Battlefield 6 - Community Update - Ongoing Quality of Life Improvements
Hey everyone, I’m Florian Le Bihan, Principal Game Designer on Battlefield 6. I’ve been working closely with our gameplay, networking, animation, and audio teams to improve the core combat experience. My focus has been on connecting these systems to deliver encounters that feel consistent, responsive, and exciting every time you step onto the battlefield. With Season 2 underway, I want to take a deeper look at several foundational systems that directly impact the feel of the game. Hit registration, Netcode, Time to Kill, soldier visibility, and audio clarity are tightly connected systems. While we’ve delivered numerous improvements since launch, our work is ongoing. We will continue to analyze, evolve, and enhance the experience based on feedback because the connection between the game and the player sits at the heart of Battlefield. Combat reliability is not driven by a single system, but by how these layers interact with one another. Improving this experience requires careful sequencing. In many cases, stabilizing one system is necessary before adjusting another. Networking behavior affects how Time to Death is perceived. Visibility influences pacing and damage clarity. Animation alignment impacts “shot behind cover” scenarios. Because these systems overlap, changes must be validated carefully to ensure they improve consistency without introducing new issues. This process takes iteration and large-scale testing, which is why Battlefield Labs plays such an important role in our approach. Today, I want to walk you through where we are, what we’ve already improved, and what we’re continuing to refine based on your feedback. In parallel, our broader efforts continue across performance, stability, UI clarity, progression, and other player experience improvements. Hit Registration / Netcode Extreme Measures (Season 2 Phase 1) introduced the first round of networking changes aimed at improving combat reliability. Bullet data is now handled more efficiently, and additional stability updates are planned for our next major update. These refinements continue to be validated through Battlefield Labs to ensure improvements hold up under full live service conditions. Since launch, this topic has been one of the most discussed aspects of Battlefield 6. We’ve seen examples of shots appearing to land but not registering, and situations where players felt they were eliminated after reaching cover. Some of these experiences are influenced by perception - especially when some of our weapons have a particularly fast Time to Kill combined with limited visibility - but technical issues have also contributed. We’ve addressed several of these issues already, and we are continuing to work to stabilize and refine others. With our recent update, we optimized how bullet-related data is being transmitted between client and server. In rare cases, too much information exchanged within a single update could delay damage feedback for either the shooter or the player taking damage. These changes prioritize critical interactions, such as shots landing or damage being applied, so they are processed more reliably and in a more timely manner. Another key area involves how clients remain synchronized with the server, often referred to as Time Nudge. In online shooters, the game client cannot display events at the exact same moment the server processes them due to network latency - information is never transmitted instantaneously between client and server. Instead, it buffers a small amount of incoming data to smooth out network or performance fluctuations. When functioning correctly, this results in fluid movement and stable hit registration. At launch, this system could drift outside safe bounds under unstable network conditions or heavy system load, contributing to desynchronization. We are targeting configuration adjustments to better constrain and stabilize this behavior in the next major update. The goal is to ensure that what you see on screen more closely matches what the server sees, even when performance fluctuates. Internal and Labs testing shows improved alignment, but more player impressions are needed before we consider this resolved. In addition to this, we will look into refining the responsiveness and clarity of both incoming and outgoing damage indicators. When you take damage or land shots, feedback should be immediate and readable across UI, audio, and visual effects. Improvements in this area will continue alongside our networking efforts. We’ve also corrected cases where the soldier health bar updated a few frames after the actual damage occurred and where incoming damage animations lacked clarity, which could have compressed multiple hits into what looked like a single hit. We are also examining how the server validates damage during close encounters. In multiplayer shooters, the server decides whether damage should count, since players are never experiencing the exact same timeline due to latency. In some cases, if the server determines that a player was already eliminated, it may invalidate incoming damage to prevent unintended trade eliminations. This behavior exists to preserve fairness, but it comes with some trade-offs, particularly in fast close-quarters fights where a shot may feel like it should have landed. We are reviewing how these server-side damage rejections behave to ensure the balance between fairness and responsiveness. Lastly, we identified cases where third-person character visuals do not always accurately reflect what is happening in combat. One example involves enemy facing direction, where a character model may appear to be oriented away from you while they are in fact aiming and firing in your direction. We have a fix scheduled for the next update. Separately, we have also observed inconsistencies when transitioning from standing to prone, where a player’s first-person view may suggest safety while their third-person character model remains partially exposed to others. The fix for this behavior is planned for later in the season to better align visual representation with actual gameplay. Time To Kill (TTK) / Gunplay The first phase of Season 2 delivered improvements to recoil consistency and a weapon balance pass to ensure weapon handling feels more predictable and responsive. We’ve heard concerns that Time To Death (TTD) can feel too fast, and it remains an active topic of discussion within the team. Before we make broad changes, we’re concentrating on strengthening combat clarity, including responsive audio-visual damage feedback, improved enemy readability, continued Netcode refinements, and more. TTD is heavily influenced by how clearly combat events are communicated. When multiple bullets land in rapid succession and feedback is unclear, even a four-shot kill can feel instantaneous. At the same time, many players report that TTK from the shooter’s perspective feels satisfying and responsive. Introducing broad changes before stabilizing the underlying systems risks creating a “bullet sponge” experience, elongating TTK, weakening weapon satisfaction and unintentionally shifting pacing. Our priority is to strengthen systems that support gunplay, especially those that affect TTK. One approach currently being validated in Battlefield Labs involves reducing damage dealt to limbs across several weapon archetypes. Shots landing on arms or legs may require an additional bullet to secure a kill, while headshots remain unaffected. If a bullet passes through an arm and strikes the head, it will correctly register as head damage. This approach rewards accuracy without fundamentally changing the feel of gunplay. In addition, we are validating adjustments to the economy of the Hollow Point and Synthetic Tip ammunition attachments through Battlefield Labs as well. Our aim is to make them more meaningful and competitive choices when customizing weapons, ensuring that attachment selection reflects intentional trade-offs rather than default picks. Weapon control has also been a central focus. Since launch, recoil compensation could behave unpredictably, sometimes requiring more input than expected to counter weapon kickback. This season introduced tighter alignment between recoil output and the aim input required to manage it, improving overall recoil stability. With that foundation in place, we will continue to evaluate recoil balance across weapon archetypes to determine whether additional tuning adjustments are needed. Ongoing refinements will continue through Battlefield Labs as we gather live in-game data across skill brackets and modes. Our goal is to ensure that when you win or lose an engagement, it feels earned or fair. Soldier Visibility Soldier visibility continues to influence pacing and perceived fairness, especially in close-range and interior engagements. We are exploring improvements to lighting transitions and visibility systems without breaking immersion. This includes refining how characters read against dynamic environments and varied lighting conditions. Larger art-direction shifts are unlikely in the near term, but targeted changes and longer-term exploration remain active. Visibility impacts more than spotting an enemy. It affects decision-making, reaction time, and how combat feels overall. When you cannot see who eliminated you, fast TTD feels even more abrupt. One significant factor involves transitions between interior and exterior areas. Current exposure calculations consider first-person weapon and arm models, which can exaggerate lighting shifts. We are investigating adjustments that exclude these models from the calculations of the exposure in favor of world lighting, with the goal of reducing instances of blinding exteriors or overly dark interiors. While this will not eliminate every scenario, it should meaningfully improve how exposure and lighting transitions between exterior and interior environments behave during gameplay. Battlefield environments are intentionally grounded and detailed. Debris, destruction, dust, and environmental effects all contribute to immersion but can also make soldiers blend into their surroundings. The game uses a visibility filter and a brightness boost that increases at range to help separate characters from the environment. We are targeting testing in Battlefield Labs once improvements are in place, focusing on improving close-quarter and long range clarity while ensuring characters do not appear out of place within the world. Achieving the right balance between immersion and readability requires careful