Suggestion: New "Immersion Toggle" (1:1 Death Camera) & Animation Bug Report:
I’ve noticed a specific issue with the death animations that’s pulling me out of the experience. Even though the camera is positioned in the head, it doesn't follow the natural movement of how a person actually falls. When the character slumps over, the camera stays 'stiff' and level—usually ending up staring straight at the character's own feet—instead of tilting and rolling with the head as it hits the ground. It feels like the camera is a stabilized gimbal rather than being part of the soldier's body. I’d love to see an 'Immersive Camera' toggle where the view is 1:1 locked to the head's rotation. This should apply to everything: if the head rolls, the camera rolls. Even if I’m driving a vehicle and it explodes, the camera should stay fixed to the driver’s head even when he gets blown out of the vehicle. No third-person pull-outs or detached views—just total immersion. Also, there’s a jarring animation bug when you 'Skip' the downed state. The model snaps weirdly where the torso lunges forward like the character is trying to touch their toes before flopping back. It’s a really noticeable physics pop. If we could get a smooth blend from the 'downed' pose to a realistic, head-following death sequence, it would make the whole end-of-life transition feel way more polished and grounded. I've even noticed that in tanks, when I get blown out, my body is in the downed state and is literally horizontal for the whole time, even as I'm blown to the sky. There should be crazy camera roll or at least something realistic and like what a real soldier would experience, till the screen fades to black. All of this for the "Immersion Toggle", just in case people get dizzy seeing that. A mode with a mixture of no HUD and this "Immersion Toggle" would be such an immersive experience. Thanking you, AimSnipes.Crossplay in fully unplayable
If you are a PC player, some modes like gauntlet and BR fully unplayable against controller player with aim assist. Same feeling like paly against cheaters. You can't avoid the snipers headshot, and if they choose SMG and LMG, and they choose because they know it's too OP, you can't win any fight against theme. It's like the sht COD... SO, I loved this game, but i think I will leave, like all my friends...Tank Guided Missile BUFFED!
So the speed increase was supposed to nerf it, but instead it absolutely buffed it! This is so fun and OP/broken that I stopped playing 100% recon to instead snipe with the tank. I wasn't good at it with original speed, but now, i am clearing the skies! Might as well give it to the AA, because the AA is useless anyways!Add an option to disable auto mantling while aiming down sights (ADS).
Sometimes when you're in a fight and trying to stay locked on a target, your character can accidentally climb over nearby obstacles just because you're close to them. This unintended mantling can completely throw off your aim and positioning, often costing you the fight. Having the option to disable auto mantling while ADS would give players more control and prevent these frustrating moments, especially in close-range engagements where precision matters most.The Portal XP Nerf and the Betrayal of "Full Progression" - Targeted Solutions
Hello everyone, I am extremely disappointed, and I know I'm not alone, with the decision to drastically reduce XP progression and unlocks on PVE Portal servers. This reversal, just days after launch, is a massive blow to the community and directly contradicts the promises made about the Portal feature. 1. The Broken Promise of "Full Progression" Portal was introduced as the ultimate sandbox, guaranteeing full progression regardless of the mode chosen. This was one of the biggest selling points for a large segment of the player base. The current implementation severely penalizes players who simply want to enjoy the PVE experience, learn new weapons, or progress at their own pace without the pressure of PVP. 2. The Nerf Solved Nothing and Punishes Honest Players The rush to "fix" XP farming has not resolved the underlying issue and has caused collateral damage: The Problem is the System, Not the Players: The initial XP farms were a predictable consequence of the tool. The fact that the server capacity issue is still prevalent shows that the XP nerf was a misguided attempt to mask a systemic infrastructure problem, not a solution to farming. Ineffective Measure: The XP farm servers are still over-capacity or have simply adapted to the new restrictions. Legitimate PVE players, however, are now left with a pointless grind. 3. This Drastic Nerf Will Kill Portal Ultimately, this broad nerf will do far more harm than good by killing the incentive to play the mode for the vast majority of users. Why would players spend time in Portal when their time spent is no longer respected by the progression system? Good community maps and genuinely fun PVE experiences will not be played under these conditions. Progression is the engine of engagement. By throttling it globally, you ensure that Portal, one of the game's key selling points, becomes a deserted ghost mode. Proposed Solutions: Restore Trust and Progression Instead of penalizing everyone, we urge the development team to adopt a multi-pronged approach that restores the promised progression for legitimate PVE play while seriously monitoring abuse. A. Restore Legitimate PVE Progression Re-enable Full XP on Official Game Modes: Progression (Full XP, Weapon Masters, Unlocks) must be fully restored for Portal experiences based on the official game types, even with AI bots filling the slots (i.e., Conquest, Rush, Breakthrough, Escalation, Team Deathmatch, FFA, and King of the Hill), in both Normal and Hardcore settings. Reinstate Solo/Co-op Mode: The dedicated Solo/Co-op vs. AI mode should be restored to Full Progression. This is the intended way for players to chill, learn the maps, and progress their unlocks without any impact on the live server