Tämä on mainospaikka (näillä pidetään sivusto pystyssä)

Battlefield V

Parasta tässä WW2 teemassa on juuri sopivan yksinkertaiset aseet. Se miten peli sitten toteutetaan on eri juttu. Valtavat mahdollisuudet kuitenkin sijoittaa tapahtumia oikeisiin historiallisiin tapahtumiin, oli sitten toteutus realistinen tai enemmän irrallinen.

Traileri oli kieltämättä melkoista ADHD meininkiä. Toki tuossa oli nyt keskitetty kaikki mahdollinen yhteen paikkaa ja oikea game play on sitten hieman rauhallisempaa ja puolet palaajista on kuitenkin snipun kanssa jossain kartan laidalla puskassa.

Taisivat ottaa opiksi BF1:n DLC katastofista. Viimeinen DLC 1.5v pelin julkkarin jälkeen on liikaa. Tämä lähestymistapa antaa mahdollisuuden lopettaa karttojen julkistus siinä vaiheessa kun pelaajat katoaa. Itse peruspeli voi olla sitten hieman kalliimpi.
 


Alla listaa videolla puhutuista asioista.

Design philosophy

  • Higher skill floor and skill ceiling
  • Emphasis on squad-play and team-play gameplay
  • Emphasis on planning and preparation
  • Attempt to eliminate the spawn-run-die-spawn-run-die mentality
  • More tactical and strategic than previous games
  • Focusing the player on the in-game environment rather than the HUD
Setting

  • Set in WW2
  • Will take place in France, Norway, Rotterdam and North African desert
Game modes

  • "Conquest", with the return of the old conquest system (assuming this is referring to tickets counting down to 0 instead of up to 1000)
  • "Team Deathmatch"
  • "Domination"
  • "Grand Operations", new 64 player game mode
    • Takes place over four fictional days
    • Each day is a full match
    • Different objective each day
    • Objectives and conditions are modular and can be changed by DICE on a daily basis to keep things interesting
    • You will always advance to the next day, it's not going to end early like in BF1
    • How well you do on prior days will have an impact on subsequent days
    • Example:
      • Day One - Jumping out of an airplane to pick up bombs to take out artillery on the ground
      • Day Two - Invasion force landing similar to the "breakthrough" mode in BF1 operations
      • Day Three - "Front-lines" style map/mode
      • Day Four - The fourth and final day only happens if there isn't a clear winner from the previous days. Day four will be the "Final Stand", an extremely tense game mode where your team spawns with one life/one spawn per player, significantly reduced resources, one magazine and possible extreme weather conditions such as snowstorms or rainstorms. All players must fight down to the last man standing to win the entire operation.
  • "Combined Arms", coop mode
    • Four players
    • Play through a variety of missions such as "paratroopers behind enemy lines" or "high stakes", an extraction-style mode
    • DICE has created a dynamic mission creator and AI for these coop experiences, with new challenges and random objectives to keep it fresh
    • Your soldiers and company from multiplayer and coop will cross-over
  • "War Stories", single player mode
    • Will focus on the untold stories of WW2
    • One example: Playing as a resistance fighter in Norway in 1943 during the German occupation, fighting to save her family.
Fortifications

  • Assets and structures can built on the map
    • Sandbags
    • Foxholes
    • Trenches
    • Barbed wire
    • Tank stoppers
    • Machine gun nests
    • Cannons
    • Reinforce destroyed buildings
    • Ladders
    • Supply depots you can build on flags you've fortified
  • All classes can build fortifications
  • Support class is the only class that can build "offensive" fortifications
    • Machine guns
    • Field cannons
  • Support class is much faster at building in general
  • Fortifications can only be built at predetermined spots on the map, but there are plenty of these to give players lots of options
  • Most buildings that are destroyed can be rebuilt with fortifications
Attrition

