• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

bitcloudrzr

Member
May 31, 2018
13,935
The issue is making good maps for 128 people. Battlefield V was fine with maps. Some good. Some bad. But a healthy mix of good ones. Making good Maps for 128 people along with not postponing the initial launch seems to be the stumbling block here.
I would argue only two maps were really poor from an infantry perspective, Panzerstorm and Al Sundan, similarly Galicia in BF1.

I'd argue if that were the case then maybe don't do 128 until you have a good plan for it. I think even points themselves show a regression from BFV. It's funny that Ballroom Blitz got brought up because I think it's one of the poorer designed BF1 maps with the hallway of death and the middle lower area being tough to get a flank going from. But even with those issues it still provides amazing moments that I have not gotten from 2042.
I really like Ballroom due to the murder hallway and options outside, but going 128 along with other major gameplay changes all at once did not help.
 

elyetis

Member
Oct 26, 2017
4,556
I only play CQ so my assessment of changes will only come from that side. Having 60% of the map as your main playable area with the top side left for flanking makes sense and compares well with Ballroom Blitz. The bottom side of that map has walls and artillery pieces but enough cover to flank the square or enemy home flags. There needs to be some open, less travelled space where infantry and vehicles can maneuver for the kind of map size.

20170111160853.jpg
My problem with that is the scale, in kaleidoscope the distance between A and E will kill it's use as a flank route, well except for the team with the A flag playing Sundance because that character is broken.

That space between A and E shouldn't be the flanking space except for D1, it's just too big and too far from the bottom flags, the outskirt of the map should be, but the problem is that the map is badly designed so the outskirt is a big flat and empty road with nothing breaking the line of sight from the middle flags, so only vehicles use it.
 

bitcloudrzr

Member
May 31, 2018
13,935
That space between A and E shouldn't be the flanking space except for D1, it's just too big and too far from the bottom flags, the outskirt of the map should be, but the problem is that the map is badly designed so the outskirt is a big flat and empty road with nothing breaking the line of sight from the middle flags, so only vehicles use it.
The original map design is the essence of issue and they are just trying to improve without remaking the map entirely. Hopefully the dlc maps we get move away from that kind of design entirely so there will not be this foundational going forward.
 

PanzerKraken

Member
Nov 1, 2017
15,014
They say they're working on new maps. They've already pushed back the season so the playerbase was going to suffer until then anyways. There's been no indication that this effort is why they've been terrible with releasing new content. That feels more tied to the game being riddled with other issues as well as the ongoing issues that got us here to begin with. Yes, there's a limited pool of resources but this feels like a good use of those resources.

I think its best they do it both with slowly fixing old maps and releasing new so if that's what they are doing I think it's best. Theres many though who seem to want them to fix ALL the current maps now. If that's such a big task, then I think it's best to do the slow trickle method of fixing. Also them saying it's going to be a lot of work at least gives hope that they plan to do some radical map changes too and not simply move flags about and sprinkle in some new cover elements. Lets see some big changes and terrain differences made
 

Pois0n

Member
Oct 10, 2021
438
One thing they didn't really address in the map blog post was the tone/cleanliness of all the maps, hopefully part of the map improvements includes making the maps seem more like a war zone and less like a newly built urban center that no one has walked in before.
 

Mr Eric

Member
Oct 28, 2017
2,141
Sorry but I don't get what they are doing...

All they ask about the maps has already been explained thousands times in all possible ways (forums, reddit, youtube, answers.ea...). I thought that they would change things based on the feedback they already have (they can go back to the beta if they want), and then ask the community if they need to refine some of the changes.

They already offer answers to their own questions, and at the same time they ask some baffling ones like "are there too many vehicles" or "how can we avoid to be a walking simulator from spawn" which have been answered to death already like : lower the bolt count + rebalance vehicles from transport to attack categories and just give the basic possibility to spawn directly as passenger in vehicles from the start of the game !!!.

Reading between the lines it looks like we won't see any major change before summer at best, and maybe just for one map while some obvious changes could be done ASAP. Stop testing your maps with your own pro-players or through the telemetry magnifier and just go out and connect in real games, with the average Joe playing and have a discussion with them while they play. Do 100 interviews 1to1 with your customers and you will have all the feedback you need, certainly with many simple solutions. People still playing want the game to be better, they are not going to bite you and they will offer something more manageable that the shit ton of posts you are going to have and will need to sort out between the good ones and the trolls.
 

