Potential bug-causing issue
As we saw missing similar rewards problems on here, challenges hidden on the Challenge tab but shown in the result of matches can cause problems. Right after 1.4.3.0, I could make progress on some challenes which were not on the Challenge tab. I am sure that they would be intended to be activated after 12:00(UTC) but currently they are also being recorded between 08:00(UTC)~12:00(UTC) Just to be safe, this issue needs to be checked since there could be rewards missing bugs from the issue. Please refer to the attached images so that you can understand the situation eaiser.16Views0likes0CommentsNon-support players can revive anyone?
One issue I've noticed so far with S4 is that when I am playing a non Support class (namely Assault, but it happens with every other class) and I go to pick up a Support kit from a dead player (teammate or enemy) and drop a medbag, when I pick back up my original Assault kit, I am able to drag revive teammate players, even if they are not in my squad, as the Assault role with my Assault kit. I have also noticed this happening with other people. For example, I have been revived by a random sniper class player on my team, not in my squad. Similarly, when I am dead and on the "waiting for revive" screen, everyone around me seemingly becomes a Support player as they all have the "cross" symbol above their head even though they are not playing the support class. I can tell that they are not because when I look at their name on the scoreboard, they have a differing class symbol (Assault, Engineer, or Sniper) or their name is not in the "nearby medics" list. Additionally, I can also tell because of the equipment that they are carrying (Engineer with a rocket launcher or Sniper placing a motion sensor).Solved93Views0likes5CommentsServer Connection Issues
Game is unplayable since the top gun update I've been having problems connecting to the servers at first it was "Can't connect to Ea servers" and now it just gives me "Unknown error" (code:0:51002S:57019S) and sometime it just decides to work this only happens with bf6 other games are working no problem. This has been very frustrating [Edit: All caps removed from title - ElliotLH]TÓPICO 3 — Server Health & Server Browser
Título Metrics Texto pronto para postar Technical Proposal: Server Health Telemetry and Smarter Server Browser Quality Metrics The upcoming Server Browser is an opportunity to provide more than a list of servers and ping values. Ping tells the player how long packets take to travel. It does not necessarily describe the health of the server simulation itself. 1. Separate Network Latency From Server Health A player could theoretically have excellent latency to a server that is experiencing simulation pressure. Likewise, a healthy server can still feel poor when the player's network route is unstable. Internal diagnostics should separate these conditions. 2. Server-Side Health Telemetry Potential internal metrics could include: Server simulation frame time. Tick/simulation stability. CPU utilization. Networking workload. Replication workload. Entity count. Physics workload. Packet-processing queues. Player count. Abnormal simulation overruns. 3. Server Quality Index The Server Browser could potentially expose a simplified quality indicator rather than overwhelming players with engineering statistics. For example: Excellent Good Degraded The underlying calculation could consider server and connection health without exposing sensitive infrastructure information. 4. Region Transparency The browser should clearly identify the hosting region. This would allow players to understand why one server has significantly different latency from another. 5. Persistent Match Flow If players decide to stay with a good-quality server after a round, the system should preserve that experience wherever practical. Avoiding unnecessary server reassignment can provide consistency for groups that already found a stable match. 6. Automatic Server Health Detection If telemetry detects severe server degradation, the backend could investigate whether that instance should stop accepting new players or eventually be recycled. The objective would be to prevent degraded instances from remaining in circulation for extended periods. Engineering Metrics Server simulation P95/P99. Server simulation overruns. Connection-quality distribution. Server CPU saturation frequency. Unexpected disconnect rate. Server instance failure rate. Abnormal match termination rate. Average session duration. Percentage of healthy versus degraded instances. Final Objective The Server Browser should become more than a server list. It could become part of Battlefield's reliability architecture. Players would gain clearer information before joining while developers gain better visibility into where server degradation occurs. This would help distinguish three different problems: client performance, network-path quality and server health. Treating those independently would make troubleshooting and optimization considerably more precise. A EA já confirmou que o Server Browser será testado e que o matchmaking continua sendo investigado, inclusive por partidas de ping alto.9Views0likes0CommentsTÓPICO 2 — QoS Matchmaking
