As the allies, looking across the C bridge... it's impossible to spot everyone. There are so many goddamn windows, bushes, head glitch level fences etc... that it's no wonder people freeze up and refuse to push. The 'alternate' middle path isn't even an alternative because it's exposed to 90% of the same firing lanes from the defenders.Marita's visibility is a textbook example of how visual direction emphasising playspace asset density for the sake of realism and presentation is often counter intuitive to fun, playable design. The map is gorgeous to be sure, but so aggressive with its insane foliage density and building detail, alongside a blanketing orange-brown autumn lighting tone, that everything blends together into this weirdly over detailed homogenised mess. It's so easy to cheese locations, lose track of opponents (or even your own fucking teammates), and stumble around the map. With gunfire and explosions and all that shit it's surely gloriously cinematic and gorgeous, but fuck me does that all come at an enormous cost to playability.
Exactly. Realistic asset density and complexity for busy visuals is absolutely fine in games where encounters are paced, deadly, and highly reliant on careful positioning and attentiveness to your surroundings. It works in a game like PUBG or, as a better example, Hunt: Showdown as encounters are less frequent and the cluttered, visually detailed maps are supposed to be used to your advantage. Every shoot out is a tense life-or-death battle where making good use of visual disorientation is a legitimate strategy, and approaching locations requires players be extremely wary of potential ambush points and alert to visual and audio disturbance cues.As the allies, looking across the C bridge... it's impossible to spot everyone. There are so many goddamn windows, bushes, head glitch level fences etc... that it's no wonder people freeze up and refuse to push. The 'alternate' middle path isn't even an alternative because it's exposed to 90% of the same firing lanes from the defenders.
The clean aesthetic of previous games was so important to make things work. To just double down on no spotting with super visually cluttered maps is awful. They should have stopped after devastation.
I half think that's why Mercury is so well-liked, as it has minimal bush wookie bullshit. It's mostly a straight up fight.
The whole Bond Villain lair aesthetic they had going on helped a lot with BF4, you could often get your bearings on some huge, spectacular landmark. That then lets the map actually be filled with a load of prefab buildings or huts. Operation Mortar brought in the castle on top of the hill, which became a bit too much of a staple in BF1 imo, as people thought they could somehow win by having the whole team in the castle.Also, on the subject of map design, and something I was thinking about earlier; the emphasis on high detail maps but conventional asset reuse to save dev time has lead to what appears to me be less unique landmarks on maps and instead more repetitious structures (like buildings) placed around the map. I could be remembering things, but I swear stuff like Battlefield 3 and 4 did a much better job of making each capture point feel like its own unique landmark; reused assets of course, but also tonal differences to the landscape, topography, and a handful of major assets to keep them unique. Maps designed more like what we see now in Battle Royal games, where "this capture point is a factory, this is a silo, this is a construction site, etc. Battlefield 1 instead more often than not feels like almost every capture point is fundamentally the same kind of assets and content repeated in different layouts; "this capture is a town with 4 buildings, and this one is a town with 3 buildings that are the same but in different locations, and this one is also 4 buildings with a new layout again".
Obviously not every capture point on every map in every game is and can be totally unique, but I definitely felt like a lot more attention was given to making them aesthetically and structurally unique in BF3/4, again so they operated more like easily referenced landmarks and not just a pre-packaged location, one of a hundred, with a flag stuck in the middle.
It’s probably all hands on deck to fix Al Sudan atm....
Not so close since like most of what Dice release for battlefield, it will be a end of the month release ( makes for a better looking roadmap/announcement I guess... ).
It's gonna come on the very last day of August and they aren't gonna tell us shit about it until maybe the day before, as usual.
Its by far the most populated version of it so that wont be an issue. That being said the game is in a pretty dire state right now
At last check, it was a texture loading issue on one version of the map. How complicated is that? There must be a skeleton crew working on the game at this point.
Firestorm textures are a bit messed up - last night we were watching some squads move across the valley and the textures weren't rendering so all we saw were the character models on crap surfaceAt last check, it was a texture loading issue on one version of the map. How complicated is that? There must be a skeleton crew working on the game at this point.
Can't feel great to put out a WW2 game (your signature) and have it be half-baked, then not have enough resources from EA to finish it.
Are you also telling me that this wasn't supposed to happen ( last week when doing firestorm ToW ) ?
Err, well, hmm
If the Germans hold C, a portion of them will spawn on the E-F mountainside behind the defenders. Map designer tried to justify it as helping the map not be stagnate but it doesn't work out that way. It needs to be changed.Finally went back to the game after more than a month. Kinda like the new map but it seem there's a problem with the ally side on Conquest as there is ALWAYS flags E and F getting captured over and over again because it's so easy to hide in the village. As such, i've never seen the allies win any conquest round yet.
Didn't know that.
tbh they'd probably have included more, like tank custom bodies, if that shit was actually working anywhere near launch.
Lol same. I honestly was not expecting to get anything other than those two junk skins and the "early access" so I'm not mad about it but I get why other people are pissed. Gotta be some of the worst value ever for a deluxe edition.
This was always super weird to me too. I mean, Digital Deluxe Editions in general are always a bit of a scam, but I'm a sucker so I grabbed it for Battlefield 1 and V (I think I ended up getting a really good deal on both? I don't remember). BF1's might have all been cosmetic but it felt like a pretty solid bundle. BFV's was hilariously inept.
at the very least, i bought it while on sale. i don't remember hte price difference between normal and deluxe at the time, but at least it wasn't too terrible for me
Yeah. That reveal definitely has me tempted to switch over to CoD if BFV doesn't get its shit together by the end of the year.
Same, and the gunplay in BFV. But we'll see in MW. Still, I'll wait and see... if there is a company worse than EA it's Activision, but at least I know they'll support the game