicles or attack vehicles so it is uncommon to see players throwing Jeeps or ITV Growlers at one another in Battlefield 3 and other such games. The health profile of those vehicles also meant that they are vulnerable to explosives which again makes them less likely to be used as soldier ploughs.

Another issue lies in aircraft seat hopping, this issue occurs even in the other Battlefield games whereby a player piloting an attack helicopter regularly switches to the co-pilot position and while in gentle free fall engages enemy players with its weapons. The solution to this would be to disable pilot to passenger seat switching for air vehicles unless the vehicle is on the ground this means you as the pilot must land your vehicle first if you want to act as the co-pilot, disadvantaging you such that you cannot use the helicopter as a mini AC130 while again adding to that immersive quality and skill level that I mentioned earlier as now you have to know how to land your vehicle as well as know how to fly and take off. Most importantly this reinforces the role of such vehicles as team orientated assets as you are not supposed to be using all of its functions on your own.

As expressed this is not an issue that can be solved with map design but if you are designing the map with regard to the vehicles current properties then the map will most likely be invalid if and when you do decide to change the vehicles properties.

Weapons

Weapons and gadgets in Battlefield 2042 can all be accessed by any soldier. With primary and secondary based weapons being customised dynamically in game using the plus system.

Plus system aside the soldier customisation is very similar to how Call of Duty 4 and other such games operate whereby you just choose what you want. A choice in one item does not restrict you in another item of a different type and though these feature give greater freedom of how players can express themselves it comes at a cost of structure, this structure is not just required to help guide players in a particular role but also guide other players in their responses to these roles.

The issue tends to lead to problems of player position on the map as it is unlikely that an SMG ammo support player will be engaging long range targets. You will probably find such a player that much closer to the action, so you being the player who needs ammo may be forced to go and get it from an SMG player who is on a hot point of fire and you may not notice this until it is too late. This would not be an issue in earlier Battlefield games as there are limitations on who could revive and who could support with ammo further balanced with what weapons an individual had access to based on their class. The result of this would be that support players would most likely be in a safe area; they wouldn’t be trying to shoot LMGs close range because of the recoil, spread and slightly lower damage per shot count.

Though it may seem contradictory, the support class would still be able to access shotguns and SMGs in Battlefield 3. How this differs from Battlefield 2042 is that the class does not allow players to revive other players and the gadget types for the support class are all indirect defensive types that are restricted to that class alone. Because of this design it further helps to lead the understanding of the support player around the ideas of defending the team by: minding doorways, suppressing distant locations and walking moderately safe perimeters.

Another issue with weapons rests with the function of the Carl Gustaf RPG which when combined with a laser designated target gains lock-on capabilities. The functions are not bad but by having these characteristics applied to the only anti-armour launcher in the game makes armour based engagements feel a little too simple and monotonous as I have less chance of being punished for using the wrong anti-armour RPG as there is only one anti-armour RPG in the game designed for both ground and air targets and its available to every soldier with no stipulation on my primary weapons. I know that 2 of the RPGs in Battlefield: Bad Company 2 possess similar functions but in the earlier games you must act as an engineer to use that feature which changes what weapons and tools you can use so you gain one privilege and lose another.

In Battlefield 3 engineers had access to Javelins. This lock-on weapon had the benefit of being able to execute an efficient top-down attack on ground vehicle targets but was impeded by: its engineer class based access, its range and its inability to lock-on to air targets without additional SOFLAM assistance. In having such a design the game would coerce Javelin users to not stand directly within close range of an enemy target as the weapon takes time to secure the lock and it does not have an unguided firing mode, so if you picked the Javelin in anticipation of a distant vehicle threat but instead found that a vehicle had moved in close on your flank you would have to either adapt to the new situation or call off your assault on the enemy vehicles; you could not just fire and forget at the last second.

A good example of this can be seen on Kharg Island in Battlefield 3 during Rush mode for the first pair of MCOMs. Players have to defend the island from an invasion of US armour based forces. The most efficient way to do this is to make use of Javelins and SOFLAMs but even with this it is still possible for the invading infantry forces to reach the island and open up a flank for the armour vehicles. So the defending team cannot rely entirely on the use of the aforementioned assets, you need some of your engineer team to have unguided RPG type weapons, mines and repair tools to repair your single tank and you also need players to resupply your team with ammo. Again this is not simply a case of selecting a weapon because the selection of the weapon changes what you are capable of doing in Battlefield 3 and has a knock-on effect of how players work with you as well as against you.