AnotherNils

Member
Oct 27, 2017
11,936
I haven't had the time to fully read or give my full thoughts yet but one obvious question comes up - are they going to let the players playtest the updated maps?

For this to have any success I would have to think (beating a dead horse) you need CTE. If they only do it internally, then what use is player feedback?
 

elyetis

Member
Oct 26, 2017
4,556
The original map design is the essence of issue and they are just trying to improve without remaking the map entirely. Hopefully the dlc maps we get move away from that kind of design entirely so there will not be this foundational going forward.
Yeah it's fair, can't forget that they need to find solutions with limited amount of rework needed to make it work.

I took the time to read again what they said, and I'll note two things :
as well as the types and number of vehicles that can be used on specific maps. For example, does it make sense to have (multiple) Jets on Kaleidoscope if that is our smallest map? It's important to note here that our focus isn't to limit your available options, but instead to find the right balance which positively enhances your gameplay experience.
I'm hopefull it mean they finaly understood that their current vehicle spawn system is.. bad. Sometime limiting available option is a good thing, some of us have been saying it for years now. Of course you don't do it for the sake of limiting option, but in a multiplayer game you can't ignore that the freedom you give player can negatively impact the whole experience for everyone, and you simply can't expect people to not make the selfish choice given the opportunity.
We're currently looking to reduce the overall travel time between Flag and Base Spawn on some maps by moving both the Base Spawn, and closest Flags. We've already identified a number of obvious candidates that fall outside of our new expected behaviours, but we want to hear from you on this topic as well. Which maps presently provide a poor opening experience because of the location of the Base Spawn?
I'd argue that base spawn being far from the first flag isn't really a problem, the biggest problem with the initial 'walking simulator experience" at the start of the round has little to do with the map design and is very easy to fix :
- remove the forced spawn at the start of the round
- and allow us to go into any allied vehicle at the start of the round, not only squad mates
Even in previous battlefield I would often decide not to spawn at the start of a round if no vehicle were available, so that I could insta spawn on the first capped flag, or jump in a squad vehicle as soon as someone left it.
Honestly rather than moving the base camp flag, they might as well make the first 1 or 2 flags already captured, it's not like the first flag you cap has any action whatsoever at the start of the round except for maps with a design like say wake island.
 

Jurassic579

Member
Oct 27, 2017
276
In the end I can't help to think that if they would have only released BC2 and BF3 with all maps they would have a bigger player base than now.
 

Stoney Mason

Member
Oct 25, 2017
3,920
Honestly rather than moving the base camp flag, they might as well make the first 1 or 2 flags already captured, it's not like the first flag you cap has any action whatsoever at the start of the round except for maps with a design like say wake island.
This isn't a bad idea. You could still have the base spawn option so people can recap their gimme flag if it's taken but starting up at the first flag is a good idea to get the action started faster.

The initial run in is boring and achieves nothing. And forcing other players to do it just so I can spawn on them after other people have done it, isn't a great solution by itself. Just push the action further forward from the start.
 

Coolluck

Member
Oct 27, 2017
5,413
I haven't had the time to fully read or give my full thoughts yet but one obvious question comes up - are they going to let the players playtest the updated maps?

For this to have any success I would have to think (beating a dead horse) you need CTE. If they only do it internally, then what use is player feedback?

Player feedback would still have been considered when making changes and they'll still get it eventually when the public tries it. But that said, they absolutely should have a CTE. When you've missed the mark so hard and bug fixes have consistently created new issues or not actually fixed things, maybe coming to the table with hat in hand and saying you need help to make the experience that people were expecting is the right move.
 

Stoney Mason

Member
Oct 25, 2017
3,920
While the CTE was good for battlefield 4, that is probably the line where I think they are spending too much resources here. I'm more in favor of them just taking feedback and making changes. I don't believe 2042 is a game that will have extended support. So spending the time to do a CTE isn't really gonna change the trajectory of this project. Just make some targeted fixes. Give me the years worth of content and move on to the next battlefield project.
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,129
Chile
Sorry but I don't get what they are doing...

