**OFFICIAL** AT Battlefield 3 FAQ and News Thread

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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
Edge - DICE on Battlefield 3's multiplayer

Lead multiplayer designer Lars Gustavsson discusses catering for every type of player.



Prised from our hands-on with Battlefield 3’s riotous Rush mode at this year's E3, we sat down with Lars Gustavsson, lead multiplayer designer and 12 year veteran of the franchise to talk about the series’ development, level design and tactics.

Is Battlefield’s hitherto insistence on big teamplay strategy, objectives, vehicles and classes too much to take in for a massmarket fed on COD’s twitch clicking carnage? Is that the thinking behind the introduction of simpler modes like team deathmatch?
When we were a young studio, we were extremely proud of what we did. We still are, of course - but we more or less told people: if you’re a team player, you’re a good citizen, and if you aren’t, there are plenty of other games you can play instead. Through the Bad Company splinter branch, we learnt so much about what our audience wants and doesn’t want; we’ve accepted the fact that people are different and want to play differently. Even though I stubbornly said that Battlefield is always about teamplay, vehicles and big maps, not everyone agrees - not even everyone at the studio.

We shipped 1942 with 24 people; I’m afraid of saying just how many people make this [Battlefield 3] game! We have so much more input in the design process, that we are really happy to be able to cater to everyone. We can provide a good lone wolf experience. We set up our kits to allow for that powerful teamplay unit, but separately they need to be able to stand on their own. We can cater for singleplayer, coop, multiplayer - we can give you the range from lone wolves who hate vehicles to, at the other end of the scale, all out war in Conquest with jets flying overhead. It’s enough of ‘you’re a good citizen’ - if you bought the game, it’s up to you how you want to play it.

Are there conflicting needs between single and multiplayer in terms of what the engine needs to be able to do?
Definitely. Singleplayer and multiplayer both have their own needs, but in the end I feel it’s utterly important that it feels like the same game. There’s no better way of proving your singleplayer run-and-gun experience than seeing what it feels like against a live human opponent in multiplayer. But we’re more than willing to make differences to deliver the best experience in each. For example, in multiplayer, we do an additional pass for animation. In singleplayer you don’t mind if a guard up on a balcony does a nice Hollywood death animation when you shoot him - stumbling around a bit before falling over. While in multiplayer it needs to be a one-to-one correlation between action and result.

A striking thing about the Paris-set Operation Métro level is the way it radically changes the shape of the battlefield in each of its stages - can you take us through the design process?
If people walk away from that level having been surprised - “Is that where we’re going? Will we really do that?” - those reactions make me really happy. It’s all about a journey - like Lord of the Rings: now we go into Mordor!

The Paris map could almost be three or four different levels.
Exactly. There’s nothing preventing us, if people had the time and the will, we could probably do a ten base Rush map! It’s definitely doable.

Do you have a plan for how the environments shape gameplay and which classes that benefits?
Battlefield games are always hard to balance, since for different locations different kits have advantages. The beauty this time around, with the gun attachments and upgrades, you can easily adjust to the location you are in. So out in the park area, you get snipers at the back, and if you’re a defender you want to go recon or engineer to take out the vehicles. When you go into the subway the support class comes into its own as you run through the tunnels. The challenge for me is to ensure that our telemetry data shows that all the classes are equally used across the whole map.

Bad Company 2’s complex tactics put some people off, leading to many resorting to standing at the back and sniping [a group known as Chewbaccas to the community].
We’re still in pre-alpha, so there are a lot of things you haven’t seen today. But for them, it’s part of an educational package. Nothing of this is set, but it could be anything from instructional videos to a lot of additional aiding systems in order to let people really know what it’s all about. I think our work with the Bad Company franchise on console, and what that makes you do when it comes to context sensitive systems, it made for a smarter and well thought-through design. Hopefully we’ll reel in the Chewbaccas!

This interview was conducted as part of our Battlefield 3 preview, printed in this month's issue of Edge, out now.
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
"Bad Company 2’s complex tactics"...

What? There is nothing complex about shooting triangles. There's very little that's complex about BC2 at all. And when are they going to confirm that they will cater to people who don't want 3D wallhack spotting without having to choose hardcore mode? It's great that it's optional in BC2 but if you turn it off you're either unranked, or you are ranked but your server only shows up in hardcore results in the browser, either of which is unacceptable to getting your server populated.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
"Bad Company 2’s complex tactics"...

What? There is nothing complex about shooting triangles. There's very little that's complex about BC2 at all. And when are they going to confirm that they will cater to people who don't want 3D wallhack spotting without having to choose hardcore mode? It's great that it's optional in BC2 but if you turn it off you're either unranked, or you are ranked but your server only shows up in hardcore results in the browser, either of which is unacceptable to getting your server populated.

It was braindead obvious that they were referring to the average player's inability to cope with Bad Company 2, regardless of the game's own level of complexity.

All they were saying with that statement was that they're going to strive to make some of the more complex tasks and less obvious tricks in Battlefield 3 more readily available to the average player.

