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Разработчики Battlefield 2042 показали обновлённую таблицу лидеров

DICE сообщила, что обновление для Battlefield 2042, включающее новую таблицу результатов, выйдет 8 марта. Изначально его планировали выпустить в конце февраля, а затем отложили на пару недель. Как будет выглядеть переработанная на основе отзывов игроков таблица лидеров можно увидеть на скриншоте ниже:

Battlefield 2042's new scoreboard arrives Tuesday

The refreshed scoreboard finally arrives in Battlefield 2042 this week. Update 0.3.3 arrives March 8 in the multiplayer game, bringing with it an in-match scoreboard split into thirds to better display information about the overall status of the match and the score breakdowns for both teams.


When you pull up the new scoreboard, you'll see the Match Overview panel on the left-hand side. This displays important up-to-the moment information about how the match is going: how many tickets each team has remaining, which sectors they control, overall number of deaths, and more.


That panel also includes your personal match stats like kills, assists, and deaths, as well as your current ping. The rest of the scoreboard is a side-by-side list of players on both teams, ranked by score. EA says these were the most-requested features among players, but points out that this is the "first version" of the new scoreboard and that "further improvements will be made to this in subsequent updates, based upon your continued feedback".


Read the rest of the story...


RELATED LINKS:

Battlefield 2042's voice chat finally hits next month

Battlefield 2042's scoreboard update pushed back to March

Battlefield 2042 battle pass - Season 1 release date

Battlefield 2042 - Update #3.3

No-Pats,

Update #3.3 releases on Tuesday, March 8. This update brings further bug fixes, control and keybinding related changes, the introduction of updated Scoreboard functionality, and the release of The Steadfast Exclusive Legendary Bundle as thank you to Gold Edition, Ultimate Edition, Year 1 Pass, and Year 1 Pass and Ultimate Pack upgrade owners*.

With the introduction of the updated Scoreboard functionality we’d once again like to express our commitment to listening to your feedback and improving your in-game experience with each update.

Our next update is presently scheduled to arrive in early April. It will include a larger set of changes and fixes, as well as the introduction of VOIP functionality for Squads, and the refreshed Scoreboard being available during End of Round. We're also targeting balance changes for weaponry on vehicles, including the MC5 Bolte, alongside an overhaul of Attachment behavior for infantry weapons across the board.

We’ll continue to keep you informed on the roll out of Update #3.3 via the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.

The Battlefield team



[h3]Update 0.3.3[/h3]
[h2]Fixes, Changes, and Improvements[/h2]

[h2]Scoreboard[/h2]
Back in January we revealed our plans for a Scoreboard UI refresh based on community input. Through your feedback, it was clear that more work and time was required to ensure that the first iteration of the refreshed Scoreboard lined up with your expectations. We’ve since collected and listened to your feedback and are now ready to deploy this refresh alongside this update.



Match Overview has been improved and placed on the left of the screen; this still retains information about the match, objective progression and ticket counters as well as personal stats such as Kills, Assists and Deaths, alongside your current in-game ping.

The scoreboard now features a team vs team split look for certain team-based modes such as Conquest, Breakthrough, Rush and Team Deathmatch, alongside the inclusion of the deaths stat to the Scoreboard.

While these changes were two of your most-requested missing pieces, this is the first version of the Scoreboard, and further improvements will be made to this in subsequent updates, based upon your continued feedback such as the Scoreboard being available during the End of Round screens.

[h2]The Steadfast Exclusive Legendary Bundle[/h2]
All Battlefield 2042 Gold Edition, Ultimate Edition, Year 1 Pass, Year 1 Pass and Ultimate Pack upgrade owners, and EA Play Pro subscribers can now enjoy the Steadfast Exclusive Legendary Bundle as a thank you for your loyalty from the entire Battlefield team.

The bundle contains the following items:

  • Zero Resistance Skin for Mackay
  • Grasshopper Weapon Skin for the K30
  • Rapid Hammer Weapon Skin for the M44
  • Iron Chariot Vehicle Skin for the M5C Bolte
  • Rib Tickler Melee Weapon Skin
  • Resolute Player Card Background
  • The Steadfast Player Card Icon




Players eligible for the Steadfast Exclusive Legendary Bundle can find all included items via the Collection and Playercard screens upon login in once Update #3.3 is live.

[h3]General[/h3]
  • Fixed a game crash that could occur on Origin or Xbox One when signing in/out while using an Xbox One controller
  • Setting “Chat” Key Bindings no longer requires a game restart to take effect
  • Adjusted Aim Assist on console to ensure that the system is in effect when analogue sticks are at 100% of their range. Previously it was only active at ranges below 100%
  • Fixed a bug where takedowns would not result in a kill on Xbox One and PlayStation®4
  • Established new location for our EU Data Center as Frankfurt

[h3]Modes[/h3]
  • Conquest & Breakthrough - fixed a bug where the Securing Objective XP-event was triggered even after a Capture Point was already fully captured
  • Hazard Zone - fixed a visual bug displaying squad mates during the match found sequence
  • Hazard Zone - fixed a bug where the End of Round XP gains sometimes didn’t trigger






This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.
*VALID FOR PURCHASES MADE UP TO FEB 1ST, 2022

Battlefield 2042 gets antsy about whether 128 players is a good idea after all




Battlefield 2042 has had a rocky old launch, with publisher EA saying it "didn't meet expectations" before, in a rather muddled fashion, denying it blamed Halo Infinite for the game's cool reception. The long-and-short is that no-one's happy. Players aren't happy, the publisher isn't happy, and it doesn't seem like DICE is over the moon either...
Read more.

