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I wish Developer can hear my opinion On this GREAT GAME
I have play battlefield since the first one and multiplayer since BF2. BF2142 was my favorite and I would like to point out some of the aspect that I think may improve gameplay a little bit
I think what ruins battlefield since BC2 is 3D spotting, people just keep shooting at red dot that's all. And I'm glad DICE fix this problems in this game, but it still exist with recon shooting flare. I think for recon's flare it should only reveal enemy's "initial position" or update position every 7sec or something and show it on the map. Live spotting is not a good idea since people we get spotted seem to be a sitting duct waiting to get kill but if it wasn't live location spotter will be less aggressive and attack more careful (I know it's not that easy but I hope you understand what I tried to say). And for live spotting solution It should be some kind of scout plane which squad leader can call in (for like 8000 squad point) to spot some area just like spotting plane in BF2 and 2142.
Also I wish Dev give us more option on the preset communication like "go go go" "Need back up" or any kind of that. also make chat box easier to see the what other team member are saying. You may argue that player have discord. Not all player use it. So good in-game communication is still essential for this game
For me personally I think Friendly-Fire should be default for this game or at least if this game have gas like in BF1 it should affect player form same team too.
This is just my opinion which I think may make BF5 better, apart from that after beta BF5 is already a great game. Dear DICE just don't care what youtuber said, Just do what you have plan. For me this game is on the right track and I already pre-ordered
Thank you, I hope Developer get the message :D
My Interview with Drunkkz, Core Gameplay Designer at DICE
Not quite sure how to format this best, so I'll try to make this as best as I can.Shadox: First question to get us started, With the change to a recoil based system vs. spread, what are the new weapon handling characteristics? How does each impact the weapon, ie yaw, pitch increase per shot, etc.
Drunkkz: So, we still use spread,to begin with. It's just that it behaves more like recoil, but we still have the same amount of control we would have in previous battlefields, actually, we have more, things like yaw and pitch, so we can say that say after a set number of shots you get an additional increase, so we can make it nonlinear, if we really want to. So this allows us to creates some really unique weapons in battlefield 5, where if you take any automatic weapon in battlefield 1, you can understand how they all work. For us, we can make some weapons that say, make you need to pull more when you fire if you want to control it, and the more you fire, the more you need to pull.
Shadox: one thing i did notice in dev talk, during your behind the scenes, one of the variables that stuck out to me was, I believe it was called “shots till predictable recoil end” so does every weapon have a unique burst length, or pattern, before becoming non-linear?
Drunkkz: Yes, it's all the same system, it's just how much we put initially, and how much we want you to become inaccurate. Most of the weapons have a very accurate first round, follow up ones are more or less accurate, depending on the weapon. For instance, an smg, your first 2 rounds are quite accurate, so you can get a nice 2 rounds burts, but then you become very inaccurate, just because, then those weapons would be too good at range bursting, even though its still the best way to use them. A lot of weapons, have a distinct pattern, because we have that working, where initially, the best way to control a weapon, is to do a certain hand movement, and that goes for a certain amount of shots.
Drunkkz: I see, i think initially, semi autos will become a lot more popular than people might expect, we’ve done a bunch of changes, and we’ve made the semis a bit better, and the assault rifles are good too. In general, all weapons are good, i foresee that semi autos will be very valuable, because the initial map package that we offer are very open, we don’t have any really close quarter maps, yet. Ideally, you just want something that is pretty good at range, but still deal with close up targets quite nicely, so weapons like the m1 carbine that fires quite fast, and can deal with long range quite nicely, as well as some assault rifles. Would be good choices.
Drunkkz: I dont think there will be something that is really really good, i can just see a trend, just because of the maps we have. We will have a lot of smgs on maps like rotterdam, just because it's very close quarters, and they will be very viable there.
Shadox: One thing that I looked up over the last few battlefields is the average engagement range, and battlefield 4 and 1 were both closer than what I was expecting, something like 70 to 75% of all engagements occur within 25 meters or so, and I believe Bf1 was even closer, can we expect this still? Or are you and the team trying to adjust that?
Drunkkz: I think it will be more of the same, those ranges will remain, it's not about the weapon being good at a specific range, those engagements happen at those ranges regardless. Of what type of weapon you decide to pick, its more about the level design to decide the engagement ranges than us with weapons. But players will always try to engage with weapons outside its intended range. I think that's ok, allowing players to push those ranges further, is something that feels great, as limiting the weapon to a certain range, doesn't feel like something you have full control of as a player, i think bf1 had too much of that where we managed to give all weapons a purpose which is really good, but effectively, when you were outside of your range, someone could get away almost 100% of the time.
Drunkkz: I think i'll be going with the m1 carbine with 3x scope, but will probably change and go back to my suomi on medic, depending on the map really… if i want to snipe, i'll go with the krag-jorgenson, but i'll probably play a lot of assault if i want to be flexible, and will switch between the m1 and the 1907sf,
Shadox: I was really surprised in today's playtest with the 1907, I was expecting something slower firing and heavy hitting, kind of like the scar from bf4, but it is nothing like what I was expecting!