  • Health no longer automatically regenerates to 100%
  • Health bar is in stages now (e.g. three "stages" of 33% each, this is just an example, Jack doesn't say how many stages there are)
  • If your health falls below one of the stages, your health will only regenerate to fill the current stage (e.g. if your health falls to 25%, it will only regenerate up to 33%, not 100% as before)
  • To get all your health back, you will need to find a medpack
Physical interactions

  • Everything your character does in the game requires player input and interaction, and each interaction has it's own animation
  • Example 1:
    • Using a medpack or ammo pack requires the player to walk over and interact with it
    • After interacting with the medpack or ammo pack, an accompanying animation will play of your soldier picking it up and using it
    • No more magic medic or ammo "auras"/AOE effects that passively refill health or ammo
  • Example 2:
    • If you want to do a ledge grab, you have to time it right and hit the button to grab the ledge at the right moment
Spotting

  • No more automatic spotting (I'm not 100% sure what he means by "automatic")
  • No more 3D spotting, i.e. no more blind shooting at 3D icons and hoping to hit someone, you will have to watch, listen and pay attention to your environment more closely
  • No more relying on the user interface or the HUD [to locate enemies] (brackets mine)
  • No more playing from the minimap (I'm assuming this means enemy players no longer show up on the minimap)
  • You can still call out where vehicles and enemies are but it works differently now, Jack assumes it's some kind of contextual ping system like in Incursions or Rainbow Six: Siege
Reviving

  • Reviving is no longer instant, there is a full revive animation that takes a few seconds to complete, during which the player is vulnerable
  • You can initiate the revive animation from any angle
  • You can see the player detail and customization during the revive animation (it sounds like Jack is suggesting that the downed player will see the revive animation from their point of view as well, but I'm not sure)
  • Your character will keep a low profile during the revive animation
  • You can cancel the revive animation at any time
  • You can drag to bodies of downed teammates, grab their leg, arm, head, whatever and drag them behind cover before attempting a revive
  • Reviving is no longer class-specific, all classes can revive now
  • Medic class revives much faster and restores the player to 100% health while other classes are slower and restore only partial health
  • Downed players can look around in all directions and call for help, the animation of calling for help shows them raising their hand and screaming, as shown in the reveal trailer with the guy on the stairs
Gunplay

  • No more visual recoil
  • Every gun now has a unique recoil pattern that is predictable to a certain extent and can be learned and mastered
  • DICE is attempting to reduce the impact of randomness and increase the ability of the player to control and learn a weapon over time, Jack believes this will create a higher skill ceiling on the gunplay
  • If your character's hand is on the trigger and you're facing forward you can always shoot it
    • For example, if you're doing a one-handed vault and facing forward, you can shoot during the middle of the vault
    • The same goes for jumping, but when jumping you can only shoot from the apex of the jump
    • It will be inaccurate in both instances, but still possible
  • LMG bipods are much easier to setup and use
  • Guns have bullet penetration, you'll be able to shoot buildings with thin walls, wood and sheet metal
  • DICE didn't give any answers concerning whether suppression is returning, they're supposedly still looking into it
Movement

  • Completely overhauled
  • You can now dive forward, back, left and right
  • After you dive you can stay on the ground, crawl backwards or to your side, and shoot (as shown in the reveal trailer)
  • Very similar to prone system in ARMA and Rainbow Six: Siege
  • There's a big delay after you dive before you can shoot to prevent dolphin diving
  • You can now crouch sprint (i.e. low-profile sprint)
  • You can burst out of windows and commando roll to keep your momentum going instead of having to destroy the window first before vaulting through it
  • Large explosions can knock you off your feet even if they're not fatal
Towing

  • You can now tow things with vehicles (as shown in the reveal trailer)
  • Vehicle that can tow include tanks and half-trucks
  • Things you can tow include:
    • Stationary anti-air guns
    • Supply depots
    • Field cannons
  • Teammates can use the objects being towed as they are being towed
Destruction

