OdysseusVA
Banned
#CustomHUDforConsoles
Let's get this trending, guys.
Let's get this trending, guys.
L O L
Yea but it's still 2011 tech on pc. It's not pushing pcs to its potential.
If DICE wanted to they surely have the talent they could make all of the e3 next gen tech demos look like trash by pushing a PC to its limit atm.
Class reunion with a twist
The four playable kits from Battlefield 3 will be back in Battlefield 4: Engineer, Recon, Support, and Assault. While keeping these core kits intact, we are increasing the ability for players to more strongly specialize their combat role while also increasing flexibility and catering to different play styles. At the same time, were maintaining a distinct flavor in the different kits and building more meaningful interactions between them. We will go more in-depth on the specific classes in the next blog post.
No matter your play style, we have an extremely deep collection of features in Battlefield 4, and we want to make sure that you can experience that wide array of options available to you. Looking at Battlefield 3, I think only a fraction of our players have tried all available gadgets or vehicles in multiplayer. Of course you dont have to use everything in the game, but I think we can do a better job in BF4 of letting players make more educated choices in their kit loadouts and combat roles.
I think some players in Battlefield 3 stuck with the default Assault loadout. Thats fine theres a reason why its the default but I think theyre missing out on so much amazing variety. In Battlefield 4, were clearly displaying what gadgets can do for you, how different weapons compare, and how they affect your options on the Battlefield.
Great team play = great perks
We have this new concept called Field Upgrades. If youre a long term fan that played Battlefield 2142, you will already have an idea what these are, but we have tweaked them for Battlefield 4. In short, Field Upgrades are chained boosts that can affect a number of gameplay mechanics for your player. Similar to the specializations in Battlefield 3, these can for example provide you with faster sprint speed, stronger personal armor, or expanded ammo capacity.
The idea behind Field Upgrades is to give individual rewards for squad based team play performance. You earn them through squad scoring such as squad healing, completing objectives with your squad members, squad resupplies, squad repairs, and other squad actions. Instead of one single specialization like in Battlefield 3, you can now pick from different upgrades paths, each containing four specializations. Keep the squad alive, and you will move through the accumulative upgrade path. But watch out! If your entire squad is eliminated, you will lose some of your progress.
Showing you how team play gives you the edge in the bigger battle is paramount for us, and it involves all elements of the game: audiovisual feedback, user interface, gameplay mechanics, and the way the entire persistence system is designed. When we tie all of these elements together with the tweaked team-based scoring, we have a game where I think everyone will find it satisfying and deeply engrossing to truly be part of a team.
Creating a positive feedback loop
Ive always been fascinated by creating interconnected systems and seeing how players use them. A great example in Battlefield 4 is the reward cycle incorporating every link in the chain of command. For example: The Commander issues an order (example: Capture Base A!), the Squad Leader passes it on to his squad mates, and the squad gets the work done. This executed order will reward everyone in the command chain and also open up ways for the Commander to further reward his team. This creates an eco-system that I believe will take team play in Battlefield 4 to new heights.
In the next episode of The Road to Battlefield 4, well be taking a much closer look at exactly how Field Upgrades and the upgrade paths work, as well as revealing some of the all-new specializations were introducing in the game.
Levolution: The perfect storm
Watching our fans play Battlefield 3 has taught us a lot about player behavior. As developers, we tend to play our games one way, while fans try a lot of interesting things that we never thought of. Take the antenna on Caspian Border, for example. After players had seen it fall once, we could see them using everything in their arsenal to try and bring it down themselves. It might sound like a simple example, but it was one of the factors that initially made us think about incorporating bigger player-triggered destruction in Battlefield 4 and that in turn led us to the game-changing concept that is Levolution.
