PS5 bug report and issues beta wks 1 and 2
Bug report
PlayStation 5 only
From the beta versions from August 7, 8, 9 and 10, and the 2nd week.
CRITICAL ISSUES:
3rd person view glitch – After using the adrenaline syringe, I think I got shot by a sniper and died. My body separated from my soul and I could see myself in third person. The effect did not change when the adrenaline boost effect was over. Kill feed did not say I was killed. My health was still in the green at around 40%. My health was not recovering. I have vídeo clips. I wonder if people could kill me or if I would become immortal like with the invisibility glitch in BF4.
https://youtu.be/MvwEMtjEZ0I?si=WEAqTOE0i7prxvbs
MATCHMAKING:
Matchmaking – going to load out screens halts matchmaking and causes all sorts of errors in a party.
PlayStation network required – Shows up even though my friends and I were just playing., obviously we all pay for the PSN. Happened to many players. Forces the player to restart the app.
EA is probably well aware of these issues, but they were not in the list.
GENERAL/ISSUES:
First deployment: Sometimes we deploy inside/under the floor level and get stuck. I have a clip. We can see the model head separated from the body, squeezed with the feet and legs above the ground mixed with the torso slightly higher.
First deployment texture, player model, camera, or frame rate issues – The deployment animation on PS5 is awful, low frame rate or the animation skips back and forth, jittering. It caused me instant MOTION SICKNESS (I applied for labs as having severe motion sickness and would love to have helped). I’d rather have the simple, older BF4 deployment screen, change my loadout, etc.
GADGETS:
Beacon and t-ugs – Huge and frequent issues, between 25 and 50% of times.
Beacon – issue type 1: Sometimes (rarely) when put down, they cannot be seen but they are there. The effect is still there. Unsure if others can see the physical beacon or not all the time. A friend once confirmed the beacons was there.
Tugs type 1: I believe this happens with t-ugs when you push the gadget button when running, because you don’t get to chose the position like in other Battlefield games requiring R2/fire to confirm placement,. In BF6, the T-ugs is put down immediately, so it likely happens when it is put down in an area it can’t be placed, like sideways or inside another object, the games detected it could be put down a frame earlier, but due to the movement /STR, that.location changes. As a result, the T-ugs is either lost for good or put down and becomes invisible. It works if not lost for good, it can been seen on the minimap. Occur much more rarely than the beacon glitches.
Beacons type 2 - frequently break or disappear as soon as put down - Like in BF4, beacons disappear by placing them in a forbidden or very inconspicuous area. They break near the edges or the map, etc. There should be an indication whether that the beacon should not be put there (red) instead. I noticed these incidents happen more often very close to where the beacon pre-placement shadow is red. I have a few video clips of this happening. I could upload them to my YT channel, but given the fact that we don’t know whether these reports are actually receiving attention, I’ll save a few minutes here, because it is EASILY reproducible, and the text I wrote shall.be enough for anyone to reproduce this.glitch.
Beacon issue type 3 – This is actually a fix for the beacon issues 1 and 2 . Maybe this fix that may help developers figure it out.
When the issue type 1 happens, if a teammate resupply you and you get a new beacon, as soon as you push your gadget button, but don’t place a new beacon down, the original beacon that had disappeared will appear in the spot you originally placed it (so the new beacon is not necessary) of the new beacon is put down, it will show up on the mini map and everything.
Gadget selection & swap - Albeit in beta we have limited options, this will serve for the final version.
Without changing key bindings I’d like to invert the gadgets I have selected. If I have gadgets A, B and C, and A (slot 1) and B (slot 2) are selected, it makes no sense to have to got to slot 1, select gadget C, then assign A to slot 2 then go to slot 1, to finally select gadget B.
Gadgets should positions automatically swap if a gadget previously selected is assigned to another slot.
Now, in cases like the support class in the beta, since they have no third gadget, we cannot swap gadgets at all.
ACTIONS AND VOICES
UAV skill wrong voice over – sometimes the recon says “requesting immediate smoke” and other phrases related to smoke cover when the UAV is called.
GAMEPLAY/VISUALs
1-hit kill RPG vs tanks - When hit by two rockets almost simultaneously, a tank loses 100% health instantly. Normally we can take at least three rockets and survive. Plus, it too easy to resupply engineers in small maps where it is hard to navigate with tanks on Narrow streets, so this creates a balance issue where tanks are not actually a threat for two long. Having two of them around in maps except King’s battery is almost guaranteed.
Scopes 3x glitch (maybe other magnifications too): Once in a while our 3x scopes will turn golden/brownish, super magnified, and have a huge distortion.