  • Revamped and more drawn out
  • If a shell explodes inside a building, the walls and windows will explode outwards
  • If a shell explodes outside a building, the building will break inwards
  • If a tank drives through the wall of a building, the walls will crack and bend depending on how the tank has entered the building, with debris flying and falling on the tank
  • DICE is attempting to make destruction more drawn-out and believable
Squads

  • Heavy emphasis on squad-play and keeping your squad together
  • When you join a game you're automatically placed in a squad and can leave it if you choose
  • New squad spawning system
    • If you die while in a squad, you'll go to the squad deploy screen which is before the tactical map deploy screen
    • The squad deploy screen is live third-person spectator mode of your squad members
    • You spectate different squad members so you know exactly what you're getting into before you spawn
    • If your squad is wiped, you will need to spawn back from the tactical map screen, which Jack says takes longer than the squad deploy screen
  • If you're the last surviving member of your squad, you get a notification alerting you accordingly
  • On the deploy screen (he doesn't specify which one) you'll be able to see who is spawning on who
  • Squad "Call-Ins" are special "abilities", a bit like killstreaks, that your squad can activate after accumulating enough squad points
  • Confirmed "Call-Ins" include:
    • V1/JB2 rockets
    • Supply drops
    • Smoke barrage
    • Heavy weapon pickups, i.e. NOT hero kits, they are powerful weapons that don't change your class similar to battle pickups in BF4
    • Squad vehicles like the Churchill Crocodile flamethrower tank or the Sturmtiger (massive German assault gun)
  • Only the squad leader can spend squad points to activate Call-Ins
Classes, progression and customization

  • You create your own company of soldiers, weapons and vehicles, with the ability to customize appearance and play-style
  • The four classes will return (Assault, Medic, Scout, Support)
  • You create a soldier and add that soldier to your company of soldiers
  • You can customize soldiers appearance in a variety of ways:
    • Gender
    • How their face looks
    • Face paint
    • Fair
    • Facial hair
    • Hats
    • Helmets
    • Jackets
    • Pants
    • Shorts
    • Accessories
    • Prosthetic arms
  • You choose a class "archetype" for each soldier
  • Archetypes are highly customizable and utilize a skill-tree type system
  • The purpose of the archetype is to create separate roles within a class that specialize in different things, such as giving an assault class the ability to specialize in anti-tank, anti-infantry, or a mix of both
  • There are highly specialized archetypes called "exotics" that are really good at one particular thing, for example the "Recon Paratrooper" archetype that is a stealthy, short-range, behind-enemy-lines guy that uses a silenced SMG and silent gadgets like pistols and garrotes, and is equipped with silent footsteps, smokes and throwing knives
  • You can add additional specialization trees to your class such as Agility, Flak Armor, Suppressive Resistance
  • The more you play your class, the more you will level it up and get access to more archetypes and specializations
  • You can customize and level up your guns, unlocking specializations within the skill tree for that gun, such as bipods, bayonets, stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on the back, straps, etc.
  • Each gun should have around 5-7 different specialization elements that you can customize and change
  • Gameplay and visual customizations are separate, "specializations" are things that affect gameplay, visual customizations are a different thing entirely
  • Tanks and air vehicles can be customized similar to soldiers and guns, with specializations and visual customizations such as paint jobs, sand bags, boxes, teddy bears, horse's heads, bottles, etc.
  • Jack will be doing a dedicated video on customization and progress later because it's much more complicated and in-depth than in past games
General gameplay

  • Players spawn with much less ammo
  • There are more ways to get ammo:
    • Ammo packs
    • Ammo crates
    • Supply depots that you can build on flags
    • Looting enemy bodies
    • All with their own physical interactions and animations
  • You can throw back grenades that are on the ground
  • You can catch grenades in the air and throw them back
  • You can shoot grenades in the air to explode them
  • Much less grenades overall
  • No more hero kits or elite classes
  • No more behemoths
  • Vehicles will be asymmetrical, meaning both factions will have vehicles with different strengths and weaknesses. For example, one team might have tank that is big and slow but does a lot of damage, while the other team has a tank that is faster and smaller but has less health and does less damage, or you might get a tank that's a glass cannon. This is different from previous games where both sides essentially had re-skinned versions of the same vehicles.
  • Transport vehicles are live on the map and you can jump into them
  • Combat vehicles spawn from the tactical deploy map
  • You will be able to experience the "shush" animation from the reveal trailer in live gameplay (I'm assuming its a melee execution of some kind)
Environment

