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TookaTook's avatar
TookaTook
New Vanguard
23 hours ago

Feedback and Top Issues affecting the game currently

Now that it's been a week since launch and I've spent a good amount of time playing the game, I wanted to give my list of feedback just like I did for the Betas. I have to say I am genuinely surprised and happy to see how much you Devs are listening to our feedback and making the necessary changes at a fast pace. I really didn't think all the changes you've made since Beta would happen in such a short time. Excellent work and keep it up! You're off to a great start. With that said, Here's my list of issues/feedback starting with the most impactful at the top.

1. Desync, Desync, Desync. Dying after getting safely behind cover. Dying almost instantly after going around a corner because there was an enemy there that saw me and started shooting me before I even had visibility of him on my screen. This is why it feels like you die instantly, the game has a bad 1-2 second difference between what you see and what the enemy is seeing. This is by far one of most significant problems with the game at the moment as it effects nearly every encounter. Please fix ASAP!

2. Hit detection is still a major issue. Reticle directly over a stationary or moving target, bullets visibly going into them, zero hit markers and damage or sometimes you get hit markers with 0 damage. Why is this always an issue in Battlefield games and it's never resolved???

3. Damage feels low at mid range and beyond. Players are still eating entire magazines with certain Carbines/ARs/SMGs, 5 or 6 DMR hits on guns that should be a 3-4 hit kill. Damage falloff is still excessive on most weapons and is likely a big part of this. Like I said during the Betas, weapon ballistics should be MORE realistic in regards to effective range.

4. Explosive Damage is still incredibly weak. Basically feels unchanged from the beta. Grenade launchers on the Assault class, Rockets from the Engi and grenade explosive damage do almost nothing. There are times when I shoot an RPG and it hits the ground or terrain next to them and does a whopping 0 damage but I still get suppression points. I'm shooting rockets or grenades into groups of enemies with perfect placement only to do 20-30 damage to those in it's explosion radius. I've even gotten direct hits only to deal 70 damage. This is a terrible balance decision as it enables enemies to cluster together in huge groups close together with 0 repercussions. Explosives should be a counter and a deterrent to this kind of a strategy forcing people to spread out and be more tactical in their approach.

5. Visibility is really bad at times. Between the blinding light when looking outside a building to the excessive fog and smoke that's built into the map plus the smoke produced by weapons explosives and vehicles. It's just too much. See attached screenshots for examples.

6. Level design on most of the close quarter city maps and New Sobek City need work. Iberian Offensive, Siege of Cairo, and Empire State lack verticality and suffer from 1 dimensional 1 level gameplay, excessive use of choke points and narrow pathways. Ironically all of these maps have countless 3 story+ buildings yet none of it is accessible or utilized. With regards to Empire State, apart from the 2 largest buildings in the middle, many of the surrounding buildings rooms and upper floors are blocked off completely or are only reachable via assaults ladder gadget. New Sobek feels unfinished with stairs leading to nowhere on 5 story highrises, Indestructible walls and floors, inaccessible balconies and higher levels at the largest building above the point and others. Make more of it accessible and destructible, it will open up these maps more and get us away from this linear 1 dimensional Call of Duty map design. 

7. leveling weapons slows down too much at around 15-20. It really is a slog and should be increased by about 20-25%. Gets to the point where a good match will only get you about half a level, Feels bad the way it is and super grindy. I disagree with the changes just made to weapon leveling speed and want to see them reverted. The issue is NOT with the early levels, it's the later ones. We did not need a double xp increase from 1-20, the speed was fine at these levels it just slows down too much later on. The real problem is you go from earning 2-3 levels per match to 1/2 a level later on at around lvl 15-20. Revert the changes and do a 20-25% xp increase across all weapon levels to compensate. Stop listening to all the babies that want to unlock everything instantly so they can run best in slot cookie cutter meta builds from the web. Doubling XP ruins any sense of progression and achievement. It's important to have stuff to unlock and higher tiers of gear to strive for as it keeps people interested and playing. Once people unlock everything they lose interest and stop playing the game. So the faster they do it, the faster people will stop playing. This was not a good change.

8. Matchmaking has issues. The match will end and it will never take you to the next one, just a permanent match end screen. Will often take you out of the queue and send you back to the lobby while other squad members proceed to the next match. Same map is repeated 3 times in a row.

9. Add a Closed Weapons option to the Custom Search. This is the least you can do and I'm getting really tired of you guys trying to force open weapons on us. You think it's ok to give us 1 playlist tucked away in the back of the menu dedicated to Closed Weapons but it's forced Open Weapons for every other mode/playlist in the game? Please just give the players the option the play both across all game modes.

