curious: how did battlefield 3 sell compared to bad company 2?
that might explain why this isn't bad company 3
according to those old rumors (that I can't dig up at the moment) commander mode will turn. if true, I'm expecting a "better with kinect" bit at E3.
EA just released their financial earnings report, where they revealed that Battlefield 3 has shipped 15 million copies, making it the best selling Battlefield title to date. Thats a good $900 million at the box office, not counting in DLC sales and sales of online passes for used games. EA expects Battlefield 3 sales to reach 18 million by the end of the fiscal year, which ends on March 31, 2013.
according to those old rumors (that I can't dig up at the moment) commander mode will turn. if true, I'm expecting a "better with kinect" bit at E3.
Lasgana: BF4
Lasgana: Coming October 23rd, 2013
Lasgana: development just started, expected to be done in 1 yr [Nirolak's Note: Since this is the one likely to elicit the most "this is fake" notes, I feel I should elaborate. Given some later points (like already have an internal demo), this seems to refer to EA's normal two year development cycle of a one year pre-production cycle with ~30-40 people and then ballooning up to 150-300 people to make the game after most things are prototyped and planned out. Visceral, BioWare, and a fair number of publishers outside EA also operate this way since it allows you to have multiple projects without cyclical layoffs due to scaling down in pre-production and scaling up in production. For example, during the downtime between Bad Company 2 and Battlefield 3, DICE's spare staff worked on making Medal of Honor's multiplayer and helping to build Need For Speed: Hot Pursuit. As to what the bulk of DICE's staff worked on prior to this going into production, it's probably either a second project or, once again, other EA games.]
Lasgana: will be on pc, ps3, xbox360 and next gen consoles
Lasgana: will be one of the first games for next gen consoles
Lasgana: commander system comes back
Lasgana: profile can be linked with other devices like ipad
Lasgana: auto login, need internet all time, support cloud saves
Lasgana: easier to pickup the game, to take care of players from CoD
Lasgana: support body and voice control for this commander system
Lasgana: better battlelog integration and better stats reporting
Lasgana: supports video playback and sharing
Lasgana: have gem store for dlc and other stuff like that
Lasgana: 3 factions: russia, usa and china
Lasgana: can deploy female soliders
Lasgana: frostbite 2.0 engine
Lasgana: pc, ps4 and xbox 720 supports 64 player maps
Lasgana: 360 and ps3 will be less
Lasgana: pc, ps4 and 720 will provide 60 fps
Lasgana: already have a demo video internally within EA,
Lasgana: matching the quality of BF3 already
Lasgana: bf4 will use 80% of power of frostbite 2, wheras bf3 only 30-40%
Lasgana: modern background
Lasgana: i mean story background
How long until they shut down the BF3 servers? I mean this is EA we're talking about here.
need internet all time
How long until they shut down the BF3 servers? I mean this is EA we're talking about here.
...
Leaked Battlefield 4 details:
This info comes from the same source who was the first to leak the Battlefield 4 artwork / teaser, and who was also spot on about EA releasing a teaser trailer. So were pretty confident in this information.
Battlefield 4 will stick with 64 players. Maps are larger and more detailed.
Three factions: US, Russia, and an unnamed Eastern/Asian faction.
4 classes with additional features and tweaks compared to BF3
Shipping with same amount of maps as BF3, there are plans for lots of DLC.
DLC is already in planning stages.
Battlefield 4 Premium will be available on day one and include some perks.
Most of the guns and vehicles from BF3 will return.
More squad features.
Commander feature returns, but wont be the same as in BF2
Battlefield 4 is coming out on both current and next gen systems, and PC as well.
Game is more of an evolution rather than revolution of the series. Both technically and gameplay wise.
Will ship with more game modes than BF3
Will ship with more close quarter infantry maps than BF3
Frostbite 2 engine is pushed further in BF4. Better effects, higher res textures, more detailed game worlds, etc.
BF3 will still be supported after Battlefield 4 launches.
There is plan of some sort of integration between BF3 and BF4. Could be Battlelog-only.
Battlelog will be updated for Battlefield 4 with more social features and more detailed stats.
Single-player and co-op will return, new writers involved this time.
Battlefield 4 is our most human, dramatic, and believable game yet... first single-player game play reveal going live in just a few more hours!
DICE Reveals Next Generation of Battlefield --; New Benchmark in Game Design, Multiplayer Engagement
Battlefield 4 to Deliver Human, Dramatic and Believable Action, Powered by Best-in-Class Frostbite 3 Technology
REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Only in Battlefield can players go through a building instead of around it or eject from a jet and take out the enemy mid-free fall. Those incredible gameplay moments that blur the line between game and glory can only be created by players, and occur only in Battlefield. DICE, a studio of Electronic Arts Inc. (NASDAQ: EA), today announced Battlefield 4, a genre-defining action blockbuster launching in Fall 2013. Powered by the advanced technology of DICE's proprietary Frostbite 3 engine, Battlefield 4 offers players a glimpse into the future of interactive entertainment a future that is more human, dramatic and believable than anything before it. With more than 65 million players worldwide, the Battlefield series has consistently been praised by critics for its world-class multiplayer gameplay, and is recognized as the only game that allows players to own land, sea and air.
Battlefield 4 is a seminal moment for the Battlefield series as more award-winning, multiplayer game design elements are incorporated into the single-player campaign. In single-player, gamers will experience huge environments, a playground of destruction, access to an arsenal of vehicles and the ability to direct squad mates. Taking a page from the social aspect of multiplayer gaming, the single-player mode will now track players' progress, adding an element of persistence and friendly competition to the campaign.
The game made its world debut today with a staggering 17-minute gameplay demo, available for view at Battlefield.com. The demo begins as the player Recker opens his eyes to discover that he is trapped in a rapidly sinking car with three of his squad mates. Shooting the window is the only way out. Panic and fear are pushed aside as Recker makes a difficult decision take the shot and recover the intel but risk that not everyone will survive. The emotional demo features a cast of characters unrivaled in interactive entertainment. Players will learn how to work together in both the Campaign and Multiplayer, issuing squad orders and comparing achievements in both experiences. Adventure and Competition will unfold through a series of beautifully crafted locations constructed with some of the best art and sound design in modern shooters. All of this is only possible with Frostbite 3 a new standard for interactive entertainment in 2013.
"We are so humbled and proud to debut Battlefield 4 on a global stage with simultaneous events in San Francisco and Stockholm. To be this early in development, and to already be so polished is a huge achievement for the DICE team and reflection of their passion and commitment to driving the franchise forward. Today's demo was just the beginning -- we have so much more in store," said Patrick Soderlund, Executive Vice President, EA Games Label. "It is thrilling to witness peoples' reaction when seeing the game for the first time. It really makes you realize that we are at the beginning of a whole new era for gaming. As artists and craftspeople, we are focused on creating a dynamic, open design that brings people together with amazing, surprising unscripted moments that they'll talk about for days. That's the beauty of Battlefield."
By pre-ordering Battlefield 4 at any participating retail outlet, gamers will receive a Premium expansion pack at no additional cost*. DICE also announced today Battlefield 4 Digital Deluxe, an Origin exclusive special edition that includes the base game and bonus in-game digital items. Players that pre-order Battlefield 4 Digital Deluxe* on Origin will also receive the Premium expansion pack as well as access to the exclusive Battlefield 4 multiplayer beta.
To view the first Battlefield 4 single player gameplay footage, please visit www.battlefield.com. To join the conversation on Battlefield 4, please visit http://www.facebook.com/battlefield, follow us on Twitterฎ at www.twitter.com/battlefield and #BF4, or sign up for the official Battlefield newsletter at www.battlefield.com. Press assets for Battlefield 4 are available at http://info.ea.com.
* Conditions and restrictions apply. See http://store.origin.com/promo?promoI...linkid=BF4_CLP for details.
The demo today, for example, on PC ran in 60fps.
http://www.rockpapershotgun.com/2013/03/27/battlefield-4-prattle-feed-all-the-new-news/
:bow RPS :bow2
Are all of their articles so horribly written?I don't know. What are your standards?
Are all of their articles so horribly written?I don't know. What are your standards?
Nintendo has never depended on EA for support. If they did, Nintendo would have went bankrupt a decade ago.
There are plenty of other third party developers who produce much better games to look forward to on the Wii U. I personally have never bought a Battlefield game and had no plans to get this one.
People don't buy Nintendo products to play generic shooters. Thats what Sony and MS are for.
Some of these comments remind me of two years ago when the 3DS was struggling.
Really annoying. Third parties say there isn't a market for these kind of games on Nintendo systems, but they don't even release enough of their games to form any kind of market. I know it may be a shocker to some of these guys, but maybe your first couple games won't sell a ton, but if you show consistent effort, you will probably benefit. It's a video game console. People like video games. If your games sell well on 360 and PS3, they'll probably sell well on the Wii U if you actually show consistency and effort. At a certain point, Nintendo is definitely to blame for not convincing third parties enough, but this is getting ridiculous. I don't even own a Wii U (yet), but this is crazy.
Even when Wii was the best selling console, some of these guys couldn't be bothered to make games for the system. It's like they are scared of money or incredibly shortsighted.
there's no denial here.
i don't want EA's support. I couldn't care less about some generic FPS.
Yup NBA Jam sold best on Wii but HD systems got the 2nd NBA Jam
The Sims 3 sold best on Wii
Tiger Woods sold best on Wii but now no WiiU Tiger Woods
EA is full of crap
It's kinda funny. Nintendo should just say fuck you to all these 3rd parties and not allowing any of their games on the Wii u. That'd be some classic shit.
bf4 on a nintendo console doesn't seem right, anyways. Just as blops2 didnt.
Nintendo software is some of the best in the world. The reason why people buy a nintendo console. Nintendo is unique, not just an hd twin.
What the hell. To me it seems like all the 3rd Parties got paid by Sony and Microsoft to skip the Wii U. They want to destroooooy it.
EA is going to dig their grave after so many bad moves they made recently...
Good, means less Origin shit in my consoles.
Also, oh no, we won't get some podunk military shooter. Let me fish my pockets for the not fucks I give for that.
Oh no ! How sad ! Another bad EA game won't be on Wii U !
That sounded more like "we are not speaking to Nintendo because they stole our boyfriends!". Either that, or they can "spread too thin" because most of their people is busy listening to music to license and put into the game (maybe even by doing sleep-overs).
Seriously, EA is acting like a child which was denied a candy, and now is pouting in the back of the classroom, not speaking to the teacher anymore.
But this is "Generic FPS: The Sequel: The cinematic experience: Now with water, and boats!". How hard can be sell that on any system? Unless, of course, that public is already fixed with the "my-graphix-are-bigger-than-yours" consoles.
Not high. That article just seemed very over-written.Usually the press release stuff is shorter. Pun headlines and other silly stuff. Only when they care a lot (whether in a good or bad way) do they get verbose.
the BRRRR to end all BRRRRslol are they even trying to have the theme be an actual song anymore. This is even more extreme than 3's theme.
I imagine he was playing on a high-end PC?
PB: It was a decent PC, yes. But you can still buy it, so it's not like alien technology or anything. It's still a PC that you can buy and it's still unoptimised code. Another thing that you might not have realised is that we ran it at 3K resolution at 60fps, and you don't do that. Nobody talked about pixels because at that size you couldn't see them.
Was hanging out with some casual gamers last night and we watched this trailer, at the part where the marine or whatever started shooting at the helicopter while hanging out of the car one of my friends stoop up and screamed: "I'm buying this shit day one!!!" with affirmation nods and sounds from my other mates.
Once again hardcore gamers and journos prove to be completely out of loop about their beloved market.
:bow EA :bow2
Was hanging out with some casual gamers last night and we watched this trailer, at the part where the marine or whatever started shooting at the helicopter while hanging out of the car one of my friends stoop up and screamed: "I'm buying this shit day one!!!" with affirmation nods and sounds from my other mates.
Once again hardcore gamers and journos prove to be completely out of loop about their beloved market.
:bow EA :bow2
Game looks great from the trailer. Don't get the hate. Shit looks better than cod sp.
Leaked alpha images.
http://imgur.com/a/oBF5P
the BRRRR to end all BRRRRs
as dull as single player looks, it's nice that they're using some multiplayer language in the campaign. Spotting, team identifiers, mini-map, etc. At least on some level it'll serve as training for the multiplayer.
levolution sounds like something you'd hear in an arcade next to "leady? GO!!"
can you play the commander on consoles or is it a 'second screen' role? the interfaces shown are for PC and tablets.
At the EA booth I jumped into a 64-player conquest battle in the Siege at Shanghai map. After playing through a couple rounds and speaking with executive producer Patrick Bach, here is what I learned.
The Xbox One, PlayStation 4, and PC versions eac h support 64-player maps and run at a solid 60 frames per second. The Xbox 360 and PlayStation 3 versions, however, are still limited to 24-players per match and 30 frames per second.
Squads can now include five soldiers instead of just four.
Given the larger squad size, Squad Deathmatch mode now includes more competitors.
Like Battlefield 3, the soldier classes you can play as are assault, engineer, recon, and support. All classes now have more shared weapons so players have more versatility when selecting their loadout.
Each class and weapon has a deeper persistance tree than previous Battlefield games.
DICE is changing how specializations work. It won't go into the finer details, but the developer is creating a system where you and your squad can bump up your specializations as you play if you are doing well.
Gun and player customization are being broadened. You can now have multiple sights on your weapons and add optical magnifiers on the fly.
Vehicle progression is deeper as well.
DICE has two new game modes it plans to reveal in the near future, and it plans to drop a few modes that were featured in Battlefield 3. The confirmed modes thus far are squad deathmatch, conquest, rush, and team deathmatch.
Hardcore mode is returning.
The crazy wave technology featured in the E3 single-player demo is also coming to multiplayer. All the wave data is being pushed over the network, which means that every player will have the same sea experience at the same time.
Given the increased focus on naval combat, DICE is making sure you aren't a sitting duck if you lose your sea vessel or parachute into a body of water. Soldiers can now swim sprint, use sidearms in the water, hit the crounch button to dive underneath the surface of the water, and even deploy C4 to take out boats.
Players can rent their own Battlefield 4 servers on consoles from day one, and DICE plans to give them more server modifiers than were available in Battlefield 4.
DICE knows the destruction in BF3 was disappointing so destructibility is coming back in a major way. Expect to see the microdestruction introduced in the Close Quarters map pack, plus large-scale destruction like the crumbling skyscraper in the E3 demo.
You won't be able to completely flatten urban areas, which is a design choice rather than a technical limitation.
Like Titanfall, DICE is using a proprietary matchmaking service instead of using the Xbox One native service.
DICE is also incorporating a skill level system on top of your player rank to help match you with players of a similar ability. You can set your rented server to only accept players of a certain ability.
DICE learned its lesson with Battlefield 3, and plans to keep a healthy amount of DICE sponsored servers for people who don't want to deal with the quirky rented servers.
Rather than build its own battle recorder, however, DICE plans to use the Xbox One and PlayStation 4 recorders.
Battlefield 4 also includes a spectator mode.
Given the difficult learning curve for some of the more powerful vehicles like jets and helicopters, DICE is including a practice mode or tutorial system of sorts so you can learn the tricks of the trade without hurting your team in a ranked match.
Battlelog is being revamped to be more directly integrated into the game and to give console players the same experience as the PC version. DICE wants the console players to have the ALT-TAB experience just like PC players, so you can check your stats at any time.
You can alter your loadout directly from the Battlelog app so it will be ready for you when you jump into a match.
Commander Mode
You can play as a commmander on consoles, PC, and tablets.
Right now commanders are featured in two modes - conquest and rush. DICE also has some new modes that it isn't talk about yet.
Commanders gain experience and have a persistant skill tree just like other classes.
Unlike Battlefield 2, commanders don't have a physical presence on the battelfield.
The commander roles are not counted against the player count. This means 64 soldiers will be on the battlefield with two commanders overseeing the battle.
DICE is aware that given the small number of commanders per server, there could be a supply/demand issue. To address this issue, it has created a gating system that prevents everyone from being allowed to play as commander.
If you are having trouble getting a commander role, you can always rent a server yourself and assume the role.
Commanders can issue orders to squads and deploy UAVs to spot troops. When the squads follow directives, the commander and soldiers are rewarded with XP.
As they gain XP, commanders can use it to drop in ammo, med packs, and vehicles to their troops.
The more flags a team captures in conquest, the more weapons a commander has at his or her disposal. These offensive capabilities include tomahawk missiles and artillery strikes.
DICE views the commander mode as a game of chess between the two commanders. They are scored against one another.
You can keep an eye on what the rival commmander is doing and counter their moves. For instance, if they scan an area you can try to jam their signals. If they drop in specific gear you can counter that in different ways.