iteration. While large visual shifts are unlikely in the short term, we are continuing to make targeted adjustments and researching longer-term solutions for both live updates and future Battlefield experiences. Audio Audio clarity plays a critical role in combat awareness, especially when it comes to footsteps and vehicle positioning. Since launch, we’ve been working to address cases where footsteps were unclear, vehicles were difficult to track, or sounds would unintentionally drop out in intense moments. Extreme Measures introduced initial fixes to raise footstep clarity and rebalance audio priorities, with more comprehensive changes planned for our next major update. Audio challenges in Battlefield are rarely caused by a single issue. Footstep clarity, vehicle audibility, and positional accuracy are influenced by memory limits, file size constraints, performance considerations, and how different sounds compete for priority in large-scale engagement. In scenarios like buildings collapsing while multiple players are firing, the system must decide which sounds take precedence. That prioritization is complex, especially at scale. With this season, we addressed several of these constraints by reducing file sizes, optimizing performance, and adjusting audio priorities so that footsteps and key combat cues stand out more consistently. These changes were an important first step, but they do not fully solve every scenario players have reported. In the next update, we are introducing more updates to how footsteps behave within the mix. Footsteps will interact more dynamically with surrounding sounds and feature improved built-in prioritization. Close enemies will be more audible without relying on heavy volume boosts, and distinctions between enemies, friendlies, and your own movement will be clearer. The reliability of obstruction will also be increased, ensuring that sound behaves more consistently when blocked by surfaces, and reduces cases where footstep assets fail to play due to performance constraints. Vehicle audio is also receiving targeted adjustments. Multiple jets will contribute less to overall noise-floor buildup, and enemy ground vehicles will be prioritized more clearly in the mix, particularly in REDSEC. These changes are intended to improve spatial awareness without overwhelming other critical audio cues. We’ve also made global mix adjustments to improve clarity and positioning accuracy overall, including updates to stereo and headphone mixes and new width settings in the audio menu that allow for further customization. Default settings are tuned for balanced comfort and positional accuracy, but players who prefer a narrower or wider soundstage will now have more control. As with all improvements, audio clarity requires continued testing under live conditions. Feedback from the community has been essential in identifying edge cases we could not reproduce internally, including unintended vehicle silence. We will continue refining these systems and keep you updated as further adjustments are validated. Thank You Large-scale validation can only truly happen in a live environment, which makes your feedback and the data we gather from real matches incredibly valuable. If you encounter issues, enabling the Netgraph in the System settings and sharing clips that include it helps us investigate more effectively. We will continue to speak openly about Netcode and combat reliability, answer questions where we can, and keep you informed with a clear and direct approach as this work evolves. //Florian Le Bihan, Principal Game Designer This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.713Views3likes21CommentsIntroducing The Sims Maker Program and The Sims 4 Marketplace
From the beginning, The Sims has been shaped by our community. This includes custom content creators, whose work helps players make every Sim, and every build, feel more personal. We’re celebrating that creativity with the launch of The Sims Maker Program, alongside The Sims 4 Marketplace, a new in-game platform designed to support custom content creators, help more players discover their work alongside all The Sims 4 content. Here’s how it all comes together: The Sims Maker Program is a new initiative that allows creators who specialize in custom content to publish officially to The Sims 4 in-game Marketplace. This introduces new ways for them to earn while bringing fresh content to all players around the globe, across every platform. The Sims 4 Marketplace is a brand-new in-game destination where players can discover, purchase, and play with official Maker Packs, as well as Expansion Packs, Game Packs, Stuff Packs and Kits created by The Sims team. Moola is The Sims 4 virtual currency that can be used to make purchases of both Maker Packs and The Sims 4 Kits in the Marketplace. Purchases of Maker Packs support the Makers. The Sims 4 Marketplace launches in-game on PC and Mac on March 17, 2026. The feature will roll out to PlayStation and Xbox players in the next couple of months. This is an intentional evolution of a multi-year strategy to support custom content creators, expanding from co-developed Kits to Creator Kits and now The Sims 4 Marketplace and the Maker Program. This has all been thoughtfully built over the past few years to expand the reach and celebrate these incredible creatives. Let’s Talk About the Makers and The Maker Program At the heart of the new in-game Marketplace are the Makers. Makers are community specialists who design custom content to help you express yourself in new ways. They bring new perspectives and ideas inspired by how they love to play. Through the The Sims Maker Program, accepted Makers can earn by publishing new creations directly to the Marketplace, reaching Simmers around the world through an officially supported platform. Makers have creative ownership of their work and decide how their content is packaged and priced, within the Marketplace guidelines. Their creations are offered as Maker Packs, which are Create a Sim and/or Build/Buy items created by a Maker. Makers are supported with our new Maker Suite, which provides official tools, resources, and clear guidelines to make sure their content is compatible and plays smoothly in The Sims 4, all while staying true to their individual style and creative vision. All Maker content is reviewed to meet The Sims’ safety and community standards, guided by our Positive Play Charter. While Maker content may look different from content made by The Sims team, that difference reflects the creative freedom Makers have to express their unique style. If you’re interested in becoming a Maker, you can apply through the Maker Program starting March 5, 2026 and submit content for review. More details on the Maker Program, including information on revenue share, can be found in the below FAQ. What Is The Sims 4 Marketplace? The Marketplace brings Maker-made content into a trusted, officially supported platform, available directly in-game in The Sims 4. Inside the Marketplace, you’ll find Maker Packs, including Create a Sim items, Build/Buy pieces, and themed collections. The Sims 4 Packs and Kits will also be available on the Marketplace. When you purchase Maker Packs, you are supporting the Makers behind it. Recognizing the time, care, and creativity they bring to The Sims, your purchases provide an official, structured way for Makers to earn revenue from their work. The Marketplace is fully integrated into The Sims 4, making it easier than ever to play with new content. Curated collections and improved discovery tools help you find creations that match your playstyle. With seamless loading, you can add Maker-made content and The Sims 4 Kits into your game without worrying about compatibility or restarting. The Marketplace does not replace free content. Makers may continue to offer free or paid early access custom content and mods on other platforms under our mod policy. However, content made available elsewhere is not eligible for sale through the Marketplace. The Gallery and Base Game updates will also continue to offer free creations, features, and improvements for all players, just as they do today. Moola Supports Makers The introduction of Moola, a virtual currency, allows The Sims 4 to support Maker content that is available to all players across every platform. It provides a safe, simple, and secure way to purchase Maker Packs while enabling Makers to release new content on a regular cadence. You’ll be able to purchase Moola through your preferred platform store. Once in your wallet, you can use it in the Marketplace to purchase and download Maker Packs, as well as Kits created by The Sims team. Players can still purchase official Expansion Packs, Game Packs, Stuff Packs through their platform’s Marketplace with standard currency, just not with Moola. More Choice for Players, From Your Favorite Makers Creative freedom, accessibility, and trust have always been central to The Sims. By giving Makers an official place to share their work, and giving you an easy way to discover and support it, the Marketplace stays true to the values that have shaped The Sims for decades. For the first time, players on console will be able to access official custom content directly in-game. At its core, the Marketplace is all about giving you more choices, and supporting the Makers whose creativity continues to shape how we all play The Sims. As The Sims continues to evolve, our focus remains the same: celebrating self-expression and building the future together as a community. We can’t wait to see what you and our amazing Maker community create next. The Sims 4 Marketplace launches in-game on PC and Mac on March 17, 2026. The feature will roll out to PlayStation and Xbox players in the next couple of months. Marketplace is brand-new to The Sims 4, and we’re rolling it out in phases to ensure stability and deliver a smooth, high-quality experience for everyone. We’ll share more details on the console release soon. When the Marketplace goes live on PC and Mac, Kits will move out of existing storefronts and become exclusively available in the in-game Marketplace for Moola. Any Kits you already own will remain in your library and ready to play. For console players, this change will happen when the Marketplace launches on your platform, and we’ll share updates ahead of time so you know what to expect. If you have questions or want to learn more, check out our FAQ below and join the conversation on our official The Sims Discord and The Sims Forums. Marketplace FAQ What is The Sims 4 Marketplace? The Marketplace is