Levolution is an overarching design concept incorporating a lot of features both big and small, that all affect gameplay in some way. Youve probably already seen what it can do to skyscrapers but it also includes features like changing weather conditions that affects visibility, car alarms and metal detectors alerting players of enemy presence, or the ability to completely shroud a building in darkness and take out the enemies within using your IRNV scopes. Much more than just massive feats of destruction or pretty graphics, the exciting thing about Levolution is how it affects gameplay. From bringing down a skyscraper to securing a zone from enemy vehicles by raising bollards to block entry, Levolution will let you dynamically shape every game. And like so many other elements in Battlefield 4, Levolution also ties into the team play aspect of the game.
For example, depending on your team strengths, collapsing the skyscraper on our E3 map Siege of Shanghai can be either a positive or a negative. When youve knocked out its four main pillars, the skyscraper will fall in a massive cloud of dust and debris, killing all players unfortunate to be trapped inside. The base that used to be capture point C at the very top of the skyscraper will now be found at ground level, amidst the jarring blocks of concrete and rubble. This new infantry battleground will be clouded by dust, making navigation hard and often seeing players switch to infrared night vision scopes or FLIR. What used to be sniper heaven and the ideal paradrop base has suddenly turned into a low-visibility close quarters combat arena. This is great if youre all about infantry combat, but if you have a team of great pilots, you will probably want the skyscraper to stay intact.
Well go more in-depth on the design process that led up to Levolution, as well as showcasing more examples of what this powerful concept can do in a future post. If there is one thing I wanted to focus on for multiplayer in Battlefield 4, its the idea of an open-ended design We are creating a dynamic and complex sandbox where YOU decide what you want to do with it. Thats an emergent type of gameplay that we pride ourselves upon here at DICE.
With the release of Battlefield 4 fast approaching, we are anxious to start exploring the game together with you. Stay tuned here on the Battlefield Blog for more updates soon, and let us know what you think in the poll below.
-Thomas Andersson
"Levolution" sounds like such a gimmick but that doesn't make it look any less cool.
So it sounds like there is kind of a support scorestreak thing going on here? This may have been rolled out before now but this is the first I've heard of it. I'm curious to know more about this. I hope it doesn't end up giving one player the ability to use all support actions (like ammo, med kits, defrib, repair, etc.). That kind of feels like they're defeating the purpose of individual classes if so. But, as with all things BF4, we'll just have to wait and see. No use making assumptions.
It's a scorestreak, but it doesn't give access to support actions. Specializations in BF3 (extra ammo, grenades, decreased suppression, etc.) are just in a tiered system for the entire squad now. So, technicality not abilities, but perks.
but it also includes features like changing weather conditions
BC2 still not topped. Sad.
First crate of that really shitty Vietnam one where you start down in the river valley... that was like a precursor to Metro. I bet the person(s) responsible for both those maps are the same.
That would definitely be incredibly dumb. In BC2 you might as well not bother protecting M-COMs in collapsible buildings since they're so easy to take down.
Those first M-COM points on Nelson Bay were the fucking worst to defend. It was pretty much impossible.Atacama goes down within a minute
All you people whining about metro never played Damavand conquest
Those first M-COM points on Nelson Bay were the fucking worst to defend. It was pretty much impossible.
lol in terms of what? it has been topped in terms of features thats for sure.
All you people whining about metro never played Damavand conquest
In therms of destructibility. You could destroy almost every building and tree in most maps and change the flow of the game immensely
One M-COM was in a tiny building that was easily collapsed, the other was sitting out in the open where the tank would just shell it, or someone would bomb it with C4 a couple times.well, that map has helicopters
nah, not really. though usually a few peeps would set up for 2nd set defense instead of defending.
In therms of destructibility. You could destroy almost every building and tree in most maps and change the flow of the game immensely.
PS3 GAF was amazing with it's scorched earth tactics.
On many maps 1 or 2 players would fall back and destroy with C4 the whole forest and all buildings between the first and second base while the rest of the team defended the objective. We would take out all cover and make enemy progress to the second base almost impossible.
It was fun as hell!!! There is nothing comparable in BF3 and I hope Dice bumps up the destruction.
One M-COM was in a tiny building that was easily collapsed, the other was sitting out in the open where the tank would just shell it, or someone would bomb it with C4 a couple times.