environment. B. Target Abusers, Not the Community Serious Monitoring of Abusive Experiences: Implement active and immediate monitoring to identify and de-list or restrict XP only on custom servers that clearly use exploitative or non-conventional rule changes (e.g., 1-HP bots, instant respawns, AFK loop setups). Re-evaluate Unlock Requirements: Acknowledging the slow pace of unlocks, some Tier 1 requirements and attachments are currently an excessive "grind fest." Please take this opportunity to re-evaluate the requirements to make the core progression path less frustrating, reducing the incentive for players to seek out farming exploits in the first place. This community bought the game based on the promise of Portal's freedom and "full progression." We need you to deliver on that promise with targeted, effective solutions, not a blanket nerf that harms your loyal players. Thank you for your time and consideration.24KViews375likes1214CommentsTrying to stick around thru the worst
So im speaking for myself but all my friends agree this is the worst the game has been since the beginning at least in domination so I def thinking im gonna retire from it even tho its my favorite but the manner in which the fights are is so depressing and at the time it happens enraging ive played so many fps in my life that I can honestly say ive never had this much trouble with a one one fight in a game so off I'll shoot someone with a clip and die from a couple shots and I saw something earlier where someone said there is some sort of thing that handicaps for a better word the higher level and more experienced players against the lower levels I dont want to believe it but that's about how it feels I feel im working so much harder than everyone else around me im dying more than the people that only get 2 kills and double digit deaths i play alot so im over level 400 but I can't compete against a level 20 or 60 person while they are doing horrible but I'm trying with everything doing headshots and hitting the kill zone nonstop and then I die from a shot or 2 to the arm or leg im on the forum constantly hoping for some sort of support something to tell me why I shouldn't be as depressed as I am I love fps I hate futuristic crap cod forces on us and the repetitive way they do modern warfare I did my homework and for months this game was amazing but now its just so hard to just get a kill forget going even on the k/d so im trying to tough it out waiting for some sort of patch to the hit reg or something that helps just enough I can enjoy the game instead feel like just being bullied all the time cause lord forbid u ask other players in the chat if they have any problems then your just going to be ripped on the rest of the game and told how bad u suck when everyone knows im fighting the game just as much as them im not a kid I go back to doom and golden eye and all since I need this type of game im a true gamer but how do i survive this when its taking so long for the main fundamentals of a fps shooter to work correctly like equal bullet damage its heart breaking to a player like me ive tweaked every single gun I have to best performance possible and still can't seem to make it work anymore seems like its worse every dayPlay PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Night Conquest..." : Three conquest experiences like the previous, but meant to give the perception of night gameplay. One is dark and blue, to mimic a full moon night as best as possible with the tools available. Another has a green NVG effect applied to make it brighter and make enemies easier to see. The third experience has IRNV (thermal) enabled the entire time. Dark (moonlit) mode: ZMQMZ NVG (toggle on) mode: ZMBXX IRNV (infrared white hot) mode: ZNT41 "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Large Vehicle TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Seige of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC - Free 2 Play - Casual Conquest...": Casual conquest for people who haven't purchased BF6. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZUCXE "REDSEC - Free 2 Play - Winter Casual Conquest...": Same as above, but in the blowing snow. ZUDCQ "REDSEC - Free 2 Play - Night Casual Conquest...": Same as casual conquest, but with a moonlight affect. ZUDD5 "Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!2.8KViews21likes45CommentsSuggestions for the Launch of a Ranked System
Abstract: The game itself should not launch a ranked system, and ranked status should not be used as a personalized display feature for players within the game. If the goal is to pave the way for esports, a ranking query system could be considered to provide reference data for future development. The author believes that large-scale battlefield games are not suitable for introducing a ranked system, for the following reasons: 1. The game genre is different, making it unsuitable to force-fit a ranked system. Compared to other esports titles, large-scale battlefield games are characterized by high complexity, meaning that the impact of individual players on the outcome is not as significant as in other esports games (e.g., CS). Take CS2 as an example: CS matches involve a small number of players per round and lack specialized roles, meaning every player’s in-game role and function is identical. Consequently, player skill levels can be measured using simple algorithms. The introduction of a ranking system thus helps retain players and foster a healthy community ecosystem, which in turn supports the esports industry. Taking *Overwatch* as another example, although the game features distinct roles, the small number of players per match means that individual skill has a significant impact on the outcome. In particular, the execution of ultimate abilities tests each player’s skill level, so *Overwatch* can also utilize a ranked system as a product feature to support esports. However, *Battlefield 6* is different. Large-scale battlefield games feature highly complex gameplay content