Ranked Mode and Persistent Servers are mandatory for BF6
if DICE adds a proper Ranked Mode to the classic multiplayer (instead of limiting it just to REDSEC), it would be a massive win for the game. Here is why this is crucial for BF6: Long-term Motivation (The Grind): Right now, progression completely dies once you unlock all the weapons. Grinding through ranks would keep people hooked for months and seasons to come. No More Lobby Chaos: Casual modes always mix pro-level stacks with absolute beginners. A separate ranked system would finally offer balanced matches against players of equal skill (proper SBMM). True Squad Teamwork: Winning is everything in ranked. This will actually force players to use mics, cooperate, and play their class roles (heals, ammo, repairs) instead of just farming K/D. Perfect Fit for Tactical Modes: A ranked system would breathe new life into tighter, competitive formats like Rush, Domination, or infantry-only modes. In my opinion, this would prevent the game from getting stale and give the competitive community a dedicated place to sweat. if DICE wants Battlefield 6 to succeed, bringing back the Server Browser and Persistent Servers is non-negotiable. Here is why these features are mandatory for the game: Community Building: Persistent servers allow players to return to the same community every day, make friends, and build regular squads. Live admins can also instantly ban hackers, keeping the matches clean. Freedom of Choice: A server browser eliminates the matchmaking lottery. Players can choose their preferred map, game mode, ticket count, and exact ping instead of being forced into maps they hate. Game Longevity: Custom servers keep Battlefield games alive for decades after official support ends. This is exactly why Battlefield 3,4,1,V still have active player bases today. Custom Rulesets: Server owners can tailor the experience by creating infantry-only rotations, banning annoying weapons, or tweaking vehicle spawn timers to keep the gameplay fresh. Because of these missing features, you lost such a huge percentage of players in less than a year, and you continue to ignore what your players actually want. There are also still bugs that need fixing, which I hope you will resolve over time.11Views0likes0CommentsBattlefield 6 Tips to Improve Aim and Overall Skill
I’ll start by saying that I don’t feel discouraged or anything that I’m not having a lot of good matches, because I’ve gotten fairly good at various games, including first-person shooters, through practice and hard work. However, I will note that I have high functioning autism, which impacts my fine motor skills and reaction time (though it also gives me plenty of strengths). I’ve been practicing my aim and trying to improve my reaction time based on the specific movement speed of the game and other factors, but I feel like there are also other things I’m probably missing when it comes to Battlefield 6 specifically. Does anyone have any tips or tricks on how to improve my skill level in my case? (cm edit updated title for vis)434Views6likes13CommentsReflections and Proposals on Adding or Removing Game Modes
In the author’s view, every game mode has been built and polished with considerable effort from the development team. Hasty additions or removals would harm not only the player‑base but also the dev team itself. Can cutting game modes really improve matchmaking quality? The author believes the effect would be limited. This argument also rests on an assumption: if their preferred mode is gone, players will simply switch to other modes within the game. But is this actually the case? The gaming and broader entertainment markets are fiercely competitive today, with countless alternatives that are far more accessible than in the past. Players can easily find substitutes elsewhere. For this reason, player loyalty stands as the most valuable asset right now. As long as players remain fond of the game, user acquisition and retention will perform far better. However, outright removing a mode erases the core experience for a segment of players, giving them ample reason to leave. While trimming modes may deliver minor matchmaking improvements, it creates far bigger problems: player attrition and negative reviews, which ultimately reflect directly on the game’s revenue. Furthermore, given the wide variety of game modes and large map roster, the author suspects there is a clear‑cut long‑tail effect on matchmaking wait times across different modes and maps. In the long run, it is recommended that the development team adjust their approach and apply established management theories to tackle issues stemming from the long‑tail effect, instead of simply cutting off the long‑tail segment entirely. New growth opportunities for the product may well lie within that very long‑tail. Lastly, the author has come up with a set of concrete implementation proposals aimed at alleviating current matchmaking‑quality issues: 1. Keep the total number of game modes unchanged, but reduce the size of the map pool within each mode, with weekly map‑pool rotations. 