10. Attachment points system needs an overhaul. Stock parts should cost little to nothing IMO and a single attachment should never cost 35-40 points. There's even a grip that costs 45. It's absurd. Nothing should be higher than 30 points, that should be the cap for high end attachments because it is currently far too limiting on build combinations. Can't count how many times I've unlocked something good and got excited only to find out I can't use it with my build because of the outrageous cost combination. It makes me care far less about getting a gun to the highest levels because I would be spending sooo much time grinding the levels for these attachments that you can't even use together. There are also several grips and other accessories that are far too expensive for the small benefits they give. See screenshots below.

11. pistols do basically nothing to people. Pistol HEADSHOTS do nothing. It takes 4-5 headshots with the PS18 and ES 5.7 to kill. Feels like it takes about 8-10 to the body. This is too much. These pistols are far too weak especially if you're getting headshots. Dunno if it's the steep damage drop off or what but it really doesn't seem to matter regardless of range.

12. Character skins are generally pretty awful compared to the weapon skins quality and variety. Aside from the first 3 including the default, the patterns and colors used are distasteful including light greys, neon green and bright yellows/oranges. You guys nailed it with the vast amount of weapon camos but for whatever reason dropped the ball on the character ones. Literally just take the countless weapon camo varieties and apply them to the character skins. It would be 1000x better than what we are getting now.

6 Replies

  • Ok so the 2nd and 3rd paragraph i am suffering from. when i bought the game i was killing people without a problem, now killing people now feels so bullet spongey.  I don't know what has happened between then and now but now i am putting half to full clip into people and they still live to kill me without a problem.

    issue 13.  Not enough ammo.  Like in all BF games ammo has been a consent problem unit BFV when you where able to collect ammo of your teams support class without him dropping an ammo box, which was great Killing the enemy in BFV and BF2042 ammo used to drop when you killed a enemy combatant, which was even better.

    But in this game BF6  you can only collect ammo not from your teams support class but you can only collect ammo from the support class that is in your squad!! where you thinking!!!  by this?

  • Brethering's avatar
    Brethering
    Rising Novice
    22 hours ago

    issue 14.  the icon on the medic pack and the ammo pack are the same,  they both show you the medic symbol.

    issue 15. ammo resupply bug.  after replenishing from a ammo box u cant resupply again from that box!?!  is there a ammo cooldown timer on it or what because like in BF2042 you seen a cooldown circle, but nothing in this game.  

     

  • 1. Desync is currently the biggest issue. Like you said, the desync could be measured in seconds, it's far beyond just being 50-100 milliseconds. Some are claiming they're not having any issue at all, but those must be the people gaining the benefit from it. Half the players must be behind the others by nearly a full second on the server, meanwhile, the other players get to enjoy extra time given to them to react. 

    I mentioned this as a big concern of mine during the tech test, and just got dog piled on... "It's a tech test dummy". 

    I then brought it up again during the beta, once more I got "it's a beta, things will be ready for release". 

    Now I'm glad that others are finally starting to notice how bad it really is. It was awful in 2042, but I honestly think it's worse in BF6. The movement was a lot faster in 2042 and the servers were 45hz, so not sure how that's even possible, but Dice found a way. 

    2. Hit reg definitely needs to be improved. I'm guessing part of the problem is that there's some coding that needs to be cleaned up. Every little thing seems to effect spread, which means it's probably not behaving correctly all the time. This is the problem when you make some parts of a game too complicated. Modern games feel much worse than older ones because they eat up way too much bandwidth trying to calculate every little thing, which adds to the feel of latency. 

    5. Visibility looking out windows was a weird choice. It's way over the top. I saw someone mention that it looks like HDR being forced on, and that playing on an OLED makes it looks worse, which I'm on. It needs to be toned way down. The other thing concerning visibility is the over use of particle effects. Dice needs to just chill out with that a little. I'm playing a shooter, not a movie, calm down Dice. 

    These three points are my main concerns from your list. Desync and hitreg being the biggest offenders. I think the only thing I'd add to your list, is spotting landmines, or spotting not being as responsive as it should be. You can click on something 5-6 times before it'll actually spot it, and that might be too late for the driver to see. 

  • Desync definitely an issue, however I will keep on saying this as well:

    Every class needs access to smoke grenades, and these maps need to be much bigger.

  • TookaTook's avatar
    TookaTook
    New Vanguard
    17 hours ago

    I noticed it during the Beta as well. It's a shame that people react that way when were just trying to help the devs make the game the best it can be. I have that issue with spotting too but I thought it was just me.

  • I have a good idea to stop all this hit reg stuff, follow what EA/DICE started with BF3 & 4.  Bring back rent a server program 

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