the official in-game storefront for The Sims 4, where players can discover and purchase downloadable content, including Maker Packs created by approved Sims Makers, as well as Expansion Packs, Game Packs, Stuff Packs, and Kits created by The Sims team. What's happening to Kits? When the Marketplace launches on PC and Mac on March 17, 2026, Kits will become exclusively available in the in-game Marketplace. Any Kits you already own will remain in your library and ready to play. For console players, this change will happen when the Marketplace arrives on your platform, and we’ll share updates ahead of time. Moving Kits into the Marketplace ensures that we can continue releasing new content without hitting technical or storage limitations. What do players need to access the Marketplace? All players must be online while playing The Sims 4 to access the Marketplace. You can still play The Sims 4 offline, but the Marketplace will be unavailable except for viewing your Collection. When does The Sims 4 Marketplace launch and what platforms are the Marketplace available on? The Sims 4 Marketplace launches in-game on PC and Mac on March 17, 2026. Marketplace will roll out to PlayStation and Xbox players in the next couple of months. Why is Xbox and PlayStation coming later than PC and Mac? Marketplace is a brand-new feature for The Sims 4. We’re taking a phased approach to ensure stability and deliver a smooth, high-quality experience for players on every platform. We appreciate your patience and look forward to bringing Marketplace to console very soon. What regions is the Marketplace available in? The Marketplace is available in regions where The Sims 4 is currently supported, subject to local regulations and platform requirements. Is the Marketplace replacing free updates or the Gallery? Free Base Game updates and The Sims 4 Gallery will continue as usual. Is Marketplace content safe to use? Yes. All Marketplace content is human-reviewed to help ensure it’s safe, compatible, and appropriate for the game’s rating. What is a Maker Pack? A Maker Pack is a curated collection of Create a Sim and/or Build/Buy items created by a Maker. Maker Packs can contain anywhere from 3 to 50 assets and will be purchased with Moola. Both cost and amount of assets are determined by the Maker. Who can create and sell items on the Marketplace? Only Makers accepted into The Sims Maker Program can create, share, and earn revenue on the Marketplace. Does buying Marketplace content support Makers? When you purchase Maker Packs, you’re supporting the Makers who created that content. Can Marketplace content be gifted or shared? No. Marketplace content purchased with Moola cannot be gifted or transferred to other players. If I purchase any Expansion Packs, Stuff Packs, or Game Packs on the Marketplace, do I need to restart my game? Yes. Any purchases of Expansion Packs, Stuff Packs, or Game Packs will require a game restart. Maker Packs and Kits purchased with Moola do not require a restart. Are microtransactions, subscriptions and/or battle passes coming to The Sims 4? There are no plans to require additional purchases to enjoy the game or introduce a subscription service or battle pass to The Sims 4. The Sims 4 will continue to be a game with a mix of free base game updates and optional DLC, so you can choose what’s right for your playstyle. Maker FAQ Who are Makers? Makers are skilled custom content creators who have been accepted into the official Sims Maker Program. Their content is reviewed, moderated, and supported by The Sims team. What is The Sims Maker Program? The Sims Maker Program is an official program for custom content creators who specialize in creating Create a Sim and Build/Buy items for The Sims 4 using official tools supported by The Sims team. Who can become a Maker? Aspiring Makers can apply if they meet the following requirements: Be 18 years of age or older. Not reside in an EA-embargoed region. Be proficient in English (communication will be in English). Be in good standing with EA’s User Agreement. Successfully complete a Technical Evaluation by submitting two assets for review. Applications open March 5, 2026. More details on The Sims Maker Program can be found here. What is the difference between custom content creators and Makers? Custom content creators are anyone who creates custom content for The Sims. Custom content creators may distribute their content outside the game in accordance with our mod policy. Makers are custom content creators who participate in the official Maker Program and are authorized to publish approved content on the in-game Marketplace. How do Makers create content for the Marketplace? Makers use official tools supported by The Sims team to create Marketplace-ready content that meets technical, quality and content standards. Using The Sims Maker Suite, Makers create collections (Maker Packs) and submit them for review. Makers decide the size and value of each pack, however, there are limitations. Are there content restrictions? Yes. Approved Makers must follow the Maker Content Policy, which outlines content, legal and technical requirements. All content must be created using supported stencils to ensure compatibility. What content guidelines will Makers need to follow, and could these restrict creative freedom? The Sims team supports the creative freedom of all Makers. Makers will receive and comply with a Content Policy outlining common-sense guidelines and legal requirements. As long as their creations comply with that policy, meet our technical requirements, align with The Sims’ age ratings (ESRB, PEGI, etc.), and do not infringe on third-party intellectual property, they are free to create using the supported tools within the Maker Suite. How is content reviewed? All Marketplace content is human-reviewed before release to help ensure it’s safe, playable, and appropriate for the game’s rating, guided by The Sims’ Positive Play Charter. Can Makers publish on multiple platforms? Yes. Publishing through the Marketplace allows Makers to reach players across PC, Mac and consoles through a fully integrated in-game storefront. How do Makers earn money? When players purchase Maker Packs in the Marketplace, Makers earn from those purchases through the official Sims Maker Program. Makers choose their own pack sizes and prices (within the Marketplace guidelines), and are empowered to determine the value of their content. What is the revenue share? Makers take home approximately 30% of the Moola from their Pack sales. That means for every 100 Moola someone spends on their content, they earn 30 cents USD. The Sims is covering all costs and fees associated with publishing, including overhead costs such as platform fees, VAT taxes, server costs, and other transactional expenses, which may vary by platform. In addition to covering the publishing fees, The Sims’ reinvests in the Maker community, supporting Makers, improving tools and resources available to them, funding human-led quality verification, as well as ensuring every Maker Pack is translated into all 18 supported languages. Can Makers continue to post custom content on other platforms? Makers may continue to offer free or paid early access custom content and mods on other platforms. However, content made available elsewhere is not eligible for sale through the Marketplace. All rules and regulations around custom content and mods published outside of The Sims Maker Program can be found here. Is support available for Makers? Yes. Makers have access to documentation, clear content guidelines, and dedicated support to help them navigate the publishing process. Moola FAQ What is Moola? Moola is a virtual currency designed specifically for The Sims 4 and is used exclusively for Marketplace purchases. You can use it in the Marketplace to purchase and download Maker Packs and Kits from The Sims team. Players can still purchase Expansion Packs, Game Packs and Stuff Packs through their platform’s Marketplace with standard currency, just not Moola. How much does Moola cost? Moola is available in multiple purchase options, with prices varying by region and platform. $2.49 USD for 200 Moola $4.99 USD for 500 Moola $9.99 USD for 1,000 Moola $24.99 USD for 2,600 Moola $49.99 USD for 5,500 Moola Why is The Sims introducing a virtual currency? Moola provides a simple, consistent, and secure way for players to purchase Marketplace content in-game across platforms and regions. At the same time, it supports a creator-driven Marketplace by helping ensure reliable payouts to Makers and sustainable support for their work. Can Moola be earned through gameplay? No. Moola is purchased and used exclusively for Marketplace. Why not allow direct real currency purchases instead of Moola? Moola helps make buying Maker content quick and seamless directly in-game, without extra steps or redirects. It also allows us to support a much larger and more frequently updated catalog of Maker Packs than traditional store listings. Using virtual currency works more smoothly across platforms and regions, keeps pricing consistent for players worldwide, and helps ensure Makers are paid fairly and reliably. It also enables us to deliver new Maker content at the scale and pace Makers want. Does Moola work across platforms? Moola can be used across the same platform family. For example, Moola purchased on the EA app will also be available when playing on Steam or Epic Games. However, Moola does not transfer between different platform families, such as PlayStation and Xbox. Is Moola refundable? No, Moola is not refundable. Can Moola be transferred, traded, or gifted? No, Moola cannot be transferred, traded or gifted. Can Marketplace content be gifted to other players? No. Maker Packs and Kits purchased with Moola cannot be gifted to other players.1.7KViews11likes28CommentsService Update: Garden Warfare on PS3