Given the above, I am not implying that we should have as many different RPG types as possible rather I am trying to say that we need just a little more variety designed to manage the different ways that armour threats can present themselves in the game and I really do feel that you need classes here as well to add and subtract from player ability otherwise the game will come across as more random and unbalanced.

A final weapon issue that I would like to draw focus to is with the NTW-50 which is one of 3 sniper rifles in Battlefield 2042. The gun is described as an anti-material rifle designed to work against vehicle threats and while you can use it this way the majority of players tend to use it more on other players. The properties of the weapon do not deter players from doing this as nearly everyone who has played a first person shooter that involves high powered scopes knows not to stand still and hard scope targets. Ignoring this attribute, it is not difficult for the average player to compensate for its: slow bullet speed, increased recoil and weighted handling which makes the experience feel very much like the days of Call of Duty 4 when server loads of players would casually run around with 50 cal sniper rifles in an attempt to shoot each other in the face (I am not speaking in terms of nostalgia here).

Battlefield 4 did this right in that you simply do not give players unlimited access to a 1-shot kill rifle, instead you make it a Battlefield pickup for certain maps and give it a limited supply of non-recoverable ammo of a single type.

No doubt players will use it against one another as they see fit so if you want it to be designed toward vehicle threats you need to buff its damage profile when used against vehicles while nerfing said attribute when used against infantry; you can make up some kind of lore that the ammunition is a kind of state-less magnetic hollow point round to justify this but that really isn’t necessary, players are not stupid and they know that they are playing a video game so complete realism isn’t the target here, balance and immersion is.

Again these are not problems that can be fixed with map design but if you are designing your map to accommodate these kind of problematic characteristics then you are not fixing the issue; you can’t just leave it up to the players discretion and if its not balanced call it Battlefield. You have to consider how these assets are designed to coincide with one another if you want a good Battlefield game.

[The feedback report had to be split into 2 posts as there is a 60000 character limit per post on EA forums part 2 should be visible below as a reply to this one]

3 Replies

  • Oleese's avatar
    Oleese
    New Traveler
    4 years ago

    TO: Battlefield 2042 development staff RE: Feedback Battlefield 2042 v0.3.3 PART 2

    Specialists

    I fully understand and respect the fact that somebody worked hard to design, draw, animate and employ voice talents in multiple languages for specialists. The expense in terms of time, money and organisation must have been costly especially during a worldwide pandemic but these points do not justify the validity of specialists in a Battlefield game. I have seen post after post of people trying to find ways of making specialists more appropriate for the game and I don’t doubt that all of these ideas are bad. I myself expressed ways of balancing them out in my feedback report for the beta version of your game before the more controversial ones were released, but having played with the completed game I must say that specialists do not work for Battlefield and that to continue forcing them into a Battlefield game is no different to pushing a square peg through a round hole. Again let me be clear I am not saying that your hard work to create specialists is bad, the things that the characters say (minus the swearwords), the way they look would work fine in a friendlier lighter toned game for a younger demographic like Fortnite rather I am saying that specialists are bad for Battlefield games and do not belong in them.

    I am fully aware that I can configure a portal server to exclude specialist abilities or the models themselves in favour of class based soldiers but the vanilla experience personified by your game is currently the one of specialists which is giving your game a culture of immaturity and simplicity such that tactical symbiotic team-play is portrayed implicitly as an option rather then a necessity.

    What do I mean exactly? As expressed earlier Battlefield games are complex first person shooters that differentiate themselves from the competition by implementing military type assets and terrain that are interwoven with one another such that one asset excels in one thing but is limited by another.

    An example of this can be seen in objective placements such as the D flag on Caspian Border in Battlefield 3. Capturing said objective grants your team not only a spawn location but elevated territory to see much of the map. So your team can use this for spotting, painting targets with a SOFLAM or suppressing and attacking but you are disadvantaged through this property by being visible to everyone on the map so without good defence from other assets you can be shot at and bombed from all angles. This property can be seen in other flag less areas of the map that have hills or boulders.

    A previous example given mentioned Wake Island in Battlefield 3 and its asymmetrical team balance relating to placement of objectives, the various assets and what each team has to begin with. This property can be seen again in the same game with the Strike at Karkand map.