  • Grass and other in-game objects will move and react to the environment, e.g. creeping through the grass will cause the grass to move
  • Ragdolls and environmental objects are server-side and have physics now, which allows for some new and interesting in-game interactions, for example, if a player dies on a hill, his/her body will roll down the hill interacting with the environment on the way down (grass, puddles, etc.)
  • Character models interact with the environment much more
    • If there is tall grass or reeds, character models will knock them down
    • If a character is sprinting in water, the character will change to a wading animation
    • Character will put their weight into objects when they crash into them
Business, communication and post-launch content

  • All logic in the game can now be controlled server-side, so if something is broken or imbalanced it can be changed instantly without requiring a patch, this includes things such as cap times, respawns, time to bleed out, etc.
  • DICE is promising that communication between the devs and the community will be significantly better in this game, promising more roadmaps and visibility
  • No premium pass for multiplayer; all maps, modes, etc. after launch will be free to all players, i.e. no splitting the community between players with standard and premium content
  • DICE is calling their post-launch content drops "Tides of War" and will include daily, weekly and monthly challenges with overarching chapters and quest lines that reward you with unique items and cosmetics
  • "Tides of War" will also include new maps, modes and limited time experiences
 
Olipas värikästä, maastosta hahmojen naamamaaleihin (mitä sitten myydään mikromaksuilla, mark my words). Äänimaailma kuulosti hienolta (V1-pommi!), mutta pelin flowta haittaavia animaatioita on lisätty entisestään (jos tämä nyt oli realistinen kuvaus pelattavuudesta). Toinen maailmansota saattaisi olla kiinnostava ajankohta, mutta miksi taas pitää sotia Ranskassa ja Länsi-Euroopassa? Taistelukenttiä olisi löytynyt monesta muustakin paikasta.

Itse olisin mieluummin nähnyt modernin ajankohdan Bad Company 3:n.
 
Olipas värikästä, maastosta hahmojen naamamaaleihin (mitä sitten myydään mikromaksuilla, mark my words). Äänimaailma kuulosti hienolta (V1-pommi!), mutta pelin flowta haittaavia animaatioita on lisätty entisestään (jos tämä nyt oli realistinen kuvaus pelattavuudesta). Toinen maailmansota saattaisi olla kiinnostava ajankohta, mutta miksi taas pitää sotia Ranskassa ja Länsi-Euroopassa? Taistelukenttiä olisi löytynyt monesta muustakin paikasta.

Itse olisin mieluummin nähnyt modernin ajankohdan Bad Company 3:n.
  • Will take place in France, Norway, Rotterdam and North African desert

Eiköhän siellä olla aika eri paikoissa.
Ja esim revauksessa animaatio erittäin tervetullut, samoin kuin kaikki adhd mentaliteetin poistaminen.
 
  • Will take place in France, Norway, Rotterdam and North African desert
Eiköhän siellä olla aika eri paikoissa.

Ja esim revauksessa animaatio erittäin tervetullut, samoin kuin kaikki adhd mentaliteetin poistaminen.

No joo, Indokiina, Balkan, Kaukasus olisi olleet raikkaita vaihtoehtoja.

Pelimekaniikkaa voisi hidastaa ilman, että siinä pitää käyttää raskaita animaatioita, jotka vievät kontrollin tunteen pelaajalta. Tämä on isompi ongelma hiiren ja näppäimistön kanssa kuin padilla.
 
