True ik vind 't zelf ook geen fijne map om te spelen omdat je continu vanuit iedere windrichting wordt belaagd. Ging me meer om 't uiterlijk, die groenige maps zien er wel gruwelijk uit imo.quote:
twitter:EA_DICE twitterde op zaterdag 15-09-2018 om 11:41:20 Regarding map sizes: this is Breakthrough for Hamada, with a distance of just over 1500m from Attacker's HQ to the Defenders' final 5th sector. I've added a view from Conquest C to better understand the scale. (BT layout is ░W░O░R░K░ ░I░N░ ░P░R░O░G░R░E░S░S░) https://t.co/93MfHuRTzf reageer retweet
twitter:Battlefield twitterde op dinsdag 18-09-2018 om 17:00:31 Bigger maps mean bigger battles, and the #Battlefield V map "Hamada" is absolutely huge! Against a barren backdrop of the North African desert, gaining control of the ground, and skies of this map will require serious teamwork. https://t.co/B8d2jpDMBK reageer retweet
"Bigger maps mean bigger battles"... Meh, niet echt als het max aantal spelers op 64 blijft. En bij zulke maps ben ik bang dat je nog meer staat te zoeken naar munitie aangezien je echt belachelijk weinig bij je hebt.quote:Op woensdag 19 september 2018 14:43 schreef 2dope het volgende:
Hamada wordt in ieder geval wel behoorlijk groot:[ afbeelding ]twitter:EA_DICE twitterde op zaterdag 15-09-2018 om 11:41:20 Regarding map sizes: this is Breakthrough for Hamada, with a distance of just over 1500m from Attacker's HQ to the Defenders' final 5th sector. I've added a view from Conquest C to better understand the scale. (BT layout is ░W░O░R░K░ ░I░N░ ░P░R░O░G░R░E░S░S░) https://t.co/93MfHuRTzf reageer retweettwitter:Battlefield twitterde op dinsdag 18-09-2018 om 17:00:31 Bigger maps mean bigger battles, and the #Battlefield V map "Hamada" is absolutely huge! Against a barren backdrop of the North African desert, gaining control of the ground, and skies of this map will require serious teamwork. https://t.co/B8d2jpDMBK reageer retweet
Ja in Bad Company 2 hadden ze een aantal hele vette jungle maps.quote:
Hmm zo heb ik dat niet echt ervaren, kwam zelden munitie tekort eigenlijk omdat overal wel van die stashes staan. Toch is het een veelgehoorde klacht dus ik neem aan dat ze daar wel wat mee doen. De lijst van veranderingen die men n.a.v. feedback uit de bèta gaat doorvoeren lijkt daar in ieder geval wel op te hinten:quote:
Die bleedout-taferelen had ik meer moeite mee eigenlijk, dus hopelijk pakken ze dat nog goed aan. Er zal vast nog een open bèta volgen vlak voor de release, ben benieuwd.quote:Squad play and Matchmaking – Several changes are already in place and additional improvements will be made to secure the best possible launch experience.
Attrition – Scarcity of ammo and health is something we want to get just right, and the Open Beta gave us a lot of info on how to balance it.
Visibility – Distance haze, lighting, general contrast and other visibility aspects are being tinkered with, letting you see your enemies better in the world.
Death Experience – We’re adjusting bleed out and spawn times to make your virtual deaths as good as virtual deaths can be.
Vehicles – Damage states, movement, and weaponry of tanks and other vehicles are being tweaked.
TTK and TTD – We’re adjusting automatic weapons to make the Time to Kill and Time to Death as fair and fun as possible.
Progression and Customization – We’re working on making the user journey one that’s smooth and personal.
Chat Profanity Filter on PC – We are evaluating the Open Beta feedback and are making many adjustments for launch.
Die junglemap in BF4 die werd gemaakt met de community was ook wel tof. Guilin Peaks ook.quote:
Ah oke, ken ik niet. BF4 kon me op één of andere manier totaal niet bekoren. Heb er 40 uur in zitten of zo.quote:
Enkele honderden uren hier :vquote:
En dan dacht ik geen leven te hebbenquote:
Devs want to nudge attrition in the right direction but still want it to be fully part of the game.
More ammo on spawn.
More max ammo capacity.
Ammo tweaking will be weapon specific (not all weapons may be affected, some more than others).
Medpack on spawn.
Adding a haze to the background to make enemies stand out. (Example by /u/CrafterOfSwords)
Fixing some lighting issues (notably in Rotterdam).
Fine tuning lighting in specific locations.
Death experience and pacing:
Devs agree with the community that current death timer made the game feel too slow.
Devs want highs and lows moments in the game, but find that the high moments are not high enough (this is partially caused by soldier downtime). They want moments of pure chaos.
Tweaking "bleeding out" timer, you are not punished anymore if you decide to hang on, respawn timer will be reduced accordingly.
Fixed the audio bugs which contributed to make the game too silent. Audio should feel like war once again.
Time to kill and time to death:
Trying to find that sweet spot to cater to both players who love it or hate it.
From the data, players have learned to move closer to cover to avoid getting killed too easily.
Certain weapons stand out (more effective at most engagement distances), "won't name specifics *cough*STG*cough*". Those are gonna be tweaked to "bring them into the fold".
Confirmed Netcode issues in regards to Time to death, "you receive more damage than you should be in one update, which is due to packet loss, netcode, delays and high rate of fire weapons". Currently looking into fixing this.
Beta testers felt that the tanks were too slow/heavy and not offensive enough against infantry, but dev says the more agile/anti-infantry tanks weren't in the open beta, as well as anti-aircraft vehicles.
Devs were happy with the tuning on the new turret system on the heavy tanks, but plan to make the turret turn faster on the medium and lighter tanks. Light tanks will have a "very fast" turret turning speed.
Devs want the tanks to be the "dragons of our game", once they show up on the field, "everyone should relate to that". If you see a friendly tank, you should push alongside it, if you see an enemy tank, you should cower in fear.
Heavier tanks are robust, hard to take down, but slow, less effective against infantry, more effective against other vehicles, and the opposite is true for lighter tanks, more agile, used to kill infantry, harass and flank.
Tweaked systemic damage (such as canon disabled or track disabled), they want to reward players who chip away at tanks without necessarily destroying them, but don't want to penalize tank drivers too much, leaving them with nothing to do. Added turret damage which slows down turret turning speed, as well as engine damage, which cripples its movement.
Beta feedbacks tell that the difference between the two fighter planes was too great and people didn't like it. Devs are taking step to make them much more similar and better than they were in open beta.
Overall players found fighter planes not agile enough.
Not being able to acquire ground targets as easily as in previous titles.
Players most happy with the BF 109 plane, but devs say even that one wasn't were we needed it to be.
Tweaked visibility for pilot and gunner, extended spotting range. "We want planes to participate in the ground combat".
Dev excited about the broader spectrum of vehicle classes in BFV, says it was a bit lacking in BF1.
Talking about anti-aircraft tanks, such as the Flakpanzer and Valentine MK 1 AA, they have "tons of canons and tons of bullets flying through the sky".