    Another example can be seen in weapon design such as in transport vehicles. Such vehicles possess heavy machine guns which have increased spread size to help reinforce their roles as defensive or suppression based tools that aid in transport. There are many more examples of these intricate assets that can be found in these games; too many to write about and even then words can only express so much as such you really need to experience the game to understand where I am coming from.

    This many-to-many relationship creates a kind of ecosystem that allows these attributes to exist in various arrangements dependent on game mode leading players to contribute to the Battlefield in a limited number of ways. These limitations help to emboss the structure of the game and are not negatives. In principle they are no different to the limitations imposed on players in other games such as: having finite movement patterns for chess pieces, having 1 ball in a football game at a time or having boxing being a 1 vs 1 sport where only padded fists are used.

    As asserted previously, in essence it is a team based 3D military equivalent of rock, paper, scissors with the exception that the choice of assets is based on variables and constants which are available to the teams not complete random chance; no asset totally dominates all the others.

    With that being established the map design in previous Battlefield games is designed around foot soldiers and vehicles that emulate their real world counter parts.

    With additional augmentations applied toward the game in the form of soldier perks which add subtle changes to the soldiers abilities. This feature is present in both Battlefield: Bad Company 2 and Battlefield 3 with the latter sharing those abilities to your squad in the form of squad perks to help further bond you closer together on the Battlefield. The perks offer small gentle changes that do not drastically alter the way in which you as the player experience the Battlefield, rather they serve as a means to diversify the Battlefield such that the soldiers mirror some of the mild changes that would exist within a group of people while catering toward your squads objectives while on the Battlefield. In essence it is a class within a class and while not perfect coerce the players to behave in specific patterns with regard to their squad, the mode and furthermore their team inviting both structure, respect and discipline for the game, its rules and its assets.

    As a result of its implementation there are no special peaks or tall structures on the maps that are specific to one type of soldier or vehicle, leading to an implied logic being expressed from the game to the players that manage the expectation of: where to go, where to aim and where to shoot further contributing to the idea of not just where to defend and where to attack but how.

    This can be seen in many of the older games such as in Grand Bazaar on Battlefield 3 especially in Rush mode through the use of the defensive suppression perk, explosive perk and the destruction 2.0 game mechanic. This in combination with the assault classes grenade launcher or explosive XBOW can be used to quake the side of the buildings in an attempt to bury the upcoming enemy, forcing the players to either move away from the buildings to other routes of cover or to move faster to reach the objective and take the fight to the enemy. This can happen for either team. It is important to note that the perks mentioned in this example are not needed to quake the buildings, they only reinforce the aims of your squad by giving you reduced suppressive effects to incoming enemy fire and additional explosive ammo slots. That is to say how you play is still based on your squads understanding of the game, its rules and the weapons with the perks acting like lenses to give focus to the way you and your squad manage the objective.

    In Battlefield 2042 soldiers have special abilities that conflict with the aforementioned as soldier traits and abilities work more like power-ups for the individual and are mostly mutually exclusive to one another. Though it can be stated that these attributes enhance the way in which you experience the Battlefield they are often self serving and contradict any kind of symbiotic structure that exists in the game. That does not mean that they cannot be used to work toward a team or a squad objective but rather that they work largely without consideration of other assets and so can easily unbalance a game. More specifically with regard to map design the points that you have mentioned are tethered directly to the way specialists exist in your game in the same way that the various weapons and vehicles exist in your game. Adding, removing or moving map geometry might fix the issue in some cases but if someone creates a portal variant with edited or alternative factions the map may no longer function as intended or possess largely invalid or inaccessible areas. This may happen regardless of good map design but that is why it is important to ensure that the vanilla experience is implemented with concern paid toward all the problematic issues of your game.

    Sundance

    Sundance’s wingsuit gives players the ability to glide between locations. The issue with this is that such players have unrivalled flanking ability that allows them to either get behind enemy lines with a silenced LMG or capture an objective. Keep in mind that players can spawn on-top of one another in this game so if you and your team have combed through an area on foot and have began to move on or have formed a defensive line some ways ahead of the already captured objective and are now engaging enemies your teams ability to see, shoot or even spot a single gliding person is going to be limited. The reverse can also happen because there are plastic bags blowing about on the map so even if you are occasionally looking into the sky during the heat of battle you might see something which you think is a gliding person behind you and pull back to go defend the rear, this takes resources away from the front-line.