It happened to me after receiving someone in the middle of a smoke grenade and flashbang, with some fires on a car nearby, and I ADS right after being revived. It also happened when I revived someone and automatically take his gear which had the scope like that. The messy conditions of the revival were similar. Can’t actually remember. Maybe his scope was glitched already.
HUD/UI, MENUS AND OPTIONS
Last page to first page jump – inside options, in controllers right/left options, and top bottom of the list, when going down we should go to top and vice-versa.
Page depths in options – specially in control settings menus, when selecting some options, circle/back won’t go back one page/one depth, but rather, it sends you back to the main option menu (or even outside the options and back to the pause menu, the top most layer, if I am not mistaken).
When players are three pages deep in options (controls -> button mapping -> soldier -> modify) and press circle to return, they want to go one page up/back.
The menus are confusing too. That “presets” page and modify button or edit settings is also strange. The custom button bindings should be an option under the controls, not another depth of page. Maybe an “expand/collapse” list would be better, or the list is greyed out and become editable when you select/activate “custom”.
Options -> controls, then headers inside, with a “button mapping” under the soldier header, and that is it. I’d rather go to Options -> controls, and see the expandable lists for general, soldier, transport, attack vehicles, jets and helicopters for quick navigation.
Maybe a category for movement and another for button mapping on the main menu to eliminate one page depth. I’m talking about that page where would see the controller layout and had two other options, like two bifurcating pathways. Don’t make it like that, but rather, keep linear options with depth.
TL/DR: Edit presets and button mapping should be under different submenus. They are confusing.
Loadout favorites square vs triangle - not a bug
It is strange to use one button, triangle, to un/favorite a weapon, but inside the loadout changes screen, the button to favorite a gun is the square, not triangle. It should be triangle again, which, btw, is not assigned to anything in that screen.
If I spam Square to edit a gun’s loadout quickly, it will end up making it to my favorite list because I pressed square one extra time while in a hurry, to be ready for deployment. Or maybe it will in unfavorite by accident.
Locked weapons game and edit load outs – I had the impression this changed during the week 2, but I had it written down from week 1 already. Just in case: after playing a match of locked weapons conquest, upon returning to the menus you cannot edit the load outs of the class with the locked weapons as if you were still playing with locked weapons (as if the whole game reverted to a locked weapon BF, which I’d very much prefer). I.e., if I use recons with assault rifles when I return I cannot edit an assault rifle loading if the recon class is selected. I will only be able to select the class weapons and will have to start a match of regular free weapons conquest to be able to edit the loadout, or I’d have to select, say, assault class to edit attachments of assault rifles.
P.S.: You will never gather enough data on locked weapons if you don’t make this the main game for a while and ask for feedback. Data will be skewed in favor of open weapons because some players are not playing to test the game for you, just to have fun and use the OP setups to win, and with open weapons there are more possibilities.
Joining with more than 4 friends: The game doesn’t warn you that a party is full and does not offer you to join the same game.
We should be able to play with friends even if placed kn different teams. Doing this should be as simple as pressing X on a friend, then confirming you cannot join the squad it can join the game and may end up on opposite teams. Even better if done directly from the PlayStation/Xbox/steam main menu without warning.
But please, add a server browser please.
Wrong squad despite in party – We once we loaded a match together, but our party leader was placed in a different squad in game. We had to create a new squad to squad up. I believe this can be related to the number of players or people leaving and joining, other squads and when other players join the squad leader, i.e., related to how you create and lock the player list, locking the squad leader with other players first, then adding the other players to the server, which them squad up. A list for the server and teams should be create first. A final pass on the squads should be done after the maps is loaded.
Game Modes:
Domination: Probably not a glitch, but you can’t select where to spawn. If intentional , beacons are useless. We should be able to randomize spawn or select a squad mate or beacon, like in BF2042. If intentional, make it clear that the beacon will be useless in that game mode.
Controls:
Disable adaptive triggers – There is no option for that.
Vehicles direction change delay feeling– there is a delay when switching directions during turns which makes the vehicle feels too heavy and irresponsive.
Acceleration/constant speed forward should be reduced during turns, and not kept constant. In a stick, it should be more or less like, turning right:
10 degrees= 10% reduction
20 deg = 30%
25 deg = 50%
30 deg = 60%
40 deg = 90% reduction.
LThe turning physics is too heavy, at least on consoles. It feels irresponsive and heavy on turns.
Make it so acceleration should be 75% reduced over 20 degrees to right or left, and zero if over 30 degrees right or left. That would make the tank feel heavy, but not out of control.