The commander's eye in the sky view is also used for respawns and spectator mode. It works the same way on all platforms.
DICE has rulesets to help populate maps with two commanders, but if one of the two commanders drops out the developer doesn't believe it will be a big issue for the guys on the ground.
Man, I feel like BF4 is going to be the reason I try and get and PS4 near launch. It all just sounds fantastic. Probably what 3 should have been.Yeah the game is sounding insane. I haven't been this hyped for a game in awhile. I know I should chill on that so I don't overhype myself but everything they are doing sounds so cool and much of it are changes that I absolutely wanted from BF 3. It may be the only next gen game I buy at launch.
It'll be interesting to see if the public has the same idea (with Xbox One as well). Like, I can picture a situation where Battlefield 4 is far more competitive against Call of Duty on next gen consoles. The jump from BF4 on 360 to BF4 on PS4 is double the player count, larger maps, double the frame rate, and improved image quality/resolution.
Frostbite today is a suite of tools, like Photoshop, Premiere or whatever. It's a program that you work inside with menus for animation, physics, levels, scripting... all in this environment that gets updated more or less every week.
There are about 75 people full time today working on Frostbite and they put out, more or less, a 'drop' of Frostbite every month to the 15/16 development teams that are using it.
Will the hair be all flowing all the time or static?
Will the hair be all flowing all the time or static?Probably bob a little as one ponytail like Lara's does in TR without Tress FX.
TLDR;
The 4 classes are back (Recon, Support, Engineer, Assault)
3 factions: US, Russia, China
As a server admin you'll be able to decide which factions will be on each side.
The 4 classes are now tweaked to be more specialized within their fields.
Guided weapon systems and disabling has been rewamped.
portable wire guided missile is back for engineer. (FGM-172 SRAW)
The support class has access to: Claymores, C4, XM25, remote mortar, carbines, big/small ammobag, LMG's & DMR's
Recon is getting a "mobility boost" and will have access to: Motion sensors, MAV's, T-UGS, claymores, C4, radio beacons, PLD, carbines & sniper rifles.
Assault is the "go-to" kit, with 2 medkits (big and small), defibrillators, flashbangs and assault rifles.
The PLD (SOFLAM) for the Recon class is handheld, and cannot be placed down, as in BF3.
Suppression system rewamped: Little to none suppression in close quarter engagements. Suppression is focused on LMG's and Sniper rifles. The visual effect has been changed and the accuracy penalty, seen in BF3, has been replaced with a scope sway effect.
The new Field upgrade system, is replacing the perk system from BF3. You gain perks by performing squad actions (Squad heal, repair etc.) There are 4 different paths of field upgrades.
BF4 has more than 25 perks, compared to BF3's 7.
DICE has unveiled a new game mode and map for Battlefield 4.
Obliteration, inspired by Capture the Flag, is brand new for the Battlefield series. In it, each team is given three objectives that must be defended. At the start of the battle a bomb spawns in a central location, and both teams rush to grab it and bring it to the enemy's objective.
Once there, the bomb must be armed to trigger an explosion, thus destroying the objective. When that happens, a new bomb spawns. The goal is to destroy the enemy's three objectives while defending yours.
Obliteration is capped at 32 players on PlayStation 4 and Xbox One. On PlayStation 3 and Xbox 360 it's capped at 24 players. You can of course push higher on PC.
"Battlefield has always been about providing team play for those who want it," Battlefield creative director Lars Gustavsson told Eurogamer at a pre-Gamescom event at DICE's Stockholm, Sweden office.
"Since Battlefield 1942 we've all been deeply in love with Capture the Flag. Even though it's dressed up in a serious setting, it brings on so many moments that are just sheer fun. Even though we get a lot of comments that Battlefield is so realistic, yes, but that's the wrapper. Under the hood it's about crazy fun. That's what's important to me. And Obliteration truly brings out fun.
"With a large amount of players, it's very easy to get into a stalemate with Capture the Flag, where you're banging your head against a wall. So we looked at what could provide good team play and provide the adrenaline rush of Capture the Flag in these dynamic worlds? Then we thought about what we learned from Rush, with multiple bases, to not get the stalemate, and built from there.
"It's a fresh take on the all out war of Battlefield. You can of course play it as infantry-only, but with the addition of vehicles - helicopters, boats and everything - it's hard to play it without having an evil grin on your face."
Meanwhile, DICE has confirmed that Domination, the mode that debuted in Battlefield 3, returns for Battlefield 4. As in BF3, teams fight over three objectives. Capturing objectives causes the enemy to lose tickets. Your goal is to reduce your enemy's ticket count to zero
Help me decide what system to get this on. I'm positive my pc can't handle it but my pc handles BF3 fine. On the other hand, ps3 version means less player limit but I'm not getting a ps4 this year.
Man, I feel like BF4 is going to be the reason I try and get and PS4 near launch. It all just sounds fantastic. Probably what 3 should have been.
Nailed it. Wasn't eager to get a new console at launch, but this sounds awesome. BF3 was such a huge let down but this seems awesome. 64 player and 60 FPS? Finally, a true console BF experience. If console game mods come out this generation PC gaming is irrelevant.
Battlefield 4
Release Date: 10/29/2013
Beta Dates:
Exclusive (early) Beta: 10/01/2013 - 10/15/2013 (you must have a Battlefield 3 premium account, a Battlefield 4 Digital Deluxe Edition pre-order, or a copy of a limited edition Medal of Honor Warfighter)
Open Beta: 10/04/2013 - 10/15/2013
Media
Official Trailers
Battlefield 4: Official "Paracel Storm" Multiplayer Trailer
Battlefield 4: Official "Siege of Shanghai" Multiplayer Trailer
Battlefield 4 -- E3 Multiplayer Gameplay -- Best Moments
Battlefield 4: Official Commander Mode Trailer
Battlefield 4: Official "Angry Sea" Single Player Gameplay Video
Battlefield 4: Official 17 Minutes "Fishing in Baku" Gameplay Reveal
Gameplay Footage
E3 LevelCap Weapon and Squad Perks
E3 LevelCap Weapon Classes and Suppression
E3 LevelCap Vehicle Customization
E3 LevelCap Weapon Attachments and Field Upgrades
E3 Machinima Gameplay Demo
E3 Sniper Gameplay
E3 Livestream Day 2 Part 1
E3 Livestream Day 2 Part 2
Official Gallery
Expansion Packs
China Rising: free with preorder; "Fight for dominance across the vast and majestic Chinese mainland in four massive maps, using all-new vehicles and high-tech military equipment."
Second Assault: Four maps (Operation Firestorm, Operation Metro, Caspian Border, and Gulf of Oman) from BF3 are enhanced for BF4
Naval Strike: "Experience dynamic ocean combat in Naval Strike as the Chinese Armada takes the fight to the sea."
Dragons Teeth: "Experience all-out urban warfare in new multiplayer maps taking place in war-torn cities locked down by the Chinese army."
Final Stand: Final expansion pack, not much known
Features
64 players, 60 fps confirmed for XB1 and PS4 (1080p has been mentioned, but is yet to be confirmed); expect 30 FPS, 24 players, kinda-HD for X360 and PS3
Confirmed game modes: Squad Deathmatch, Conquest, Rush, Team Deathmatch, Obliteration ("capture the bomb" and destroy enemy's target), Defuse (elimination-based attacker and defender mode)
Rumored game modes: Squad Rush, Conquest Large, Conquest Assault Large, Conquest Assault Small, Conquest Domination
Hardcore mode
Ammo is magazine-based, not "pool"-based
In-game VOIP
No Battle Recorder; can rely on built in XB1 and PS4 recorders
Practice mode/tutorial mode
Better Battlelog integration for consoles
USMC, Russia, and China factions
Maps
Siege at Shanghai
Paracel Storm
"Levolution"
Every map will have changes that can alter the makeup of the map/level. For example, in Siege in Shanghai, after the skyscraper falls, a small peninsula of rubble can be traversed and dust/debris in the air decreases visibility in the area
Urban areas can't be flattened by destruction; design choice, not engine limitation
Improved environments
Metal detectors can expose you, storefront gates can be shut to cut people off, fire extinguishers create smoke screens, bollards can prevent vehicle access, vehicle alarms go off if you fire near them/step on them
Water reacts dynamically to vehicles and events
Originally Posted by reddit
I'm pretty sure it was army and DAMN the destruction is OFF THE CHAIN, I had some insane firefights with people, and in addition to destruction, the area changes. For example, there was a group of guys inside what looked like a showroom with cars inside. I misfired my M320 and took out a huge chunk of wall of that room. Well that shit alerted these guys in there and they started firing my direction, but out of fucking nowhere these like security gates that they use in front of stores at the mall when they close shop started lowering down in front of my position where the wall/window had been, obscuring their vision and allowing me time to back up and reroute.
Commander Mode
One player on each side that does not occupy a player slot (64 players + 2 commanders)
Can be played from console, PC, or remotely with a tablet (Mobile Commander mode)
Scan and EMP UAVs can be deployed; vehicle scans, tomahawk missiles, infantry scans, and gunships can be deployed based on whether or not certain bases are capture
Supply (ammo and medical) and vehicle drops
Set attack orders for individual squads; squad leaders can confirm that they are accepting the commanders orders
Included in Conquest and Rush so far
Commander persistence/skill tree
"Gating" queue system that prevents everyone from being eligible as a commander
Squad leaders can initiate votekick to oust a bad commander
If squads follow your orders, everyone receives bonus points
Can counter commander's abilities (scramble UAV, for example)
Spectator Mode
Confirmed for PC, "we'll see" for console
Views: Table Top, First Person, Third Person, Free Cam
Can "set" up to five free cams around the map to quickly jump to certain location
UI can be turned off
Can click on player from table top view and get PiP view of their screen
Game Mechanics
Squad assists can count as kills if you contibuted the most to the kill (maybe >90%?)
Reduced suppression: Support has increased suppression vs BF3, other weapons have low suppression; suppression has minimal effect in CQB. In addition, instead of an accuracy penalty, suppression causes scope sway
ADS near cover allows a "peak" cover system. Not sure if you can lean left/right, but seems you can pop up above cover
"Click to spawn" deployment options; you can click on a spawn point or squad member to spawn
Interface is muuuch less click-heavy vs BF3
Movement system has been tweaked for momentum; it takes a moment to get to full sprint speed
Directional callouts--the default "enemy spotted" voice seems to indicate directions/location relative to your position
Hand gestures indicate commands, including spotting; multiple enemies can be spotted at a time
Ladder climbing is faster
Proprietary matchmaking system instead of system matchmaking
Skill system, in addition to matchmaking; can set skill reqs for servers
"Partial mod" support; likely to be server-side modifications (vehicle count, damage mods, player count???)
No blue tint, (yet) in-game UI looks very neutral
In-game HUD shows hotkeys for different gadgets/attachments at bottom/middle of the screen
When spawning, you'll see live feed gameplay of wherever you choose to spawn. (squad member, vehicle, capture point, etc.)
Bullet tracers and smoke trails are more prominent; grenades have smoke trails
Knife attacks can be countered by pressing button when prompted (small window)
Naval Warfare
While swimming, can dive to avoid gunfire
Can shoot pistols under/above water while swimming (shooting underwater is very inaccurate)
Can sprint swim
Sea combat: Jetskis, boats, and ships confirmed.
Exiting an attack boat launches you directly into a jetski from the back of the boat
Vehicles
Enhanced vehicle disabling: Vehicles are disabled based on the parts that are hit; however, tires can't be shot out (it's not that granular)
Vehicle customization/specialization is more robust than BF3
Air
Land
Limited MBT 120mm ammo, which can regenerate
Sea
Can be outfitted with anti-air and anti-armor rockets
Classes, Weapons, and Equipment
All classes
Faction-specific weapons are back
All classes have access to:
Carbines: AK 5C, ACW-R, SG553, AKU-12, A-91, ACE 52 CQB, G36C, M4A1, ACE 21 CQB, TYPE 95B-1
Designated Marksman Rifles: RFB, MK11 MOD 0, SKS, SVD-12, QBU-88, M39 EMR, ACE 553 SV, SCAR-H SV,
Shotguns: QBZ-09, 870 MCS, M1014, HAWK 12G, SAIGA 12K, SPAS 12, UTS 15, DBV-12
Pistols: P228, M9, QSZ-92, MP443, SHORTY 12G, G18, FN57, 93R, CZ-75, .44 MAGNUM, COMPACT 45, M412 REX
Knives: Bayonette, ACB-90, Shank, Machete, Bowie, Carbon fiber, Improvised, Scout, Survival, Trench
Grenades: HE, flashbang, and incendiary
Tons of attachments/customizations (green hipfire laser sights, different foregrips, barrel types, bipods, silencer/flashlight combo)
Over 1200 items that can be unlocked via 300 "Battlepacks", which can be earned or bought
Primary weapon attachment system
Optics: Reflex RDS, Coyote RDS, Kobra RDS, Holo 1x, HO-33 1x, PKA-S 1x, IRNV 1x, FLIR 2x; M145 3.4x, Prisma 3.4x, PK-A 3.4x, ACOG 4x, JGM-4 4x, PSO-1 4x; CL6X 6x, PKS-07 7x, Rifle Scope 8x, Hunter 20x, Ballistic 40x
Barrel: Muzzle Brake, Compensator, Flash Hider, Heavy Barrel, Suppressor, LSO6 suppressor, PBS-4 suppress, R2 suppressor
Accessory: Canted ironsights, flashlight, tactical light, laser sight, TR beam laser, green laser sight, laser/light combo, variable zoom 14x, range finder
Underbarrel: Bipod, ergo grip, angled grip, stubby grip, vertical grip, folding grip, potato grip
Pistol attachment system
Optics: iron sights, ghost ring, RDS
Barrel: sound suppressor, compensator
Accessory: laser pointer, green laser pointer
Assault
Assault rifles: AK-12, SCAR-H, M416, SAR-21, AEK-971, FAMAS, AUG A3, M16A3, CZ-805, QBZ 95-1, ACE 23
M320 HE, M320 Dart, M320 SMK, M320 LVG, M26 MASS, M26 Dart, M26 Slug
Medic Bag: deployable health
First Aid Pack: You toss this onto someone. It regenerates their health, regardless of their proximity to you. If you toss onto ground, it can be picked up by someone else
Defibs are back; if you charge them, more life will be restored to teammate
Recon
Sniper rifles: CS-LR4, M40A5, SCOUT ELITE, SV-98, JNG-90, 22B RECON, M98B, SRR-61, RY-JS
PLD, SOFLAM, MOTION SENSOR, T-UGS, MAV, RADIO BEACON, C4, M18 CLAYMORE
Support
Light machine guns: U-100 MK5, TYPE 88 LMG, LSAT, PKP PECHENEG, QBB 95-1, M240B, MG4, M249, RPK-12
Ammo bag: deployable ammo
Ammo pack: ammo that can individually be given to someone
Support has XM25 CDTE grenade launcher, grenades explode midflight. Aim at target, then lift sights and fire and grenade explodes above target
Engineer
Personal defense weapons: MX4, PP-2000, UMP-45, CBJ-MS, PDW-R, CZ-3A1, JG2, P90, UMP-9
Engineer can carry AT Mine and Repair torch at same time
RPG-7V2, FGB-172 SRAW, MBT LAW, MK153, SMAW, PGM-14B JAVELIN, FIM-92 STINGER, SA-19 IGLA, EOD Bot, M15 AT MINE, M2 SLAM MINE
Squads
Field Upgrades
Team actions/XP build up your squad "field upgrades" meter
You get to pick your upgrade "path"; you share XP, but pick your own field upgrades--there are no more squad specializations
Two field upgrade paths: Offensive and Defensive (more field upgrades may be added down the line)
Defensive
Level 1: Suppression Resistance
Level 2: Grenade Boost
Level 3: Explosive Resistance
Level 4: Heal Boost
Offensive
Level 1: Sprint Boost
Level 2: Ammo Boost
Level 3: Grenade Boost
Level 4: Suppression Increase
Squad wipe takes you down one level; there are four levels of field upgrades
5 players per squad
Default is squad-spawn on anyone; squad leader-only spawning is server setting
In the recent interview with Lars on the livestream, he discussed a flight training mode where pilots could practice all they want before jumping onto the battlefield. Named the Test Range.
Bashing Wii U makes you feel better about playing games at 720p until 2020?
http://www.youtube.com/watch?v=rg4gB4Z4w3E
I love how DICE isn't afraid to show off their game and hide behind a hype wall.
allegedly PS3 retail copies will include a code that lets you buy the PS4 digital version for $10/ฃ10. I think the 360/XB1 upgrade might be similar.