Core Feedback - Maps

Hey folks,

On February 1 we reaffirmed our commitment to push up the quality of Battlefield 2042. Part of that commitment is to better clarify the design direction that we’re taking, and what’s motivating our decisions to bring improvements to the game via a feedback loop that involves you, our players, more directly.

Today we’ll kick off our first key area of focus, Map Design.

Based on your feedback, we’ll outline 5 main topics we’ve identified around the current problems that we face with gameplay on maps, their cause, and our current thought process and proposed changes on addressing these issues. Our intent for this is to be an open discussion with you, so we’re looking forward to hearing your thoughts and feedback about our updated design goals for maps to ensure that we’re making the right calls to bring improvements to the gameplay experience.

[h2]Traversal[/h2]

One of the core issues we have identified is Traversal. We both see, and have heard your frustrations on how long it takes on maps today to travel between Flags, or from Base Spawn to Flag. This comes as a result of the introduction of 128 players in combination with some of the biggest maps that we’ve ever created as playspaces. While the larger maps offer more playspace and freedom, a side effect is that gameplay is now spread out more, resulting in an overall increase in time to combat when related to playing the objective.

We’ve seen you use terms such as “Walking Simulator” to describe how this feels in-game. We understand that this isn’t a satisfying experience and agree that there’s too much overall travel time.

We’re currently looking to reduce the overall travel time between Flag and Base Spawn on some maps by moving both the Base Spawn, and closest Flags. We’ve already identified a number of obvious candidates that fall outside of our new expected behaviours, but we want to hear from you on this topic as well. Which maps presently provide a poor opening experience because of the location of the Base Spawn? Which maps are making it harder to get back into the fight in an all cap scenario? Later on in the post, we’ll share a link to a general feedback thread that we’ve opened up to capture some of this feedback, but don’t be shy to have these conversations out amongst other hubs of Battlefield Community. We’re out there monitoring the conversations and are keen to hear what you have to say.

[h2]Intensity[/h2]

Another area that we’ve identified where we feel that we can improve your gameplay experience is in the overall Intensity of combat. Largely, we feel that this issue is mainly related to 128 player modes, and especially in Breakthrough. We know that during certain pushes for the objective, it can get too chaotic when fighting over Flags; either there are too many players, or vehicles, and sometimes the overall chaos can make it feel overwhelming when accurately trying to assess what’s happening around you.

In terms of improvements, we are presently reviewing if it makes sense to keep Breakthrough as 128 players vs 64, or if we feel that a reduction of the total number of vehicles that can spawn ensures that their presence isn’t as overwhelming, and gives infantry players a more important role. In the leadup to the Holidays, we introduced 64 player Breakthrough, and recently made some changes to the ticket values across the mode based on behaviors we were seeing in the final objective phase. Right now, we feel that Breakthrough on 64 players provides the best experience of Breakthrough.

But we also want to hear from you around the Intensity of the experience on Breakthrough. How do you feel about the current balance between Infantry and Vehicles on the mode? Have you played 64 player Breakthrough, and do you feel that this is the better way to experience the mode? We’re still in the process of working towards our next phase of improvements for the mode, and we’d like to incorporate as much of your feedback as possible into that process.

[h2]Line of Sight[/h2]

Line of sight is another topic that we've received plenty of feedback on. When we refer to line of sight, we’re relating this to how often you’re taking fire from enemies at distance. We feel, and have heard from you, that there are presently too many open and flat spaces on some of our maps, which puts too much focus on direct long-distance combat between objectives. We largely see that feedback aimed at certain areas in Kaleidoscope, but have observed discussion on other areas of our maps as well.

Our current plan for improvement is to ensure there are more opportunities to hide yourself from enemy line of sight while traversing from objective to objective, with a goal of ours being to reduce the focus on long-range combat, and the necessity of carrying weapons which perform best in these ranges.

As shared earlier, we presently feel that Kaleidoscope is an obvious offender for line of sight challenges, and are already making passes internally on improving certain areas of the map, including re-designing our Breakthrough experience to move combat into areas of the map where better cover already exists. What we’d like to hear from you is on which maps and Flags you see the most immediate need for more line of sight blockers. Knowing this will help us to best prioritize the work that we go on to do in parallel with other changes, and ensure that we’re addressing the next biggest offenders in good order.

[h2]Paths[/h2]

Another feedback area of focus is not having clear Paths towards objectives, and the lanes that players are most commonly traveling in when moving between objectives. Without a clear intended path, enemy fire is more often coming in from all possible angles. We recognise that when you’re defending, this can make it difficult to hold the objective, and when on the attack, we see players exposing themselves on bad lanes in bids to push for a flag.

