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Neytle's avatar
2 days ago

How Battlefield 6 can make a comeback with minimal resource investment

Hello everyone, I am an IT analyst with 10+  years of experience in development. Overall I have a solid understanding of how resource management and games work. I have been a fan of the Battlefield series since BF2.

My idea is about how the game can make a comeback from its current situation. Here is what i want to duscuss.:

The game had colossal success at launch, huge hype, and streamers promoted it for free. Record sales. For the first three months, the game showed very good results, but then player outflow began and has not stopped, despite seasonal updates and free weekends.

The cause of failure in my opinion: I dont think that the problem lies neither with Redsec nor a lack of content. The problem is in the core mechanics if we look at graphs. Battlefield has always been more about "fun" than rigid tactics. This formula worked during the beta. Battlefield is essentially a sandbox where interesting situations are created randomly across the map—this is the core content that consumers are willing to engage with for a long time.

I took into account Patch release dates and correlation between players lost

1.0.1

  • Movement is refined with reduced slide-to-jump momentum, lowered jump height, and increased inaccuracy when firing while airborne or sliding.
  • Weapon accuracy adjusted to be more stable when aiming down sights while moving, but less accurate when firing mid-jump.
  • Increased weapon inaccuracy when firing while jumping or sliding.

1.1.1

  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.

Adding more ADS bloom and reducing soldier maneuverability significantly affects the core mechanics. Instead of skill-dependent movement, we get "bush camping." Soldier visibility combined with realistic graphics is generally incompatible (they are in camouflage, after all), and to encourage active gameplay, you must provide the means for it—you must provide movement. This is the main factor driving the decline in online numbers. Other factors matter too, but to a lesser extent. We must look at the correlation between changes and player outflow. People in the community still complain about the "COD-ification" of the game but most people actually want that COD-style feel. I was one of those disappointed by BF3's similarity to COD, but that game completely revolutionized the understanding of games at the time. People often don't know what they want, and the online player charts prove it.

Currently, a large number of developers have been laid off. There aren't many development opportunities right now, but we will take that into account. The company's main losses are due to the failure of Redsec, but this situation can also be fixed.

Given limited resources, it is necessary to implement changes that significantly impact the feel of the game. We must bring back the old movement. New animations are not needed. It is enough to tweak the balance numbers in the code and return the dynamics that were present in the beta.

Adjust weapon balance: Currently, weapons with 33.4 damage and high fire rates dominate. Overall, there are many "build" videos on YouTube, which suggests the system itself is well-made but requires adjustments based on collected statistics.

Add vehicles: There is a relatively small amount of armor/aircraft on the maps. This needs to be corrected. On maps with Little Birds, add at least one AA per side.

Balance around the main game, not Redsec: Currently, it is unpopular, even though I personally really like it, as well as Gauntlet. Redsec requires reducing the number of queues because there simply aren't enough players for it. Redsec cannot make a comeback without the main series—that is the reality.

We should listen to the numbers. Without sales revenue, we won't get either the main game or a high-quality Redsec. The series needs a comeback and an active player base to provide the funding for its continuation.

I dont like COD. I love BF2 pace but it was good at its time. We need to adapt at current player needs. I like this game at its current state but it hurts so much when i see how many players drop the game.

Id offered to made this movement and prescision changes into BF Labs to test it live. 

8 Replies

  • You’re right, but the devs will never listen to you. We’ve been talking about this since launch, and the only thing that’s been happening is that they keep making the game worse. Honestly, it feels like this forum has turned into a place just to share frustration and disappointment, under the assumption that MAYBE someone from the dev team will read it and the game will become more playable.

  • Neytle's avatar
    Neytle
    2 days ago

    yeah but i trying to make a solution that costs almost zero, You can watch Reddit and see that people want game even slower lol. I think returning to at least 70k avg players is good

  • CPU_UK's avatar
    CPU_UK
    Seasoned Ace
    2 days ago

    Minimal investment has already been applied, that's all we get with regards to people working on the game.

  • I think EA invested a lot into this game and relied a lot on free Redsec mode. Probabbly they thought player base of Redsec will be 10x of main game since its free but  happened quite opposite

  • The game went in the wrong direction and it backfired heavily. Just made to be similar to cod to please and attract their player base without considering the battlefield community at all. I personally don’t agree with the cod style in the game and never have just my opinion.

    Warning signs were there when most of the people they invited to test the game were cod and warzone streamers. REDSEC was a disaster from day one. It was a copy and paste of warzone, they don’t need to be smart to know that people would just stay on warzone.

    The maps are terrible there isn’t one good one in the game. Poorly detailed and just open area on most.

    You do make valid points which I agree with, however I don’t think any of this will be listened to as the priority seems to be to penny pinch the players with tacky skins in the store. 

  • Neytle's avatar
    Neytle
    2 days ago

    You have a good point. Pereonally i dont like CODisation in BF series since BF3 but im trying to find easier solution to fix online issues. I can play both versions of game but feels like slowing sown a game didnt went well for This game. Maps was small sonce beta but it wasnt a problem on beta

  • What do you think guys would work best from current game state? If you would be a developer with minimum resources available?

  • I agree with you that movement and some of the weapons need to be rebalanced or just redone completely.   I have played every bf since bf 2 and my opinion with people wanting larger maps... well a lot of those maps sucked in previous bf games all it lead too was just a camp fest.  Looking at some of the really good maps from previous battlefields that bf 6 is missing is the flow of the map when it comes to how vehicles and infantry play.   A lot of the maps in bf 6 for example Manhattan bridge vehicles are really a death trap.  A more balanced approach in map creation would lead to more enjoyable experience.  For example Gormuld highway from bf 4 is a perfect example.  Take a tank to the north side of the map get chewed up by infantry with at weapons.  If your in the south you battle in the open and have stand off to deal with infantry and fight other vehicles.   In BF 6 the only 2 real maps where tanks actually shine is Eastwood estates and liberation peak only if you can dominate on one piece of terrain.   Liberation peak one side has a huge advantage as well if they capture points quickly they are fighting down hill instead of up hill.   What is missing is the overall flow and balance of maps to allow for both infantry and vehicles to actually use the full potential of each class ability.  

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