Unelmissa on se päivä, jolloin Suomi vs Neukut olisi osa WW2-peliä. Siinähän olis hyvää DLC-ainesta, Suomessa kuitenkin oli isoja taisteluita ja aseitakin voisi lisätä, ainakin Suomi-konepistooli olis kova.
 
Miten esim revauksen saa tehtyä hitaammaksi ilman animaatiota? Kaikenlisäksi kun animaation sai peruttua koska vain.
 
Miten esim revauksen saa tehtyä hitaammaksi ilman animaatiota? Kaikenlisäksi kun animaation sai peruttua koska vain.

Esim. siten, että elvyttäjän täytyy "ladata" elvytyslaitteisto ennen kuin sitä voi käyttää. Tämän voi tehdä siten että pelaajalla on koko ajan kontrolli hahmoon, mutta elvyttäminen on silti hidasta eikä sitä voi tehdä viittä kertaa viiden sekunnin sisällä.

Pelaajan lukitseminen pitkiin animaatioihin on mahdollisimman huono yhdistelmä näin kaoottisessa ja muuten nopeatempoisessa pelissä (ja pelaajien suosimissa putki- tai avoimissa kartoissa).
 
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Hyvältä vaikuttaa, ensin ww1 ja nyt ww2 oikealla tiellä ollaan omasta mielestä. Mielenkiintoisia uudistuksiakin luvassa ja hyvä että uskaltavat tehdä niitä. Kunhan peli vain pyörisi hyvin, jännä nähdä kummoisia laajennuksia luvassa kun nyt on jätetty se maksullinen premium pois.
 


Noniin nyt näyttää jo paremmalta!

EA:n tilaisuudessa kerrottiin myös peliin tulevan jonkinlainen Battle Royale-pelimuoto.
 
Tästä tulee pelikuvaa katellessa ajoittain mieleen vanhat hyvät ajat Bad Company 2:n parissa. Rakennukset palasiksi, tiivistä tiimityöskentelyä, talvimaisema... Sunnuntaina Microsoftin pressissä tulee lisää tietoa.

 
Onko missään vahvistettu että tämä tähtää 60fps konsoleilla. Alkaa olemaan sen verran paljon efektiä ruudulla, että ainakin orkkis PS4 tippuu kyydistä.

Saapa nähdä että mitä tästä konsoleilla tulee, pahoin pelkään että ei tule pyörimään.
 
Onko missään vahvistettu että tämä tähtää 60fps konsoleilla. Alkaa olemaan sen verran paljon efektiä ruudulla, että ainakin orkkis PS4 tippuu kyydistä.

Saapa nähdä että mitä tästä konsoleilla tulee, pahoin pelkään että ei tule pyörimään.
Sama pelimoottorihan tuo on kuin bf1:ssäkin. En usko, että huonosti tulee pyörimään edes normi pleikalla.
 
Onko missään vahvistettu että tämä tähtää 60fps konsoleilla. Alkaa olemaan sen verran paljon efektiä ruudulla, että ainakin orkkis PS4 tippuu kyydistä.

Saapa nähdä että mitä tästä konsoleilla tulee, pahoin pelkään että ei tule pyörimään.

Minusta tuntuu, että peli tulee pyörimään yhtä hyvin kuin Battlefield 1:n kohdalla, koska sama pelimoottori. Playstation 4:lla peli saattaa pyöriä 900p/60fps, kun taas Xbox Onella 720/60fps. En oikein usko, että EA lähtisi pilaamaan pelikokemusta 30 fps.
 
Ei BF1 pyöri hyvin, noin 35-50 normaalilla ja 45-60 Pro:lla, tai joitain tuohon suuntaan.

Jos noita trailerissa nähtyjä alpha efektejä käytetään myös konsoleilla, niin CPU kyykkää.
Sitten on vielä se Battle Royale tila, jos se on 100 pelajaa nuilla graffoilla, en jaksa uskoa 60fps saavuttamiseen, vaikka varmasti yrittävätkin.
 
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