I was under the impression that you had to trade in the PS3 copy for the PS4 version. This method sounds as exploitable as Portal 2, where people would buy it, redeem the PC copy, and trade it in.
What are the odds this will be satisfying on current gen consoles? Should I just wait until I have a One or PS4?
yeah, I can't imagine it being much different than BF3 on consoles.
Dont wait to get into the action. You can buy the game on current-gen and benefit from up to three weeks of play time time that can be used to rank up, giving you a competitive advantage on the next-gen battlefield. We respect the time you will invest in playing and dont want you to lose all of your effort when you upgrade to next-gen. That is why we are making it easy to carry forward your multiplayer stats and your Battlefield 4 Premium membership. No more worrying about starting all over again. Your rank, score, K/D ratio, wins, time played, service stars, dog tags taken, vehicles destroyed, repairs, revives, squad score, accuracy and more will all transfer to next-gen consoles at launch.
The Battlefield 4 Beta is coming soon. Youll be able to play the Siege of Shanghai map in Conquest Mode or Domination Mode.
Haha, why is this guy wearing so many American flags?
Haha, why is this guy wearing so many American flags?
cause 'Merica. :american
I reeeally hope the stat carrying over is tied to your battleblog account and not to your platform gamertag, I bet I'm not the only 360 user that's savvy enough to recognize that the PS4 is the way to go in the upcoming gen...
Haha, why is this guy wearing so many American flags?
cause 'Merica. :american
I reeeally hope the stat carrying over is tied to your battleblog account and not to your platform gamertag, I bet I'm not the only 360 user that's savvy enough to recognize that the PS4 is the way to go in the upcoming gen...
I'm really surprised that more of the game modes aren't designed to take more than 32 people in a server. I would have figured Rush and Obliteration would have at least done it too.
Well I've downloaded and re-downloaded it three times and the thing won't even install. This sucks.
i booted it up for about 10 minutes this morning. joined an empty server and ran around a bit. went to the top of the skyscraper and then jumped off.
i booted it up for about 10 minutes this morning. joined an empty server and ran around a bit. went to the top of the skyscraper and then jumped off.
Yeah I booted it this morning and setup up my keybinds since I'm left handed and that means I have to reset nearly every freaking key. I was getting about 70 frames with everything cranked but it was an empty server.
Some people are saying nvidia cards are struggling at the moment.
to you guys playing the PC beta, does it still use the web plugin and all that nonsense?
the deployment interface is much better
Commander isn't in the beta unless a DICE employee is playing on your server. Yes, it's royally stupid.the deployment interface is much better
Disagree. I hate how it's clicky clicky clicky when I used WASD for deployment in BF3. I wish they gave the option for both but playing the console version the WASD type movement to select vehicles is FUCK AWFUL. So it seems they designed it around tablet/mouse in general. :/
i remember the bf3 demo being much closer to what the game looked like at launch...grateful to be playing but I'm just saying I was kind of shocked at first.
The fact that it's a mouse driven interface is exactly why it's better. Makes it quicker and easier to tell where I'm spawning and what's happening at the spawn.
Obliteration is new to Battlefield 4, and supports 24 players on PS3 and Xbox 360. It can hold up to 32 players on PS4, Xbox One and PC. It also supports Commander Mode.
It sees a bomb spawned into the map, while both teams have to fight each other to claim it. Once secured, it has to be dropped off at one of their enemy teams objectives. It must then be armed and detonated for the team to score. Once it blows, another bomb spawns in and the process repeats until one team has destroyed all three of their opponents objectives, or the timer expires.
We want to take this opportunity to thank everyone that has played the Battlefield 4 Beta! Your feedback has been crucial in testing the underlying infrastructure and reporting both bugs and balancing issues to ensure a smooth launch on October 29. In this blog post, we want to bring up some of the key findings and how were addressing these for the launch of Battlefield 4. Thanks again for playing and keep the feedback coming on the Battlelog Beta forums.
Low frame rate/stuttering
PC players may have experienced trouble in the Beta getting the game running at a good frame rate. Rest assured that were using the information we received to optimize the performance for the launch of the game. We also released three game client updates and a number of game server updates during the Beta to address some of these issues and to gather more information to ensure a smoother launch.
Stuck on loading screen
We have identified some of the reasons why players, mainly on PC, were getting stuck on the loading screen and are currently working around the clock to decrease the rate at which this occurs. The latest PC patch for the Beta helped for some players and we are confident we will be able to minimize this issue for launch.
High CPU usage during the Beta
CPU usage could sometimes skyrocket for dual, quad and six-core processors. We identified some of the reasons and released three patches with fixes that went live during the Beta, to address the problems. This was a true Beta, and as such all the crash reports that were generated during this period will actually help us make a better game.
Controller layouts (X360/PS3)
Weve increased the available controller options in Battlefield 4, including the new controller layout and multiple alternatives that we hope will make you feel right at home. If youre more comfortable with the controls from Battlefield 3, weve got you covered. Just by bringing up the options menu, you can choose the Legacy layout, which is similar to that in Battlefield 3.
Empty server listings (X360/PS3)
While in the Server Browser you may have seen lists of empty servers. By changing the filter options, youll be able to find populated servers that you can join. You can also use the Quick Match function to quickly get into the action.
The elevator catapult (All platforms)
Although an interesting concept, elevators were never designed to act as a catapult or teleporter. The bug where the elevator button would catapult you up into the air is fixed for the final game. But we did enjoy all the crazy videos youve posted. Thanks!
Gameplay balancing
We are still balancing gameplay, and in true DICE fashion will continue to do so well after the release of Battlefield 4. Below are just some of the gameplay changes based on your feedback that were making in time for the launch of the game.
Infantry Changes
-Fixed how the player only receives a single local damage sound effect if he or she was the victim of a quick, clean kill. The sound and camera impact effect had too long a cool down between hits. This should improve the responsiveness of being killed and taking damage.
-Reduced the fire rate of the AK12 in burst from 1000rpm to 750rpm. The rate of fire was too high when combined with the low recoil of the weapon, making it more powerful than intended in burst mode.
-Tweaked the compensator and muzzle brake so theyre properly less accurate in sustained automatic fire.
-Reduced and rebalanced full auto accuracy based on rate of fire for all automatic weapons to balance low ROF weapons. Low ROF weapons were remaining accurate long enough to get easy kills outside of their intended optimal range.
-Increased the default throw distance of the portable ammo and med packs. This makes it easier to throw these packs to teammates.
-Portable ammo packs now reload 2 magazines of bullets instantly and up a total of 4 magazines per pack over time. The player must stay on top of the ammo pack in order to benefit from all of the ammo reloading. Grenades, RPGs, and other explosive launchers do not benefit from the instant reload function of the Ammo Pack.
-Increased the muzzle flash of the 25mm and 40mm launchers to make their threat position more visible.
-Fixed an issue where the knife stab didnt align with the kill event.
-The revive time has been increased from 7s to 10s.
Vehicle Changes
-Fixed some descriptions of weapons for vehicles that incorrectly described the function of the weapon.
-Increased the damage of the Stinger and IGLA to 3 hits to kill attack choppers (was 25%, now 35%).
-Increased the speed of all TOW guided missiles to 75m/s from 50m/s so they can catch-up to fast vehicles like the Quad bike.
-Increased the sustained fire accuracy of the Coaxial LMG on armored vehicles because it was underpowered.
-Reduced the damage the 40mm and 25mm infantry weapons do to armored vehicles to highlight their anti-infantry role.
-Reduced the damage main gun on the IFVs against other armor to highlight their primarily anti-infantry role.
-Fixed an issue where the tank main gun did not correctly hit the center of the crosshair at all times.
-Multiple options are now available for controlling how your vehicles steer with a joystick on all platforms, as well as improved the responsiveness of steering while accelerating.
Locking Weapon Changes
-RPG7 and SMAW can no longer lock on to Laser Designated Targets. It was inauthentic and not balanced.
-Fixed some projectiles not warning vehicles when they were fired on a Laser Designated target. Reduced the lock on distance for RPGs, SMAW, and MBT LAW missiles to 350m from 500m. This gives the IGLA the clear long range AA role for soldiers, and keeps the team play element of Laser Designation.
-All Laser Designated missiles now do a maximum of 90% damage to Attack and Scout helicopters (down from 100%). This was done to give helicopters a chance to use their Fire Extinguisher countermeasure even against Laser Designated weapons.
General Changes
-The kill string in the score log now appears sooner, making the UI more responsive to a kill event.
-The aim assist on X360/PS3 has been tweaked to be more consistent at all ranges. The assist was over powerful at close range, and not powerful enough at medium range. Players should now find that close combat requires much more player input and the snap to a target is far less forgiving. At medium range the player should experience a bit more assistance tracking targets, but generally still reduced aim assist effectiveness.
PC Specific Changes
-Fixed a string in On Foot PC key bindings that should have read CROUCH (TOGGLE) / PRONE (HOLD).
-Removed an unused Underslung key binding on PC, the Select Gadget 1″ key binding now controls both of these actions as expected.
I'm holding out till blackfriday due to price. Someone on the pc has to give me a rundown on how it compares to 3. The beta didn't do a good enough job of telling me how things changed.
Soft or hard crash?
I was asking if it just crash to desktop or did the PC lock up.
You could try a reset if it's the former. Sometimes that helps especially if you've been playing other games.
I don't know how it went in other places, but between my store (Gamestop), the one tehJaybo works at, and the one in between us, we had less than 200 people show up for the midnight release of this game (or AC4 or WWE2k14).
Was there something we missed, or is everyone just waiting for the next-gen versions?
So you can't be killed by debris?
(http://i.imgur.com/j0XZpwL.gif)
I don't know how it went in other places, but between my store (Gamestop), the one tehJaybo works at, and the one in between us, we had less than 200 people show up for the midnight release of this game (or AC4 or WWE2k14).
Was there something we missed, or is everyone just waiting for the next-gen versions?
I think there is a definite divide between the hardest of the hardcore who probably are more likely to get some of these titles on the next gen systems.
It also could be brand fatigue. I was excited for Battlefield 4 but there was no way in hell I'm going to plunk down money on another Assassin's Creed or WWE game. There are probably people who feel the same about battlefield.
I've also heard the theory that GTA 5 essentially sucked a lot of dollars and enthusiasm out of the market already for other software.
The campaign is pretty crazy so far. It's weird having to do certain actions on the keyboard while using a 360 controller. I was up til 1am playing and I didn't mean to be up so late. :-\
Haven't touched MP yet.
The campaign is pretty crazy so far. It's weird having to do certain actions on the keyboard while using a 360 controller. I was up til 1am playing and I didn't mean to be up so late. :-\
Haven't touched MP yet.
They STILL did this shit? I gave up on BF3's campaign because it asked me to press buttons on the keyboard IN THE OTHER FUCKING ROOM
I'll go premium when it's on sale for $20
Worse than BF3's story or better?
Flood Zone is fucking crazy.
no connection between the two right? No real reason to call it BF4 over BF2014?
Campaign is poop coming straight out of a butt.
I'm thinking this game is taxing my GPU pretty hard... or the game is just glitchy as fuck. There are textures disappearing and flicker and going all glitchy while playing. My GPU is getting up to 72c while playing and I don't remember what it typically gets up to during games.
Since the launch of Battlefield 4, some fans playing online have been experiencing various issues with the game. Thanks to your feedback, many of these problems have been resolved, but there are still a number of bugs that we are actively working on. Below you will find a list of some of the resolved issues, as well as some of the issues we are prioritizing at the moment and what were doing to address them.
Game crashes and freezes
ELIMINATED AS WE IDENTIFY THEM
Players on all formats have been experiencing game crashes and freezes while playing. We have logs of the most frequently occurring client crashes, and we are actively working to Obliterate the cause of these crashes in upcoming updates.
Note that crashes come in different types, and therefore this is technically not one single issue. There are two kinds of crashes and two types of updates that can address them: server-side updates that we can release on the fly (four of these have already been released since launch), and game client updates that require more in-depth testing and certification before they can go live.
We have found and eliminated some of the server-side crashes on PC in the latest server update (version R4) that went live November 1. There is also a planned client update on PC in the near future where we are aiming to eliminate as many of the client-related crashes as possible.
Progress in Multiplayer Lost
INVESTIGATING
Players have reported losing their progress in multiplayer. This is probably related to crashes stopping the game reports from being sent to Battlelog. We are still investigating this issue in more detail. Note that your progress sometimes can seem to be reset during server maintenance windows. In these cases, your stats will be just fine and reappear later.
Single Player Save File Corrupted
INVESTIGATING
We are still investigating the issue of single player save files being corrupted for some players. If you have experienced this problem, please describe below the steps leading up to the save file being corrupted, your platform (PC, PS3 or X360), and when the issue occurred. If youre on PC, please also list your OS and system specs.
Miscellaneous Audio Bugs
FIX UPCOMING
We are aware of the issues with missing/corrupted audio in multiplayer and have created a fix for them. This fix is planned for release in the next PC client patch (see Upcoming Updates below.)
Magazine Reload Bug on Normal
FIXED
On all platforms, some players were experiencing a bug when playing on Normal servers. The bug caused the reload setting to incorrectly mimic the behavior from Hardcore servers. This was fixed in our fourth and latest server update.
Xbox 360 Missions not Working as Intended
FIXED
There was a bug preventing Xbox 360 players from creating MISSIONS. This should now work properly, as we made some necessary changes to the backend infrastructure.
Battlefield 4 Premium Reset Stats Feature Not Working
FIX ROLLING OUT
Battlefield 4 Premium members have the option of resetting their multiplayer stats. This feature has not been working as intended. We have now identified the cause and solution, and Battlelog will perform a zero downtime fix for this that should roll out very soon.
Server Queues not Functioning
PENDING FUTURE PATCH
Players havent been able to join queues for servers, and we are actively working on the issue. We believe we have a solution to this, pending a future patch. We disabled server queues as we found a bug in the queue system, and we are working to isolate the real issue and find a solution for it.
Promotional Battlepack Items Not Appearing In-game and/or on Battlelog
INVESTIGATING
We are aware of this issue, and are working on a solution for it. Note that in some cases the Battlepack items will actually show up after a delay. If youre still not seeing your items after 12 hours or so, please reach out to EA Help at https://help.ea.com/en/battlefield/battlefield-4 [help.ea.com].
Whats Next? Upcoming Updates
We are working on a PC client patch at the moment and hope to release it soon. We will share the patch notes once we have the patch contents finalized. The main focus is to fix as many crashes as possible, starting with the issues affecting a large number of players. We will update you once we are ready to release new server updates. We are currently working on server update #5, with four being released so far.
Keep the Gameplay Feedback Coming!
We are hearing your feedback regarding gameplay balance and other tweaks to classes and weapons, and are actively discussing these with the designers.
One subject thats been generating a lot of feedback is the controller layout in Battlefield 4. An in-depth look at the controller options in Battlefield 4 will be published later on the Battlefield Blog at http://blogs.battlefield.com/ [blogs.battlefield.com].
Thanks for your Patience
We would like to thank all players who have been reporting their issues to us your feedback is invaluable when making sure we can deliver the Battlefield 4 experience you all deserve. In true DICE fashion, we will keep supporting Battlefield 4 for a long time, and we appreciate your feedback and patience as we work these issues out.
/The DICE team
So if you can run BF3 pretty decently. Can you run BF4?
So far I'm finding the maps to be much better designed over the base BF3 maps. Even the worst map I've seen (Operation Locker) isn't as bad as the worst of BF3.
(http://i.imgur.com/j0XZpwL.gif)
Well I assume the single player is pretty indicative of how the game runs in general and well I can run it pretty well on medium settings.
Just the weather change on that map blows me every time.
Was playing the SP at a friend's on a tricked out rig; game is dope. I don't know why people hate on it so much.
Broke down and bought this today on 360 since I anticipate getting an Xbox One. Add me: Wynona Forever. Let's pwn some noobs.
Was playing the SP at a friend's on a tricked out rig; game is dope. I don't know why people hate on it so much.
Because its shit. Horrible Stupid AI. It's Boring compared to even the Bad Company single player games. Ultra dumb "serious" story. Just saying.
I'm near the end of the SP and I literally have no idea what is going on. I don't understand who the enemy is, what their motivations are, why I'm where I am doing what I'm doing, I barely know who the people in my squad are, who I AM, why there is animosity between some characters... I could go on for awhile probably.
Irish is the worst damned character in the game. He's loud, annoying, and hypocritical. I don't understand why he says anything he's saying.
I've had four crashes today. This game sure is buggy on 360.