Since its launch, Plants vs. Zombies: Garden Warfare has brought the Backyard Battleground to life for millions of players. From epic Garden Ops sessions to all-out multiplayer mayhem between Plants and Zombies, this community helped grow something special. Today, we have an important update to share. As we continue updating our online services, we’ve reached a point where the PlayStation 3 version can no longer support the changes we need to make. Because of this, online services for Plants vs. Zombies: Garden Warfare on PlayStation 3 will sunset and be permanently discontinued on April 28, 2026. PS3 was home to many of the earliest backyard battles, and we’re incredibly grateful to the players who’ve been with us since the beginning. The good news is that Plants vs Zombies: Garden Warfare (and Plants vs Zombies: Garden Warfare 2) remain fully playable on PlayStation 4, Xbox 360 (GW), Xbox One, and PC, and are not affected. Players on those platforms can continue the fight between Plants and Zombies without interruption. To our Plants vs Zombies: Garden Warfare players who have supported us since the early days on PS3, thank you for your longstanding support. Your battles, strategies, and backyard moments mean everything to us. FAQ Section : Which platforms are affected? PlayStation 3 only. Will PS4, Xbox 360, Xbox One, and PC be affected? No. The game will continue to be playable on those platforms. When will the change happen? April 28, 2026. Will players be able to transfer progress to the corresponding Gen 4 platform? (ex PS3 to PS4) No. Will players be able to play offline once the game is sunset? No. Will entitlement be migrated to not-sunset platform? No.3.1KViews3likes18CommentsBATTLEFIELD 6 GAME UPDATE 1.2.2.0
Battlefield 6 Season 2: Nightfall launches alongside Game Update 1.2.2.0, introducing new content across Battlefield 6 and REDSEC. On March 17, at 09:00 UTC, players will be able to download the update, with Season 2: Nightfall updates and challenges becoming available. At 12:00 UTC, all Battlefield 6 Season 2: Nightfall content goes live, including new map content, limited-time modes, weapons, vehicles, REDSEC expansion updates, and seasonal events. Nightfall brings darkness mechanics into multiplayer and REDSEC, expanding underground combat spaces and introducing new traversal and visibility gameplay features. New Map: Hagental Base Plunge beneath the surface and prepare for gripping underground close-quarters combat. Blast through walls or cave in ceilings to flank and ambush enemies lurking in the tunnels. Hagental Base leans heavily on infantry-based squad tactics. Think about ambushes in the corridors and playing to each Class’s strengths as you take control of this newly discovered base. New Limited-Time Modes Nightfall brings in a new playlist where squads can compete in a mix of Team Deathmatch, Squad Deathmatch, and Domination matches on Hagental Base. All matches will take place with Nightfall’s Darkness modifier active where it cuts most of the Hagental Base’s lights out; your survival during Nightfall depends on your ability to see through the dark, through Night Vision Goggles and using the environment to your benefit. Gauntlet: Nightfall: Set within Hagental Base, this version of Gauntlet emphasises darkness mechanics and elimination-style progression. Squads compete across intense underground rounds where flashlights and Night Vision Goggles are essential to maintaining control and advancing through the ranks. Red Bull Supermoto (REDSEC Limited-Time Event): Arriving later in Season 2, this high-speed Gauntlet-style experience focuses on dirt bike racing. Eight players enter, competing across three knockout rounds. By the final stage, only four remain to battle for Red Bull in-game rewards in a fast-paced elimination showdown. Secret Complex Unearthed at Fort Lyndon Fort Lyndon expands with the addition of Defense Testing Complex 3, a newly accessible underground sector beneath the main battleground. This secret chemical testing facility introduces a network of tunnels that serve both as traversal routes and high-stakes close-quarters combat zones. The new sector features higher rarity loot opportunities, encouraging squads to push deeper underground and leverage improved equipment to dominate the darkness. New Vehicles M1030-M1 and TM/O 450 Dirt Bikes: Two-seat light transport vehicles built for speed and manoeuvrability. Available in faction-specific variants for NATO and Pax forces, these bikes enable rapid repositioning, flanking manoeuvres, and swift escapes across both Battlefield 6 and REDSEC environments. New Weapons CZ3A1: A high rate-of-fire SMG designed for aggressive close-quarters engagements. Ideal for fast pushes and confined firefights. vz. 61: A fully automatic sidearm with a rapid fire rate, best suited for extremely short-range combat scenarios where quick reaction speed is critical. Battlefield 6 Free Trial From March 17-24, Battlefield 6 will be free* for all players. Wage war across the rocky terrain of Contaminated or descend into the underground corridors of Hagental Base. Choose from four maps and six available modes, including large-scale Conquest battles and Nightfall-enabled experiences in Domination and Team Deathmatch. Download Battlefield REDSEC, squad up, and create your Only in Battlefield moment. Major Updates for 1.2.2.0 Vehicle Gameplay Improvements: Added light transport vehicle “deturtling”, improved helicopter landing stability, refined vehicle camera behaviour, increased tank braking power, and boosted UH-79 survivability across multiplayer. Portable Mortar and Gadget Updates: Expanded Portable Mortar deployment rules to HQ areas, improved minimap visibility and direct-hit effectiveness, and introduced updated Anti-Tank Mine limits and despawn rules for better battlefield balance. AI Behaviour and Vehicle Usage Enhancements: Expanded AI vehicle usage to bikes and scout helicopters, improved pathfinding on Contaminated and Eastwood, refined combat priorities, and improved helicopter flare usage and anti-air handling. Maps and Mode Fixes: Addressed multiple exploits, spawn logic issues, traversal bugs, and invalid-state problems across Mirak Valley, Siege of Cairo, Eastwood, and Contaminated. Progression and Battle Pass Reliability: Delivered a broad progression consistency pass, correcting Battle Pass tiers, token calculations, End of Round rewards, accolade tracking, challenge criteria discrepancies, and stat inconsistencies. UI, HUD and Front-End Improvements: Improved threat prioritisation, ping feedback, downed-state clarity, profile navigation, loadout presentation, and resolved numerous visual inconsistencies across Battle Pass, challenges, and menus. Audio and Squad Expansion: Introduced the Strix Raiders squad with four unique voice performances, improved footstep clarity and spatialisation, refined vehicle and jet mix balance, and added new Stereo Width customisation options. CHANGELOG PLAYER: Allowed players to change stance earlier during Drag & Revive and improved animation responsiveness. Corrected an issue where some onboarding tutorials did not trigger even after meeting criteria. Corrected an issue where the “Debris Kill” accolade failed to trigger under correct conditions. Improved alignment for first-frame melee animations for smoother transitions. Improved first-person arm alignment when crawling and throwing two-handed gadgets. Improved first-person vault animations onto mid-sized obstacles and refined blending into locomotion. Improved melee responsiveness so hands no longer lag during first-person animations. Improved squad management flow so creating a squad during End of Round no longer returns the entire party to the front end. Improved tutorial flow so the sprint crouch tutorial now triggers correctly after meeting its criteria. Players operating a deployed mortar can now be roadkilled by air vehicles. Prevented Razer haptics from persisting after interrupted weapons swaps when reloading. Resolved an issue where attempting to melee while pressing zoom simultaneously could prevent the attack from triggering. Resolved an issue where entering a ladder positioned above the soldier could launch the player sideways. Resolved an issue where scope glint would sometimes not display at long range when aimed at by an enemy sniper. Resolved an issue where sprint vaulting over deployable cover placed near a vehicle could launch the soldier unexpectedly. Resolved an issue where the Assault's “Rally Squad” ability would not apply its effects. Resolved an issue where the camera could remain suspended mid-air if revived immediately after a vehicle explosion. Resolved an issue where the crosshair would not appear while sprinting and firing an SMG equipped with a hand stop attachment. Resolved an issue where the first-person pose could become static when performing a Combat Dive while holding a grenade. Resolved an issue where the parachute could fail to appear when deployed after exiting a jet. Resolved an issue where the player could receive fire damage from greater distances than visually indicated. Resolved an issue where the soldier could get stuck flying without control when attempting to enter a ladder from Combat Dive. Resolved an issue where the soldier could slide unintentionally if revived during the death animation. Resolved an issue where typed chat text could intermittently fail to appear in the input field. Resolved an issue where vaulting through bus windows could cause the soldier to be launched. Resolved body clipping issues in first-person during parachute landings and while ziplining. Uniform Aiming now ignores minor FOV shifts caused by weapon firing and instead calculates sensitivity purely based on zoom level magnification for improved consistency. Updated walking weapon movement while zoomed to add physicality based on weapon archetype. Movement now scales without causing reticle deviation from the camera centre and is clearly tied to attachments affecting moving dispersion. Networking & Hit Registration Improvements Applied networking optimisations to improve bullet data transmission efficiency. Improved Time Nudge reliability to reduce instances of dying behind cover and inconsistent hit registration, particularly under unstable system or network conditions. Increased the number of damage events processed per network update to improve hit registration consistency. Increased the Time Nudge interpolation window for more accurate and stable movement prediction. Resolved an issue where lethal damage screen effects could appear delayed, improving kill feedback timing. Updated the Netgraph to display valid server bullet rejection as red squares instead of crosses for clearer diagnostics. VEHICLES: Added vehicle “deturtling” functionality for light transport vehicles. Using steering controls now apply rotational force to the vehicle, allowing it to flip over and continue driving. Added the M1030-M1 and TM/O 450 Dirt Bikes. Corrected missing decals for the MH350 Scout Helicopter (PAX). Decreased speed of the IFV, MBT & Attack Heli Aim Guided Missiles. Improved decal zoom behaviour in vehicle customisation across multiple vehicle types. Improved helicopter landing stability to prevent the vehicle from sliding across surfaces. Improved physics for decorative