All they ask about the maps has already been explained thousands times in all possible ways (forums, reddit, youtube, answers.ea...). I thought that they would change things based on the feedback they already have (they can go back to the beta if they want), and then ask the community if they need to refine some of the changes.

They already offer answers to their own questions, and at the same time they ask some baffling ones like "are there too many vehicles" or "how can we avoid to be a walking simulator from spawn" which have been answered to death already like : lower the bolt count + rebalance vehicles from transport to attack categories and just give the basic possibility to spawn directly as passenger in vehicles from the start of the game !!!.

Reading between the lines it looks like we won't see any major change before summer at best, and maybe just for one map while some obvious changes could be done ASAP. Stop testing your maps with your own pro-players or through the telemetry magnifier and just go out and connect in real games, with the average Joe playing and have a discussion with them while they play. Do 100 interviews 1to1 with your customers and you will have all the feedback you need, certainly with many simple solutions. People still playing want the game to be better, they are not going to bite you and they will offer something more manageable that the shit ton of posts you are going to have and will need to sort out between the good ones and the trolls.

Probably trying to confirm which are the most important changes to prioritize and which are actually not being well received, while through this filtering all the piss poor "feedback" coming from the toxic assholes in the internet.
 

Coolluck

Member
Oct 27, 2017
5,413
Probably trying to confirm which are the most important changes to prioritize and which are actually not being well received, while through this filtering all the piss poor "feedback" coming from the toxic assholes in the internet.

I think an issue with their post is that it doesn't address all of the non-Specialist criticism of the game. It seems like they've already decided what they're going to do based on what was omitted from the list of criticisms. I really want them to detail what their vision for how the game was supposed to play then if the options for changes are limited.
 

Stoney Mason

Member
Oct 25, 2017
3,920
I think an issue with their post is that it doesn't address all of the non-Specialist criticism of the game. It seems like they've already decided what they're going to do based on what was omitted from the list of criticisms. I really want them to detail what their vision for how the game was supposed to play then if the options for changes are limited.
I mean technically this post was only limited to map changes so presumably there will be others focuses for other topics. Now in some cases it's hard to just focus on a specific thing because invariably certain issues are related. Like certain vehicle systems are related to map design for specific reasons.
 

Coolluck

Member
Oct 27, 2017
5,413
I mean technically this post was only limited to map changes so presumably there will be others focuses for other topics. Now in some cases it's hard to just focus on a specific thing because invariably certain issues are related. Like certain vehicle systems are related to map design for specific reasons.

The way this post was worded and with the far out release of any changes discussed in the post make it seem like this is the extent of changes for the foreseeable future. I'd love for that to not be the case but DICE haven't really overdelivered on anything in a while. Maybe they'd revisit other things in the future if these changes don't produce the results they want.
 

bitcloudrzr

Member
May 31, 2018
13,935
The way this post was worded and with the far out release of any changes discussed in the post make it seem like this is the extent of changes for the foreseeable future. I'd love for that to not be the case but DICE haven't really overdelivered on anything in a while. Maybe they'd revisit other things in the future if these changes don't produce the results they want.
They did mention in the original post that this was the first issue they are focusing on.
 

Coolluck

Member
Oct 27, 2017
5,413
They did mention in the original post that this was the first issue they are focusing on.

They said Map Design which the atmosphere and density complaints should cover. To me density doesn't just mean points being closer to each other but complexity of the environment rather than just dropping trenches or creating hills between points. The points themselves need more to them to make fighting in them a better experience. While I feel like atmosphere could certainly come with the other changes, it's not called out as something they want to address as part of these changes. And it's a pretty low priority thing compared to actual gameplay, but it is something that goes back to my desire to see their vision for the game. The marketing and the game were so out of sync in a way I don't remember happening before. We've had misfires of trailers but I feel like marketing steered things right and they would eventually communicate what the game was supposed to be like. To never have had that here just feels off.
 