2. Develop a “Quick Play — Wildcard” feature. This option enables all matchmaking rules, prioritizing placement into matches with long waiting times. Since this feature completely disregards individual player preferences, users queuing via this feature receive a 1.5× XP bonus upon entering a match, plus an additional 0.25× XP bonus upon match completion as compensation. 3. Revamp the main‑menu UI to separate popular modes from niche ones, allowing players to locate their desired mode more quickly than before. 4. Grant a 1.3× XP bonus to players who voluntarily queue for modes with low concurrent player counts. 5. Within existing development roadmaps, prioritize support for niche modes in custom lobbies. Add settings to specify which AI bots cannot be replaced by real players, and roll this feature out alongside the server browser. 6. Improve UI and in‑game guidance to inform players of the estimated wait time for their selected matchmaking criteria. To sum up, both product design and operational strategies should focus on growing the player community and winning more fans for the Battlefield franchise. Here’s hoping Battlefield keeps getting better! English version for reference only; the Simplified‑Chinese version shall prevail.Core User Behaviors and Product‑Side Optimizations
**Core Thesis**: Given the divergent core playstyles among Battlefield 6’s main player base, corresponding product‑side optimizations are necessary. As of the time of writing, the author has accumulated over 1300 hours of playtime in Battlefield 6. While following official news, community feedback, and content‑creator streams, I have observed that even within the core playerbase, preferred core gameplay loops differ greatly. Based on players’ tolerance for **infantry‑vehicle engagements**, the community can be broadly split into two groups: The first group consists of players unaccustomed to infantry‑vehicle combat — the **CQB‑focused players**. These gamers want to carry fights with their gunskill and derive satisfaction from securing eliminations. Their typical traits include a preference for smaller, vehicle‑light maps and short‑to‑medium engagement ranges. Consequently, they tend to hold negative opinions of large‑scale, vehicle‑heavy maps. Additionally, without reliable counters against snipers, this group generally views snipers unfavourably. The second group are players comfortable with infantry‑vehicle interplay — the **large‑theatre players**. They seek immersive battlefield atmosphere and treat vehicles and snipers as integral parts of the war experience. They frequently play large‑size maps featuring abundant vehicle assets, with no strict preference over engagement distances. What matters most to them is having viable in‑game countermeasures to respond to enemy threats. Within this group, a subset prioritizes vehicle‑versus‑vehicle combat over infantry‑on‑infantry gunfights. Because of this divide, newly released game content often draws split feedback: one segment of the community praises the design, while another criticizes it as poorly executed. It seems the development team has noticed this dynamic, as evidenced by map designs from Season 3 and Season 5. In the author’s view, however, these adjustments do not go nearly far enough. To address this player segmentation, the following optimizations are proposed: 1. Revamp in‑game guidance and UI for game modes and maps to clearly communicate the intended combat scale for each experience, helping players form accurate expectations. For example, large‑scale playlists and small‑scale playlists could be visually grouped separately in the menu. 2. Re‑evaluate the design philosophy behind Breakthrough mode. Current Breakthrough iterations feature confined combat zones alongside vehicle spawns on most maps. This results in sub‑par experiences for both player archetypes. Vehicle presence prevents CQB‑oriented players from leaning into gunplay to shape their matches. Meanwhile cramped map boundaries cap player count and restrict vehicle manoeuvring room, robbing large‑theatre players of epic‑scale warfare. That said, Breakthrough’s strong objective‑driven loop delivers a visceral sense of participating in an ongoing battle, making it a prime candidate for new‑player acquisition and player retention. Expanding Breakthrough’s design scope is therefore recommended, with concrete suggestions below: 2.1 Split Breakthrough into two distinct variants: **CQB Breakthrough**, focused on small‑map, infantry‑only combat; and **Full‑Spectrum Battle Breakthrough**, delivering open‑theatre combined infantry‑and‑vehicle warfare. 2.2 Align Breakthrough ruleset with each map’s design intent. If a map is built for full combined‑arms warfare, its Breakthrough layout should enable complete infantry‑vehicle interplay. If a map is oriented toward infantry‑focused combat, its Breakthrough instance should restrict gameplay to infantry‑only. In summary: the breadth of large‑theatre content fosters highly varied core playstyles among Battlefield 6’s main audience. It is recommended that the Battlefield development team acknowledge these meaningful player differences and refine product design philosophy accordingly. This way, every player can enjoy a satisfying experience within their respective gameplay niche. English version for reference only; the Simplified‑Chinese version shall prevail.Why so antisemitic?