parts of vehicle skins and how they react when taking damage. Improved transport vehicle camera behaviour when driving through objects. Improved vehicle camera collision to prevent environment clipping. Increased braking power for tanks. Increased health of the UH-79 by 20% across all multiplayer modes (excluding Battle Royale). Prevented entry into a capsized RHIB. Resolved an issue where scout helicopter tracers could be seen behind the muzzle. Resolved unintended player ejection from overturned vehicles. Restored driver zoom functionality for Transport Vehicles. Restricted scout helicopter passengers from using Engineer rocket launchers. GADGETS: Anti-Tank Mines now despawn 180 seconds after their owner is eliminated. Corrected an issue where the Gas Mask could appear available on maps without Psy Gas. Corrected an issue where the SLM-93A “New” marker would not clear after viewing the gadget. Corrected placeholder previews for select gadget skins. Improved AN/M14 Incendiary Grenade fire behaviour when obscured by geometry. Improved Portable Mortar minimap zoom for better bombardment awareness. Improved T-UGS spotting persistence after owner respawn. Increased friendly drone icon visibility from 50m to 150m. Increased Portable Mortar HE shell effectiveness against stationary weapons (Mortars, emplacements, etc) and vehicles on direct hit, as well as infantry under heavy fire. Limited Anti-Tank Mines to 6 active per player. Portable Mortar can now be deployed within HQ areas. Prevented Mortar deployment outside combat areas. Prevented players from earning points by destroying their own supply box using the defib gadget. Resolved an issue where proximity gadget minimap pulses could be visible to players who joined a match late. Resolved an issue where the “Needs ammo” icon could incorrectly display on the local player while playing Support. Resolved an issue where the AN/M14 Incendiary Grenade could apply fire damage outside its intended visual range when obscured by geometry. Resolved an issue where the M4A1 SLAM would not highlight correctly when targeted by the Recon Drone or Hardware Suppression System. Restored missing Gadget Skins that were not correctly granted under certain circumstances. Restored the 9K38 IGLA scope icon in the Loadout screen. Restored the MBT-LAW default skin in the Customise screen. WEAPONS: Added the CZ3A1 SMG. Added the Hybrid Sight attachment for the CZ3A1 and adjusted the sight positioning on the M121 A2. Added the vz. 6.1 automatic sidearm. Added 50 mW Violet laser weapon attachment. Added Taclight - Hip rifle weapon attachment. Added Taclight - Aimed rifle weapon attachment. Added Taclight - Aimed pistol weapon attachment. Adjusted DB-12 recoil values to align with intended performance. Adjusted grip positioning on the KORD 6P67 to prevent clipping. Corrected misaligned attachment indicators and icons on multiple weapons. Improved bipod behaviour in third person for the M250. Improved consistency for the bipod recoil animation. Improved reload rattle sound effects for the B36A4. Improved third-person M121 A2 reload presentation and hand placement. Resolved an issue where attachments on picked-up weapons could appear misaligned. Resolved an issue where attempting to aim down sights after reloading the VCR-2 could temporarily misalign the weapon pose. Resolved an issue where bipod recoil behaviour could incorrectly carry over previous firing state settings. Resolved an issue where dispersion was too high when re-entering ADS shortly after previously leaving ADS. Resolved an issue where the M250 bipod behaved incorrectly in third-person view. Resolved an issue where weapons displayed in menus, pickups, and dropped states could show incorrect attachment placement due to presentation inconsistencies. Resolved incorrect weapon presentations across menus, pickups, and dropped states. Resolved multiple third-person reload clipping issues for the M121 A2, including improved hand placement during reload animations. MAPS & MODES: Improved Firing Range dummy reset behaviour. Improved Firing Range target dummy hitbox accuracy. Resolved an issue where the Mobile Sync Tournament leaderboard did not update correctly. Restored Breakthrough Initiation visibility in Training Grounds. In Team Death Match, corrected an announcer callout that incorrectly reported an enemy tank in the area when no tank was present. Resolved an issue in Breakthrough on Mirak Valley where players were unable to spawn on Point A in Sector 2 while the enemy team was capturing Point B. Resolved an issue in Breakthrough on Siege of Cairo where Defenders were unable to deploy on Point B while Point A was contested or captured in Sector 3. Resolved an issue in King of the Hill on Eastwood where a large hole at the NATO spawn location could cause players to fall into an invalid state. Contaminated Improved AI vehicle usage at the NATO HQ so AI soldiers can now correctly operate vehicles in this location. Resolved an exploit in Escalation that allowed players to clip under the map and shoot through terrain while remaining hidden and unkillable. Resolved an issue where destroying the bridge could instantly eliminate the player. PROGRESSION: Added 5x 15 Career XP Boosts and 4x Battle Pass XP Boosts as Career Rank rewards, these are now split between Rank 3 and 23 (Dev Comment: These were live in the previous patch but the note has been carried forward for documenting purpose) Camo unlocks are moved from mastery ranks 20/30/40 to 5/15/30 respectively. Corrected challenge reroll functionality when accessed via inbox deeplink. Corrected discrepancies between in-game and documented criteria for multiple Weekly and Daily challenges. Corrected discrepancies between in-game and documented values for “Matches Played” (Career Total Stats) and the “Gunner Kills” accolade in player statistics. Corrected incorrect Battle Pass and Bonus Path point calculations at End of Round. Corrected incorrect XP rewards granted at End of Round for specific Daily Missions. Corrected multiple accolade tracking inconsistencies for: “Top Brass (Highest Scorer Kill)”, “Blindside”, and “Death Mark”. Corrected progression tracking for repeated weapon pickups in Collector Trophy. Corrected rocket launcher damage tracking for related challenges. Further reduction of XP requirements for sidearm ranks by an average of 60%. New XP Curve, with a reduced XP requirement, about twice as fast in the early ranks and 15% faster in total.131Views1like3CommentsImportant Update: Three Pogo Games Sunsetting April 2
Dear Pogo Community, As part of our ongoing efforts to deliver the best possible gaming experience on Pogo, we want to share an important update regarding our game lineup. After careful consideration, we’ve made the difficult decision to retire the following games: A Way With Words Anagrams Quinn’s Aquarium These games have been a memorable part of Pogo, and we know many players have enjoyed countless puzzles, challenges, and story moments within them. We sincerely appreciate the enthusiasm, creativity, and support you’ve shared with us over the years. What This Means for You As we prepare to say goodbye, we’ll be hosting a Last Chance Sale for these titles — offering a final opportunity to enjoy your favorites before they’re officially retired. 🗓 The final day to play these games will be April 2, 2026. More details on the Last Chance Sale will be available soon, so keep an eye out for upcoming announcements. Why We’re Making This Change Retiring older titles allows us to focus our efforts on building exciting new experiences and continuing to strengthen the Pogo platform for the future. We’re committed to bringing you fresh, engaging games and can’t wait to show you what’s ahead. New Games in the Works We’re working behind the scenes on several new titles designed to offer fun, variety, and new ways to play on Pogo, including: New Game: Texas Hold ‘Em; Town Builder* New Game: Match 3; Home Builder* *Games are subject to change. Stay Connected We encourage you to stay connected with us for the latest updates on new games, features, and community news. Your feedback and support help shape the future of Pogo, and we’re grateful to have you as part of our community. Thank you for being an essential part of the Pogo family. We’re excited for the future and look forward to bringing you even more adventures to enjoy. Warm regards, The Pogo Team912Views1like1CommentPogo Insider – 3/12
Originally posted by Pogo_Sconnie on the Pogo forum December 3rd, 2025 March is here, and we’re excited to bring a few new ways to make your time on Pogo even more rewarding. Whether you’re chasing badges, tackling daily challenges, or simply unwinding with your favorite games, our goal remains the same: making every visit to Pogo fun, smooth, and full of great rewards. 🌟 New: Daily Check-In Rewards One of the newest additions to Pogo is the Daily Check-In feature. Each day you log in, you’ll earn a reward just for stopping by. Rewards will vary throughout the week, giving you a reason to pop in daily and see what’s waiting for you. It’s our way of saying thanks for being part of the Pogo community—and making sure your regular visits feel a little more rewarding. 🎖️ New: Buy All for Badge Collections If you love collecting badges, we’ve added a new Buy All option for badge collections. This feature allows you to purchase an entire badge collection at once—at a discounted rate—making it easier than ever to complete your sets and add more badges to your profile. No more grabbing them one at a time—now you can unlock the entire collection in just a few clicks. 🎁 Coming Soon: Updates to Renewal Rewards We’ll soon be introducing an update to how Club Pogo renewal rewards are delivered. Instead of receiving 110 Gems as a single lump-sum reward, players will begin receiving Gems each month as part of their membership. This change is designed to spread rewards throughout the year and give players more frequent perks. Stay tuned—more details will be shared soon! 📰 Coming Soon: Pogo Blogs Moving to Pogo Articles Starting in April, we’ll be moving all content from Pogo Blogs over to a new home: Pogo Articles. This update is designed to make it easier to find the latest news, updates, and community highlights all in one place. Stay tuned as we continue improving how you discover what’s happening across Pogo! Reminder: Game Sunsets on April 2 As previously announced, Quinn’s Aquarium, A Way With Words, and Anagrams will be sunset on April 2. We appreciate all the fun and memories players have shared in these games over the years and encourage you to jump in for a few more rounds before they retire. Looking Ahead As always, we’re continuing to focus on improvements that make Pogo easier to use and more enjoyable for everyone. From new features to quality-of-life updates, we’re constantly working behind the scenes to enhance the overall experience. Thank you for being part of the Pogo community. We can’t wait to see you in game! 