Título Battlefield 6 – QoS-Aware Matchmaking & Datacenter Selection Texto pronto para postar Technical Proposal: QoS-Aware Matchmaking and Datacenter Selection Matchmaking quality should not be evaluated by queue time or skill parameters alone. For a competitive multiplayer FPS, network quality is part of match quality. The Battlefield team has already acknowledged concerns involving players being placed into high-ping matches. For Season 5 and beyond, I would suggest evaluating a more network-aware matchmaking architecture. 1. Pre-Match Datacenter Measurements Before matchmaking completes, the client could periodically measure connectivity to available Battlefield regions. Rather than relying on a single ping measurement, several lightweight UDP samples could be collected. This would create a more realistic picture of the route between the player and each available region. 2. Measure More Than Average Ping The system should consider several network characteristics: Latency. Latency variation/jitter. Packet loss. Measurement stability. Regional availability. Recent connection history. A connection with 45ms latency but severe jitter may provide a worse gameplay experience than a stable 55ms connection. 3. Regional QoS Ranking Available datacenters could be ranked according to measured connection quality. Matchmaking would then attempt to place players in the best available region while balancing: Connection quality. Population. Party requirements. Match quality. Queue time. Game mode availability. 4. Controlled Fallback If the preferred region cannot produce a match, matchmaking could gradually expand its acceptable region or latency range. However, that fallback should be visible and measurable rather than silently placing a player into a dramatically worse connection. An optional message could indicate: “Expanding matchmaking region to reduce queue time.” This gives players transparency. 5. Party-Aware Network Evaluation Parties containing players from different geographic areas require special handling. The system could evaluate the combined QoS profile of all party members and select the region providing the best overall compromise instead of optimizing for only one member. 6. Persistent QoS History Short-term connection anomalies can distort a single measurement. Using a rolling history could allow matchmaking to distinguish between: A temporary spike. Persistent high latency. Unstable routing. Consistent packet loss. A recently degraded ISP route. Measurement EA/DICE could track: Assigned match latency P50 / P95 / P99. Percentage of players assigned outside their preferred region. Jitter distribution. Packet-loss distribution. Matchmaking fallback frequency. Queue time versus network-quality tradeoff. Disconnect rate per datacenter. Player retention after high-latency matches. Server Browser Integration The upcoming Server Browser creates another opportunity. Players could see clear network quality indicators before joining: Region. Ping. Connection-quality estimate. Potentially packet-loss or stability warnings where appropriate. Final Objective Battlefield should attempt to place a player not simply into an available server, but into the best realistically available network path. The objective is not zero latency. The objective is predictable, transparent and measurable network quality. For Battlefield 6, matchmaking quality and network quality should be treated as interconnected systems. A Microsoft multiplayer architecture example documents UDP QoS probes and using measured player latency to rank server regions, so this proposal is technically grounded without implying EA needs to use Microsoft's specific implementation. � A EA is currently investigating high-ping matchmaking and plans Server Browser work for Season 5.6Views0likes0Comments"Kicked for Inactivity"
PC, I can't even get into a match. Game acts like it's searching for a match, and the search progress bar gets a bout a quarter of the way out and then the entire application freezes. Less than a minute later I'm hit with "You were kicked for inactivity." This has been multiple days and multiple attemps at getting into a match a day. I've deactivated FRS in graphics and still can't get into a match. I've restarted my router, I've restarted my PC, I've cleared my cache, I've verified game files, I still can't get into a match. I can't get a hold of ANYONE at EA. This has only happened after they started requiring SecureBoot to play any of their content. Spent $60 on a game and I can't even play it.Enhancement Request: Implement Persistent Store Content of purchases! PLEASE!