I play quite a bit of BC2 Vietnam and one of the game breaking features in that game is the Huey in Rush (as there are no dedicated anti air weapons in Vietnam, and the defenders never get a tank which can make mince meat of Hueys with ease, so Conquest isn't a problem). So it is natural that most players believe the Huey to be flat out overpowered.

However, what the vast majority do not know is that the auto sniper rifles (the M21 and SVD) do massive damage to the Huey relative to all the other weapons. Four players using an auto sniper rifle against the Huey can bring it down before it completes its first pass. No matter how much I try and council my team to help me in the task (hell, or even council the opposing team to try and make it a fairer fight) I most often get flat out ignored because of player ignorance. I'll even see players try and argue that an LMG or the M40 is the better anti-Huey weapon even though that's a flat out falsehood as they're just guessing as opposed to my knowing.
 

happybelly

Senior member
Dec 4, 2004
493
0
0
I wish we would start getting some more info on the vehicles in mutliplayer. They're making it look like another infantry only type multiplayer shooter right now.
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
Here's a somewhat different topic than we've been discussing here. On the EA UK BF3 forums we were discussing the new revive system which lets you decline revives. In BC2, if you got shot down, revives did not take away the death. And obviously, being revived means you run the risk of being immediately shot dead again. I believe that if BF3 doesn't change this so that revives do take away the death, kill/death ratio whores will intentionally decline revives to preserve their KDR. Whereas before, people would say Don't Revive Me Bro because of medic padders who intentionally revive you under heavy fire hoping you'll keep dying so they can get points, now, when the round is nearly over and it's tied at 5 tickets each, people will be saying in Squad VOIP: Don't Decline the Revive Bro.

I think you shouldn't get a death until you fully die, and you shouldn't get a kill until your target is confirmed dead either. If they want to create a Takedown/Incapacitations stat to fill that gap, that's absolutely fine. Hell they can create a TakeN down/IncapacitateD stat to fill the death stat gap too. If you get shot down, you get an Incapacitated added to your stats. If you get revived, no death is added and the Incapacitated stays. if you fully die, the Incapacitated drops off and a Death is added to your stats.

If you look at a players stats and see a lot of Incapacitateds, it tells you they work with medics as a team. If you see a lot of Incapacitates on their Offensive stats, it tells you they go around lone wolfing and taking enemies down, but not keeping them down until they die.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
meaningless stats imo.

play the game

To you or I, we might care more about the win than the stats. But DICE knows for a fact that a lot of players are KDR whores. Why should they knowingly set the game this way when they know KDR whores will decline the revive, and lose a ticket for their team, just to preserve personal KDR?
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
To you or I, we might care more about the win than the stats. But DICE knows for a fact that a lot of players are KDR whores. Why should they knowingly set the game this way when they know KDR whores will decline the revive, and lose a ticket for their team, just to preserve personal KDR?

I do agree they could maybe do it better but overall I couldnt care less.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
GameSpasm - Hands-on with multiplayer Battlefield 3 on the PS 3

July 8th, 2011

Battlefield 3 is one of the most-anticipated games of the year. The combat shooting video game isn’t coming out until Oct. 25, but Electronic Arts showed it off today to the press at its headquarters in Redwood City, Calif.

This is an important game for EA. If it looks and plays beautiful, it could very well generate a billion dollars in revenue, just as new installments of Call of Duty have done each year for Activision Blizzard. If it falls short, there will be a lot of disappointed gamers and investors out there. And Activision Blizzard will keep its bragging rights for the king of shooters for another year.

With that in mind, I played a round of Battlefield 3 multiplayer on the PlayStation 3. It was the same map in the Paris Metro underground that I played at E3, when EA showed off the PC multiplayer version of the game. It was a fun experience, but not quite as high as the highest expectations for this game. As others have reported, the PS 3 version of the game runs slower. The PC game runs at 60 frames per second on a high-end machine, while the PS 3 version runs at 30 frames per second. That’s noticeably different, and it’s slower than Call of Duty Modern Warfare 3, as far as I can tell. At E3, I played the Spec Ops version of multiplayer for Modern Warfare 3.

EA pointed out that the Battlefield 3 game was running on Alpha code today. It’s not done and will be improved by the time it launches. I suspect that the Xbox 360 version will be similar to the PS 3, running slower than the maximum speed on the PC. In some ways, that’s OK. The Battlefield series has always made this trade-off of realism over speed. In Battlefield games, the environment is alive. Buildings are destructible. Vehicles can be driven. And soldiers can’t run at 40 miles per hour forever.

With Battlefield 3, the multiplayer combat is similar to Battlefield Bad Company 2, which debuted in March 2010. You are given a goal of defending or taking an objective. If you take the first objective, you can move into a new part of the map with a second objective. If you seize four objectives, your team wins the match. Defenders have to fight off the attackers. This kind of directed play is good because it gives everyone a sense of the mission at hand.

The battle in the Metro map started in a park, with one group trying to reach a laptop and blow it up. The foliage was deep enough in places so that you could hide completely. The enemy came up with an armored car and they kept taking our team out. I switched from an assault rifle role to an engineer. Then I used rocket-propelled grenades to take out the armored car from behind. I shot it four times before it finally blew up. But we still lost that part of the fight.

