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New Battlefield 2042 map will be smaller in scale – Destructoid

DICE is also trying to improve maps like Kaleidoscope that have “too much open and flat space”

Many of us left Battlefield 2042 behind, and I’m not sure when, if ever, we’ll be back. In an article published today, DICE highlighted a number of “current issues” with map design and gameplay. And in terms of the new map, Battlefield 2042 players should “expect future maps to be smaller in scale than most of our releases.”

That is likely to give you peace of mind depending on how much you enjoy chaotic-best, dull-worse matches so far. With 128 players roaming around open map layouts, some of the biggest complaints from Battlefield 2042 players have focused on the lack of shielding resulting in poor “visibility”, long periods of time traveling on land feels like a “walking simulation” and being overwhelmed like infantry with lots of vehicles in the mixture.

In the blog post, DICE touches on all of that player’s response points and a few others.

The idea is Open these thoughtspropose changes and “openly discuss” with Battlefield community, in groups. We’ve heard it before!

For high-priority maps like Kaleidoscope, where a silver bullet solution is far from available, that means rethinking many areas, which will take “development time.” substantial” for full implementation. As such, not every proposed change will be included in every map “concurrently”; Instead, developers will focus on “the maps that need the most changes first.” Take a look at these suggested catch changes for Conquest:

Redesigned capture points in Kaleidoscope

This is the lesson that experience has told me as a person who is very fond of 2042 but also get tired of it’s flow pretty fast: “our aim is to reduce the chance of being shot from a 360 degree angle and eliminate that Best regards, Maria feeling of running on no-man’s land between goals. ” I feel like this feeling was all too common in my day.

More than anything, there’s this “Mmm, you don’t say!” take it:

“The biggest action point for us is Bigger map doesn’t necessarily mean more freedom and gameplay, or fun. So you can expect future maps to be smaller in scale than most of our releases. This also means we’re looking at reducing the number of Vectors and the total number of Captures per map when playing at 128 players. We’re also thinking about changing the shape of the maps to give them more direction. We feel that going from common ground Battlefield the standard of a square, to rectangular play space most commonly used in some of our older entries in the franchise which may better encourage forward pushing than round out outside. We feel that this can help focus combat zones, giving you more focused perception and reducing the chance of enemy fire from all around you.

We’ll also look at player counts across modes like Breakthrough, as well as the types and amounts of vehicles that can be used on specific maps. For example, does having (many) Jets on Kaleidoscope make sense if it’s our smallest map? It’s important to note here that our focus is not on limiting your available options, but rather on finding the right balance that positively enhances your gaming experience. . ”

Part one of Battlefield 2042 will start in “early summer”, later than expected. Obviously, there’s still work to be done even before the new content starts rolling out.

It feels like Battlefield The crew is in another mess, and I hope it can find a way out. (Or at least recall as much as possible until suddenly it’s time for a sequel.) This series can and should be more than we have 2042. I really believe Battlefield still has its place in the current multiplayer scene – just… not like this.

Jordan Devore

Jordan is a founding member of Destructoid and the one who posts seemingly random pictures. They are anything but random.

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