I am here as a long time dedicated BF player, invested thousands of dollars over 15 years in purchases, content, coins, passes, seasons, etc. I fully believe EA and DICE absolutely nailed BF6 and love everything about it...EXCEPT! When I purchase store content, it is effectively gone in game. The package no longer is available or presented in the store for reference back to all the items I purchased. The 'new' item indicators have been unreliable at best. I have no way to look back at coin purchased content and to see all the items I own to update my loadouts. I am literally taking screenshots of the content to reference back to... this is a MAJOR miss/gap that I feel would be a fundamental core aspect for us players... especially now with Season 4 and all the feedback from players not seeing the content they purchased. There is no healthy way to audit the content I spent money on. @battlefield6 please please please implement persistent memory of purchased content within the store to reference back to. I do not understand why it becomes hidden or no longer viewable.TPM 2.0
I have recently been locked out of BF6 since the new update. My mobo is a MSI Z97 gaming, with a intel i7 4700K. My system is running max 1.2 TPM, i have been playing BF6 for several months with no dramas. Now this new update has come in, i can no longer play BF6. Is there a work around for this issue?474Views0likes32CommentsPC freezing after 10 minutes of playing since 4/16
Yesterday all was fine and I could play BF6 without any issue. Since today, it doesn't matter what I configure, after about 10min off playing freeze. Only hard reset of the PC let it start again. Here the crash dump attached. Chat GPT said its an issue from the Battlefield update today. ExceptionCode: c0000005 (Access violation) Attempt to write to address 0000000000000024 rax=0000000000000000 inc dword ptr [rax+24h] Anyone else got this issue?Solved57KViews72likes1212CommentsBF6 Secure Boot Error Despite TPM 2.0, Attestation and UEFI Working
Hi everyone, I’m trying to understand whether this is a new Javelin Anti-Cheat compatibility issue after the latest Battlefield 6 update. My system uses an ASUS Z170M-PLUS/BR with an Intel Core i7-7700. The motherboard supports TPM 2.0 through Intel PTT, and Battlefield 6 was working on this exact PC before the update I installed on September 4, 2026. After the update, BF6 stopped launching and now shows: “Secure Boot is not enabled.” However, Secure Boot is definitely enabled and Windows confirms it: BIOS Mode: UEFI Secure Boot State: On Confirm-SecureBootUEFI = True CSM disabled Windows installed on GPT TPM 2.0 enabled and initialized VBS running HVCI / Memory Integrity running I also updated the motherboard BIOS and Intel ME/PTT firmware. The TPM firmware is now reported as non-vulnerable. During troubleshooting I found that TPM attestation was initially broken: Ready For Attestation: False INFORMATION_EK_CERTIFICATE no Intel EK manufacturer certificate I then installed Intel’s newer Management Engine/iCLS package and updated iCLS from 1.49.166.0 to 1.80.173.0. After running the newer IntelPTTEKRecertification.exe, the Intel EK certificate was successfully provisioned. The TPM now reports: Ready For Storage: True Ready For Attestation: True Is Capable For Attestation: True Intel EK Manufacturer Certificate present AIKEnrollmentErrorCode = 0 TPM Has Vulnerable Firmware = False So at this point TPM 2.0, TPM attestation, Secure Boot, UEFI, VBS and HVCI are all working correctly. Despite this, Battlefield 6 still refuses to start and shows the same Secure Boot error. The EA Anti-Cheat service installs when the game starts, stays in START_PENDING briefly, then terminates with: Event ID 7023 EAAntiCheatService terminated with error: 0xFFFF404B There are no Code Integrity events showing Windows blocking the anti-cheat driver or service. I know the i7-7700 is older than the officially listed i5-8400 minimum CPU, but the game was running on this exact hardware before the latest update. Also, the error shown is specifically about Secure Boot, not unsupported hardware. Has anyone else seen 0xFFFF404B after the recent update, especially on older Intel PTT systems? I would also like to know whether Javelin introduced a new platform/TPM validation requirement that is not reflected in the current error message.Solved384Views2likes25Comments