    With regard to spotting a gliding person it is not intuitive as the spotting mechanic is similar to firing a bullet in that it takes time to reach its destination so you must lead your spot else it just places a generic marker. Adding to this a successful spot does not follow the spotted player so if I successfully spot a fast gliding person the game will just place a static red marker in the sky where they last were.

    I have heard some people criticise such comments by saying that if the wingsuit is unfair then air vehicles are unfair because they both fly. This is not true because air vehicles can be both seen and heard in this game not just in terms of the model itself but also in the execution of its weapons and countermeasures. They are also fairly limited between teams and are bigger so are easier to see and can give off smoke when severely damaged. You are not likely to confuse a vehicle for a plastic bag nor does it force you to constantly scan the skies for one because it gives users additional feedback relating to its presence and distance. So in previous Battlefield games if I and my team have cleared an area we can rest easy in knowing that the area is free of enemies; this is further confirmed with the existence of AA vehicles as I and my team can conclude that if there were air vehicles than the AA would be shooting at them and I would either see this or hear it.

    Yes, it is very possible for someone to jump out of the air vehicle and try and take the objective but it is less likely to succeed because of what I have just mentioned. The only way to remove any concern of gliding players with regard to map design would be to remove buildings and level the playing fields which is going to compromise your art direction and the players experience severely.

    I am sure it is fully possible for your development team to refactor the wingsuit so that it gives the player less flight and more of an enhanced base jump function but then the question needs to be asked what is the wingsuit for exactly and how does it help your squad or team? If the answers are around the lines of “it’s cool” or “it allows your squad to spawn on you when you have swooped away from somewhere” then it would be best to simply remove the wingsuit entirely as it is not conducive to a decent Battlefield game and will only contribute to the problems that I mentioned above. It is not to say that you cannot have cool things in a video game but rather that you have to consider how these things relate to one another; what is the pay-off and how easy is it to attain, as well as how much fun is it to play with vs play against.

    Her speciality also causes problems in a way that most Battlefield veterans should be well familiar with, as Battlefield has always had a potential problem with grenade spam; your past development teams even made an official Battlefield: Bad Company 2 public service announcement video on it involving character Sweet Water and staring pitcher CC Sabathia on the need to PTFO and not rely on “hand bombs”.

    If you want to watch it then you should be able to do so via your EA YouTube channel but here is the link anyway:

    https://www.youtube.com/watch?v=K2Qpui1hYBw&ab_channel=ElectronicArts

    Considering this I don’t understand why someone in your work group felt it correct to introduce 3 grenades to one soldier. Keep in mind that anyone can play as Sundance so take 3 and multiply it by any number of Sundance players and you have the worst kind of grenade spam ever known to the history of Battlefield. Clearly there is no sensible map design for this, rather you need to remove it and give all players access to 1 grenade per spawn. If grenade types are going to be considered then providing they are balanced the player should only have 1 grenade type per spawn with a max quantity of 1.

    Mackay

    Mackay’s grappling hook allows him to get up to hard to reach places. The issue with this is similar to Sundance in that it adds more questions to where players will be in an area making the experience feel more random. If a player should use the grappling hook to hide in or on top of one of the many stacked containers or tall structures then their presence is very much invisible to the enemy team.

    Many people have criticised this point by saying that you can just use proximity sensors and MAVs and though this is true the problem is that there are many tall structures per map that would require this kind of treatment. Considering the fact these assets are limited in quantity and also can alert players to your presence it may not be possible or even appropriate to use them at times.

    Note that we haven’t dealt with the idea of dispatching such an individual, grenades may not reach or connect with the enemy player. If the enemy player is nested in a high structure your gun may not be useful because of the distance and you may not have enough players to deal with him, not to forget Mackay could also have a radio beacon and his squad members could have wingsuits which takes the previous issues concerning Sundance and adds to this one.

    The issue is further compounded on maps which include floor to ceiling racks such as the hydroponics area in the map Renewal, as the grappling hook allows players to get access to an area which should be impossible.

    Like with Sundance the only way to remove any concern of grappling hook players with regard to map design would be to remove tall structures and level the playing fields which is not a good option. Yes, you could limit the grappling hook so it only works on certain surfaces but then why have it in the first place? If the answers are again around the lines of “it’s cool” or “it allows your squad to spawn on you when you get away from somewhere” or “it was in Battlefield 2”.

    Then I would ask is it fun or annoying to deal with such players and how does it relate to your squad and teams needs?