We push up/right unconsciously when turning right, but it doesn’t mean we want the acceleration forward to remain at 100. Besides, real tanks are really slow and you can only move one track at a time to turn. Move both to move forward. So real tanks rarely turn and move and the same time. It is more like a stationary weapon when turning.
Just make it more gradual. The stick acceleration adjustments to do this by myself did not result in the desired effect, so I don’t know what is wrong there.
Helicopter controls on console – strangely, helicopters are too hard to control. Something is off.
The best setting I got was movement sensitivity 100 and look sensitivity 0.
It still felt too slow.
When we flare, it feels like we can get locked on instantly. Maybe make the flares go up higher and release some flares after the first burst, but, better if you simulate a stealth paint coat from. BF4 or just add a lock cool down of 2-3 seconds, after the last flare.
EXPLOITS:
Rooftops: This is all over the Internet. Some assets would have to be moved, removed or added, or an invisible wall wrapping or invisible sky box that interacts with soldiers only, not bullets should be added as a ceiling, or perhaps an out of bounds area.
The parachute physics is strange too and allows these exploits. Lower horizontal speed and higher vertical speed/gravity would make it look more natural and not like a para-glider.
Uncertain
Silencers: do the silencers reduce damage and bullet velocity? If so, it should be clearer. I felt it was more challenging to kill with silencers
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Non-bugs:
Gadget mechanics: Make us press R2/shoot to put something down instead of pulling it as soon as you press the button, like in last titles. Sometimes I pull the gadget up (beacon, t-ugs) while I’m running,.but I was not ready to carefully place it yet.. Imagine how messy this would be with a claymore.
Gadgets numbers – it is too far in the development, but there should be a choice of 2 gadget only, not three (one signature), to make it more hardcore, like in BF4. Remove the signature gadget as they are all signature of a class with a few exceptions (RPG is an engineer gadget, isn’t it?).
So when you force players to select a gadget, you also create imbalance between classes that are map dependent, especially in infantry focused maps.
A Case Against Signature Gadgets + TTK and Balance + sad engineers | EA Forums - 12494449
This would make the weight of decisions heavier and invoke more strategical thinking.
Soldiers would rely more on squad play and not play solo because with less gadgets, you need you are more dependent on your squad and teammates.
Get rid of the signature gadget and allow two gadgets per class. Up in the d-pad would be the commrose)squad orders in consoles.
Med pack bag + ammo bag: Terrible idea. The resupply station, which is supports special skill, could do that, but not a regular gadget 2 -in-1. Way too strong. You can ressuply and heal yourself forever.
Plus, bring the ammo pouches for quick distribution and ammo bag with longer cool down to resupply gadgets, like in the old games.
Helicopter controls on console – can you provide a preset to pilot helis like in the previous titles on consoles? Maybe remove free look from both cones and PC to not give PC players a competitive advantage.
Free look and turret speed in air vs land vehicles – the free look and turrret turn should be coupled (the 100% sensitivity and 0% look sensitivity worked).
I welcome the free look on consoles, but the free look button didn’t work, it was always on.
One of the limitations of a tank is not immediately seeing people behind you and that was one advantage of PC players over console players. There should be a blind spot or slower 3rd person view to simulate that.
Kill cam - It is really hard to see who killed you if a sniper did it from far away just with that silhouette. Make the silhouette clearer, or draw a line between you and your killer’s silhouette, or zoom in a bit or something if we are killed from too far.
Currently, it feels almost like playing hardcore mode. Maybe do this for kills beyond 50, or 75, away. I’d go with 75m.
Character gender - I really dislike the female voices. As a man, I want my avatars to be male.
Allow players to select male or female characters and voices of you want to. In the game, they all look male. All of a sudden I hear myself with a female voice. As a male in his 40’s, it feels weird. I feel like someone gave me a female voice when I thought my character was male. Ideologies and opinions aside, whether one believe women would hardly last in the battlefield, or that they can be as successful as a man in the battlefield, whatever criteria you apply or belief you have, everyone would agree that the voice is an avatar, makes part of an identity, and makes part of my personality. Maybe let me select the default models and voices classes. Even better: sell some skins or voice packs.
More specialty pathways: like in BF4 and BF5, please, give us plus two or maybe theee specialization pathways options to chose upgrades that match our play style. Example recon tailored as a sniper or special forces for infiltration, engineer tailored for repair or to resist explosions. This could help with minor balance tweaks and class versions that are more appropriate for smaller or larger maps, w/ vehicles or not.