Battlefield 2042 Q&A with DICE



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The Battlefield 2042 beta is now available on all platforms for Early Access customers (anyone who pre-ordered the game), but earlier this week we had the chance to participate in a roundtable of questions and answers. with a few key members of the development team at DICE: Florian Le Bihan, lead game designer, Kalle Nyström, level designer, and associate producer Marie Bustgaard Granlund. We have completely transcribed the chat below.

As a reminder, the Battlefield 2042 beta will open to everyone on October 8 at midnight PT. The full game is now slated to launch on November 19 after the recent delay from its original October 22 release date.

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What is the purpose of AI robots?

Marie Bustgaard Granlund: We use AI to populate the servers. They may appear more in less populated areas or at times when few players are online.

How often can players expect to encounter the Tornado Event?

Kalle Nyström: There is a good chance that this will not happen. I think the percentage in the beta is around 10%, I think the risk of bad weather is higher, but bad weather doesn’t always include a tornado. This is, of course, to provide some variety as we didn’t want it to happen all the time, by the same path, etc. I think for the Battlefield 2042 launch we did a higher probability, but the percentage for beta is 10%.

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Does the tornado get bigger over time when it reproduces?

Kalle Nyström: I don’t believe that’s the case. It’s kind of like it does, as it spawns on the outside and appears on the map in order to create anticipation and make sure you can be ready for it when it arrives.

Can you give us an overview of the Orbital Map narrative envelope in Battlefield 2042?

Kalle Nyström: Narratively, the US has claimed this launch site and wants to launch this rocket, and Russia wants to stop this launch. In terms of gameplay, however, we made the decision to disconnect the narrative so that the game mode itself is not impacted by the rocket in Orbital. This would have meant custom mode settings, having different victory conditions in different maps while being in the same mode. We wanted to avoid this.

What effect does launching or destroying the rocket have on either team and the orbital map?

Kalle Nyström: This is mainly a change of map scenario. It’s cool and once the rocket is gone it’s a little easier for the helicopters to reach the flag because you can fly more freely without the rocket in your way.

If it explodes, however, it creates a much more chaotic close combat environment where there is smoke, fires, debris everywhere. What used to be a very vehicle-dominated space is becoming more infantry-friendly and that is the goal.

What does it take to bring down the rocket? Can a player with a tank detonate it?

Kalle Nyström: The rocket is invulnerable during the supply sequence. When the launch sequence begins, that is, when the rocket arms release the rocket, the rocket is vulnerable to damage. This streak lasts about six minutes, so you definitely have time to damage and remove it.

Tell me I can ride the rocket!

Kalle Nyström: The short answer is yes! But at some point you can’t go into space anymore and that’s actually for technical reasons. But you can certainly jump on the rocket, but you should jump before it’s too late.

How did you manage to balance the Battlefield 2042 experience on the latest generation consoles with half the players?

Kalle Nyström: Basically we tried to make sure it was closer to what we’ve done before in terms of size and stuff. Orbital on PlayStation 4 and Xbox One is getting a pretty fast paced card. We wanted to keep the theme of the map though, so it’s still based on the launch site. We also still have the tornado and rocket events.

What was it like returning to modern combat with Battlefield 2042 after two historic entries?

Florian Le Bihan: I think one of the most important points for us was the creative freedom to be able to deliver really fun gameplay. For previous historical games, we had a lot of limitations in this regard while trying to remain historically believable. It was a good challenge, but working with a modern setting and more specifically, the era we have with Battlefield 2042 has helped us unleash that creative freedom where we can just come up with some really cool stuff that you haven’t seen yet. in no Battlefield.

What is the greatest range for long-range snipers in the Battlefield 2042 beta?

Florian Le Bihan: The biggest range we have in the beta is 8x, but the full game has 12x range.

Do you unlock attachments with weapons as you play them, or is it based on general level?

Florian Le Bihan: You unlock them as you play with the weapons. This time around, we have opted for a new way of progressing.

Do ammo crates restock gadgets? I noticed that there are no more supply stations at the capture points.

Florian Le Bihan: Yes, gadget restocking is back in ammo crates. I also believe that we have decided to leave with grenades.

I don’t know if this is all in the open beta. We’ve already made a few small changes, having had a lot of talk about ammo availability and vehicles in general. We’ve made sure you can get your rockets back to deal with the vehicles.

It looks like not all sectors will have subsectors and capture areas on Orbital. How come you broached this topic of clustering in Battlefield 2042?

Kalle Nyström: It all depends on the pace we are looking for on the different maps and how we want them to play. Orbital has quite a few compared to other cards. We have two two-point sectors and four one-point sectors. But in terms of balance, that’s where we felt Orbital performed best. There are certainly larger maps with three-dot sectors for example, so it’s definitely on a map-by-map basis.

Have you thought of some sort of system to help recognize enemies?

Florian Le Bihan: During the Open Beta, you will surely notice that there are a few issues. We know it’s a concern. We worked to resolve this issue by adding additional features that help recognize friends from enemies, such as IFF lights, small lights that would be present on the team member.

What does the DICE team think about this game? Did you have fun during the development of Battlefield 2042?

Marie Bustgaard Granlund: I had fun ! This was of course a challenge, earlier in the project everyone was working from home due to the pandemic. I was pleasantly surprised to see how far we were able to go with all of these types of challenges. It’s been a challenge, but I think we’ve grown and learned a lot of what the development of big games could look like in the future. I really enjoyed working with the colleagues at Criterion.

Thank you for your time.



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