    It may work well as a Battlefield pickup that can make one or two zip lines for your squad or team to use but considering how it is giving players out of bounds potential it would simply be a better solution to just remove it altogether as you would not have to worry about designing a map that balances out the aforementioned issues.

    Ji-Soo Paik

    Ji-Soo Paik’s scanner gives her the ability to temporarily see enemy soldiers through walls in bursts, when this happens enemies are lit up on the mini-map for a period of time. The issue here is obvious in that knowing where somebody is in a first person shooter before they know where you are is a huge advantage. It does not matter if: you only see their position in brief intervals, it makes her visible on the map, it has limited access time or even if you tell the player that someone scanned them because not only is there no limit to the number of players that can have this specialist there is no counter measure that you can use as a pre-emptive strike to prevent someone from using this ability.

    This leads to players spawning on hot objectives, engaging their scanners and marking all the targets in the nearby vicinity for enemy players to engage all while they are safe and sound. The problem is further exacerbated because players are not limited to weapon types like in older Battlefield games so a player who uses this specialist can also take an LMG and some C5, scan the wall for enemies, blow the wall and engage any targets with the LMG that he missed with the C5 explosives. I know that EMP grenades could be considered a counter but it is not pre-emptive as you have to see the player before you know to use an EMP grenade on them. That logic is no different to saying that the counter is to shoot them before they shoot you neither of which are solutions to an unfair game mechanic.

    Her trait is also controversial as an enemy is highlighted on the 3D world totally nullifying any camouflage or tactical implementation that the enemy had put into his actions.

    Again there is no map design that can balance this out because the issue is with the specialist it is not a question of making the scanner only work on certain surfaces. It is a question of relevance; ask the question to yourselves. Why is this in the game? Is it fun or annoying to deal with? If it is supposed to be fun then why is it not in previous games and why are people complaining about it?

    As implied this needs to go as it is not a fair asset for Battlefield.

    Boris

    Boris’ turret automatically spots players and attempts to shoot at them but this is also its issue as

    enemy players are highlighted much like when Ji-Soo Paik uses her scanner. It also has no setup time or extraction time, has infinite ammo and you can place it in any soldier posture. So if a player has relevant camouflage equipped for the terrain that he occupies and is visually hidden an enemy Boris player can just throw a turret out and the player will be seen for all to shoot at.

    This is not the same principle as throwing out a proximity grenade because while I might be discovered on the mini-map I may not be visible to players on the 3D game world as my camouflage and location may be very good not to forget the fact that the proximity grenade only works for a short period of time and it also does not shoot at me so does not spoof me into a firefight that I cannot win.

    Navin Rao

    Navin Rao’s trojan network trait has the same issues that I have expressed with other specialists that is they make enemies visible on the Battlefield. I know players will probably say that his trait takes time to execute and requires aiming and therefore is balanced I would remind those people that this is not an issue of balance as it makes being able to launch a tactical assault with relevant camouflage and weapon silencers that much harder such that if one of my squad members is seen, hacked and killed then I or my other squad members can be seen. There is no solution for the player to avoid this as Navin Rao and his trait is not restricted to indoor environments so it’s not likely that in an outdoor environment that I am going to see him before he scans me and even if that were feasible it is not fun. The same principle can be applied to his cyber warfare suite. The expectation of a player using a vehicle should not be to scan the faces of Battlefield soldiers to make sure that they are not Navin Rao and if they are to take them out from a distance or to go all in and kill him first before he hacks you for the most obvious of reasons that it is not fun. Secondly by the time you notice a Navin Rao player you will most likely be hacked either by said player or another Navin Rao player and thirdly it is not a feasible option given the: number of players and enemy vehicles, weather based effects, explosions, smoke and shader effects as well as the many costumes that can help to obscure the soldiers identity.

    I have heard players offer criticism against my comments that vehicles should be treated as long range offensive weapons only and not used for close range assault; meaning to say that my comments relating to Navin Rao are incorrect because I am just using the vehicles wrong. To this I can only point people to Battlefield 3 and Battlefield: Bad Company 2 as an example of how vehicles work to soften up the infantry based resistance. In short not only could they attack from afar but they could do so up close with the only concern being the use of RPGs and other explosives. What happens in those games is not comparable to Battlefield 2042 because a single RPG does not slow or stop my armour vehicle from moving nor does it stop me from shooting; it takes a coordinated effort from an engineer based team to do this and even then it can still fail based on how well the pilot operates the vehicle. Yes, there are lock-on weapons like Stingers and Javelins but as implied a good pilot can out manoeuvrer them either with map geometry or with countermeasures.