🎮 Thanks for being part of the Pogo community—we appreciate your patience, feedback, and passion as we keep building a better experience together. 💙 Happy gaming! As always, our team is committed to delivering the best possible experience for every player. Alongside the fun, we’re actively monitoring and addressing known issues to help keep your gameplay running smoothly. Occasional loading issues with Solitaire Home Story Claire Hart Secret in the Shadows episodes fail to load Expired badges/Challenges appearing on home page – RESOLVED We’ll continue to share updates as fixes roll out. Just a friendly reminder to keep your words kind and positive. Please avoid bullying, name-calling, or harassment on Facebook or in the forums. Our Pogoians are here because, like you, they care about building a vibrant and supportive community. Let’s keep it that way. 💙 Learn more about EA’s Positive Play The recommended browsers and minimum requirements for Pogo: PC Chrome, Edge, Firefox Windows 10 or newer 8 GB of system RAM MAC Safari, Firefox. Chome Mac OS Sierra (10.13.6) or newer Mobile iOS – Safari Android – Chrome For your convenience, we provided links to make it easier for you to download the browsers. Just click on the browser you’d like to download and it will take you to that page. Thank you for your continued support and game on! Unsupported browsers for HTML5 AOL Opera Pale Moon SeaMonkey If your Pogo games are crashing, freezing, having trouble loading, or not connecting, check out this link to assist you with getting back into Pogo: https://help.ea.com/en/help/pogo/pogo/help-my-game-wont-load/ If you need further assistance you can reach out to EA Help here: https://help.ea.com/en/games/pogo/pogo/ Welcome to the Construction Zone! Here is where you will find the latest on game updates. What is currently “under construction” on Pogo? As often as I can, I’ll sit down with the Pogo team and get the latest info on which games are being worked on and what’s coming. I will always post more details when I have them available. Please understand updates are subject to change. Please understand that unless an announcement comes directly from EA and/or Pogo, we cannot endorse it as true. All games and updates reported here in the Construction Zone have been given the “go ahead” and are on track to come out. Anything else that is reported is speculation right now. Events New: Weekly Challenges – 3/18/26 Snowbird Solitaire – Win 40 games this week! Pogo Addiction Solitaire HD – Complete 80 rows this week! Merge Academy: Earn 180 crystals from completing orders in classic game mode this week! Weekly Challenges – 3/25 Solitaire Blitz – Place 40 Jokers to the build pile this week! Sweet Tooth Town – Collect 80 stars this week! Tumble Bees HD – Spell 170 words this week! Weekly Challenges – 4/1 Trizzle Hd – Match 1300 yellow dolls this week! Solitaire Home Story – Clear 1000 cards this week! Wheel of Fortune – Win 30 classic rounds this week! Weekly Challenges – 4/8 Claire Hart: Secret in the Shadows – Find 30 Gold Keys this week! Lucky Cat Bingo – Call 50 Bingos in 4-card games this week! Rainy Day Spider Solitaire HD – Clear 80 suited sets this week! Weekly Challenges – 4/15 Mahjong Sanctuary – Make 1200 matches this week! Thousand Island Solitaire HD – Play 900 cards this week! Pogo Slots – Make a spin 300 times this week! The Game of the Month for April is…Sweet Tooth Town! Lucky Spinner Event arrives 3/16! Dianne’s Lucky Spinner Event returns March 16, bringing back the fan-favorite wheel packed with dazzling prizes. Complete challenges to earn spins and take your chance at bonus Pogis, power-ups, and other surprises. Every spin is a chance to win something special—so get ready to spin and celebrate your lucky streak! ✨ Blast from the Past Bundle arrives 3/19! The Blast from the Past Bundle arrives on March 19! Grab classic badges from past collections and complete them instantly—no challenges required—so you can add them to your collection right away. Pogi Season 41 begins 3/25! Starting March 25, a new Pogi Constellation takes center stage! Complete challenges, earn Pogis, and unlock exciting rewards as you climb through expanded tiers. Along the way, enjoy a special bonus filled with extra prizes and plenty of Pogo fun. The Golden Paws Badge Marathon arrives 3/30! Lace up your paws and get ready for a golden challenge! The Golden Paws Badge Marathon is here, featuring six exciting challenges across some of your favorite Pogo games and a special animated reward badge waiting at the finish line. Complete all six challenges to earn your golden bragging rights and show off your shiny new badge. Decorative Lambs Badge Collection is arriving 4/8 A new Decorative Badge Collection is arriving on April 8, bringing a fresh set of beautifully designed badges to add to your collection. These badges are all about style and fun, giving you a new way to show off your personality on Pogo. Don’t miss your chance to grab them and give your profile a little extra flair. The Dog Park Treasure Chase arrives 4/7! Sharpen your wits and get ready for adventure — the Dog Park Treasure Chase arrives April 7! Discover 12 hidden Challenges across Pogo’s royal court of games, each rewarding a Badge and revealing part of a larger masterpiece. Complete them all to unlock the final treasure: an exclusive Reward Badge and a bounty of power-ups. Ongoing! Don’t miss out! Be My Valentine Merit Badge Event runs now through 3/19 Share the love in the Be My Valentine Merit Badge Event and earn brand-new badges along the way 💖 Over three sweet weeks, complete free or Premium Challenges with Hunnie Badger to celebrate creativity, kindness, and all things Valentine’s. Finish your Challenges before March 19 at 11:59 pm to unlock the animated Be My Valentine Badge ✨ Tri-Peaks Solitaire HD Challenge Bundle is running now through 5/19! Set sail for discovery with the Lost Treasures Bundle in Tri-Peaks Solitaire HD! Each Badge in this new collection is inspired by hidden riches and ancient wonders, bringing a touch of mystery and excitement to every level you play. Whether you’re uncovering golden artifacts or mastering peaks like a pro, these limited-time Badges will make your collection shine brighter than ever. Game Updates/Additions* In-game event for Sweet Tooth Town on 3/12! In-game event for Garden Blast on 3/26! In-game event for Bejeweled Stars on 4/2! *updates are subject to change And that wraps up another Construction Zone! You can join the discussion here! Thank you for being part of an amazing Pogo Community! Have a GREAT week and GAME ON! -Pogo Sconnie and Team Pogo17Views1like0Commentsskate. - Community-Raised Issues [Last Update: March 12th]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. Players stuck | Multiple reports on players getting stuck/softlocked | Softlock Megathread 🆕 Update: The old thread has more than 9005 comments, and sometimes it is difficult for the team to organise and spot new issues within all the reports. That's why we have decided to open a new megathread to work on the most recent softlock issues. Last week, more than 2,305 players were unlocked. Replay Editor | Can't export videos in MP4 | Can’t export MP4 videos from replay editor. (PC) | EA Forums - 12986132 Visual | UI Overlap & Texture Issues on ADM GPUs | UI Overlap & Texture Issues on AMD GPUs | EA Forums - 13123864 ❗Workaround: Go to AMD's driver site and find your graphics card from the "Search or Browse Drivers" section > Click on "Previous Versions" and download the one labeled "Adrenalin 25.12.1" > Download and Run the AMD Cleanup Utility > Reboot, and then run the Adrenalin 25.12.1 installer > Reboot again and launch the game ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Patch v0.30.1 Settings | Screen resolution set to low when launching the game | Graphics Settings Fail to Save (NOT Duplicate) | EA Forums - 13027437 Social | Random players can join when the party is set to Nobody Can Join | Party set to invite only, randoms are still joining | EA Forums - 13025193 Social | Random players joining co-op challenges | Forcing people into my games? | EA Forums - 13061128 Tasks | Players are having various issues related to tasks | problems with tasks UI/Text | Footplant tricks are incorrectly named on goofy stance | Boneless foot plant labeled wrong on Regular side skating | EA Forums - 12587183 Visual | Friends list does not load completely on accounts with large amounts of friends | Fix the friend’s list, please | EA Forums - 13077613 Visual | HUD can disappear after starting a challenge | Gaming hud disappearing after starting mission | EA Forums - 12742772 Visual | Stickers are invisible when placed on the board | Stickers now invisible | EA Forums - 1298379 Patch v0.29.7 Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 Patch v0.29.6 Players stuck | Players are stuck when completing tutorial missions | Map tutorial / Voice over loop [Workaround] | EA Forums - 12988822 Patch v0.29.5 Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens In-Game | Grind assist reset to 100 when launching the game | Grind Assist setting broken after S2 update | EA Forums - 12982138 Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 Patch v0.29.1 In-Game | Friend's skater appeared invisible after joining a friend's party. | Invisible Friends in Online Co-op Level Up | Market mile fails to level up after achieving the required neighborhood rep | Market Mile not leveling up Players Stuck | Stuck in a canal if they fall in after collecting the final bearing in the Salmon Run line challenge. | Stuck in canal, can’t respawn, can’t play game now SVB Charge | Getting charged SVB for Rip Chip or Tix Items | MEGA THREAD - Getting Charged SVB for Rip Chip or Tix Items ❗ Update: If you experienced the issue, please post your details on the linked thread. Visual | Rip score award screen shows twice | Repeated rip score award screen Visual | Claim button appearing when there is no completion award | Can’t claim season 1 challenges after completion. Visual | Stunt target showing up/staying on when not in a Stunt Challenge. | Stunt target showing up/staying on when not in a Stunt Challenge. | EA Forums - 12634173 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Jan 20, 2026: Patch v0.29.6 Dec 15, 2025: Patch v0.29.5 Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!11KViews16likes0CommentsSeason 3