It happened constantly from my memory.
Metro, the worst Battlefield map!?
Great
too much focus on one map when there are several others to play. I dont understand this as some people seem to think that bf3 is shipping only with one map.
every fps has atleast one bad map. I remember some shitty maps in quake and counter-strike. (those were my fav fps back in the day) those shitty maps didnt take away from the fantastic maps though.
uh as someone mentioned earlier. most buildings were small cube sheds that looked the same. BC2 didnt had any urban combat with large scaled buildings, and thats the difference in design philosolphy in BF3. I am not defending the lack of destruction in BF3, but it is easy to see why it is harder to do in BF3.
Of all the fucking maps...they bring back the one i fucking hate, and that was in the last game....thats still recent. Wow. If their goal was to kill my hype, they did a wonderful job.
Fuck. Hahah. Yes. I'm always terrible with map names.you must be thinking of Port Valdez.
No Rift support? Good, now I dont need to preorder.
that one section was close but the rest of the map wasn't!
i can only imagine some of the people's faces when (if) they got past the first set... they would be like "fuck yeah! let's move out... wait.. where are the trees!?!?"
what BC1/BC2 map was as choketastic as Metro?
I honestly want a ps4 xbone pc only dlc, with one full sized goddamn skyscraper that can be organicallydowned, sorrounded by bc2. God why is this game on current consoles?
I really hope theres more then just the RCB-90 and its counterparts. I'd like to see more variety..and subs...and Battleships. lol
I never said any of them were.
Of all the fucking maps...they bring back the one i fucking hate, and that was in the last game....thats still recent. Wow. If their goal was to kill my hype, they did a wonderful job.
Maybe PC BF4 will have in game fucking voice chat ... that BL chat was a joke. Total nightmare to talk to people if you are pubbing around.
Couldn't believe PS3 / 360 had in game chat but PC version got gimped. Probably will be the same in BF4.
Metro is okay in small doses honestly.
99% of Metro matches are the same. I have to try to change it up myself by throwing mines at people, trying to blow down trees so I can climb up them and whatnot.
The only thing that's somewhat interesting is making smoke corridors. Sometimes it actually works, but then of course no one else on your team bothered tagging along, opting instead to continue sitting on their asses in the eternal stalemate. Not that grabbing another base would do any difference. It's a grindy, spammy shitfest no matter where your team spawns or who's winning.
Metro is the worst Battlefield map ever. That it's popular is so god damned sad.
Glitching out of that map was pretty fun though, you were able to cap a flag from under the map and if you used frag rounds you could shoot people through the floor
Glitching out of that map was pretty fun though, you were able to cap a flag from under the map and if you used frag rounds you could shoot people through the floor
Glitching out of that map was pretty fun though, you were able to cap a flag from under the map and if you used frag rounds you could shoot people through the floor
So funny BC2 still gets so much praise (in the same way BC1 got all the praise post BC2 I suppose). Fully destructible maps ruined balance, esp in rush where you could eliminate the attackers' entire cover on maps like Base 1 of Valdez. Also in BC2 Rush, collapsible buildings with objectives made some bases un-defendable. Teams would just sit there and play deathmatch for 20 minutes - then easily collapse the objective buildings. It was a huge flaw and waste of time.
The over simplified gameplay/gunplay of BC2 was pretty lackluster too. Not being able to take cover behind a waist high fence because you physically could not go prone was stupid.
Prone is stupid
Arica Harbor Base 1. Attackers could collapse the left base housing the Mcom - and attackers could tank shell the left MCom from out of Bounds for the defenders. No way to c4, or mine. It was un-defendable. High level BC2 stat padders sat in rounds like this for 45+ minutes racking up points until deciding to move the bases forward. BC2 was riddled with bases like this. BC2 was an experiment for online multiplayer destruction and it was unbalanced as hell in higher level play.Not everything was collapsible in bc2 guys, and shelling an mcom took time. If your team is too worried about their kd to lay mines and c4, well, they should be playing metro.
Prone is stupid