    Casper

    Casper’s trait is a motion sensor which alerts the player to nearby enemy movement. The ability might not seem like an issue but it yields the exact same problem as the other specialists which concerns visibility and the potential for soldiers to use stealth based tactics to neutralise enemy targets. It begs the question: what is the point of trying to use tactical stealth techniques in Battlefield 2042 when the chance of being seen is so high? If you look at earlier Battlefield games the reward that comes from using a particular class is based on your understanding of not just its benefits but also its limitations. The limitations of the reconnaissance class is that your vantage point and your rifles behaviour offers enemy players a level of predictability to your functions and whereabouts so you as the reconnaissance soldier need to be aware of your surroundings and pick out key targets for your team using not just your scope but also your map, MAV, SOFLAM or tactical binoculars. That is your primary function; if you are so unfocused on the Battlefield that enemies can sneak up behind you then your not doing your job properly and getting killed is supposed to be your punishment to coerce you to do better next time.

    The other issue that I would like to briefly point out is the MAV C5 combo. I would like to think that this is a bug and is not intended to be in the game but considering that it has been in the game for months and that previous Battlefield instalments had removed it within the first few days of release I am going to assume that it was meant as a feature and as such ask for the ability to be removed, the reasons go without saying.

    Anghel

    Anghel has the ability to give armour to soldiers but the problem with this is that it often leads to much of the players being equipped with armour, sometimes without even knowing it as Anghel players will constantly spam the armour all over the Battlefield. The effect isn’t too bad as its only an additional 20 hit points but the issue can become more pronounced if a cluster of Anghel players are defending a small area and are constantly throwing armour on one another between engagements. Unlike health kits which give HP over time the acquisition of armour HP is instant so you could effectively help team members to cheat a bullet or two.

    The other issue relates similarly to your aim to coerce players down certain map roots, that is Battlefield 2042 currently has issues of implying what you and your team are supposed to do to protect or take an objective. Since Anghel players are naturally free to go any where on the map it is possible that you and your squad could be drawn to a dangerous part of the map based on his presence and the lure of scattered armour pieces; I mentioned a similar example of this with the position of an SMG player who has an ammo box and how you respond to him.

    Some may say that this is part of the experience of playing a game and yes that is true, making decisions in a game and being dealt consequences for bad ones is definitely part of a game but this is not a reality simulator as such it is important to acknowledge that there are limitations of what the average player can do in a multiplayer game without direct communication. Even if there is a means to communicate with that individual it is not reasonable to assume that a player will ask the Anghel player in the distance if the area he is occupying is safe and if you can get armour from him.

    You as the Battlefield 2042 developers need to communicate intuitively to your players on how best to play parts of your game I am not talking about making the game easier, using tutorial messages or moving objectives closer together. I am talking about infusing your assets with meaning based on the other assets and rules that exist in your game. In doing so players will instinctively work together to accomplish a common goal.

    For example, in previous games you may have passive assets that act as a vantage point for spotting, suppressing or regrouping and may take the shape of a building, a bus or a train cart that is positioned offside of the objective but not within its capture point. The existence of such an asset in this way gives incentive for players to seize it as their own as it offers something that your team can use thus expressing to your team that you all should go there and maybe make use of the surrounding area as an optimum means to take or defend the objective.

    In consideration of this, a better solution for armour acquisition would be to apply the distribution of armour plates to a dedicated area of a particular map such as an abandoned armoury, foundry or a worn out shack. This would mean that players would have to not only go to a location on the map but also interact with the asset; it could look like a military type container or a wooden crate and give a limited quantity of armour plates or it could even be a dye press machine that can make an unlimited number of armour plates but requires player cooperation to use efficiently. To elaborate, this could happen through: one player turning on the power, a second player moving the conveyor belt, a third player charging the compressor and the forth player lowering the dye press; such a machine could make a maximum of 5 armour plates at a time and have no storage capabilities. This would not only give your map more personality as this asset would not be shared on every map but will also give teams a reason to defend, abandon or attack the associations of that asset. The use of such a mechanic will also limit armour spam forcing teams to pick and choose their moments as well as their locations for defence or offence, so not every time is armour time; you and your team must earn the privilege first.