The Hub What’s in Season 3 The Return to Isle of Grom New Features and Improvements skate.Pass for Season 3 Updated Events Welcome to skate.’s Season 3, starting March 10, 2026, and running until June 2, 2026! Quick highlight of what’s coming in Season 3: New skateable areas: Tri Towers Garage New Challenges: Speedlines Seasonal events: Skate Paddy’s, Grom Event, Creator Challenge New Areas: Isle of Grom New and updated tricks and Skatepedia updates: Dark Tricks New Brand partners: huf and Jenkem Additional cosmetics and customization: Tattoos, more hairstyles New tracks to the soundtrack: 20 new tracks A new skate.Pass (with improvements and tuning), as well as Brands and tattoos in the skate.Pass, and introducing skate.Premium Pass+ Quality of life improvements - Improved Bonelesses, more Replay Editor features (Effects) Bug Fixes (details coming on March 10, 2026 via the 0.30.0 patch notes) With Season 3: Fluid Flashback, we’re “going back” to skateboarding’s first major era, when the sport began to evolve rapidly. Back when polyurethane wheels replaced clay and metal ones, skating became more accessible and appealing. So what’s in Season 3? Parts of the city have gotten a 70s-inspired makeover, featuring new locations to explore (including a skateable shortcut through the Tri Tower Parking Garage and the newly opened Isle of Grom Water Taxi in Hedgemont). We’ve also added enhanced features in the Replay Editor, new tricks, and a large variety of customization—170 skater clothing options, 140 skateboard options (including decks, wheels, trucks, stickers), 13 new gestures, and over 52 tattoos. Fluid Flashback puts the 70s back in focus with vibrant colors and bold designs. The update replaces neon accents with period-inspired hues, expanding these looks across Rolling Waves, The Block Party, House of Rolling Reverence, Eelside Tunnels, The Skateway, and other new skateable areas. We’re also opening up a shortcut through Tri Towers Parking Garage, as a new place to hit a fresh sesh in San Van. The Return of Isle of Grom Like we mentioned in the last Dev Update, we’re headed back to the Isle of Grom. But trust—it’s not the old tutorial spot you remember. The Full Circle crew’s been putting in work, flipping the place with all-new lines and even bigger skate vibes. Hit the Water Taxi in Hedgemont and head over for new Challenges and an updated Isle of Grom. Quick reminder: Season 3 skate.Premium Pass members will be able to hit Isle of Grom early, starting March 10, 2026 until April 14, 2026, and then we’ll hold a grand opening for everyone with a multi-week event on April 14, 2026. After the event ends on May 5, access to Grom will be available through the skate.Premium Pass or via a Water Taxi Day Pass (valid for 24 hours from purchase) using 500 Rip Chips (earnable through completing Challenges and Tasks) per Day Pass. Exact dates are subject to change. We’re really stoked to bring you even more on the island! Get ready for fresh new spots to skate and explore, bigger hills to bomb, and massive gaps to send. We’ve taken inspiration from Skate 2 and 3 to deliver epic spillway action that’s going to blow your mind. Plus, we’ve packed in a ton of Tasks and Challenges to keep you on your toes while you’re out there shredding. And here’s the best part—we’ve got an awesome surprise dropping in April with a special in-game event that everyone can get hyped about and jam together. Get ready to dive in! New Features and Improvements New Mode: Speedlines Similar to Line Challenges, but focuses on moving as fast as possible. There are two types of Speedlines: Technical and Time Trial. Let the best line-for-time videos begin. Speedlines will be available in San Van and on Isle of Grom. Technical Speedlines* You already got a sample of these in Season 1 and 2 as we experimented with them. And now we’ve got them as an actual mode. These speedlines mimic our current line challenges, but they add a time criterion that must also be met. These speedlines aim to combine technical skill with speed, and the challenge for the player is often to complete all other criteria while maintaining their momentum. Time Trial Speedlines* These speedlines will feature multiple time criteria that increase in difficulty. These speedlines try to encourage the player to find the quickest route possible while picking up all the tokens. *Note: Technical and Time Trial are the types of Speedlines, but will not be labelled as such in-game. They will be differentiated by the tasks in the challenges. If you see tricks, it’s Technical. If you see the SVCC times to beat, that’s a Time trial. GO FAST! New Feature: Loadouts Changing your skater’s customization is a lot easier in Season 3, as we’re introducing skater loadouts. You’ll start out with 3 character loadouts to configure, where you can save your skater customization, style, deck setup, gestures, etc. More will be available to purchase via 250 SVB in-game, with a max of 10 slots. New Customization: Tattoos Time to get inked! We’re bringing tattoos to your skater in Season 3, and opening up the Tattoo Parlor in the Extravert Shop. You’ll be able to grab some tattoos through the skate.Pass (Standard and Premium tracks), the in-game rotating shop, and the Tattoo Shop section of the Essentials section of the Extravert store. For the first iteration of tattoos, you can place them on your arms and legs, and you can resize, reposition, and rotate. As this feature continues to expand, we’ll have more details. But first, a quick Q&A from one of the team members who worked on tattoos for skate.: We’re super excited tattoos are coming to skate. in Season 3. What can you tell us about the designs? Well we worked really hard to ensure the design approach matched what you would expect in the real world. We broke down the stenciling process to better understand how to layer color or grayscale, and kept the themes close to what you’d see on flash sheets. We even partnered with a couple amazing Austin-based tattoo artists. Were there any challenges to having realistic tattoos added in game and have them able to be applied to a variety of body shapes, sizes, and skin types? I think the most R&D went into tattoo design was ensuring we did our due diligence for inclusivity. We wanted to make sure we were capturing negative space as skin, which required a fair amount of work from both the teams designing the tattoos and the team implementing them in the engine, to ensure the designs show up on a variety of skin tones in the game. We aimed to offer more than one style of tattoo, from Stick and Poke to American Traditional to Realism to provide a variety of options to accommodate different skin tones and personal preferences. What’s your favorite in-game tattoo design that’s showing up in Season 3? I have three! The Reaper Side and the Four-Eyed Lady are my favorites. They really demonstrate the boldness of American Traditional tattoos, which is my personal preference when I get tattooed. Also, with Fuzzy Scorpion, we really tried to capture the look of a DIY tattoo, good or bad. How many designs are going to be available in Season 3? We have 52 unique tattoo designs throughout Season 3. Do I have to pay for all of the tattoos? What SVB range will they fall into? Will there be tattoo packs available? There are many ways to get tattoos in-game. Default tattoos are available in the character menu, as are earnable or purchasable tattoos through the skate.pass, unlocked as mission rewards, and earnable in our first season event. Currently, there’s no tattoo packs to acquire, but we will keep expanding how we bring tattoos to San Van. Will more placements be available soon? Over time, we would like to expand the number of available tattoo placement slots and offer more options for moving tattoos around. Can you share anything about what’s coming down the pipe with Tattoos? We want to continue bringing on new tattoo artists as we progress. There is a level of authenticity that is invaluable through these partnerships, and it’s been a fun experience to see what each artist comes up with based on a phrase or idea. We’re very excited for everyone to see the UI update in-game. New & Improved Tricks Dark Tricks You asked for them - and have been asking for them - so they’re back: Dark Tricks are coming day one in Season 3. They took a little while, but they are finally here and better than ever. Here’s what you can do starting in Season 3 with Dark Tricks. And you can add some extra steeze by performing Late Dark Tricks - just make sure you land it, or you’ll go sprawling. Dark Catches and Nollie Dark Catches Kickflip Dark Catch / Nollie Kickflip Dark Catch Heelflip Dark Catch / Nollie Heelflip Dark Catch FS Pop-Shuvit Dark Catch / Nollie FS Pop-Shuvit Dark Catch BS Pop-Shuvit Dark Catch / Nollie BS Pop-Shuvit Dark Catch Varial Kickflip Dark Catch / Nollie Varial Kickflip Dark Catch Varial Heelflip Dark Catch / Nollie Varial Heelflip Dark Catch 360 Flip Dark Catch / Nollie 360 Flip Dark Catch Laserflip Dark Catch / Nollie Laserflip Dark Catch Hardflip Dark Catch / Nollie Hardflip Dark Catch Inward Heelflip Dark Catch / Nollie Inward Heelflip Dark Catch FS 360 Pop-Shuvit Dark Catch / Nollie FS 360 Pop-Shuvit Dark Catch BS 360 Pop-Shuvit Dark Catch / Nollie BS 360 Pop-Shuvit Dark Catch 360 Hardflip Dark Catch / Nollie 360 Hardflip Dark Catch 360 Inward Heelflip Dark Catch / Nollie 360 Inward Heelflip Dark Catch Impossible Dark Catch / Nollie Impossible Dark Catch Front Foot Impossible Dark Catch / Nollie Front Foot Impossible Dark Catch Dark Flips Dark Kickflip Dark Heelflip Dark FS Pop-Shuvit Dark BS Pop-Shuvit Dark Nollie Kickflip Dark Nollie Heelflip Darkslides FS Darkslide BS Darkslide FS Dark Lip Slide BS Dark Lip Slide Updated Boneless Tricks Bonelesses have been pretty inconsistent up til now, but we have really improved the responsiveness, reliability, and behavior of boneless tricks when performed from the ground or in transition. Developer’s Note: We needed to make some large changes to how Bonelesses were originally implemented in order to improve their consistency and quality. A side effect of these underlying changes was the removal of some Boneless-specific “pop glitches.” We’re gonna update Skatepedia, so if you need to brush up on your moves or catch some fresh trick tips, it’s all there. Don’t sweat it—just cruise through, catch the vibe, and