My group lost control of the first objective, and that forced us underground into the Metro to defend our next spot. Amid crashed subway trains, we had to defend another laptop hidden in a maintenance room. We managed to do so quite well, mainly by gathering around the objective spot and shooting down long corridors.

We blocked the enemies from getting through to the objective room. In the match, I managed to come in first place during the round, taking down 13 enemies and dying 16 times. That wasn’t a great performance, and it was aided by the fact that I was always on the defense, which is easier. Most of my kills were against targets that were 25 yards to 75 yards away.

The good thing was that I didn’t notice that much lag, or jerky slowness. Multiplayer has to be faster than the single-player version of the game. When you shoot at someone, you expect to hit your target. If you don’t, the illusion of realism falls apart. With Battlefield 3, the game is fast enough. But it is not noticeably better and the multiplayer graphics are not ten times better than the games that are already out, such as Call of Duty Black Ops, Medal of Honor, and Battlefield Bad Company 2.

Yes, the graphics are better as the Frostbite 2 engine — which determines the quality of the graphics and physics — has been improved for Battlefield 3. But those improvements show up more in the PC version of the game that EA has been showing for most of its big-event demos. With the PS 3, there are trade-offs. To me, the graphics were little more fuzzy and weren’t crisp on the PS 3. It looked almost as if someone had sprinkled black dots throughout the image on the screen in a way that turned down the sharpness.

That’s disappointing. I also had a hard time playing with the PS 3 controller. I shoot better with either an Xbox 360 controller or a PC mouse. With the PS 3, I fumble around more. And with the fuzzy graphics, I couldn’t see that far away during the action scenes. Consequently, I found it very difficult to snipe at a soldier off in the distance, even with a red-dot scope on my gun. I imagine that I could adapt to that over time, but it reinforced the notion that I would likely want to play this game on the Xbox 360, which has the weakest graphics of any of the systems that will run the game.

I hope that the game developers can make strides in speeding up the game play and improving the graphics. But after playing a round on the PS 3, I’ve adjusted my expectations downward for this game. But before I write the game off as a disappointment, I still want to see a lot more and I want to hear some more analysis from some real graphics experts on this topic.

After I played multiplayer for Modern Warfare 3 at E3, I was mildly impressed with the Hollywood-style combat, even in the multiplayer sessions. With the Spec Ops mode, you play cooperatively with another player, fighting growing numbers of enemies until you are just overwhelmed with bad guys. I didn’t see any lag problems and the graphics seemed reasonably good. At this point, I’ve seen more Battlefield 3 up close than I have Modern Warfare 3.

With Battlefield 3, EA showed scenes with outstanding graphics at the outset back in March, setting very high expectations. After I saw the scene that EA showed in March, I felt like I was looking at a combat video, not a video game. Hopefully, the game will live up to that imagery. But it will come back to haunt EA if it doesn’t.

EA still has to show more of the single-player version of the game. So it has plenty of chances to win over fans by the time the game launches in October. Here’s how it stands now: EA impressed everyone in March with a great demo and again at E3 in June, when it showed off tank combat. But now reality is setting in at this stage. In the coming months, EA will have to impress us all over again.

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battlefield3gamer - Battlefield 3 Planning To Have Full Joystick Support

Posted by CaLLmeDoM94 on July 10, 2011 at 11:14 PM

Flying with joysticks in previous Battlefield titles on the PC platform, have been popular among users who are uncapable of flying with a mouse and keyboard. Battlefield 2 allowed joystick controls to be fully customizable: Certain buttons to fire missles, bullets, certain tweaks to the joystick to roll and maneuver as well. Battlefield 3 fans have now learned, via Tweet, by Alan Kertz, Senior Gameplay Designer, that DICE plans to "fully support joysticks". Take a look at the in-depth customization of flying aircrafts and helicopters below.

 

chavo12345

Senior member
Jun 7, 2011
339
5
81
Ladies and gentleman, start your building. Now that GameStop has leaked the PC specs for Battlefield 3, it's time to piece together a new rig that can handle the Frostbite 2 engine.

The specs appeared on the GameStop product page over the weekend, but has since disappeared. Thanks to the lads at Gamerzines, that information is still available for public consumption. Looking at these hardware requirements, they are very similar to the guesses made by the fan site EnterBF3.com this past May.

Minimum:

Hard Drive Space: 15GB for disc version or 10GB for digital version
OS: Windows Vista or Windows 7
Processor: Core 2 Duo @ 2.0GHz
RAM: 2GB
Video Card: DirectX 10 or 11 compatible Nvidia/AMD ATI card
Recommended:

Hard Drive Space: 15GB for disc version or 10GB for digital version
OS: Windows 7 64-bit
Processor: Quad-core Intel or AMD CPU
RAM: 4GB
Video Card: DirectX 11 Nvidia or AMD ATI card, GeForce GTX 460, Radeon Radeon HD 6850
We've reached out to EA for confirmation that these are the final specs, but have yet to hear back. Battlefield 3 storms retail on October 25.

original article:
http://www.gameinformer.com/b/news/archive/2011/07/11/gamestop-leaks-battlefield-3-pc-specs.aspx
 
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