This wouldn't matter, but the game really wants you to care. The story really takes itself serious, there's no sense of irony here or over the toopness. CoD is stupid, but Ghost is about badass soldiers who are awesome and wear ghost masks. The villain is a bandanna wearing ex-Ghost who reminds me of the "villain" of Platoon. There's a since of 80s action movies to it that makes it almost entertaining. BF4 has none of that and thinks the characters and plot or so worthwhile they think they should place the whole ending on them and how you feel about them.
emptying a clip
I've gotten quite a few kills switching to the pistol when I'm out of ammo to finish some battles.emptying a clip
:picard
Drew is being obnoxious pretending he is a weapons expert.
PC Game Update Goes Live Nov 14 We are happy to report that the PC Battlefield 4 game update will go live tomorrow, November 14. The main focus of this update is threefold:
1) Reduce the number of crashes We believe this update will solve a large portion of the most commonly occuring game crashes, and the improvement in overall stability should make a big difference for many players.
2) Eliminate a network sync bug If youve been experiencing situations in multiplayer where it appears that you are taking damage from enemies through walls, you might have been the victim of a network sync bug. In this game update, we have identified and eliminated one such bug that caused this type of gameplay experience. We are continuing to work on more multiplayer optimizations concerning network performance.
3) Improve Network Smoothing We have made some improvements to the Network Smoothing functionality that you can find in the OPTIONS>GAMEPLAY menu. The Network Smoothing slider governs a group of settings that aim to produce a tighter multiplayer experience based on your specific packet loss situation.
If youve been experimenting with the Network Smoothing slider earlier, it might now yield better results. If you havent tried it before, please explore this setting and set it to the lowest value you can without experiencing graphical glitches in the game. By setting it lower, you can get a tighter multiplayer experience, depending on your specific network situation.
More details upcoming Besides the above mentioned focus areas, this PC game update contains a number of other fixes and tweaks that we will detail once its live.
This game update for PC goes live around 10AM UTC/2AM PST November 14. Your Origin Client should acknowledge and automatically download this update for you, as usual. Otherwise, you can right click your game in the client and select Check for Update. There will be a Battlelog maintenance downtime for about an hour as this update goes live. During this time multiplayer on PC will be unavailable.
We will release full patch notes for this game update later, but the three items mentioned above are by far the most important changes in this update. We understand that stability has been rocky for some players, and hope that this update will make the game run smoother and more stable for you. Let us know in the comments below.
Also, weapon damage is terrible. I'm using the first DM gun and 4 shots semi auto don't kill someone. What's the point of it then? I'm having fun on the big maps (what I didn't like about BF 3 was the small conquest maps) but I still think Bad Company 2 was the best in the series.
Iron sites are trash in this game. More often then not, the iron site is bigger than the target and you lose sight of what you are pointing at.
Unless its like a shotgun you really don't use guns in BF without an optical attachment. The first one fortunately only takes about 10 kills on each gun but yeah the default iron sights on most guns are unusable.
Man, the reticule on the ACOG bothers me too.
This is how an ACOG sight works:
(http://www.militarywarfighter.com/v/MILWAR/Trijicon-FAQ-Chevron-Bullet-Drop-Chart.gif)
Those little lines represent the width of a human body, so if a human body is the width of the line that says 6, it's 600 meters away and that's where the corresponding bullet drop is and where you should aim.
The bullet hardly drops in BF4 though, so even if a person is the width of the line at 6 he's no where near 600 meters away and the bullet drop is barely under the tip of the red carrot.
I use the iron-sights only and do just fine? ??? ??? ??? ??? ???
I will admit that the iron sights are a bit fucked this outing. The FN P90's, for instance, zoomed in blur effect that screws with it's iron sights. Not too bad if you're so used to using iron sights for it in Call of Duty or Battlefield 3 for hours, but it's a notice-able "WTF DICE?" change.
As for Rush/Conquest: My major issue with Conquest is the lack of more flags. This is apparent in console BF titles that aren't BC1 or 1943 because they have 3-4 flags MAX on the maps to where if you own 2 or 3 of the flags you basically win. No reason to move around, double so when the maps are "straight lines" for the flag placement.
PC kinda fixes this by adding a few more (1-2 flags) to the maps as "Conquest Large" now a days but it doesn't hit the "Conquest" highs of BC1 or earlier titles.
So, I prefer Rush. It's where I started (BC1) and enjoy having to break enemy lines to get in. My problem with Rush now a days is more map design/balance issues than the mode itself. The only people that hate Rush seem to be the old-old-old school fans that think anything but Conquest is a waste of time. :/
However well you are doing with the iron sights, I guarantee you would be even doing better with a coyote sight or whatever optical sight you find to your liking. Unless you essentially only hip fire ever with a laser sight or only do up close battles, you will play better at medium distance range or longer with any optical sight that gives you a decent view on target without it being covered up.
but since you can't be commander and playing at the same time, that's impossible.
This was the game I was most excited for on PS4, and now I wish I hadn't bought it. Has crashed 3 different times, and the Conquest servers are always full or kicking me out as soon as I join. That's the only mode I really like to play.
This was the game I was most excited for on PS4, and now I wish I hadn't bought it. Has crashed 3 different times, and the Conquest servers are always full or kicking me out as soon as I join. That's the only mode I really like to play.
EA made some post somewhere blaming Sony's Day One patch for all the issues, but pulled it later. No one's talking about when it'll be fixed, either. If anyone here is getting a PS4, or thinking about getting BF4 for it, save your money. It's wrecked at the moment.
Huh, so now my SP save is corrupted and gone forever. Well, that was three hours well-spent. I wish I could get my money back, because this game is 100% broken across all modes.
Huh, so now my SP save is corrupted and gone forever. Well, that was three hours well-spent. I wish I could get my money back, because this game is 100% broken across all modes.
Huh, so now my SP save is corrupted and gone forever. Well, that was three hours well-spent. I wish I could get my money back, because this game is 100% broken across all modes.
EA made some post somewhere blaming Sony's Day One patch for all the issues, but pulled it later. No one's talking about when it'll be fixed, either. If anyone here is getting a PS4, or thinking about getting BF4 for it, save your money. It's wrecked at the moment.I've put 4 or 5 hours into Rush on the PS4 version pretty much without a hitch aside from a few host disconnects and PSN in general being spotty. It even seamlessly copied over all my stats and unlocks from the PS3 version. Conquest is 100% fucked, though. Which sucks because it's my go-to mode.
The launchers are pretty different than they were in BF 3 also. It adds some nice distinctions.Thanks, these are fantastic. The unlock system can get frustrating with some of the more obscure and unintuitive weapons so these were pretty illuminating.
http://www.youtube.com/watch?v=GwEghe-_SXw
http://www.youtube.com/watch?v=n0ZnojcfW_Q
http://www.youtube.com/watch?v=S7OEIUr9ugM
http://www.youtube.com/watch?v=8-XC-eRfIIs
Gave commander mode a try in game and I like it a lot better than the iPad version.
After spending some more time with this game, I really like it. Starting to unlock some guns that aren't shit.
I didn't get 1 single crash before the latest patch. Now it's a complete gamble. :maf
Sometimes I can go 4 matches without a crash, other times it's 3 crashes in a row.
It's still worth trying though.
I'm using FF instead of IE for battle log. Seems to crash less than IE.
I finished the first 3 missions of campaign
Pretty lousy like you guys said but it's nice to look at the visuals and admire the tech. The water effects are amazing and Shanghai looked very much like what I remembered. Lightning effects are overboard though. The glare makes it hard to see where the enemies are without using tactical zoom.
So how much longer does it last? It's taking me about 20-30 mins each level on normal.
On consoles I thought it was fine. On PC it became a nightmare once you added in more players. It's basically the nuketown of battlefield.I don't know. On consoles I still think the same thing happens.
I finished the first 3 missions of campaign
Pretty lousy like you guys said but it's nice to look at the visuals and admire the tech. The water effects are amazing and Shanghai looked very much like what I remembered. Lightning effects are overboard though. The glare makes it hard to see where the enemies are without using tactical zoom.
So how much longer does it last? It's taking me about 20-30 mins each level on normal.
It's only literally like 7 missions/levels or something. It's not that long. And yeah I agree about the lighting. It's fancy and shit but it actually makes playing the game annoying.
It's strange and a little nitpicky but the lighting is one of the key reasons I really disliked BF3.
That glare :kobeyuck
It's strange and a little nitpicky but the lighting is one of the key reasons I really disliked BF3.
That glare :kobeyuck
It's really not a nitpick. The sun and the sun lighting was way overdone in BF 3. It was like looking into a super nova.
Today we launched Battlefield 4 on Xbox One. With that console, we will have brought Battlefield 4 to no less than five platforms. It is amazing to see such a complex universe come to life across so many advanced hardware systems. Millions of people around the world are playing the game and seeing the tip of the iceberg of what the next generation has to offer. At DICE, we are committed to you, the fans, and view the game as a live service. I am extremely proud of the people at DICE and everyone across EA that contributed to the development of Battlefield 4. However, I am less proud to see that the game has experienced some turbulence during the launch period. While some platforms have had only minor problems, others have had more than their fair share of issues. Resolving the launch issues is our #1 priority. In fact, we are so serious that we have the entire team working to stabilize the game and we will not move on to other projects until we are sure that Battlefield 4 meets and exceeds your expectations. It is the right thing to do.
To show our appreciation for your patience as we work through these issues, we are announcing that from November 28 through December 5, we will reward all players with Double XP for every multiplayer match they complete. We understand that the launch issues may have impacted your progression, and we want to do everything we can to help you get back the XP that you may have lost. Also, to cap off the week, on December 5 we will give all players that log in to Battlefield 4 multiplayer a M1911 pistol scope. This special sidearm scope, previously reserved for our DICE developers, has a 3X zoom and is available for all classes in Battlefield 4.
You are the heart and soul of Battlefield. We thank you for your support in these early days of the launch, and will continue to show our appreciation as time goes on. To stay informed about the latest game updates, please visit us at Battlefield 4 Control Room or follow us on Twitter and Facebook.
Thank you,
Karl Magnus Troedsson
QuoteToday we launched Battlefield 4 on Xbox One. With that console, we will have brought Battlefield 4 to no less than five platforms. It is amazing to see such a complex universe come to life across so many advanced hardware systems. Millions of people around the world are playing the game and seeing the tip of the iceberg of what the next generation has to offer. At DICE, we are committed to you, the fans, and view the game as a live service. I am extremely proud of the people at DICE and everyone across EA that contributed to the development of Battlefield 4. However, I am less proud to see that the game has experienced some turbulence during the launch period. While some platforms have had only minor problems, others have had more than their fair share of issues. Resolving the launch issues is our #1 priority. In fact, we are so serious that we have the entire team working to stabilize the game and we will not move on to other projects until we are sure that Battlefield 4 meets and exceeds your expectations. It is the right thing to do.
To show our appreciation for your patience as we work through these issues, we are announcing that from November 28 through December 5, we will reward all players with Double XP for every multiplayer match they complete. We understand that the launch issues may have impacted your progression, and we want to do everything we can to help you get back the XP that you may have lost. Also, to cap off the week, on December 5 we will give all players that log in to Battlefield 4 multiplayer a M1911 pistol scope. This special sidearm scope, previously reserved for our DICE developers, has a 3X zoom and is available for all classes in Battlefield 4.
You are the heart and soul of Battlefield. We thank you for your support in these early days of the launch, and will continue to show our appreciation as time goes on. To stay informed about the latest game updates, please visit us at Battlefield 4 Control Room or follow us on Twitter and Facebook.
Thank you,
Karl Magnus Troedsson
Why's the game such a fuckup? Isn't it just Battlefield 3 with some new stuff? How'd they go from working BF3 to "add stuff" -> completely broken game with BF4? Seems so weird.
(unless more is offered in single playerI don't know).
Why is there no sound?
Why's the game such a fuckup? Isn't it just Battlefield 3 with some new stuff? How'd they go from working BF3 to "add stuff" -> completely broken game with BF4? Seems so weird.
Stoney - is that your vid? Why is it zoomed in?
It's great not to be stuck only playing TDM or Domination anymore but Conquest 64 on PS4 seems janky as hell compared to the 32 player modes on top of being a complete clusterfuck. Performance wise I'm not sure if it's bad netcode/latency or just choppy framerate. :fbm
-Reduced the probability of a corrupted save file in the single player campaign
Will the PC version of this have any good black Friday deals? I really want to play it but I'm not paying full price if it's STILL broken.
SantaC defends a Swedish developer's honor on the internet.
I am shocked
I played some multi last night. It seems fun enough but I suck at this game :gloomyIt really sucks at first but after awhile, you will eventually unlock good weapons and equipement and it will just click.
Limiting voice chat to just your squad doesn't help.
Upcoming Battlefield 4 patch dates are being narrowed down as we now have a solid launch time frame for both the PC and PlayStation 4 game updates due out very quickly.
According to DICE developer Trydling, the PC and PlayStation 4 versions of Battlefield 4 will be receiving downloadable game updates tomorrow, December 3. Their primary focus is to alleviate issues surrounding the EMP blur effect, the one-shot kill bug, and audio bugs prevalent on maps like Golmud Railway and Lancing Dam.
The updates will start to roll out at around 1am PST/10am UTC Dec 3, with the China Rising content for Premium members unlocking shortly after at around 2am PST/11am UTC. (Thanks, Mechcell.)
He added that the studio is also finalizing the next game updates for X360, PS3, and Xbox One, but [they] dont have set dates for those just yet. It is looking likely that some of those will be ready at the end of this week at the earliest.
Heres what we got so far:
Release Dates
PC December 3
PlayStation 4 December 3
PlayStati0n 3 End of this week at the earliest.
Xbox One End of this week at the earliest.
Xbox 360 - End of this week at the earliest.
The PS4 game update that was originally meant to go live Dec 3 is undergoing some additional testing and will be rescheduled for a later date. We will get back with final details as soon as we have verification that the update is good to go.
Battlefield 4 developer DICE has placed all of its expansions and "future projects" on the backburner while it puts all hands on deck to focus on the mess that is Battlefield 4's launch. Yes, that includes the Star Wars: Battlefront reboot it's been brewing up.
"First, we want to thank the fans out there that are playing and supporting us with Battlefield 4," an EA spokesperson said in a statement to Polygon. "We know we still have a ways to go with fixing the game - it is absolutely our number one priority. The team at DICE is working non-stop to update the game. Since Battlefield 4 China Rising expansion pack was already in the final stages of development by the time issues began with Battlefield 4, we decided to fulfill our promise to deliver it this week, but we're not moving onto future projects or expansions until we sort out all the issues with Battlefield 4. We know many of our players are frustrated, and we feel their pain. We will not stop until this is right."
Yesterday EA released Battlefield 4's second expansion, China Rising, which brought with it a whole new host of problems. EG-contributor Jon Denton wasn't entirely thrilled by the offering. "China Rising is Battlefield 4 by numbers - maps for the sake of maps," he wrote in his China Rising review, where he noted that "Battlefield 4 is a mess on every platform - a litany of crashes, misfires and save bugs."
EA has suggested players keep an eye on its progress on the Battlefield 4 Control Room forums, where it will post updates as to how things are coming along.
My disk came with China Rising but I can't play it yet because I'm not Premium. :(
Anyone know when we get the 1911 scope? I've played today, but I don't have it yet. I just don't want to miss out like I did for the Battlefield announce/beta dogtags that I should have, since I played in the beta and was there for the launch, yet I don't have.
There's been a slight delay in the delivery. The scopes will be entitled by way of an upcoming server update. We'll update you when we are going live with that.
We need to play today for the 1911 scope?
We have released a new game update for Battlefield 4 on X360. Change notes below.
NOTE: You need to manually download this "MULTIPLAYER UPDATE 3" from the Xbox Live Marketplace. You will not be automatically prompted to do so.
Rest assured that we are already working on more improvements to the game. Stay tuned to the Battlefield 4 Control Room for the latest.
Dec 5 X360 Game Update Notes
This patch is mainly focused at increasing game stability and contains a number of crash fixes. Accumulated, these fixes should help increase stability overall in the game.
-Reduced the risk of a crash when transitioning from one multiplayer round to another
-Fixed a crash that could occur when creating decals (bullet hit effects, etc.)
-Fixed a crash that could occur when leaving vehicles
-Fixed a crash that could occur when moving outside of the intended play area
-Fixed a crash that could occur when firing the MBT and IFV gunner incendiary weapon
-Fixed a crash that could occur when opening the Options menu
-Fixed a problem with weapon accessories using up too much memory, which in turn could lead to crashing
One-hit Kill Bug Fixed
Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed.
One-hit Kill Bug Explained
We are seeing reports from people that this is still present, with descriptions such as I came around the edge of a building and died instantly. It is important to understand that this is not the One-hit Kill Bug, that is another issue that we are working on addressing. For this, it is important to understand how some of the interpretations made by the game happen so that you can understand the difference.