you’ll be pulling off those tricks like a total pro. Replay Editor Additions and Improvements We’re bringing more features and tools to the Replay Editor in Season 3. With this update to the Replay Editor, we’re hooking you up with new Effects to make your footy look even cleaner. Time to get creative and show off those clips in true style! Effects Tab will allow you to adjust: Exposure - adjust the brightness Color Temperature - cool tones or warm tones to add variety to your clips Color Saturation - increase or decrease the color vibrancy Barrel Distortion - which can help achieve a fisheye lens effect; make sure you’re keeping your lens wide (larger FOV) to really lock it in Vignette - subtle darkening of the edges to draw the viewer’s focus to the center Opacity Size Sharpness More granular volume control Your skater's audio, other skaters' audio, and world ambience Playback speed can now be keyframed, so you can slo-mo one keyframe section, then speed up the next keyframe section Dive in. We can’t wait to see the content you create with the new replay editor features, so share it with us on social and community channels, or drop your videos on skate.REEL for a chance to be featured on our carousel. New Settings and UI Improvements Opt-In Party Collision You’ve asked for collision, and we’re bringing it to parties. When in a party, you’ll be able to toggle collision on/off and let the chaos ensue with your friends. As development continues, we’ll look for other places to bring this fun. The setting is disabled by default in the menus, and collision only occurs if everyone in the party has it enabled. It’s experimental, and there will be bugs - or even some weirdness in the goofy fun of collisions in parties. Throwdowns Notifications for nearby throwdowns with the ability to opt-in or out. Control over what Throwdown notifications you see so you don’t clutter your UI. Sense of Speed Audio Improvements Improved passbys and tunnel transitions End of Challenge Celebration During the celebration screen for Co-Op Challenges, your skater can now gesture and celebrate! Default gesture played = the gesture equipped in your first slot. Player override - You can override the gesture played at any time. Player Activity Visualization Indicators beside the player name when those players are in an activity, in the menu, or away. You’ll know what folks are doing when you roll up to them. Challenges and Tasks Monthly seasonal events aren’t the only thing to do during Season 3. We’ll have 50+ new Seasonal and Event Challenges, plus returning Challenges and Tasks from previous seasons – spread out through Daily, Weekly, Monthly, and Event tasks. We’ve also got 3 new OTLs (2 in Isle of Grom and one in Brickswich). Seasonal Challenges Tuning Details Seasonal Challenge Details Season 2 Season 3 Amateur (3 Goals/Challenge) 14/Goal, 42 Total 14/Goal, 42 total Semi-Pro (4 Goals/Challenge) 16/Goal, 64 Total 16/Goal , 64 Total Pro (5 Goals/Challenge) 18-20/Goal (based on difficulty), 90-100 Total 18-20/Goal (based on difficulty), 90-100 Total Total Possible Challenges 30 Challenges, totaling 120 rotations in the season 61 challenges, totaling 149 rotations in the season **skate.Pass Progression in Tix (Standard/Premium)** 19,530/36,826 14,165 / 51,751 skate.Pass Total Tix for Standard/Premium 56,356 65,916 **Max Earnable Tix (Tasks, Challenges, Missions, Daily Grants)** 76,357* (includes OTL) 85,304* (includes OTL and Speedlines) skate.Pass for Season 3 Quick reminder on the skate.Pass: The skate.Pass has two tracks - the Standard (free) and Premium track - where you earn currency called “Tix” each season to exchange for items from the skate.Pass, which you can get via: Daily, Weekly, Monthly Tasks, and Special Event Tasks (including completion bonuses) Seasonal Challenges Own The Lot Tasks and Challenges Daily grants (Premium skate.Pass only) Exchange for San Van Bucks Don’t forget, having the Premium skate.Pass for Season 3 will give you unlimited access to Isle of Grom for the entire season. With Season 3, we're also introducing Thrasher, Vans, and adidas brands into skate.Pass. Each will have an item in the free track and multiple items in the Paid track. skate.Premium Pass can only be obtained from the in-game store during the seasons in which they are released. You’ll always be able to complete the Standard (Free) track without having to purchase the skate.Pass, but you’ll need to upgrade to the Premium track for 1000 SVB to get access to the Premium items, and you’ll be able to continue progressing and unlock rewards for up to one additional Season. Once the following Season ends, you can’t complete progression against the legacy skate.Pass. We’ve also added a new bundle to the skate.Pass: skate.Premium Pass+. For 2000 SVB, you can get the skate.Premium Pass and start off with 4000 Tix to begin unlocking skate.Pass items. Skate.Pass content requires gameplay & all game updates to unlock. Premium and Premium+ content also requires skate.Pass Premium or Premium+ (sold separately). There will also be some SVB discounts on select packs running the first week of Season 3 via the in-game store, platform stores, and webstore.† Check it out! Note: the SVB sale the first week of Season 3 will not stack with EA Play subscription discount. †Offers may vary or change. See retailer site for details. Mar 10-17 Sale Info 2800 SVB Pack - 15% off (sale discount)† 5900 SVB Pack - 20% off (sale discount)† 12000 SVB Pack - 25% off (sale discount)† Reminder: SVB purchases on the skate.Shop gives you 10% extra SVB.** For EA Play subscribers,†† you can also get 10% off any purchase on the skate.Shop, including add-on content packs and SVB purchases. (EA Play discount does not stack with other discounts or sales.) **Bonus based on the cost of the same bundle when purchased in the in-game store. ††Conditions, limitations and exclusions apply. See EA Play Terms for details. So what are the rewards in Season 3? Alright, let’s chat about the Season 3 skate.Pass. Here’s the deal: you’ve got 108 tiers to shred through—31 on the Standard side and 77 if you go Premium. Stack up 26 free cosmetic goodies and 5 SVB tiers on the Standard track, or boost it to 73 cosmetic swag and 4 more SVB tiers with Premium. That’s 99 killer cosmetic items and 9 full tiers of SVB if you go all in: up to 500 SVB once you hit the finish line. We’re talking new board gear - decks, stickers, trucks, griptape, wheels - the works. Plus all kinds of threads for your skater: clothes, shoes, wild costumes, hats, tattoos, even fresh gestures. Don’t forget profile upgrades, like banners and avatars. Get ready to earn it and show it off at every session! What are some of the cosmetics? We’ve got some new cosmetics in the skate.Pass - for both the Standard (Free) and Premium tracks. And don’t forget, we’ve got brands in both tracks for Season 3. The skate.Premium Pass track also has a Premium reward, and this season we’re bringing the Crash Out Costume. And like any crash test dummy, when you crash out, parts go flying. Every season, we’re bringing new brand partners, and we’re stoked to bring huf at the start of Season 3. During the season, we’ll be bringing Jenkem (and more coming later in the season), as well as some refreshes from Thrasher, Vans, Santa Cruz, Creature, Slime Balls, OJ, Chocolate, Girl, Dime, adidas, and Sci-Fi Fantasy. Music As always, we know music is part of the soul of skateboarding, and we’ll be updating the soundtrack by bringing 20 new songs to help drive that 70s vibe into the rotation to get your groove on via Grabster in-game. Judas Priest - Running Wild The Germs - Lexicon Devil Freddie Gibbs, The Alchemist, Anderson .Paak - Ensalada Con Funk Shun - FFUN Eric Burdon & War - Magic Mountain We’ll be dropping the complete list of new music coming to San Van next week, so stay tuned. And, of course, we’ve got Seasonal events and a special in-game Creator Challenges! Events Skate Paddy’s Day Skate Paddy’s is a time-honored tradition with the skate. team, dating back to 2007. We’re expanding the invite to our team party to everyone in San Van. Updated community parks, Tasks/Challenges, and some Skate Paddy’s gear to grab are on the menu. Details to come as we get closer to the event. Isle of Grom Event: Open Access To celebrate the grand opening of Isle of Grom, a few weeks after Season 3 launches, we’ve got a special event open to everyone. We’ll have more details before the event goes live, so stay tuned. Creator Challenges To add to the in-game tasks and challenges, the Full Circle team sat down with a well-known creator to create some challenges (and creator-themed rewards for completing them). These challenges will be available in-game on the Isle of Grom later in the season, and we’ll have more details before the event to talk about them and what you can get for completing them. True to this creator’s style, these will be difficult and will test your skate. mastery. Welcome to Fluid Flashback in San Van, and welcome to Season 3. Keep rollin’, The skate. Team311Views2likes0CommentsWCS 2025 – New World Champion!
We are thrilled to announce the winner of this year’s Command & Conquer: Tiberium Alliances World Championship Server (WCS) 2025. The alliance who earned first place is: Schaffa 2025 By being first to defeat the Forgotten Fortress, they have earned their place as the #1 alliance on the WCS as well as the entire game. The road to the very top was not an easy one! Schaffa 2025 had to go through major battles and negotiations with other alliances, which ultimately led to their victory. As a prize for all their efforts each Schaffa 2025 alliance member will be awarded the following: An Electronic Arts Origin game of their choice. (PC only) 150,000 CCTA Funds. We would like to congratulate Schaffa 2025 and all its members on this huge accomplishment! We encourage all other alliances to stay focused, because the alliance coming in second place will be awarded 75,000 and the one coming third with 50,000 CCTA Funds! Keep your eyes on the prize, Commanders!92Views0likes0CommentsScheduled Maintenance: March 24th, 2026
Hello Commanders! We will be performing scheduled maintenance on our servers on Tuesday, 24th March 2026. For this reason, ALL worlds will become unavailable, and progress will be paused. There will be no game update in this process. Every world will be offline for up to 6 hours. We start to take down the worlds around 06:00 UTC. Unless there are any unforeseen obstacles, we hope to complete the process around 15:00 UTC and start to bring back the worlds.30Views0likes0Comments