progamer Mesaj tarihi: Eylül 18, 2024 Mesaj tarihi: Eylül 18, 2024 Ripple Effect's "new experience" will be a free to play BR mode as Tom previously leaked Game takes place between 2027 and 2030, with the campaign focused on a massive private military going up against NATO The game will be set in various locations worldwide, including Gibraltar (as seen in the game's first released concept art) and the USA, which is also believed to be the setting for the Battle Royale experience (tropical location). 45 weapons at launch 10 multiplayer maps at launch SIGNIFICANT overhaul to destruction, including caliber based destruction (like R6 Siege) Changes to movement, including the ability to pick up and move downed teammates Name will either be Battlefield or Battlefield 6 The large community testing starting early next year and it might be the return of something like Battlefield CTE
kizillelma Mesaj tarihi: Aralık 30, 2024 Konuyu açan Mesaj tarihi: Aralık 30, 2024 Jack tüm Battlefield oyunlarının tek kişilik görevlerini oynuyor . Bir açıklama yaklaşıyor gibi.
Shadow Mesaj tarihi: Aralık 30, 2024 Mesaj tarihi: Aralık 30, 2024 Adam gibi BF:1942'yi baştan yapsınlar veya BF4'ü tazelesinler yeter.
kizillelma Mesaj tarihi: Şubat 3, 2025 Konuyu açan Mesaj tarihi: Şubat 3, 2025 32.777 kişi kayıt sayfasında sıra bekliyor ..
cacodemon Mesaj tarihi: Şubat 3, 2025 Mesaj tarihi: Şubat 3, 2025 Number of users in line ahead of you: 205736 Your estimated wait time is: more than an hour
kizillelma Mesaj tarihi: Şubat 3, 2025 Konuyu açan Mesaj tarihi: Şubat 3, 2025 2 saat bekledim. Kayıt sonrası çok yavaş ilerleyen anket ile 40 dakika daha geçti. BF3 ten beri kapalı ve acık tüm testlere davetiye aldım. Umarım yine yollarlar.
kizillelma Mesaj tarihi: Şubat 4, 2025 Konuyu açan Mesaj tarihi: Şubat 4, 2025 DICE is working on core-multiplayer aspects: destruction systems, class play, squad play, vehicles, gadgets and more. Motive is aiding in development of the single-player mission content and working on multiplayer maps. They're driving a "cinematic experience." Ripple Effect is working on an "all-new kind of experience that is really going to open Battlefield up to a whole group of new players." Criterion is "mainly focused" on the single-player experience (campaign) to help bring Battlefield's story to life.
kizillelma Mesaj tarihi: Mart 7, 2025 Konuyu açan Mesaj tarihi: Mart 7, 2025 Our design philosophy for gunplay and movement We've continually evolved our gunplay and movement mechanics throughout the Battlefield series. Now, within Battlefield Labs, we're focused on refining the best elements from past titles, modernizing them, and validating if they feel fun and rewarding, and have the right balance between intuitive control and dynamic combat. We're designing the combat experience to ensure players of all skill levels can enjoy our gunplay and movement systems. Our goal is to offer gameplay that rewards skill with precise weapon feedback and movement options for veterans, while providing an intuitive experience for new players to learn and enjoy. For gunplay we're exploring designs centered on helping you learn and develop skills and muscle memory through action, as weapons naturally signal their recoil direction. This feedback loop allows you to understand and adjust your aim, making it easier to handle different weapons. This system not only adds variety but also enhances each weapon's unique feel and play style. Movement is also deeply integrated with gunplay, as your actions and targets are all part of the same cohesive combat experience. We aim to make movement both feel intuitive and rewarding to move within the world and during combat, but also when playing against someone using both the gunplay and movement systems to their maximum potential. What's new and improved for gunplay and movement? Initially we’ll test select but important areas that create the foundation required to create a fun and rewarding Battlefield combat experience. We’re making focused efforts to create consistent and optimized millisecond-to-millisecond soldier combat, and we’ll share some key examples of changes that will be available during our initial playsessions. We’ve reduced the time it takes for bullets to appear on your screen from when you press fire. This change decreases input delay, makes shooting feel more responsive, and helps you better track and hit moving targets. We're optimizing for a 60Hz tick rate, ensuring the game server more frequently updates the positions and actions for all players. This results in responsive gameplay across all platforms and inputs. You'll notice more precise shooting and movement, enhanced damage feedback, and more accurate representation of other players' positions and combat outcomes. We've adjusted the recoil system to make the different weapon types feel unique when firing them. Through enhancements to gunplay recoil, camera shakes, and firing settles, each shot’s recoil direction now matches its gameplay angle. The weapon visually stabilizes the more accurate your handling is, making you feel like you're actually firing and controlling it. To evolve the moment system we've revamped animations and reintroduced movement features such as crouch sprint, combat dive and landing roll, and added visual indicators to make it easier to understand when movements such as vaulting or leaning are possible. Feedback and Validation At this stage content within Battlefield Labs is pre-alpha, and playsessions take place within a closed dev environment focused on testing small chunks of a larger array of features. Some gameplay features are placeholder, work-in-progress and with bugs and performance not being representative of the final experience. However, even during this early stage of development you'll get a good sense of our new design approach. During our first playsession our teams will be validating the systems and stability of Battlefield Labs such as server performance, while participants will be able to familiarise themselves with what’s next for Battlefield through testing the gunplay and movement experience, focused on: Feel of the different weapon archetypes Improvements to aim and control Weapon balance and fun factor Look and feel of movement Moving and interacting within the map Combat pacing Stay Tuned Lastly, a reminder that while our playsession will be within a closed environment, and we can't invite everyone to every session, we'll make sure to keep you informed on ongoing Battlefield Labs playsessions and learnings through these regular Community Updates. Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield, and read our FAQ if you’d like to learn more. We’ll be back in the coming weeks to talk more about our learnings from our first playsessions, as well as another feature focused Community Update. //The Battlefield Team
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