and interactive dynamics. In most cases, a single player cannot turn the tide of battle; victory requires coordinated efforts from players on the same team. Take the Breakthrough mode as an example: capturing a control point might be achieved because a player with poor aim, playing as a Support, revives a critically wounded teammate, giving the team a one-player advantage inside the point. Subsequent teammates then push into the point to secure it. How should such a situation be evaluated? Looking at individual statistics, this player’s skill level may not appear particularly high; however, from the perspective of the match as a whole, this action was crucial and deserves high praise. Therefore, large-scale battlefield games are filled with randomness and variables, where many “minor players” and low-probability events can influence the outcome of a match. This poses a challenge to the evaluation mechanisms of the ranking system. For a ranking system to gain credibility among players, it must effectively measure a player’s in-game contributions. However, in large-scale battlefield games, the weight of individual player factors on the outcome of a match is not as high as in other esports titles; therefore, introducing a ranking system is not recommended. 2. Resistance to Product Development Battlefield games feature distinct class roles, and the in-game experience varies significantly between them. Due to considerable individual differences among players, each player tends to favor different classes. Additionally, because of the inherent design of each class, their ability to earn points varies. Consequently, once a ranking system is implemented, many players will feel compelled to choose classes they are not skilled at but that are easier to rank up with, in order to meet the algorithm’s requirements. This approach diminishes the player’s gaming experience, even if they win the match. Furthermore, during version updates, players may become dissatisfied if their preferred characters do not receive sufficient buffs to improve their ranked performance, or if their preferred weapons are not strengthened. Ultimately, this could lead to any adjustments or updates made by the development team being met with criticism, directly impacting the game’s reputation. This, in turn, may result in a decline in new players, the loss of existing players, and a decrease in game revenue. 3. Negative Impact on the Player Base Once ranked matches are introduced, players’ objectives in large-scale battles shift from winning to climbing the ranks, which can alter player behavior. For example, since it is easier for vehicles to eliminate infantry units than for infantry to eliminate other infantry units, vehicles become highly sought after. However, the number of vehicles in the game is limited, so competition for them among players on the same team becomes common, leading to a deterioration of the in-game environment. Furthermore, since vehicles require personnel to repair them, players who repair vehicles effectively forgo the experience of engaging in gunfights, which may also negatively impact their rank progression. Consequently, it is likely that no one will repair the vehicles. Not only that, but since attacking enemy vehicles makes one more vulnerable to being killed by the enemy, it is highly probable that even players on the same team will refrain from engaging enemy vehicles. Some might argue that increasing the weight of match wins and vehicle repairs would solve these issues. While this would address the problems mentioned above, the reality is that if the weight of match wins is too high, complaints about teammates during matches will become more severe, leading to a worse player experience; if the weight of vehicle repairs is too high, many players will choose to repair vehicles instead of competing for control points and enjoying the game. Consequently, the introduction of ranked play has turned teammates—who should be united against a common enemy—into enemies within the same faction, blaming and turning against one another. This leads to a decline in the player experience and is likely to result in player attrition. Furthermore, due to the terrain on certain maps in Conquest mode, one side may have a higher win rate than the other, and Breakthrough mode faces similar issues. Consequently, ranking rewards based on match wins will encourage players to choose the side with the higher win rate, which directly prevents matches from starting quickly. This increases wait times, reduces playtime, and ultimately leads to a poorer player experience and potential player attrition. Furthermore, if ranked mode is separated for matchmaking, it will cause player fragmentation, leading to longer matchmaking times and consequently affecting the player experience. If a ranked system must be implemented, it is recommended to design it as an in-game query tool that allows players to check their global ranking within each class. Furthermore, this tool should display a tier (or percentage) rather than a specific rank. The results should not be displayed as part of a player’s profile. This approach ensures that even if the game later expands into esports, it will not interfere with professional organizations’ evaluations of players. It also preserves the existing game ecosystem, avoids increasing development and maintenance costs, minimizes negative impacts on the game itself, and maintains a positive atmosphere for player interaction. One more point to note: a game is meant to bring joy to players, not to leave them feeling exhausted or frustrated. Therefore, personally, I hope that *Battlefield 6* will encourage players to engage in deep discussions about strategy and tactics—even extending beyond the gaming community—rather than having players resort to every possible means to prioritize their own enjoyment at the expense of others’ gaming experience. The English text is for reference only; the Simplified Chinese version in the attachment shall prevail.