We saw an issue where a bullet travelling towards an opponent would cause damage in one frame, and then again in the next frame. Therefore bullets would cause 2x damage if they hit the target between these two frames. This issue has been addressed.
The issue of dying before you saw who shot you is a different beast. We use a term called Interpolation in reference to where you are in the game world. There are instances where the death camera is initiated before the correct internet packets have arrived to be interpolated by your camera. This gives the impression that you were killed by "one shot" as someone came around the corner of a building. We have identified this issue and will address it in this patch and continue to tweak it in upcoming updates (see "Improved Hit Sync" below.)
Improved Hit Sync
We previously removed interpolation of damage events (like you taking damage from someone shooting at you) to make them feel more responsive, but that made the damage sync suboptimal. We are committed to tweaking the sync so that it will stay more true to what you are actually seeing. The first step towards this is taken in this patch, so you should see some improvement on this now. We will continue to work on improving hit sync in the game. This change is already live on PS3, PC, X360, and PS4, and will go live on Xbox One in an upcoming patch.
Miscellaneous Fixes
-Fix for stuck in infinite loading screen
-Fix for flares exploit where you could deploy flares faster by leaving and re-entering a vehicle
-Moved an infantry spawn point on Rogue Transmission at first base that was previously positioned outside of combat area
-Adjusted AT weapon at first base on Rogue Transmission from second floor barrack to outside on ground. Previously, players had to destroy a wall in order to reach the weapon
-Performance fix when firing upon large destruction objects (mostly after Levolution events)
-Minor performance optimizations
-Fix for destroyed object parts still being visible in the game world
-Smoother movement of networked objects (like vehicle turrets)
-Fix for audio randomly dropping out when driving a US tank
-SP/South China Sea: Added collision for place where player could get stuck
Anyone know when we get the 1911 scope? I've played today, but I don't have it yet. I just don't want to miss out like I did for the Battlefield announce/beta dogtags that I should have, since I played in the beta and was there for the launch, yet I don't have.
Electronic Arts today began rolling out a new server version for the PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One versions of Battlefield 4, according to an official post on Battlelog.
The server update will unlock the M1911 pistol scope for all players, fix an issue where battlepack boost time is not being used when playing as Commander and fix the 100 rank cap when playing as tablet Commander.
The update might cause players to be disconnected temporarily as it deploys, according to the post.
The M1911 pistol scope we promised as part of DICE's Player Appreciation Program. The scope has a 3X zoom and can be used by all classes. Previously, the scope was exclusive to DICE developers.
To access the M1911 pistol scope, you need to have the weapon in question unlocked. If it is, simply go to the loadout screen in-game, equip the M1911 and hit the customize button. Under "Optic", you will find the accessory, marked SCOPE [3X].
I knew this would happen. Can't play as much as I'd like, and now I'm getting dropped into games with level 60+ dudes who know the maps like the back of their hands and have most of the good unlocks. I'm just getting wrecked at every turn. When I first started playing I was mid-level, now I'm sitting around the bottom of the list almost every time. Happens with every multiplayer game for me. Fun slowly draining away :-\
Hadn't played obliteration before, had a good time with jaybo and groogrux and crew!
Yeah I honestly feel like if you're not playing battlefield with at least two other people and preferably an entire squad on comms you are doing it wrong. In a game with squad spawning and different classes, its just no fun and you will get wrecked most of the time and just get frustrated. Just playing with a group of people you will eventually notice will also improve your scores and your performance. It's why I joined a clan (It's called a clan but we don't take it seriously, we're just a small community of guys who enjoy the game) and whenever I play BF on PC and console I'm generally with people.
Hadn't played obliteration before, had a good time with jaybo and groogrux and crew!
Starting up a console list:
PS4 MASTER RACE:
tehjaybo (tehjaybo)
Gr0oGrux85 (Groogrux)
EelOBrian (Eel O Brian)
BostonCollegeFan (MyNameIsMethodis)
Xboners:
PC Hipsters:
Stoney_Mason_PC (Stoney Mason)
TEEPO (TEEPO)
Rahxephon91 (Rahxephon91)
PS Triple Sec:
Xbox 360 Degrees and walk away:
---------------------------------------------------------------------------
Went through two pages of thread, everyone else can PM me or post it here. I'll update when I see a new post.
There is a XB1 section, it was just empty. Updating
I'm playing on what appears to be a furry server now if anyone wants to join me.
Dec 9 PC Game Update Notes
Shot behind cover when changing stance
Sometimes the character stance could get into a multiple frame desync and be part of the problem where you got shot even though your character was actually behind cover. This would mostly affect players doing transitions into crouch and prone as well as moving when crouched. The impact was smaller in a standing stance. This bug fix eliminates this particular desync issue.
I just got this for xb1. GT is supaflysoccerma
woot woot
Cool! I'll look for you online tonight then.I just got this for xb1. GT is supaflysoccerma
woot woot
You're welcome to join my party anytime. I generally play with a small group of guys.
Fucking Christ. Still not working after reinstalling it. Right after reinstalling it loads straight into the multiplayer menu like it was resuming and gives the same errors. I can connect to empty servers though apparently.Someone on my friends list was having this same issue. He wasn't able to play for the last two days.
Shit. Ill go through my router settings tomorrow then. I've never had any NAT issues before but it's worth a shot. This started for me last night but I was somehow able to get around it. I got into 2 games tonight by constantly trying to join matches. Now i know how others have felt. This is ridiculous
We are now rolling out a new game update on Xbox One, and are already working on the next update based on your feedback. This update includes a number of stability improvements that should fix some of the most common crashes.
Dec 13 Xbox One Game Update Notes
-Fixed three common crashes that could occur during map transitions
-Fixed a common crash that could occur when using the in-game Battlelog in the "end of round" screen
-Fixed two crashes related to destroying vehicles
-Fixed a crash that could occur when the player lost connection to a server
-Fixed a crash that could occur when using the scoreboard
-Fixed a crash that could occur when players were using the voice chat
-Optimized performance when shooting destroyed Levolution objects on some levels
-Removed the blur effect on soldiers that appeared when Commanders were using EMP attacks
-Fixed the "one-hit kill" bug where damage from a single bullet sometimes was applied multiple times. This could lead to firefights where normal rifles sometimes dealt one-shot kills, which is not as designed
-Fixed a memory leak that could lead to crashes at certain points
-Further reduced the probability of getting a corrupt save file in the single player campaign
-Fixed the audio drop outs that could occur when playing on large maps. Typical map affected was Golmud Railway in Conquest with 64 players. Ambient sound would sometimes cut out, like foley sounds from player running, vehicle engine sounds, vehicle movement sounds, and map ambient sounds
-Fixed an issue with going online after resuming your Xbox One from suspended mode
-Fixed some issues with the handling of Xbox One parties
-Made the icons used to signal voice chat status more reliable
I really, really, want to like this game. But right now I don't.....considering returning it.
I really, really, want to like this game. But right now I don't.....considering returning it.
It's a terrible launch and an uneven experience. Some nights its great. Some nights it horrible. That probably isn't going to change for at least another month or 2 at minimum.
Also....no squad ups pre-match.....how the fuck did that get through?
Also....no squad ups pre-match.....how the fuck did that get through?
Like everything though it's bug upon bug that complicates things. The squad up pre game thing wouldn't be a big deal to me because I didn't use it in Bf3.
But then the server queue is broken in the console versions of the game currently. And the squad join on feature is also broken in the console versions of the game currently. So the two features that are supposed to make up for no squads ups pre-match don't freaking work. There are just literally dozens and dozens of bugs like this.
The game update for PC is now live. Please read down below for change notes.
Weve rolled out a new PC game update and will continue to make improvements based on your feedback. The update includes fixes with the aim to increase the general stability of the game, and eliminates bugs that you may have experienced. It also includes an improvement to the Netcode.
UPDATE: We have noticed that players who have SLI enabled on their graphics card may experience graphical flickering. Also, we're looking into the issue where the revive bar would get stuck on-screen in some instances. Both of these have our attention, and we're investigating them.
Dec 16 PC Game Update Notes
-Fix for a crash that would cause the game to stall, resulting in a sound loop. This should eliminate most of the problems relating to this.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Fixed one of the issues related to the so-called Netcode (see below for details).
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Fix for player tags not always showing when needed to, resulting in players shooting team members.
-Fix for graphical flickering appearing on terrain.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen after being killed.
-Fix for players getting stuck in the kill camera after being revived.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Made NVidia 331.82 or later driver versions mandatory for all players.
-Disabled DirectX 11.1 on NVidia cards that have outdated drivers.
-Fixed driver version not being properly detected on NVidia Optimus systems.
-Fixed a minor crash that could occur when bringing up the scoreboard.
Netcode improvement
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server.
Also, helicopter pilots, how about not freaking out and bailing just because you took a single hit
:lol I do that a lot too. I try to change classes based on how the other team is playing. If they're going all out assault rambo style then I usually go support with the LMG and mow them down. I'm learning though. I just found out how to throw out ammo and health yesterday and I found out that sitting next to health heals you. I'd been trying to pick it up this whole time.I didn't realize so many people were new to Battlefield. I would have posted a newbie guide video. If you have any questions just ask. I'll look for a decent one to post.
(except for recon, I dislike recon)Recon isn't so bad especially now that you can run smgs with them. The motion sensor balls are very useful as is the PLD if you are running in a squad with an engineer. Or the radio beacon in rush.
Well then I have what is potentially a really, really stupid question. I keep earning upgrades by getting promoted, but how do I apply those to my weapons? Is it done automatically? Furthermore, how do I change what weapons I use when I deploy for each class? I assume I can customize this option?
December 17 PlayStation 4 Patch Notes
Reduced the probability of the Kill trade issue (see below for details).
Fixed a common crash that could occur during round transition.
Fixed a crash that could happen for players that had lots of friends.
Fixed a problem where the end of round screen was adding up scores several times in the rank bar, resulting in the rank bar showing a higher value or rank than players really had.
Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
Fix for a graphical glitch that could appear on terrain.
Fixed an engine audio dropout that could happen when driving IFVs.
Fix for a camera glitch that could occur when players were switching weapons while moving in crouched stance.
Fixed an animation bug for passengers on the China Rising dirt bike to make sure that the character is pointing in the direction where the player is actually aiming.
Fix for an issue where 4x the damage from a vehicles minigun would be applied to the chest when a player had the Defense specialization equipped.
Tweaked the War Tape audio setting to remove distortion.
Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
Servers with users playing on them are now by default placed on the top in the Server Browser.
Servers that friends are playing on have a higher priority in the server list.
Server Browser is no longer showing empty or full servers by default.
Servers that are completely empty will be shown only when the Empty option is checked in the Server Browser filter.
Server Browser filter will count a server as full if all Soldier slots are occupied, unless the Free Commander slot is checked.
Balancing jet handling across all stealth and attack jet classes.
Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
Fix for players getting stuck in the revive screen.
Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
Fix for the death camera/screen being displayed too early.
Raised the first-person camera slightly for walking in crouch to more accurately reflect the actual position of the character.
Lowered IED explosion sound to not bottom out the HDR.
General stability improvements.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the time frame when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 17 PlayStation 3 Patch Notes
General stability improvements.
Fixed one of the most frequently occurring crashes that could happen during round transition.
Reduced the probability of the Kill trade issue (see below for details).
Fixed a crash that could occur when bringing up the scoreboard.
Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
Servers that friends are playing on have a higher priority in the server list.
Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
Fix for players getting stuck in the revive screen after being killed.
Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
Fix for the death camera/screen being displayed too early.
Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for road killing opponents.
Fix for an issue where 4x the damage from a vehicles miniguns would be applied to the chest when a player had the Defense specialization equipped.
Balanced vehicle miniguns to do more damage versus infantry.
Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
Fixed an issue where players could get stuck in infinite loading when connecting to a server.
Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
December 17 Xbox 360 Patch Notes
General stability improvements.
Fixed one of the most frequently occurring crashes that could happen during round transition.
Reduced the probability of the Kill trade issue (see below for details).
Fixed a crash that could occur when bringing up the scoreboard.
Fix for player tags not always showing quickly enough. This could often lead to confusion or team kills on Hardcore servers.
Populated servers are now by default placed on the top in the Server Browser, where previously empty servers would be shown.
Servers that friends are playing on have a higher priority in the server list.
Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
Fix for players getting stuck in the revive screen after being killed.
Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
Fix for the death camera/screen being displayed too early.
Fix for a Defuse bug where none of the teams would win a round by letting the timer runs out.
Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for road killing opponents.
Fix for an issue where 4x the damage from a vehicles miniguns would be applied to the chest when a player had the Defense specialization equipped.
Balanced vehicle miniguns to do more damage versus infantry.
Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
Fixed an issue where players could get stuck in infinite loading when connecting to a server.
Fix for side gunners in attack boats and transport helicopters experiencing jitter when aiming.
Fixed the issue with Levolution events sometimes not being triggered properly when playing the Rush, Defuse, Obliteration and Team/Squad Deathmatch game modes.
Removed the SCAR-H and Ace 52 damage tweaks that were included in a previous patch.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the timeframe when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
http://www.youtube.com/watch?v=-5s4_IbBvgc
Crazy heli hijack.
Weve rolled out a new Xbox One game update and will continue to make improvements based on your feedback. The update includes fixes with the aim to increase the general stability of the game, and eliminates bugs that you may have experienced.
Dec 19 Xbox One Game Update Notes
-Reduced the probability of the Kill trade issue (see below for details).
-Fixed a common crash that could occur during gameplay.
-Fixed an issue that could corrupt save files in the single player campaign.
-Fix for the game mode specific ribbons being counted twice in the multiplayer progression.
-Fix for a graphical glitch that could appear on terrain.
-Fix for the SUAV (introduced in the China Rising expansion pack) not exploding when hitting enemy soldiers. While these indeed should be deadly, they were never designed for roadkilling opponents.
-Fix for an issue where 4x the damage from a vehicle's minigun would be applied to the chest when a player had the Defense specialization equipped.
-Servers that friends are playing on now have a higher priority in the server list.
-Server Browser is no longer showing empty or full servers by default.
-Balancing jet handling across all stealth and attack jet classes.
-Fixed a bug in Defuse mode where defenders could win a round by killing all the attackers without disarming the bomb. If the attackers arm the bomb, the defenders need to disarm it to win, even if they have killed all the attackers.
-Fix for a Defuse bug where none of the teams would win a round by letting the timer run out.
-Fix for players getting stuck in the revive screen.
-Fix for players getting stuck in the kill camera after being revived. Note that you might see a graphical bug on-screen after being revived when accepting a revive within 1 second. This graphical bug will be removed in the next patch.
-Fixed the instance where players suddenly would transition into Spectator Mode while playing the Defuse game mode.
-Fix for the death camera/screen being displayed too early.
-Raised the first-person camera slightly for walking in crouch to more accurately reflect the actual position of the character.
-Fixed an issue with the party chat app not working.
-Fixed an issue in the in-game Battlelog where non-ASCII characters would display incorrectly.
-Fixed an issue when maps were not loading properly while player didnt have the game in full screen.
Kill trading issue
Weve addressed the so-called Kill trading. This refers to when two players fire at each other and, seemingly, both die at the same time. The time window where a bullet could cause damage from an already dead player is now calculated as intended, decreasing the time frame when players with high latency could get a kill, even though they should be dead according to the server. This should reduce the probability of kill trading.
Hey guys. How do I use my +50%XP bonus stuff? I found it before but can't now
Hey guys. How do I use my +50%XP bonus stuff? I found it before but can't now
Gracias senor
tonight was so good. Got so many upgrades and only had one crash. Damn i love this game. This is the first shooter I've ever actually put time into with multiplayer
So I finally played a little China Rising. I'm glad there are more helicopters and planes and I like the addition of motorbikes. But what's the deal with the unlock for the support UAV? Is it 5 fighter ribbons? I will never get that. I think I've shot one chopper down once ever. :(
Sometimes obliteration can be really fun. Was playing some of that tonight.
Was proud of this chase down on the bomb carrier because before this part of the clip I had to run a long way to meet the vehicle here at the bomb site.
And also my god I love dat SRAW. The way you can curve those things is so god damn cool.
Can the PS4 save clips like this too?
If anyone's wondering why BF4 can be so buggy and crashy and people still suffer through shit like corrupted saves and still keep playing, here's why. You can totally suck at the game like I do, and still occasionally pull off action movie things like this which make you feel like a complete badass.
http://youtu.be/pNtQ5z-VeNAspoiler (click to show/hide)I got killed by HIV, though :([close]
Rubberbanding like crazy ever since right before Christmas. Very frustrating. I think I'm just gonna stick with the 32 player modes for right now, until they sort their shit out on 64 CQ. So, Summer 2014, just in time for BF5 marketing to begin, I suppose.