    Anghel’s call in ability is not bad but like the above it would be better to localise this ability to a physical asset on a map. Again it does not have to be on every map but in implementing it this way your maps will have much more of an identity to them because they will be providing different experiences that directly effect your teams objectives while adding to game immersion.

    Like my other comments I have heard people defend the idea of Anghel’s call in capability and armour capability by saying that it is no different to how medical kits and ammo crates work and so should remain as it is but that is exactly my point. The way you play or deploy this asset is no different in how you play with the medical kits and the ammo crates. What is the point of having different things in your game if the interactions are all identical? What is more fun holding down/attacking an area on the map with your team that gives armour or picking it up from one of the 30 plus Anghel players spamming it randomly on the floor of the Battlefield?

    Irish

    Irish has the ability to fortify a bullet proof structure. One of the issues with this ability is that it can be deployed and extracted almost instantly which much like Boris’ turret leads to players throwing them out during a direct fire fight or installing it in awkward places. Furthermore increasing the potential of drawing players into poor locations for defence or offence.

    As mentioned with Anghel it makes far more sense to localise this fortification aspect to certain areas of a map and bond teams together by making it available to engineer classes. In doing this it will serve to highlight points of interest for your team to congregate around for the purpose of tactical focus and player resource exchange (healing, ammo, radio deployment etc.) while again adding to the character of your map as not every map will have these things so you are testing different aspects of team cohesion while providing a unique experience.

    Also, because the asset would be restricted to a particular position on the map you would also get the predictability aspect that your game so desperately needs. This is good because predictability gives way to tactics. To expand, there is no unique pre-emptive tactic that can be employed against an Irish player when they can instantly erect a bullet proof fence because you cannot see that he is going to do this and there is little delay when he does so he is not really impeded. Where as in my example if engineers have to make contact with the remains of a fortification point on a map and take time to build it then you and your team can put 2 and 2 together and mount a plan of attack not just because of what they are doing there and now but also because of your knowledge of the limited number of fortification points that exist on that map.

    Again, this kind of map design and soldier limitation implies to the players that you and your team are supposed to do something at a certain place, at a certain time and that you must do it as one.

    The Others

    The rest are no better or no worse but given the choice I would much rather just have some of their features repurposed as gadgets for a particular class while having some of their more passive abilities refactored as squad perks (Dozer’s explosive resistance could easily be likened to the flak jacket perk in Battlefield 3).

    Again I understand that your development team is going to look at specialists at a later date but unless removing specialist is already part of the plan or you already know in advance what specialist changes you are going to make in context to map design then it would be far better to stop and reconsider; you have to put features to well thought out balanced game mechanics not the other way around. More specifically, map changes being implemented first and specialist changes occurring later may well create the disjointed experience that had sent Battlefield players away in the first place and is not likely to bring them back because the experience will be largely unchanged; you have to decide what your game is before you create the features not after.

    That being said I am not saying that we need more specialists to counter other specialist abilities nor am I trying to say that clever map design can balance them out, I am trying to say that they do not belong in a Battlefield game. It does not matter if you buff, nerf, add or remove something many of their abilities are game breaking which is why some of these abilities have never been seen in a Battlefield game before and why they are often considered as cheats.

    It is not the same as squad perks from Battlefield 3 or soldier perks from Battlefield: Bad Company 2. Selecting a perk in those games does not give me the ability to see enemies through walls or as coloured silhouettes on the Battlefield nor do they allow me to jump higher or fly. To speak more candidly they do not give soldiers abilities that vastly impact your judgement or consideration of how to deal with enemy soldiers who have equipped say a suppression perk or a speed perk or a flak jacket because the effect is not clearly apparent to the player when they are engaging one another. That is you are not thinking about the squad perk that the enemy soldier and his squad has equipped when you engage in those games because the result relates more specifically toward the individual player and collectively their squad and their teams needs; it does not look any different from your perspective as the attacking player. Yes, the effect may be directed toward you when you are on the receiving end as the enemy but it does not drastically alter your expectations of the assets, the game or its rules. This is why the specialists are not comparable to classes or squad perks and why it is important to deal with them now and remove them before they negatively influence your map design.

    Close

    If you have read my feedback comments whoever you might be whether you are a customer, developer, producer or some other staff member I do thank you for taking the time out of your life to do so, I can understand that someone criticising your hard work or something that you might like can be intolerable and even offensive at times but know that this is not the purpose of my feedback. While I admit I have less positive things to express about your released game then I did about the beta version this is only because I like many others judged your beta video game as intended, as an incomplete product still undergoing changes and optimisations. If it had been revealed long ago what I and others would be getting in a complete product then the above would have been submitted with my previous feedback post.