My name is Flyingcoconut666, I was banned for commenting back on antisemitism in the chat. I was banned for saying 2 things that evening. “Ty sped” and “low income comment”. The first comment I was addressing to my mate speed which I thanked him for something as he didn’t have his mic down. I abbreviated it and said Ty sped. Not bulling anyone. Second comment was because for some reason battlefield players began making antisemitic comments and jokes. So yes, I responded. “Low income comment”. As a Jew I’ve dealt with a lot of BS from the gaming community but battlefield certainly has taken the cake. Almost 700hrs. I get banned. Not suspended. no warning, just banned. Yeah I could disable the chat. So I can’t chat with my mates anymore cause of that. I have to block out hate cause the company doesn’t care? I guess nothing unusual. I’ve had to resort to making a discussion about it cause I can’t appeal it on my EA account cause I was banned. For anyone reading this. I was banned for standing up as a Jewish man to hate, Antisemitism is everywhere. But if I can’t even play a game where it comes up for no reason. Or they hear my accent and begin making remarks. Not too sure how to feel about the ban. Annoyed that I spent almost 700hrs and at the end of the day the company never even had my back as a customer, a player. If I do get my account back I would be grateful but also would have a nasty taste in my mouth now knowing that battlefield is what it is today.122Views5likes9CommentsBattlefield 6 – Behemoth Collector Bundle Missing Items
I purchased the Behemoth Collector / Trophy Hunter bundle yesterday for 1,100 Battlefield Coins. After purchasing the bundle, I noticed that only some of the items were added to my account. Items I can access M4A1 weapon package M39 EMR weapon package Items I cannot access Trophy Hunter – Brodie Skin / Panopticon 8 The other cosmetic items included in the same bundle When I go to Loadout → Customize Appearance → Uniform of Trophy Hunter, the game shows: “Available in Behemoth Collector offer” and gives me a “GO TO STORE” option. However, the Collector offer does not appear in the normal Store tabs. The bundle was already purchased by me, so I do not want to purchase it again. I have already restarted the game and I am checking the account/purchase information. I can provide screenshots and proof of purchase if required. Could someone please help restore the missing items from the Behemoth Collector bundle? The weapon packages from the purchase are available, but the Trophy Hunter uniform and the other bundle cosmetics are still locked.Possible Free‑Access Modes and Suggestions for Season 4
The second phase of this season goes live next week. Based on past patterns, there is a high chance the seasonal free‑access event will be activated. However, participant numbers may exceed previous iterations due to the following factors: 1. The map is a classic title entry, which could draw returning veteran players. 2. Two‑seat fixed‑wing aircraft bring stronger social gameplay, favouring new‑player acquisition. 3. The collaborated IP is well‑known, capable of attracting fans of the related film franchise. 4. Free‑to‑play access includes tie‑in content centred around jet‑fighter dogfighting, which may draw players from other titles such as War Thunder. 5. The interactable aircraft carrier could appeal to military‑enthusiast audiences. 6. The event falls within the summer vacation period. Consequently, many brand‑new players with zero prior Battlefield 6 experience may arrive to try out the game. Robust onboarding guidance will therefore be critical. Drawing from my personal playtime, I put forward the following suggestions: 1. Add an in‑game dedicated tab outlining what is available in the free trial, so players understand what kind of combat they can expect within each game mode. 2. Produce an informational poster covering all essential knowledge for brand‑new players. Set proper player expectations while making the material easy to share across platforms. 3. Release an explanatory video focused specifically on the free‑access content (not a promotional trailer). It can serve to orient new players and manage their expectations. Side note: Please ensure thorough product‑function testing. Severe experience‑breaking bugs should be kept out of this build. English version for reference only; the Simplified‑Chinese version shall prevail.One last time
. Great game still playing enjoying it but where are the classic maps… couple have came but where is metro, etc etc ,Ive posted about these a few times but again here i am.. just wanted to say…. Been some great maps but why must we await a year for classic maps and maps wanted from the start like metro? This is ridiculous i love the naval warfare but why are you waiting till late to last season to drop your best maps? Everyone has wanted these maps since the start? Like im lost drop classics before your player count is gone for good. Ill be here either way , however dont make this game cycle a disappointment. side note keep adding guns… fr. Cant have enough besides no reason each game should not have guns from the last almost stupid not to… thanks dice and ea love battlefield been here since the beginning always preferred over cod 💯Fedebeck
Subject: Mobile AA — Replace useless equipment + increase cannon damage against helicopters Hello, DICE team, I have two sincere and respectful suggestions regarding the mobile anti-air (AA) vehicle: 1. Please increase the damage of the Multi-Purpose and High-Velocity cannons against helicopters. The slight damage boost we received wasn't enough. Even with multiple direct hits, these cannons are merely a nuisance—they do NOT destroy. A noticeable and significant increase is needed so the AA can actually take down a helicopter before it escapes or destroys us. Right now, they serve only as a warning shot, not a real threat. 2. Please REPLACE the current equipment options—don't just make minor tweaks. After all the updates, most of the upgrades still make no real difference in combat: - Improved Reload + System Upgrades → almost identical, almost imperceptible. Replace with: faster missile lock-on or increased radar range. - Turret Rotation Speed → doesn't help against circling helicopters. Replace with: higher projectile velocity or a larger damage bonus against air targets. - Lock Jammer → only hides the vehicle on the minimap—helicopters use thermal optics and see us perfectly anyway. Replace with: Active Protection System or a real defensive countermeasure. These options don't change how we play—they are just minor numerical tweaks. Please give us equipment that actually changes the way we fight. Thank you very much for your time and for listening to our feedback! 🙏12Views0likes0Comments