Stoney Mason

Member
Oct 25, 2017
3,920
They said Map Design which the atmosphere and density complaints should cover. To me density doesn't just mean points being closer to each other but complexity of the environment rather than just dropping trenches or creating hills between points. The points themselves need more to them to make fighting in them a better experience. While I feel like atmosphere could certainly come with the other changes, it's not called out as something they want to address as part of these changes. And it's a pretty low priority thing compared to actual gameplay, but it is something that goes back to my desire to see their vision for the game. The marketing and the game were so out of sync in a way I don't remember happening before. We've had misfires of trailers but I feel like marketing steered things right and they would eventually communicate what the game was supposed to be like. To never have had that here just feels off.
We are all going to have probably slightly different expectations for this stuff until we actually see one of the maps redone. Personally my expectations are on the lower end of the scale. I want them to improve what they can. Add more cover. Make changes that make sense in a feasible manner. Bring points closer together. But I'm not expecting these maps to suddenly be on the omg scale of this map is 20 times better. I think there is something in between full make remakes and something that I can find more enjoyable when I play the base maps that the game shipped with. I think there has to be a balance between what is actually feasible and what needs to be done to make new content to honor the obligation that is required.

As far as what the game should have been, I'm kinda over that. We are so far down the road and the die has been cast. I just want something that makes the best out of what we have. Both in retrofitting the old maps and making any new maps that come into the game for the next year.

The next battlefield game will be the proof of what they learned or didn't learn this outing. And there is a lot to learn from in all facets.
 

bitcloudrzr

Member
May 31, 2018
13,935
They said Map Design which the atmosphere and density complaints should cover. To me density doesn't just mean points being closer to each other but complexity of the environment rather than just dropping trenches or creating hills between points. The points themselves need more to them to make fighting in them a better experience. While I feel like atmosphere could certainly come with the other changes, it's not called out as something they want to address as part of these changes. And it's a pretty low priority thing compared to actual gameplay, but it is something that goes back to my desire to see their vision for the game. The marketing and the game were so out of sync in a way I don't remember happening before. We've had misfires of trailers but I feel like marketing steered things right and they would eventually communicate what the game was supposed to be like. To never have had that here just feels off.
When the trailers were released and they started talking about map design, I had a feeling they would be significantly bigger than previous. What I expected though was taking a page out of Provence where you could expand the vehicle focused area to be as open as you want. On the other side there would be a dense infantry area and then mixed areas where both would be fine.

We are all going to have probably slightly different expectations for this stuff until we actually see one of the maps redone. Personally my expectations are on the lower end of the scale.

sc4ZZ08WZ7HQhyw8Tn3ugrwgQiarq4uJVovM8AeRQ1g.png
 

Coolluck

Member
Oct 27, 2017
5,413
When the trailers were released and they started talking about map design, I had a feeling they would be significantly bigger than previous. What I expected though was taking a page out of Provence where you could expand the vehicle focused area to be as open as you want. On the other side there would be a dense infantry area and then mixed areas where both would be fine.

Yes! That's what I was thinking when they were talking about the village on Hourglass (and the stadium which proved to be closer to what I wanted out of the game).
 

bitcloudrzr

Member
May 31, 2018
13,935
Yes! That's what I was thinking when they were talking about the village on Hourglass (and the stadium which proved to be closer to what I wanted out of the game).
To be fair I am not completely opposed to what they have done here, because plenty of times when a sector was overrun I was able to go to a completely different side of the map. This is also a symptom of having captures so spread out though, so maps designed to be more dense like Provence would be a boon. One of the major factors to why I think this map design works well is access to infantry, mixed, and vehicle focused areas from deployment. You do not have to travel an extended or exposed distance to get to the area you prefer.
 

VariantX

Member
Oct 25, 2017
16,890
Columbia, SC
I haven't had the time to fully read or give my full thoughts yet but one obvious question comes up - are they going to let the players playtest the updated maps?

For this to have any success I would have to think (beating a dead horse) you need CTE. If they only do it internally, then what use is player feedback?

Basically. We can only give proper feedback about the current maps. Any adjustments made afterwards is frankly, just guessing on the communities part. Those BF4 community maps turned out great because there was back and forth between the developers and the community. More importantly we were playing the maps before the terrain layout was finalized. Something like Manifest may just need some tweaks, but Kaleidoscope, Breakaway, and Renewal need some major changes. The sightlines on those maps are ridiculous and the players are forced to run across hundreds of meters of open terrain and no way to remain hidden.
 