It had been working okay for a while, so a couple weeks ago like a dumbass I traded in COD for $40, bought 2 $20 PSN cards, and used the $10 PSN money that came in the PS4 box for Premium :lol
I'm surprised they haven't offered some sort of free thing during all of this.
Obliteration is more fun with a group. I mean all modes in Battlefield are obviously like that but Obliteration even more so because its most similar to something like capture the flag. You have to have a decent group coordinating and having different roles. It's also the mode most likely to turn into a complete stalemate.
For example, Polygon gave Battlefield 4 a 7.5 in its initial review, but now says the game has wasted the time of many, many players. GameInformer gave Battlefield 4 an 8.75 score, but now says that EA and DICE havent simply released a broken game. They have cracked the foundation of the brand and driven a wedge between themselves and a loyal fan base.
If anything, the game is much better off now than it was when it launched. Yet the reviews from these sites were great back then, when EAs was funneling a lot of marketing dollars into their sites. Now that the launch is over and EA isnt dangling a bunch of advertising money in front them, theyre gladly speaking speaking up.
Where were these critical articles back when the game was really broken?
I take it someone signed a NDA.
I havent been following BF4, but I know there are some technical issues with it. Is it anything beyond that that breaks the game compared to BF3 (which I have played)?
I can tell you that the reason behind the hit detection bs is due to the server refresh rate being locked at 10hz or 100ms. 100ms ping is huge! that right there is totaly not excusable. I can tell you that it seems there are a lot of people who are genuinely trying to fix things. But there are others that don't see a problem with the product in it's current form.
100ms? So that means you actually always play with this?
I remember when I used to play CS and I had MS above 50 I'd just switch servers. Thats mad.
How much time does DICE really have to fix all of this though, I mean EA is probably pushing them to release a new game asap this november or at least some big expansion pack. Swear to god EA ruins everything.
No one talks in this game, and I can partially understand that because half the time it sounds like garbled trash, but I wish people would at least use the commo rose more.
Stoney, were you just paying Rush on the Xbone? I think I was in a squad with you for a game or two hah
At least on PC, the server browser shows an icon if there are CR maps. It won't even let you join the server if the CR icon is there.
Yes they mix maps with the regular ones.
Is the PC version more stable now? I've encountered more disconnects and now a problem where I couldn't spawn since the last update.
Edit-And it seems a lot of people are having the spawn issue.
A recent update applied to Battlefield 4 servers on the PC is reportedly causing headaches for a number of players unable to spawn in after death.
Earlier this morning, server update R20 was applied to the PC version of Battlefield 4, according to a representative from the DICE team. Though the change notes have yet to be published, players are already reporting a severe bug that isnt allowing those affected to respawn after dying.
On Reddit, a server administrator who goes by the name Epileino listed a few of the bugs introduced via the latest update:
Players unable to spawn after they died.
Not showing scores on kills & capping flags.
Player crash to desktop when this happens.
Rumour has it that R21 might come out tomorrow, he added, which we suspect would likely resolve the issue.
Meanwhile, according to an official warning currently visible on the Battlelog, users affected by the bug are urged to update their Punkbuster files. Additional reports indicate that this method has worked for a number of users.
Ever since the last 360 patch I get a lot more instances where I get into a gunfight with someone and die and it says they have 0 HP.
Ever since the last 360 patch I get a lot more instances where I get into a gunfight with someone and die and it says they have 0 HP.
To thank you for your dedication and support, Id like to announce the Battlefield 4 Player Appreciation Month. Starting on Saturday, February 1, DICE is saying THANK YOU to all players by hosting a month filled with fun community missions and daily giveaways that you get just for jumping into a match.
We appreciate all of the great feedback you continue to provide about all aspects of Battlefield 4. We take this very seriously, and hearing directly from you has helped to make the experience better. The latest information on our game updates can always be found in the BF4 Control Room, including a few new additions that Im pleased to say are coming soon. First, we are further improving a number of items commonly referred to as netcode. This will tighten the overall multiplayer experience, and we will be able to share these items with you in detail soon. In February, were also re-introducing the fan favorite feature Platoons in its first iteration. In this added social layer, you can team up with your friends to create your own social space and accumulate stats together. Were also working on other feature additions that youve been asking for stay tuned for more.
Now, let me walk you through some of the initiatives that we will be launching during Player Appreciation Month. We will have more announcements to make in the upcoming weeks, but below are some of the highlights.
BF4 Battlepacks
A Battlepack a Day
Every day that you log into the game in February, youll receive a Bronze or Silver Battlepack. For those of you who havent started opening your earned packs yet, these Battlepacks contain bonuses like XP Boosts and soldier camos. Normally, it would take approximately 30 hours gameplay to earn that many packs. Every day that you log a multiplayer game during the month of February, you will receive a new Battlepack. During weekdays, these will be Bronze, and during Saturdays and Sundays we will give away Silver Battlepacks. Remember to activate your earned XP boosts in the in-game menu to accelerate your progress.
ShortcutsShortcut Bundles
We are preparing two shortcut bundles for Battlefield 4 that we will make available for download at no cost during the Player Appreciation Month. These voluntary shortcut bundles will unlock all grenades and handguns for Battlefield 4 (the base game) so you can make up for lost time. Or if youre new to the game, they will help you catch up with players who have been on the Battlefield since launch. We will get back to you with more details once we have set release dates for these items.
For all of our Battlefield 4 Premium users, were adding two additional weapon shortcuts, unlocking DMRs and shotguns. That way, if you like, you can quickly get your hands on a large portion of the weapons available in Battlefield 4.
Double XP Weekend
During the Player Appreciation Month, well be running a double XP weekend for all players. If youre one of our many Battlefield 4 Premium members, youll also get an additional double XP weekend during the Player Appreciation Month as an added bonus.
Community Missions
You will be able to participate in global DICE Community Missions where you will work together to unlock Gold Battlepacks. During the first of these Community-wide challenges, we will ask you to grab a set number of dog tags during a specified time. More details on this first Community Mission in Battlefield 4 to follow.
DICE Developer Talks
Increased developer interaction and transparency on how we work is frequently requested from our fans. During Player Appreciation Month, we will host a number of interviews with some of the core developers of Battlefield 4. In these interviews, you can ask them about their line of work, the effort theyve put into Battlefield 4, or in the case of our core gameplay designer, what the balancing process of Battlefield 4 looks like. We will announce the dates and channels for these developer interviews as the Player Appreciation Month kicks off.
Were going to have more information available on each of the Battlefield 4 Player Appreciation Month activities throughout February. Check back here for those details.
If you are currently playing Battlefield 4, we hope you enjoy this month-long community appreciation. If you havent played in a little while, its a great time to get back in the game. Whoever you are, we appreciate the time you spend with Battlefield 4, we thank you for your support and we hope to keep hearing from you on the Battlefield 4 forums on Battlelog. Heres to a great 2014!
Karl Magnus Troedsson, DICE VP & GM
Weve started rolling out a new Battlefield 4 game update on PC. You may experience some downtime during this rollout, as we are also updating the game servers. As usual, it will take a few hours before the majority of servers are updated.
This update is mainly designed to prepare the game for the upcoming release of the expansion pack Battlefield 4 Second Assault. Find out all about the new Mantle renderer in this news post [battlelog.battlefield.com]. We will announce the release date for this expansion pack later.
This update also includes the first release of Mantle support for Battlefield 4 on PC. This update also addresses various other items, detailed in the patch notes below.
If the game update doesn't start automatically for you, you can trigger it by going into the Origin Client, right clicking Battlefield 4 and selecting "Check for updates".
Jan 30 PC Game Update Notes
Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [battlelog.battlefield.com] for the full details on Mantle, what the requirements are to run it, and how to enable it.
CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new Thread.MaxProcessorCount settings in User.cfg.
-Render.DrawScreenInfo 1 now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new PerfOverlay.FrameFileLogEnable command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments
DMR Balance Tweaks
-Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
Other Items
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
Time to spring for a R9 270 and get dat Mantle. :drool
Reduced the "black screen" on spawn from ~1.14 seconds to ~0.11 seconds.
Time to spring for a R9 270 and get dat Mantle. :drool
R9 280x is supported too
AMD tripping over their shoelaces sure makes Dice look better by comparison.
According to reports, recently laid off contractors stationed at EAs Ghost Games studio were offered positions at Visceral Games to aid with production on a new police-themed Battlefield game, code-named Havana.
My go-to weapon across all classes is the ACE 52 CQB, flash hider, laser/flashlight combo, ergo grip. SRAW for Engineer, defib/medpac for Assault, airburst/ammo pack for Support.
I've been working on LMG's. Stability is ass, but with 200 rounds before I have to reload I can spray and pray and kill their whole damn squad.
Is this playable yet? Saw that it was half off on Origin recently.I get a crash every once in a while (got 2 in a 7 hour stretch Sunday), but it's pretty damn stable. I still run into some hit detection issues that frustrate the fuck out of me but it's definitely playable. Xbox One and Xbox 360 here.
Is this playable yet? Saw that it was half off on Origin recently.
Yeah, I was going to ask about the hit detection. Seems crazy off.
Is this playable yet? Saw that it was half off on Origin recently.
Nothing worse than unloading 200 rounds in a guy from an LMG and watching as he pulls out a pistol and kills you with two shots :(
I knew I'd be bad at the game online, but i would walk up right behind someone, shoot them point blank with the lmg, and nada.
Fuck this game. Few times I've quit to Title after a save is done, only to find it brought me back to the first level and erased all of my progress.
Didn't mean to imply I was spraying and praying. There are just times that the hit detection is complete crap. Oh well. Sometimes it works out in my benefit too.Nothing worse than unloading 200 rounds in a guy from an LMG and watching as he pulls out a pistol and kills you with two shots :(
LMGs are not meant for spray and pray. Shoot in Control bursts and you'll hit.
So if you guys had a chance to speak with Dice about the issues related to BF4. What would be some of the things you'd want them to fix? I might have a direct line to someone who is highly interested in feedback.
Looks like right bumper is spot/squad order on Xbox. Spots are super helpful too if you haven't been using those and another form of easy XP.Thanks brochacho!
It's definitely a good feeling. Maybe if you could just pick which attachment type you get at each unlock point I'd be happier.
On a 7970 i5 with Mantle I get anywhere from 80 to 100 frames on most maps.
is that while on ultra?
STILL only the pistol unlock pack is showing up on 360, what gives?
Yeah I was playing on the ps4 tonight and the rubber banding and lag was insane. It seems to have gotten worse over the last week
Nah, you did fine. As far as K/D goes, we were right beside each other on the board. I'm only a fair to middling player, and I'm okay with that. I'll never be able to dump the hours into it to get to the level of those 110 guys with custom emblems and have clan tags. When you are squad leader you should issue orders, though (point your crosshairs at an objective, hold down the comm button - R1 - and select attack/defend). It gives you and squad members extra points for following the order, no drawbacks to it.oh man I always forget to issue orders. What's the objective in obliteration? I play conquest because it's not TD and its easy haha
You should try Obliteration mode, it's fun!
I didn't notice any rubberbanding in the matches I played with you guys!
Nah, you did fine. As far as K/D goes, we were right beside each other on the board. I'm only a fair to middling player, and I'm okay with that. I'll never be able to dump the hours into it to get to the level of those 110 guys with custom emblems and have clan tags. When you are squad leader you should issue orders, though (point your crosshairs at an objective, hold down the comm button - R1 - and select attack/defend). It gives you and squad members extra points for following the order, no drawbacks to it.oh man I always forget to issue orders. What's the objective in obliteration? I play conquest because it's not TD and its easy haha
You should try Obliteration mode, it's fun!
I didn't notice any rubberbanding in the matches I played with you guys!
I'll be on again tonight if you guys wanna get another game going. I didn't realize you had joined until I saw your name above a dead body and I wad like "oh shit!! Its eel!!"
They need to put up a "medium conquest" playlist with a 32-48 player limit. I get no rubber banding or lag whatsoever in the 32 player modes.
And eel just killed me
We at DICE are committed to improving the overall Battlefield 4 multiplayer experience for our players. Some issues, commonly referenced in conjunction to netcode are preventing Battlefield 4 from performing optimally for everyone, and with this post we would like to explain what we are doing to address these problems.
Fixing the commonly nicknamed netcode issues problems ranging between faulty networking latency compensation and glitches in the gameplay simulation itself is one of the top priorities for DICE. Wed like to take a moment to discuss how we are addressing these issues, as this is a very hot topic for many of our fans.
We are working on fixing glitches in your immediate interactions with the game world: the way you move and shoot, the feedback when youre hit, and the way other players actions are shown on your screen.
The game receives updates from the game server and displays these to the player using a system called latency compensation this system makes sure players move around naturally on your screen when network updates arrive. We have found and fixed several issues with latency compensation, and thereby decreased the impressions of one hit kills in the game.
We have also fixed several issues that could lead to rubber banding, and we are working on fixing several more. Below youll find a detailed list of the issues we are focusing on, or have already adjusted in-game. We hope this gives you more insight into the netcode issues and we will continue to keep you updated on top issues.
What we are Fixing or Investigating
Rubber banding
We have made several server optimizations that have decreased rubber banding for some players. To further address the issue, there are upcoming fixes for packet loss and a customize screen bug, both connected to the rubber banding issue. Furthermore, we will continue to collect data to pinpoint exactly when and why rubber banding is occurring.
Kill camera delay / Player death sync
On some occasions, the kill camera would trigger before the game client displayed the last portion of damage being dealt, giving players the impression that they died too early. There were also issues with blood effects, damage indicators, and the health bar in the HUD being out of sync. A fix for this will be included in the next game update.
Tickrate
Players have been asking whether the tickrate how often the server will update the game world in Battlefield 4 will be higher in the future. Though we havent got any immediate plans to increase the tickrate at this moment, we are exploring the possibilities of raising the tickrate on specific servers.
No registered damage
We are aware of the bug where players have been firing at their opponent and not doing damage. In the February 13 game update for PC, we added a piece of code that enables us to specifically track instances where this would occur. We are currently looking at when this issue is triggered, and what causes it. The data that we receive will help us to further improve the firefights in the future.
Instant death while sprinting
At certain occasions while walking or sprinting, a player could get catapulted at high speed which would cause death if any object was standing in the way. This was caused by a mathematical error in the character physics code, and we have a fix prepared for an upcoming patch.
Various Items
In addition to these items, there are also fixes coming for issues with Levolution being out of sync, shots appearing to be fired in the wrong direction, and vehicles outside the infantry area not taking damage when fired at. Also, we have introduced new in-game icons that will help you, and us, to troubleshoot network related problems that could cause an inconsistent multiplayer experience.
Network Troubleshooting Icons
With the January 30-31 game updates, weve introduced two new icons to the Battlefield 4 HUD (head-up display). These were added to the game as a way for us, and the players, to more easily troubleshoot common network-related issues that may have negative effects on the multiplayer experience.
The first icon, seen at the top in the shape of a clock, indicates that your connection to the server is lagging. There can be several reasons for this. For example, it could mean that someone else is using your connection while you are playing, but it could also mean that there is a network problem that occurred somewhere between you and the server. The effect of such lag is that it will take a bit longer for you to see what is happening in the game world. If this icon is frequently blinking, you might want to try a different server or see if you can decrease the load on your Internet connection.
The second icon, at the bottom, shows four squares that indicate packet loss. When you see this icon, your connection to the server is experiencing lost packets, which means that information is failing to reach its destination, either when your game client sends it to the server or when the server sends the information to you. Please keep in mind that packets always get lost on the Internet and that you should not be alarmed if youre seeing this icon blinking once or twice. If you have a large amount of packet loss and see the icon often, you will probably experience game hiccups sometimes action will stop for a moment, then speed ahead to catch up.
What we have Fixed
Kill card shows 0 health
Kill card sometimes incorrectly displays 0 health, despite the enemy being alive. This could happen when a portion of damage dealt was rejected by the server, since the bullets that caused it were fired after the point of death for the firing player the kill card would show the health as predicted by your game client, rather than the health confirmed by the server. An improvement that decreased the rate at which this happens went live for PC on Feb 13, and will be included in the next game update for all the platforms.
Broken collision
We have fixed instances of broken collision that made it impossible for players to shoot past broken objects, such as the collapsed chimney on Zavod 311.
Crosshair disappearing, resulting in hit markers disappearing
In firefights, players on PC could experience their crosshair disappearing, resulting in hit markers also disappearing. This would happen when certain gadgets were deployed by other players. A fix for this is now live.
