Objectives not counting in UT since Prime hero event
Day 13 that i cant enjoy UT because my objectives are not counting. Day 7 trying to solve it (forum and ea helps). I had 5 ea chat . The first one : they give me 4 things to do and it does not solve . The second : they say its a common problem and i have do wait. Third : they closed The chat saying that they cant do anything. Fourth : they said my problem is specific and they need to have an engineer in my ea to solve,so i have to wait. Today,The FIFTH time they give me a completely diferent answer (that my problem is with 1 objective especific ) . The sixth : they say that they will classify The problem as urgent My problem (already said it a lot of times ): All my objectives in UT are not counting since The Prime hero event ,when i completed The event 1 and did not received Pablo Aimar. Since that Day,i cant play ut and receive The objectives. Already lost all objectives in this Last 13 days I am starting to think that i am just a number for EA ,they dont care if i play the game or no,they dont care if im having fun...... So frustrating . I dont know what more i can do.3Views0likes0CommentsIn-game ticket response time
So I recently created an in-game ticket via the "Help" button to solve a problem regarding retrieval of my old PvZ2 ID. I didn't receive confirmation of "ticket successfully created" or anything, anyone know the length of the response time? To be clear I am NOT referring to the agent live-chat.4Views0likes0CommentsLoadout Tab is Dead
Nothing is showing up in my loadout tab. I'm awarded add-ons, but when I go to the appropriate weapon in loadouts, nothing is there. I've gone from orange dots everywhere WITH the appropriate add-ons present, to NO orange dots with NO add-ons appearing. The loadout tab is totally dead.[BUG] Strikepoint win condition broken after Blastpoint update (1.3.2.0)**
**Platform:** PC / Xbox Series X|S / PS5 (observed cross-platform) **Mode:** Strikepoint **Update:** 1.3.2.0 (Blastpoint, June 9) **Summary:** Since the Blastpoint update, Strikepoint round win logic is incorrect. The objective capture state appears to override elimination outcomes. **Observed behavior:** 1. A team that touches the objective (capture progress as low as ~1%) and then wipes ON the point is awarded the round win anyway. 2. Rounds have been awarded to the wrong team even after a full enemy squad elimination. **Expected behavior:** Round win requires either (a) full capture of the objective, or (b) eliminating/downing the entire enemy squad — per pre-update rules. **Impact:** This removes the elimination win condition in practice and forces every round into a rush to the center point. Tactical play (holds, route denial, revive plays) is no longer rewarded. The mode is effectively unplayable as designed. **Repro rate:** Consistent across matches since the update. Requesting acknowledgment and a hotfix or rollback of the Strikepoint scoring change. If this was an intentional design change, please communicate that — but as shipped it reads as broken capture/win logic.131Views8likes4CommentsUltimate Team Objectives not Working
No objectives are working in ultimate team steam apart from milestones, with all the ptg stuff this is the worst time for this and ea dont seem to care, even tried playing on ps5 but for some reason they dont allow UT transfer, focusing on that instead on one of the core aspects of the game.42Views1like6CommentsLet’s stop pretending this is just “netcode issues.”
I honestly don’t understand what kind of “fairness” philosophy you’re trying to achieve here. Right now, Battlefield 6 doesn’t reward skill, positioning, or reaction time — it rewards whoever has worse latency. I’m on a stable low ping connection, I shoot first, land shots, take cover — and still die behind walls or get deleted in a single frame. Meanwhile, the other player seems to exist in a completely different timeline where none of that matters. This isn’t “lag compensation.” This is overcompensation to the point where the server is literally rewriting reality in favor of higher latency players. Gunfights don’t feel competitive — they feel pre-decided by the server before they even happen. If your system makes a 20ms player feel disadvantaged compared to a 100ms player, then something is fundamentally broken at the design level, not just “in need of tweaking.” At this point, it’s hard to tell whether I lost a fight because I made a mistake — or because the server decided I should lose. And that’s the fastest way to kill any FPS game. Let’s stop pretending this is just “netcode issues.” This is a design failure. You’ve built a system where: Shooting first doesn’t matter Taking cover doesn’t matter Having a better connection doesn’t matter So what exactly does matter? Because right now, gunfights feel random, inconsistent, and completely disconnected from player input. It honestly feels like I’m not fighting other players — I’m fighting your server reconciliation algorithm. If this is intentional, it’s a terrible direction. If it’s not intentional, then it’s even worse — because it means you don’t fully understand how broken it currently feels. Either way, this isn’t just frustrating — it’s unacceptable for a modern AAA FPS. I’m going to be very direct, because this needs to be said clearly: The current netcode and lag compensation in Battlefield 6 are not just “imperfect” — they are actively undermining the integrity of the game. You’ve created a system where having a better connection is a disadvantage. Let that sink in. In a competitive FPS, a player with lower latency should have more accurate feedback from the server, not less. Instead, what we have right now is the exact opposite: Low ping players die behind cover Shots don’t register consistently Enemies with higher latency appear to “win” trades they should lose This isn’t just a bad experience — it’s a fundamental contradiction of how multiplayer shooters are supposed to work. At this point, the biggest problem isn’t even the bugs themselves — it’s the lack of confidence players have in the outcome of every gunfight. When players start questioning whether the game is deciding fights for them, you’re no longer dealing with balance issues — you’re dealing with a trust issue. And trust, once lost, is extremely difficult to recover. Right now, Battlefield 6 doesn’t feel like a skill-based shooter. It feels like a network experiment that hasn’t been tuned for real-world conditions. This needs to be acknowledged properly, not brushed off as minor inconsistencies. Because from a player perspective, this is one of the most damaging issues the game currently has.Solved746Views17likes18Comments