    As expressed posting criticism can sometimes stir up a lot of animosity and so I was very reluctant to post this feedback to your game; given the state of affairs I am not sure if what I want is even feasible at this point since the changes mentioned would effectively sum to a completely different game from the one that currently exists but a few work friends asked for my opinion after they told me of their views for the game and upon hearing what I had to say they recommended for me to type it up and submit it under the whim that it couldn’t hurt to try. I really do hope that it was worth a try and that it doesn’t fall on deaf ears.

    To close I once again want to ask the development team and all staff associated with Battlefield 2042 to please play Battlefield 3, Battlefield: Bad Company 2 and Battlefield 2 multiplayer to gain a more pronounced understanding of what I have expressed in my comments.

    They are not perfect games but the teamwork in those games is real, the type and balance of the game assets are cohesive and the community regardless of its size is healthy.

    Specifically with regard to community health I mean that the potential to receive any kind of toxicity or abuse is very low in those games; this is probably due to the game being directed away from l33t gaming culture that you would find in most Call of Duty like shooters and instead caters toward an original alternative experience of a first person shooter so they are not pretentious or provocative. They are very objective orientated and disciplined games that take time to learn but if you work with your squad and have ago with PTFO in mind you will not be disappointed and you’ll be wiser for the experience in context of what Battlefield 2042 requires.

    Battlefield 3, Battlefield: Bad Company 2 and Battlefield 2 are also mature video games which possess a high and unique capability ceiling. Because of the complex difficulty level this tends to screen out the immature players and again helps to promote a healthy community or culture. The reason I say this is that you have made a lot of the assets of Battlefield 2042 as easy or as forgiving as beer pong and as result you have beer pong like players. More to the point what I mean is that you have currently attracted many (not all) players who are less interested in playing the objective and more likely to have come with the intention of playing your Battlefield game like any other first person shooter; either for the purpose of grinding unlocks, getting trophies, kill streaks or just seeing explosions and chaos. In essence Battlefield 2042 is giving people a poor perception of what Battlefield games are about and is not helping them to understand what Battlefield was and should be.

    If that was the plan all along then nothing I have stated will matter and the game will continue to debase itself to the point where it is no different from any other first person shooter. But if you imbue your Battlefield game with the ethos of the older games I am speaking about sensible mature art direction in visuals and audio and speech, interesting maps that challenge team cohesion, relevant camouflage, semi realistic vehicles and weapons mechanics and tailor them altogether with respect of balanced symbiotic team orientated assets then you would of created an exceptional Battlefield game that both I and others will gladly play and speak fondly of in the same way that I and others speak fondly of the older Battlefield games as well as other Electronic Arts masterpieces like Desert Strike, Jungle Strike, EA Hockey, Road Rash, Dead Space, Command and Conquer and so on.

    Make the game for the Battlefield players and the Battlefield players will come.

    Thank you again for reading my feedback.

  • BR-DuaneDibbley's avatar
    BR-DuaneDibbley
    Seasoned Ace
    4 years ago

    TL;DR I'm afraid. And maybe you should realized that neither the CMs nor any of the 2 developers left working on the game come here to read anything we post.

    But even if, after you wrote this "I understand that you are all working hard to make deadlines and targets while balancing the concerns of the player base for your game Battlefield 2042." they would have stopped reading because they were laughing so hard they most likely pied themselves.

    Honestly, the ONLY way to reach out to them is to do it via Twitter. So maybe you find some tool to split your post into chunks of 140 chars and try it again that way. 😉

  • Thanks for taking the time to post your thoughts.

    Well worth taking the time to read.

    Cooperative strategic teamplay / squadplay was what the Battlefield franchise was built on (go play BF2 if you don't understand that statement).

    Teamplay just doesn't happen in BF2042 because there is no incentive nor reward for teamplay.

    Many of the tools necessary for strategic teamplay are not even present in the current game.

    It will be difficult to make the changes required to make this game what it could (and should) have been.

    Guess we'll have to wait and see if the dev team are serious about making the significant and far-reaching design changes that this game needs to bring it into line with what most long-term battlefield players expect from this franchise.

    I'm currently still hopeful, but not overly optimistic.

    Kap.

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