Hit impact sounds
Impact sounds did not match the number of bullet impacts, causing players to feel that they died too quickly. An improvement to this went live for PC on February 13, and will be included in the next update for all the other platforms. The cooldown time for letting bullet hits trigger the sound has been decreased considerably, so players will now hear every bullet that hits them.
Headshot icon
We have re-introduced the headshot icon to help players understand when they get killed by a headshot, something that usually results in an instant death. The headshot icon went live in the January 30-31 game update for all platforms.
We want to assure you that we are constantly investigating, or already in the process of updating, all these items and several more that youve had concerns with and that we will continue to do so with your help. Please continue to send us your feedback, and thank you for your continued support.
Weve started rolling out a new Battlefield 4 game update on Playstation 4. You may experience some downtime during this rollout, as we are also updating the game servers. As usual, it will take a few hours before the majority of servers are updated.
March 4 PS4 Game Update Notes
-Several crash fixes and stability improvements
-Various improvements for Spectator Mode
-Increased the maxium rank to 120
-Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early
-Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit.
-Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles
-Tweaked timing for how long the killfeed stays on screen
-Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server
-Added default player slots to server browser filters
-Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole
-Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising
-Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike
-Prevented players from interacting with an M-Com on Siege of Shanghai after it had been destroyed
-Fixed an issue where audio for disarming M-Coms could get stuck in an infinite loop
-Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort
-Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots
-Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority
-Fixed an issue where Defuse could get stuck in an unplayable state between rounds
-Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed
-Fixed an issue with revive icon not being greyed out in-game on map and minimap, when the player died after getting revived in Defuse
-General improvements and bug fixes for the Battledash and Mission create screens
-Fixed a bug where red laser dots would get stuck on textures
-Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value
-Fixed a bug where the enemy health always displayed as full in the kill-cam
-Fixed an issue in Defuse so killed bomb carrier cant plant a bomb in the next round without picking up a new bomb
-The MAV has been updated to prevent players from exploiting it
-Improved repair rates for vehicles with different base healths
-Tweaked volume balance and other ambience parameters on the majority of base game and China Rising maps
-Improved the track vehicles wheel friction so vehicles dont get stuck at relatively minor hills
-Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom.
-Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water
Weapon tweaks
-THe SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
They already have plenty of infantry-only modes. This was just the cherry on the "Dice and EA can eat my shit" cake I was already baking.
GRENADE TWEAKS
-Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3.
-Increased the effect of M84 FLASHBANG grenades on friendly and enemy players.
-Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion.
-Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied.
PISTOL TWEAKS
-Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked.
-Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45.
-Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM.
-Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57.
-Corrected a small error with the COMPACT 45 accuracy when crouched or prone.
WEAPON TWEAKS
-Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.
-Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming.
-Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines.
-Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire.
-The Heavy Barrels Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations.
-Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible.
-THe SRS bolt action time has been tweaked and the rate of fire has been lowered
-The GOL bolt action time has been tweaked
-The muzzle velocity for the MP7 has been reduced
-The MTAR21 muzzle velocity has been reduced
-Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000
-Updated rate of fire for the RGP7 and NLAW
VEHICLE TWEAKS
-Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4.
-Reduced the velocity of the MAAs default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON.
-Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed.
-Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired.
-Increased the direct damage done by the Attack Helicopters gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change.
-Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types.
-Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS.
-Reduced the intelligence of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.
-Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds.
-Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE.
-Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
After having a relatively smooth experience on Titanfall I can't bring myself to go back to BF4. I love the game and it does so many things better than Titanfall but it's much more frustrating and in turn a less enjoyable experience for me overall.
Nah, watch these vids Stoney linked here:
http://www.thebore.com/forum/index.php?topic=39782.msg1822939#msg1822939
Makes a pretty compelling case that it's fundamentally flawed, besides whatever bugs there are.
In an update to yesterdays announcement of Naval Strikes delay on the PC, Battlefield 4 developer DICE is now hoping to get both the PC and Xbox One versions out by early April.
According to the new statement, the studio has also decided to push back Naval Strikes launch on the Xbox One in order to address issues in the animation system that hinder players from engaging targets in set circumstances using popular weapon configurations.
Check out the full update below:
UPDATE: We wanted to provide more detail about the delay of Battlefield 4 Naval Strike. We have delayed the PC version of Naval Strike because we are concerned that the combination of the pack and planned PC updates would increase performance issues on mid-range to high-end PCs. We are working hard to resolve that issue now. Additionally, we have decided to delay the Xbox One version of Naval Strike because we want to address issues in the animation system that hinder players from engaging targets in set circumstances using popular weapon configurations.
We know that many Battlefield 4 Premium owners wanted to play Naval Strike today. However, we didnt want to release the new content until we believed it was quality content.
We are trying to resolve these problems as quickly as possible and hope to release the update in early April for Xbox One and PC. We also want to remind Xbox One and PC owners of Battlefield 4 Premium that they will have two weeks early access for Naval Strike once its released. Thanks for your continued patience and passion for our games.
Guess I don't live in the world of black and white ฏ\_(ツ)_/ฏ
the situation isn't simple and i find it better to understand the why before i start laying blanket blame across the board.
I got hit with the save game bug. I loaded it up and none of my saves were showing. Tried a ton of fixes but nothing is really working. I'm really disappointed. I don't want to replay the entire game again...
So basically either Telltale needs to fix the save bug issue (something thats been reported across platforms) or I'll just not play the final episode and they'll hace lost a customer for good.
I sent a PM to Patrick Klepeck @ GB regarding the save game situation with TWD and how Telltale has really done nothing to try to fix it and he responded today and said he would see what he could get out of Telltale.
So, fingers crossed, maybe we can finally get some kind of information regarding it.
Echoing others, not touching this until we know if the save bug pops up in this as well.
I'm just playing Obliteration from now on. CQ (and now, Carrier Assault) is just too rrrrrrrrrrrrrrrrrrrrrub-rub-rub-bbbbbbbberbanananand-d-d-dy and broken to enjoy, other than a few maps. I paid $110 for this mess, and I am not giving anyone a pass or even making any attempt at understanding this bunch of frauds. The biggest "fuck you" has to be that connection test bullshit they added, what an obvious "it's your fault" gambit. They sold me an incomplete product they knew to be incomplete. They can all eat 800 dicks, and choke to death on the last one.
Good attempt but it's not really comparable. The Telltale situation was isolated to Telltale alone. There was no publisher breathing down their neck to ship a game. They released a game with a specific bug and refused to acknowledge it or even attempt to fix it.
publisher breathing down their neck to ship a game.
like i said, it's your choice and that's fine. but the way I see it if the cause was EA forcing the game out the door before it was ready then the fault lies with them. thus I have no reason to doubt DICE. the context matters. if DICE was on their own and had all the time in the world and no pressure and they still fucked it up then I would start being cautious about buying their products.I don't understand this kind of thinking
I don't understand this kind of thinking
"they were rushing me!" is not a valid excuse in my current job or any other job I've ever had. "own it" is the mantra that the real world goes by and neither EA nor DICE are doing that. Fuck them both.
like i said, it's your choice and that's fine. but the way I see it if the cause was EA forcing the game out the door before it was ready then the fault lies with them. thus I have no reason to doubt DICE. the context matters. if DICE was on their own and had all the time in the world and no pressure and they still fucked it up then I would start being cautious about buying their products.I don't understand this kind of thinking
"they were rushing me!" is not a valid excuse in my current job or any other job I've ever had. "own it" is the mantra that the real world goes by and neither EA nor DICE are doing that. Fuck them both.
Don't even bother arguing. He's in his own little bizzaro word.
"We also want to remind Xbox One and PC owners of Battlefield 4 Premium that they will have two weeks early access for Naval Strike once its released."
Don't even bother arguing. He's in his own little bizzaro word.
It really sounds like you don't fully understand the kind of work environment you're trying to talk about.
I wasn't aware of that. I guess that makes your posts in this thread even more puzzling.
I'll never respond to you again.
owning it doesn't mean letting "management" get away with it and sucking up all the blame. It means (in this case) admitting that a product you slapped your name and reputation on is fucked and trying to make it right. Dice and ea have both made it clear that its not a huge issue to them and they'd rather pretend its all ok than putting in the necessary resources to fix their product. That would be owning it. Their PR pieces and messages to the fans are basically big fuck yous instead
I don't understand this kind of thinking
"they were rushing me!" is not a valid excuse in my current job or any other job I've ever had. "own it" is the mantra that the real world goes by and neither EA nor DICE are doing that. Fuck them both.
I don't understand your line of thinking. Sounds like a bunch of BS to me. If I'm working on a project that is not given the necessary time and materials to complete, being rushed is most definitely a valid excuse. Fuck "owning it" if it's your ass on the line and your ass was not provided enough resources to complete. Any place of employment with decent management should be able to identify when a project is not being given necessary resources and manage accordingly. It's simply not fair to employees to put pressure and rush the through a project when they aren't able to complete.
As I said, something clearly went down between DICE and EA and BF4. The game came in on a shorter dev cycle than their previous title, squeaked in just before COD, and launched on 2 additional platforms. I don't believe it's a coincidence that it was also busted. The game was rushed and was not given the time necessary to finish. Simple as that.
Who you want to put blame is up to you. I don't feel it's fair to put equal blame on DICE and EA. I feel EA is the most to blame.
To loop it back around and reference the The Walking Dead situation. That game launches mostly functional with a single game breaking bug that was identified and reported and never fully acknowledged or even given any effort to fix by the developers. That falls squarely on the shoulders of Telltale and lowers my confidence of their abilities. It's a different situation with BF4.
owning it doesn't mean letting "management" get away with it and sucking up all the blame. It means (in this case) admitting that a product you slapped your name and reputation on is fucked and trying to make it right. Dice and ea have both made it clear that its not a huge issue to them and they'd rather pretend its all ok than putting in the necessary resources to fix their product. That would be owning it. Their PR pieces and messages to the fans are basically big fuck yous instead
I worked in game development for 7 years. So you really need to drop this I'm so evolved attitude on this topic. I never bring this up because it doesn't matter. I'm just a dude on a forum. And so are you. So please knock it off.Don't even bother arguing. He's in his own little bizzaro word.It really sounds like you don't fully understand the kind of work environment you're trying to talk about.
publisher breathing down their neck to ship a game.I don't care.
Crash bugs and weird glitches, sure. That can be on EA for forcing the game to market early. Fundamental shit like broken netcode and suspect hit detection, or shitty matchmaking? That's all on DICE. They've had many, many games to get that kind of shit sorted out.
In 6 months #BF4 is going to be not only one of the biggest but THE biggest FPS Competitive game to play.
Sure you might have shit netcode and matchmaking and a whole host of other online related issues but if you can't test in an effective environment then there's no real way of knowing if your stuff works in all scenarios. Heavy internal testing at the studio won't ever be a realistic representation of how the game will perform across multiple devices on multiple networked environments. That kind of broad-scale testing is simply not possible for a singular studio without heavy beta-testing performance worldwide, which is something a publisher would mange and provide.
Sure they could've tested it for a year, if they had an extra year for it to come out, which is actually when it was meant to come out in the first place.
Alright so I can't comment any further without being more specific and I'm not doing that, lol. Fundamentally we want the game to do better there's a ton of brilliant people managing Battlefield who are paying very close attention to what has happened so there's hope!
:rejoice
I like all the expansion maps so far but Dragon Pass.
I only had time to play one map last night. I'm really interested to see Parcel Storm on ultra.
Ultimately the problem is co-ordination. If one team is co-ordinated (especially with their vehicles) and the other team is running around like solo Rambo's. It's generally not going to be pretty.
Titan mode is bleh.
Addressing Battlefield 4 Rubber-banding Issues 04.02.14
We wanted to provide a quick update on the issues with Battlefield 4 rubber-banding some players on certain platforms experienced during matches with 64-players.
Looking into this further, were unhappy with our server performance, so well be upgrading the hardware as soon as possible, investing more to deliver a better experience.
As soon as we know the exact timetable, well let you know the ETA. Reducing lag for these players is absolutely a TOP priority for us to solve and we expect to have the solution very soon.
Test servers were working great for a few days (only one map, Operation Mortar), then I jumped into one yesterday and got just as much rubberbanding as ever. This is never really gonna get fixed. It might get a little better, but it's always going to be there to some extent. They're just using band-aids to set a broken bone at this point.
Second Assault I believe. I don't really care for ctf in battlefield though.whys that? I never cared for ctf but titanfalls version was awesome so I wanted to give it a try
Second Assault I believe. I don't really care for ctf in battlefield though.whys that? I never cared for ctf but titanfalls version was awesome so I wanted to give it a try
I see. Thats kinda how I feel about obliteration sometimes too. Bah. Are there any good reasons to get the dlc?Second Assault I believe. I don't really care for ctf in battlefield though.whys that? I never cared for ctf but titanfalls version was awesome so I wanted to give it a try
It's very bogged down in Battlefield. With that many people its very hard to effectively score or feel like you as an individual are helping very much.
Battlepacks = "Oh hey, more equipment for guns I don't use!"
Hi everyone,
As you know, weve been looking into resolving the rubber banding that some players on certain platforms have experienced with Battlefield 4 after the recent release of Naval Strike. Weve found that the root cause of the issue was a configuration of certain hardware types dedicated to 64-player matches.
We have invested in new hardware to resolve this issue and deployed new higher-performance servers this week. In preparation, we conducted a significant amount of testing before installing the new servers to ensure they would correct the issue. We are already seeing performance improvement with 64-player matches and expect this to continue.
While the process took longer than we wouldve liked, we wanted to be 100% sure it was done right and that the long-term solution was properly in place.
Our objective is to deliver the best player experience possible. We feel this solution helps us deliver that to you. Stay tuned to our official channels for more information.
Thanks,
Karl Magnus Troedsson, DICE VP & GM
I'm playing it on the PS4 but I definitely see "rubber banding" aplenty! I'll probably be on later tonight to see how much it's improved.
How'd you break your ONE controller? I hope not out of normal use!
I tried on PS4 about a week and a half ago. Rubberbanding was still happening in the Naval Strike maps. Is that still going on?I've played 20+ games since the server updates. Maybe two had rubberbanding.
I bought this for PC but never played it after seeing all of your complaints. I'll finally give it a shot now.
EA has addressed what the boss of the company has described as the "unacceptable" launch of Battlefield 4 - and detailed the new processes it has put in place to prevent it from happening again.
In detailed interviews with Eurogamer, EA CEO Andrew Wilson and DICE general manager Karl-Magnus Troedsson said the development teams behind the Battlefield series had learned their lesson the tough way after Battlefield 4 launched in a state many players labelled broken.
Battlefield 4 released late last year for PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One, with a target of 60 frames per second and 64-player multiplayer on next-gen consoles.
But at launch it ran into a number of problems, most notably in multiplayer, with many unable to play.
The problem was so bad that in December 2013 DICE said it had placed all of its expansions and "future projects" on the backburner while it put all hands on deck to focus on sorting out the mess.
"For clarity it wasn't actually a server problem for Battlefield 4," EA boss Andrew Wilson told Eurogamer. "It was a client side problem. Right now the game is playing extremely well, and people are in there and having a lot of fun. I'm still playing it."
So, what went wrong? Wilson said the game suffered because of its ambition.
"Think about what Battlefield 4 was: 64 player multiplayer, giant maps, 1080p, Levolution that was changing the gameplay design in an emergent way. There is a chance there are things you are going to miss through the development cycle. And you end up in a situation we had with Battlefield 4.
"For me, the situation we had was unacceptable. For the team it was unacceptable. We have worked tirelessly since then to make sure the gameplay experience got to where it absolutely should have been at launch and we're focused on that and we continue to deliver value to that player base.
"But when you do things like that you can never guarantee. It would be disingenuous for me to sit here and say, 'we will never have an issue again,' because that would mean we were never going to push the boundaries again. And I don't want to be that company. I want to be a company that pushes to lead and innovate and be creative. But you can start to do things that give you a better handle and a better view about what the potential challenges might be."
Wilson said EA is now trying to get the "final" version of the game in the bag earlier, providing the developers with more time to test.
"You can lengthen development cycles," he said. "You can give a much longer timeframe between final and launch to get a lot more testing on the game. You can change the development process whereby you have more stable build requirements throughout the entire set of development. You can start betas earlier so you get it out in the wild earlier with more people banging away at it.
"We have changed development processes, we've changed development timelines and we've changed testing processes and beta processes, all with a view to not have the issues again."
One accusation EA has faced since Battlefield 4 launched is that the game was rushed in order to hit the release of the PlayStation 4 and Xbox One, and that DICE should have had more time to test the game.
Wilson denied this, however, insisting DICE had plenty of time to work on the game, before pointing to the challenge of creating a next-gen console launch title.