ThisOne

Member
Oct 27, 2017
1,938
So how many people are still working on this game at DICE? 10? 20? Such a shame. Eerily similar to BFV.
 

AnotherNils

Member
Oct 27, 2017
11,936
I was thinking the reason the map rework will take so long is because it's probably the same person working on the new maps.

Their "commitment" is so transparently weak either way, given the timelines involved.
 

Gero

Member
Oct 28, 2017
10,230
So how many people are still working on this game at DICE? 10? 20? Such a shame. Eerily similar to BFV.

probably around that number yeah. It will take months until you even see these map changes and probably only on 1 or 2 maps max. They literally went back to the drawing board. Too bad no one will be there to play it. I seriously feel scammed with my gold edition. I was the dumb fuck who paid for it tho. Never again.
 

Stoney Mason

Member
Oct 25, 2017
3,920
As expected that is a frustratingly minor update list although I have a feeling there are some stealth changes not listed. I bet the last gen input lag still isn't fixed however which is a perfect example of their negligence with the game.
 

Donos

Member
Nov 15, 2017
6,531
It's never been up for debate as Activision keeps throwing more and more resources at a single franchise. We don't have a clue about what EA is committing towards Battlefield 2042
Fair but we are talking about a (former) flagship franchise where the latest entry released recently. It feels like 2 interns are sitting there developing the updates, so it takes 3 month for each.
 

Pois0n

Member
Oct 10, 2021
438
Yeah, that's a pretty disappointingly short list of changes. I mean they still had to push off part of the scoreboard changes (end of round scoreboard) to the next update? This game feels like it is on a skeleton crew already.
 

Donos

Member
Nov 15, 2017
6,531
What i like to remind people is that this was a full price title which didn't have a SP mode, where many people would have bought it to just play the 6-8 hour campaign once/twice and then drop it. Not even tiny episodes like BF1/V.
No, it is a MP only, full price title and with that, the piss poor post release support is so baffling.

Maybe they are going to surprise me and SOFLAM assist points make it into the stealth fixes....
 

AndyD

Mambo Number PS5
Member
Oct 27, 2017
8,602
Nashville
There are always going to be stealth patching for issues if they do not know whether it is 100% gone, or for gun and gadget balancing sometimes.
If I was working on this game, I'd list as much as possible even if you have to qualify it as in the past as fixing or improving even if not perfect yet. Holding stuff for stealth changes is not the way to go about it at this stage of BF2042.
 

AnotherNils

Member
Oct 27, 2017
11,936
Hmmm... it doesn't mention patching out C5 drones but that was pretty much assured.

I'd also note I'm up to 2 weeks without the loadout glitch
And I once again got a partial reload on my recoilless, so maybe that is patched in?
 

VariantX

Member
Oct 25, 2017
16,890
Columbia, SC
If I was working on this game, I'd list as much as possible even if you have to qualify it as in the past as fixing or improving even if not perfect yet. Holding stuff for stealth changes is not the way to go about it at this stage of BF2042.

Last thing you need to do is give the impression that shit isnt getting fixed. Even if the changes arent all that significant, say something. Cant leave it up to a dwindling playerbase to treasure hunt the fixes for the game.
 

Mr Eric

Member
Oct 28, 2017
2,141
Just saw the scoreboard picture. That's not really a scoreboard but a mere action meter which they transform into score with some multipliers. It just confirms that there's no score strategy at all in 2042. Who's going to run for the objective when kills are a lot easier for a nice score ? Just looking at the screenshot, in any other BF #1 would be Battlecat (#8 here) who's really supporting the team with 9 caps and 11 rez, not Flyingsquirrel who's #1 just because he has 57 kills.

There's still 0 action bonus score : no multi kill, no assist based on HP taken, no assist for SOFLAM, no sniping distance bonus. And looking at the way they calculate "score" I'm pretty sure this was considered as a "legacy" and completely removed from the game (i.e. it's not just hidden but used, but not there at all), which means we might never see it coming back.
 
Last edited:

elyetis

Member
Oct 26, 2017
4,556
It somewhat seems like a step in the right direction, but if they really want feedback we need to know the score calculation and rather than telling us it should simply be shown as we do those action... like previous battlefield.
It'd makes no sense for xp to still be the reward you see during gameplay rather than score.