Drunkkz: Yeah! It's our fastest firing assault rifle, and when you start specializing some weapons, you will start noticing that some weapons will feel very similar to weapons from bf3 and bf4.
Drunkkz: So we look at multiple things, including what you said, kdr, kpm, engagement ranges, gets us to understand if we are hitting our goals with wpn performance. And weapon popularity is something we keep in mind, a popular weapon isn't necessarily op, but it shows that players tend to lean towards it for a certain reason, looks, animations, sights, it's a very fine balance to adjust those weapons, because players really like it. And sometimes it's not about the stats, for instance stg was very popular during the alpha and beta, but for us, it's statistically not op. But it has been very popular, and we didn’t want to have too much stg, so we made some changes, but were not done with it yet. We are fine with the meta evolving, and we dont change weapons for the sake of changing weapons, but we appreciate the fact that we want the meta to change and not always be the same, where players can say this is the best way to play
Shadox: Where do you start with balance? Damage? Handling?
Drunkkz: Handling is in the first loop, we rarely change damage, just because it's how the weapon works, if we change the bullet to kill for a weapon, it becomes very hard for players to trust the weapon. Unless we have very high gaps in rate of fire, then we can adjust that, but first we would look at handling and then after that fails, we would move to damage
Drunkkz: In reality, the only weapon that is truly going to exactly have the bullet land where you aim is going to be the sniper rifle. But most of the weapons are accurate enough for us to say yes, in most cases, your first bullet will land where you are aiming, we can talk about weapons with 0.1 degrees of spread per shot, but we tend to be around .2 deg as a starter, but it depends on the type of weapon and how we want the spread to increase over time, some weapons have linear, others nonlinear. We have penalties for moving, jumping and transitioning between stances. For instance between crouch and standing, if we didn’t have that, then players would abuse it by moving between standing, crouch, stand crouch, and abuse it in a gunfight. We need to have ways to control it
Shadox: kind of like what we saw with the original bf1 slide
Drunkkz: Yeah, and I remember Bf2142 had a lot of that, where players would stand fire one round, crouch, and repeat to fire very quickly without any penalty.
Shadox: So, you said that even while standing still and aiming down sights, you still incur a spread penalty. Now, i’ve heard the phrase thrown around in the dev talks that spread is converted to recoil, does that mean that whenever you incur a spread penalty, your crosshair will move to that random position?
Drunkkz: Yes. the system that we have is very complex, but the very short version of how it works, is that your crosshair will move to wherever your bullet is going to go. And that's pretty much instant, in reality, if were to disable that system, the behavior of the weapon, and let's say you shoot a ten round burst with the weapon, your bullet will be in the same spot, with our without the system turned on. So in reality, if you understand how the weapons behave, in actual true recoil you can always rely on that weapon to be accurate. It's not because the weapon has both recoil and spread, that would randomize how the weapon behaves
Shadox: So, essentially it's the same system, but is much clearer and easier to understand for the player
Drunkkz: Exactly, That's the number 1 reason we added this system, ever since old battlefields, we’ve always had spread, and battlefield 1 specifically we had more spread across the board, higher numbers and increases, and people were getting confused when they reached a high spread, and they’re like yeah my weapon is not hitting, i'm on target” and the best way to communicate that is to have an instant feedback, something that you can read while you’re firing. Converting spread to recoil sounds like a good idea, it took a lot of iterations to get right. Initially it was something extremely snappy and didn’t look good, and it made the game feel like it was made in the early 2000’s. But then we did a lot of work, and we got to where we are today, and we feel really good about it
Drunkkz: We always talk about adding more data about how weapons work, but as you pointed out, we have a hard time communicating the right things. Initially, as much as i love understanding how a weapon behaves and all the different data, players care about very easy to understand numbers, they want to compare weapon to weapon.
Shadox: Which is not something that is easy, or possible to do.
Drunkkz: No, it's not easy, new players won't really bother understanding these details. You want to learn these details when you’re familiar with the franchise already, you have 100 hours in game, and then you want to get into the exact details. I think we would be happy to add more information, But we need to make sure we keep it in check, to make sure we communicate what is relevant for the average player, but not far off for a new player.
Shadox: Yeah, just give us access to the developer build and we’ll go from there haha..
Drunkkz: If i take my area, which is core gameplay, and experience, i would say more polish in the movement, get things to be accurate and predictable, get things to be the same between first and 3rd person. We still have some things to iron out, and make sure we don’t have things like in bf3 and bf4 where players could exploit some of these bugs by the more experienced player, if you want a game to be competitive, you need to get rid of these, we have some more polish, and getting the core gameplay loops to feel as consistent and tight as possible. And we’ve done a lot of progress there, but there is always more work to be done.