We’re presently looking to bring improvements into the paths that we have on our maps, to make clearer and more defined paths while traveling between objectives in order to keep combat focused, and to make it easier to understand how to get from one objective to the next. If you have thoughts or examples that align to those goals, please don’t be shy to show us. These can be as basic as extracting a 2 minute clip of you moving from flag to flag, and calling out to us the experience you had whilst doing that (good or bad), or discussion of specific areas that you feel are presently lacking good pathing, or are the best examples of where this is currently strongest.

[h2]Cover[/h2]

Lastly, and similar to line of sight, the current lack of cover across maps is another improvement area which is also caused by the open and flat spaces that you have encountered on certain maps. While we are trying to limit direct long-range combat between objectives, we’re also looking to ensure sufficient cover for when you are traveling between the objectives.

We are looking to address this by reviewing the need for additional cover in places where we feel that they’re needed. In line with what has been discussed in some of our other focus areas, our intent is to reduce the likelihood of being fired at from a 360 degree angle, and to take away that Hail Mary feeling of running onto no man’s land between objectives.

If you have any specific areas on maps that are currently standing out to you which lack cover, then we’d love to hear from you.

[h2]Examples of these improvement areas across current maps[/h2]

To give you a better understanding of what we’ve outlined today, here are a few examples of these areas in-game that we see today, as negatively impacting your gameplay experience:



Breakthrough - Sector A on Kaleidoscope Large - this is a good example of where we feel the objectives are too far from the Defending Base Spawn. It’s difficult to make it from spawn to those objectives, alive. There’s very little cover across the immediate road and grassy embankments as soon as you’re out of the spawn area. We feel it’s currently too unforgiving for the attacking side.



Conquest - Kaleidoscope - we notice very few people run from the left tower up through the skatepark and to the dome. There are too many open spaces without cover which leave you open for a lengthy amount of time.

[h2]When can we expect these planned improvements to be live in-game?[/h2]

The plans that we’ve outlined to you today will require substantial development time, so we want to be transparent that not all of these proposed changes will be available to you in-game simultaneously across all of our library of maps.

We’ve established some healthier behaviors that we have already started to incorporate into new maps that are in development for the game, but we’ll be approaching the updating of old maps with dedicated focus to the maps most needing the changes first.

Our immediate priority areas of focus is to make improvements to Kaleidoscope on both Conquest, and Breakthrough. We know that we have the most opportunity to improve gameplay on this map, and this is where you can expect to see the first updates to land. We’re currently planning to deliver updates specifically to Kaleidoscope during Season One, and your feedback will help us to not only optimize the changes that we’re making to this map, but best inform us on where our focus on improving maps should move to next.

[h2]What do these identified improvement areas mean for future map design?[/h2]

We’ve already briefly shared that you’ll visit new locations in future Seasons. So today we’ll also outline how these current learnings will impact our design process for future maps.

The biggest action point for ourselves is that bigger maps doesn’t necessarily mean more freedom and playstyles, or fun. So you can expect future maps to be smaller in scale than most of our release maps. This also means we are reviewing a possible reduction in the number of Sectors and total Capture Points per map when playing at 128 players. We’re also thinking about changing the shape of the maps to give them more sense of direction. We feel that going from a common Battlefield standard of a square shaped playspace, to a rectangular shape most commonly used in some of our older entries in the franchise can better incentivize pushing forward versus circling out sideways. We feel that this can help to focus areas of combat, enable you to have more focused awareness, and reduce opportunities for enemy fire to come in from all around you.

We’ll also review the player counts across modes such as Breakthrough, as well as the types and number of vehicles that can be used on specific maps. For example, does it make sense to have (multiple) Jets on Kaleidoscope if that is our smallest map? It’s important to note here that our focus isn’t to limit your available options, but instead to find the right balance which positively enhances your gameplay experience. Above all, we want you to have fun no matter which map you’re on.

[h2]What’s next?[/h2]

We hope today we’ve given you a good overview of how we’ve been collecting your feedback around map design, and our thought process on how we can improve. We’d like to keep this as an open discussion with you, the community, and we’re looking forward to your thoughts on what we’ve outlined today.

Throughout the post today, we’ve posed a lot of questions, and we invite you to share your thoughts, feelings and responses over on the official Battlefield forums, but we’ll of course also be reading your comments across multiple hubs of community such as Discord, Reddit, and Social Media.

I will be back later this month to talk to you about the feedback that you’ve shared, what that’s enabled us to pursue, or inspired us to address. You’ll hear from me, and the team on how your feedback is helping us to best improve the experience you have when playing the game.

Lastly, we’d like to end with once again stating our dedication to the continued effort of improving on, and delivering new content for Battlefield 2042. We don’t take you, our players, for granted, and we truly appreciate your feedback and continued post-launch support now that we’re on the road to Season 1.



See you on the Battlefield,
Freeman // @PartWelsh
Community Lead, Battlefield


This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.