Don't like these maps :(
BF is not a replacement for COD
Don't like these maps :(
BF is not a replacement for COD
I don't get the hate for Flood Zone (which a lot of people dislike)
I'm gonna give this another go on XboxOne sometime tonight if my download from EA access ever finishes. So if anyone wants to party it up and kill some dudes let me know.
Every time I play Flood Zone all I hear is the annoying whiz of sniper bullet fire or DMR spam.
Console, or PC? Because when I play Flood Zone on Obliteration or Rush I don't have that problem. Because, Snipers are detrimental to their team. If they're camping the roof, they aren't arming objectives or going/stopping the bomb carrier in Obliteration. If they were on the ground or inside (which is generally the case for the bomb carrier unless they're stupid and not being in a vehicle outside) they can be a terror, sure.
Whereas in Pearl Market: Long sightlines on the ground, shorter sightlines on the roof but only ladders and like one stairway to get up there. The roof of last-set B is a notable example of the problem with Pearl Market You have a stairway to B or a "ladder" (which can be locked and can't be shot to open from the bottom) or you have to take a narrow "bridge"/forgetting the term for it and hop onto the roof because DICE didn't allow mounting if you overshoot the "jut" of the bridge to get there. Meanwhile they have 8-32 players up there to stop you from getting up there via those three methods. Two of which are coming from the same direction/nearly the same line of sight.
As far as DMR's: Far more effective if they are on the ground and in mid-range to spam it, coming from someone that tortured themselves (these were good in the beta DICE, why did you nerf them!?) with three of them for the faction specific (Chinese/American/Russian) assignments that had headshots with the faction's DMRs assignments. Anyone using DMR's as a sniper rifle from a roof is doing it wrong.
Still haven't come to a conclusion about which system I'd like better. :(on xbox one we can bro it out together. problemo solved
Tried to join your party Stoney , but I dont have all the dlc. Maybe next time.
tl;dr: Major Changes to Rush.
Classic BF mode sounds goodspoiler (click to show/hide)no one's gonna play it :([close]
The following tweaks and bug fixes apply across all platforms. However, PlayStation 3 and PC has unique fixes that you can find on the bottom of the post.
GENERAL
Fix for a crash that could occur when entering a vehicle or using a gadget.
Improved soldier movement to closely match that of Battlefield 3 while still maintaining animation fidelity of Battlefield 4.
Fix for an issue on the Siege of Shanghai where players could make themselves invincible near Flag A.
Added pre-round ready state. The minimum players ready per team needed for the round to start is calculated from the team with less players.
Crosshairs/Optics scale tweaked and visibility against light backgrounds improved.
Helicopters and jets now affect trees and bushes which are set up to react to wind.
Various collision fixes and other performance improvements have been made to Dragons Teeth maps.
Uniform soldier aiming allows the use of procedural aim rate instead of the original preset numbers.
Fix for elevators on Dawnbreaker being active on the Domination, Squad Deathmatch, Team Deathmatch and Defuse game modes.
High latency indicator tweaked to give players a better idea of when they are experiencing lag.
Fixed a rare issue where a second Commander would spawn over the already existing one in a certain scenario, resulting in 2 Commanders on the same team.
Fixed the missing kill card issue for hardcore and anytime the killcam is off.
Increased the Chain Link game mode round timer to 30 minutes. Ticket bleed rate has also been changed to be 40% slower.
Fixed an issue where a player trying to join a full server would get an incorrect error.
Added Classic Server presets.
Increased the gunship cooldown for Commander to 60 seconds.
Fixed an edge case where a Commander asset will never get "activated" for a team if the Commander is under a Proxy Attack.
Fixed a crash related to the Riot Shield.
The high frequency update is now on by default and cannot be turned off. It now also supports PlayStation 3/Xbox 360.
Reduced the time it takes to display the incoming damage indicator.
Fixed an issue where players joining Lancang Dam after the Levolution event didnt hear the VO and alarm.
Fixed issue where Battle Pickups would sometimes get dropped immediately after picking them up. Also fixed a problem where Battle Pickups can't be picked up when other soldiers are nearby.
Made 100 tickets the default Rush ticket value.
Fixed an issue where field upgrades would be lost when a player spawned into a vehicle.
Tweaked smoke effects. Smoke is now bigger, has higher density and lasts longer.
Fixed some materials that would react incorrectly to projectile collision.
Fixed an issue where squads would get bigger than the supported maximum of 5 players.
Fixed a bug where the Gamertag would not appear correctly in the emblem report screen.
Updated player icon to show a shield variant when using the 10% health reduction perk (showing for enemy players only).
Fixed an issue where players could get underneath the ship at Objective "E" on Paracel Storm
Reduced head flinching on soldiers.
Added functionality to be able to shoot when falling (not jumping).
Fixed an exploit on Operation Locker.
Fixed an exploit near the US base on Metro 2014.
Fixed an issue on Dawnbreaker where players could get underneath the map.
Fixed an issue where players could get under the map on Hainan Resort on the beach near the US base. Also fixed an issue where players could hide behind a wall and shoot at other players.
Fixed an issue where the health/ammo boxes would block the line of sight for the defibrillators.
Permanent fix for gadget exploit where a user could equip gadgets from different classes.
Fixed an instance where unlocked China Rising or Second Assault assignments were being shown as if they were not unlocked and no progress had been done.
Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.
Visual Recoil: Close range sights (except iron sights, IRNV and FLIR) and all Medium range sights have been changed to no longer be affected by animation AKA Visual Recoil. The removed random effect has nothing to do with real weapon recoil and doesnt affect it.
Vehicle hold or press button for boost option added.
Added UI options for tweaking the ADS aiming sensitivity. The advanced options are now exposed in a separate advanced control options section.
Fixed a Commander issue that could cause the cruise missile not to work properly if a flag received a neutral status while the missile was in the air.
Fix for an issue where opposite teams would initially spawn too close to each other on Team Deathmatch, affecting all maps.
Obliteration fix for an issue where the round would end while the bomb is armed due to the timer running out.
Flashbang now dims the HUD when player gets affected by it.
Fixed an issue on Capture the Flag game mode where the team with the highest number of points wins regardless of flag captures (points should only be counted on a draw).
Fixed for an issue on Lumphini Garden on Conquest Large game mode where Capturing Flag B while the Commander is under a Proxy Attack will not give the infantry scan asset.
Fixed an issue where players could get stuck in the customization menu while playing Defuse.
Fixed LMG iron sights fires to reflect last few bullets visibility.
CARRIER ASSAULT IMPROVEMENTS
When the carrier is opened up the parachute spawn will be available as before.
When the first crate is destroyed the defender team is moved back into the boat but the attackers still will only be using the parachute spawn.
DRAGONS TEETH MAP IMPROVEMENTS
General collision fixes.
Glitches/Exploit fixes for high places.
Added out of bounds for rooftops to support restricted areas and prevent exploits.
JET IMPROVEMENTS
Fixed an issue related to the chase camera that could cause a glitchy orientation when the camera was targeted straight up or down.
Added new positions for 3P jet cameras.
Added weapon reticle to the 3P jet camera.
Added an option to turn on/off the rolling (along with the jet) for jet 3P cameras.
Fixed an issue with the SU50 and F35 not properly playing bullet impact sounds when under fire.
Jet guns visual recoil has been reduced to 30% of what it was before.
Improved the stall behavior of jets when reaching max vehicle height.
Fixed issues where attack jets cockpit geometry was clipping/obstructing the HUD
WEAPON TWEAKS AND FIXES
Fixed an issue with inaccuracy on the RPG and XM-25 where if after shooting a player very quickly it switches to another weapon then switches back, then the dispersion is large until after the first shot.
General weapon tweaks: Reduced suppression recoils. Removed recoil modifier for zoom. Made a 75% reduction in hip recoil.
Muzzle Brake: Lowered the overall impact of this attach. Both its positives and negatives have been reduced.
Heavy Barrel: Lowered the buff it gave to minimum moving spread, and moved some of that bonus into reduced spread increase. The Heavy Barrel should now be a good option for longer range tap firing.
Lasers: Added a small buff to standing hip fire accuracy.
Corrected spread increase values that were previously incorrect. (This primarily affects expansion pack weapons).
Added missing bullpup modifier to SAR-21.
Bullet velocity increases: Improved bullet velocity for Slugs and nearly all suppressed weapons. Selectively improved base velocity for weapons that were too slow for their intended range.
Damage model: Many weapons have had their maximum and minimum damage adjusted slightly. It may take one extra bullet to kill at extremely close engagements and long range combat.
Trigger Delay: Removed from all revolvers.
Desert Eagle: Bullet velocity and minimum damage reduced.
Adjustments have been done to slower rate of fire weapons to make them easier to use at longer ranges vs higher rate of fire weapons.
Carbines and PDWs now have unique bullpup modifiers that give improved bonuses over the rifle counterpart.
Ammo: Gave more ammo to the weapons that were short a mag compared to their counterparts.
PDWs: Improved moving minimum spread.
LMGs: Improved moving spread of mag fed LMGs vs their belt fed counterparts.
DMRs: Audio when being shot at by a DMR has been improved.
SKS and M39EMR no longer allow you to hold breath.
Bullet velocities increased.
Bolt Actions: Some bullet velocities increased. Gol Magnum rate of fire slightly reduced.
SMAW: Slight increase to top speed and acceleration.
MBT LAW: This underwent a big change based on community suggestion. You will need to aim slightly more accurately to engage the tracking. It is much harder to have it track a random vehicle between you and your target. It will no longer lock on targets behind cover. It has been slowed down slightly. It now begins tracking at 100m instead of 15, this gives the target slightly longer to react to the lock warning.
SLAMs: Damage and blast radius reduced slightly. Three Slams will no longer take out a MBT on their own. The disabled MBT will need a single rocket to be finished off.
ANIMATION BUG FIXES AND IMPROVEMENTS
All pistols: Removed randomization of iron sights fire animation on most pistols per CTE feedback.
All automatic pistols: Shortened duration of slide animation during firing animations to prevent slide appearing to not cycle when firing quickly.
Automatic rifles: Fixed missing trigger pull animations.
Unica 6: Fixed hammer getting stuck on iron sights fire animation. Shortened reload threshold so magazine registers as full, faster.
CS5: Fixed magazine going invisible if reload is interrupted. Fixed problem where bolt action animation wouldnt play when firing near the end of the tactical reload animation.
G36C: Fixed charging handle position during full/tactical reload.
CZ-805: Fixed charging handle position during full/tactical reload.
AWS: Enabled semi-automatic fire.
XM25: Fixed fire animation; including reciprocating charging handle.
Bulldog: Fixed problem with tiered reload.
M60E4: Adjusted reload interrupt branches to match other LMGs; ammo box now stays mounted on interrupt.
L96A1: Added missing interruptible reload branches.
JNG90: Adjusted reload threshold to prevent bypassing re-chamber animation at the end of empty reload.
SR338: Fixed bug where fire animation could be skipped by firing at a certain cadence. Raised reload threshold.
L85A2: Adjusted foregrip position so Angled Grip attachment doesnt clip through the trigger guard; fixed reload animation bug that could cause accessories to shift on the weapon during animation.
RPK-74M: Reduced both reload times by .3 seconds to better match animation.
HK45C: Removed hammer position mismatch between idle and ADS.
ACW-R: Reduced time to register reload.
QBU-88: Fixed clipping issue in deploy animation.
SR2: Added reciprocating bolt fire animation.
SR2: Fixed missing bolt on empty reload animation, fixed sprint pose clipping issue in water.
870: Fixed blending issue after zoom fire/pump action animation.
M16A4: Fixed mismatched bipod pose, broken dust cover on model.
RFB: Removed extra shell that moved when firing with a bipod and iron sights.
MK 11 MOD 0: Opened dust cover to prevent jamming. Removed incorrect rotation during bipod fire animation.
All DMRs, M82A3 Battle Pickups: Fixed bipod fire issue that skipped fire animation at higher rates of fire.
M412 Rex, .44 Magnum: Adjusted fire animations for new trigger delay values, corrected trigger discipline while running.
All belt-fed LMGs: Added last few rounds ammo visibility system to ADS fire animations.
AWS: Fixed foregrip position to be on-rail in 1st person.
GRENADES
First grenade balance pass.
Highlights:
Reduced initial capacity of RGO and v40 Minis by one.
Reduced blast radius of RGO and v40 Minis requiring more accuracy for full damage.
Increased the time it takes to refill explosives from ammo sources.
These changes are an indirect buff to the Offensive and Grenadier specialization.
Detailed list:
Reduced RGO capacity 2->1
Reduced RGO inner blast radius 1.65->1
Reduced v40 capacity 3->2
Reduced v40 blast radius 7->6
Reduced v40 inner blast radius 2.5->1
Increased ammo bag pickup time for grenades:
Flashbang 5s->9s
RGO 7s->25s
v40 8s->13s
Handflare 1s->6s
M18 5s->9s
M34 8s->25s
M67 5s->25s
XM25 DART 1s->3.5s (5->4 rounds)
XM25 3.5s->6s (2->1 rounds)
40mm 3GL 8s->18s
40mm Smoke 2.5s->5s (matching flashbang now)
40mm LVG/HE 8s->9s
UI TRIAGE (HUD TWEAKS AND FIXES)
Added advanced options for adjusting HUD icons.
HUD icons transparency support.
Aim down the sight (ADS) now causes auto transparency for HUD icons.
Added a new option for whether tapping spot button should give attack/defense orders.
Game mode bar on top of the mini map now also display objective squad order status.
Fixed issue with having space between the mini map and the Team Deathmatch game mode info bar.
Fixed the minimap world directions not showing in the Chinese version of the game.
Added advanced gameplay options sliders to control the transparency of the HUD elements.
Adjusted the red dot reticles for medium and long range sights for the Engineer Class primary weapons.
Added an advanced gameplay option to change the size of the minimap
Added an advanced gameplay option to make the minimap icons auto size along with the minimap scale
Added an advanced gameplay option to set the default minimap scale
REVIVE IMPROVEMENTS
Revive timer has been added. It will show timers on teammates so that the player can choose who to revive.
Added a sound when defibrillators are 100% charged (giving the revived player 100% health back).
Fix for an issue that could cause the HUD to disappear when the player brought up the game menu while in a revive state.
Added initial implementation of revive timers for soldiers in man down state. It will now show timers on a teammate so that the player can choose who to revive.
Fix for a bug when you were able to revive teammates by only rubbing the defibrillators.
Fix for issue that would sometimes occur when two players on a team equipped defibrillators at the same time next to each other and are about to revive another team player, the player who is reviving gets no score and the other player gets score instead.
RUSH IMPROVEMENTS
DICE <3 RUSH is an ongoing Battlefield 4 Community Test Initiative with the intent to improve Rush on base-game maps. This initial release includes new layouts and rule sets implemented on:
Flood Zone
Golmud Railway
Hainan Resort
Lancang Dam
Operation Locker
Paracel Storm
Rogue Transmission
Siege of Shanghai
Zavod 311
Improvements to Dawnbreaker and further tweaks to the above maps will be looked at.
Disabled Commander on the Rush game mode for all maps
OBLITERATION COMPETITIVE IMPROVEMENTS
Reduced radar sweep on home bases to 40 meters.
Bomb does not have to be planted in a sequence anymore.
Reduced the time it takes to plant a bomb from 10 to 8 seconds.
Raised Obliteration Bomb icon over the bomb carrier's head.
Reduced the combat area on Operation Locker based on player feedback.
Reduced the combat area on Golmund Railway and tweaked the spawn points.
Fixed bomb out of bounds on Golmund Railway.
Blocked pipe access to rooftops on Zavod 311.
Reduced the combat area on Zavod 311.
PLATFORM SPECIFIC FIXES
PC
Fix for a game crash.
Added FOV slider (option) for the chase cameras of all vehicles.
Fix for an issue where Users where unable to rebind gadgets to slot 1.
Fixed an issue where the chat log settings wouldnt properly function after a player exited the game.
Tweaked latency indicator.
Better post-processing for medium graphics settings.
Fix for when the text input form clears when switching between EOR camera and scoreboard. The text now remains in place regardless of the game actions.
Added an option to turn off the jets auto throttle feature.
PS3
Fix for a game crash
Fix for a crash that could occur during the end of round screen.
SERVER FIXES
Fixed an issue where taking damage indicators (the red wedge) where pointing in the wrong direction.
Lowered frame history time on all platforms to improve on out of region player issues.
So is this maybe worth getting now? I just bought a PS4 and want a good multiplayer game to go with it
So is this maybe worth getting now? I just bought a PS4 and want a good multiplayer game to go with it
You should've auto-installed. It's been out on all platforms since Tuesday.