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

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Zargon

Lifer
Nov 3, 2009
12,218
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There were 7 classes in BF2. Spec ops got c4 and AT got AT. That's it. 2 out of 7. 3 out of 7 if you wish to count AT mines with engineer but I don't because those can be seen too easily.

So 2 out 7 in BF2 or 2 out of 4 in BC2. And with so many playing Recon, it's really much more than 2 out of 4.

And the choice between mortar and c4 doesn't make it better. The fact is, because Recon is usually snipers headed to a camp spot, if they need to respawn with C4 for whatever reason, they don't even need to pick a new class. They just choose c4, blow whatever up, then run back to camp spot. No inconvenience WHATSOEVER in trade for the ability to kill the tanks. This completely destroys the class balance and vehicle balance. Anyone can have anything without giving anything up.

Just like the 4X scopes every class gets makes everyone a sniper up to 400 yards. You have to get to very long range before snipers get their long range shot advantage back.

Just say no to BC2-ization of BF3.

dude, your complaints are about peoples use of stuff, not game mechanics.

BF3 is not going to change people. you can still c4 camp and hide with spec ops.

the #'s aregument doesnt even make sense since its a)all conjecture b) having more classes doesnt mean people will play those classes instead of recon :|


I'm just saying, people are going to be annoying campers no matter what, dont expect the game to change that
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
I'm just saying, people are going to be annoying campers no matter what, dont expect the game to change that

this can be a major problem in BC2 Rush, particularly in some of the Vietnam maps, such as Vantage Point, where if you don't actually RUSH your team will just get slaughtered as the Defenders settle into an impregnable grenade spam defense.

I've jokingly (but also semi-seriously) suggested to some of my friends that an easy fix would be to have an implementation in the game that would monitor players that aren't advancing forwards to help the team out and hit them with a magic mortar strike and just kill them with a giant centered text warning flashing on their screen that they need to MOVE FORWARD OR CONTINUE TO BE STRUCK DOWN BY MAGIC MORTAR STRIKES. (these deaths would obviously not count against the defenders' total ticket count but it certainly would discourage camping in the back).

Granted, actual functioning voice chat so that the campers could be encouraged to move forward (or incessantly yelled at if they do not comply) and team vote kicking would be two major steps forward to help get rid of such selfish asshats. Of course I want vote kicking more for kicking the obvious hackers whenever an admin is not available, but I'm sure a fair number of worthless camping snipers would get their fair share of booting.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
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dude, your complaints are about peoples use of stuff, not game mechanics.

BF3 is not going to change people. you can still c4 camp and hide with spec ops.

the #'s aregument doesnt even make sense since its a)all conjecture b) having more classes doesnt mean people will play those classes instead of recon :|


I'm just saying, people are going to be annoying campers no matter what, dont expect the game to change that

It is not conjecture for BC2. BC2 exists and is like that. And what is C4 camping? Who cares if people "C4 camp". You misunderstand. Snipers camp with sniper rifles. It's what they do. In BF2 which had balanced classes, if you wanted to use anti tank capabilities, you had to respawn as something other than sniper in order to use C4 or AT rockets - thus losing your sniper rifle. If you wanted to snipe, you obtained long range accuracy at the expense of no short range automatic fire and no AT rockets.

You're right, it doesn't mean they will play those classes, but they will if they want explosives capability. But BC2, and presumably BF3, since 4 classes is confirmed, will have the same equipment layout, and so, snipers will not have to give up their sniper rifle in order to have AT capability. Most snipers I kill have C4 on their kit, not mortar. Mortar can be near useless in BC2, it won't even kill people in a wood house or often doesn't even destroy a single destructible panel in it.

So it's not about the use of it, it's the fact that they give explosives to every class. Assault and Recon can have C4, and Engineer AT. That's 3/4 classes with AT capability and since more than 75% of people play those 3 classes, it's really more than that. The point is that you do not have to give anything up or even switch classes at all in order to gain special capabilities.

If there were a spec ops class that was the only one to get C4, you would have to stop snipe camping and spawn Spec Ops or AT if you wanted to deal with tanks, yes? But no, you have anti tank capacity in the convenience of your very own Recon kit. No need to change a thing. But with proper class balance that BC2 doesn't have, you'd have to stop sniping to have AT capacity. Which BC2 doesn't require.

The problem is thus twofold: First, everyone has AT capacity, breaking the vehicle game. Secondly, snipers have AT capacity, which in BF2 you at least had to stop sniping and come off your mountain to deal with tanks, but BC2 encourages the existence of even more non-flag capping snipers by giving them C4(and slowing armor down to the point they can easily put it on them), thus taking away the only real motivation to stop sniping that existed. And the "I paid my $60" people will squash any attempt to put a limit on snipers or do anything else to force them to actually cap flags like their team needs.
 
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Zargon

Lifer
Nov 3, 2009
12,218
2
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It is not conjecture for BC2. BC2 exists and is like that.

its conjecture till you post real #'s.

I have been on servers that were not all recon or gustav campers

and I have been on servers that were all nade spam and camping snipers

again


its 70% people being lame that ruins it.

no game is going to fix that, just maybe make it harder


I would rather have 5, maybe 6 classes, I enjoy alot of versatility with BC2 classes, as I hate spawning to do something, do it, and bam, the game dynamic changes and I am SOL till I do to be helpful.



oh, lets not also pretend like c4'ing tanks isnt way riskier than AT.
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
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its conjecture till you post real #'s.

I have been on servers that were not all recon or gustav campers

and I have been on servers that were all nade spam and camping snipers

again


its 70% people being lame that ruins it.

no game is going to fix that, just maybe make it harder


I would rather have 5, maybe 6 classes

Numbers are impossible to give. But the simple fact is, unless you are a medic, you do not have to stop playing your class in order to gain AT capability. That being true makes numbers irrelevant.

I can, however, tell you that when I play tank or APC in BC2, 80% or more of deaths occur to C4, and 99% of the time killcam shows a ghillie suited guy. Assault doesn't have that, so it must be recon. After the c4 kill the recon then proceeds to the nearest camp spot, continuing not to cap flags.

The only time this is not the case is on a wide open map like Heavy Metal where snipers with C4 would have to run over much longer distances out in the open to get to you. It still does happen though.

So by not giving C4 to snipers, more people would play engineer at the very least. And that's better than nothing, even though they still may not cap flags. The medium range sniping ability of the 4X scope lets them still try to go to their camp spot.
 

maevinj

Senior member
Nov 20, 2004
928
11
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I can, however, tell you that when I play tank or APC in BC2, 80% or more of deaths occur to C4, and 99% of the time killcam shows a ghillie suited guy. Assault doesn't have that, so it must be recon. After the c4 kill the recon then proceeds to the nearest camp spot, continuing not to cap flags.

QUOTE]

Sounds like a great way to defend a capture point. Snipers having c4 is actually a good thing. It encourages them to leave their camp spot to actually go help out their team.

So do you also hate that snipers can use the tracer gun?
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
Numbers are impossible to give. But the simple fact is, unless you are a medic, you do not have to stop playing your class in order to gain AT capability. That being true makes numbers irrelevant.

I can, however, tell you that when I play tank or APC in BC2, 80% or more of deaths occur to C4, and 99% of the time killcam shows a ghillie suited guy. Assault doesn't have that, so it must be recon. After the c4 kill the recon then proceeds to the nearest camp spot, continuing not to cap flags.

The only time this is not the case is on a wide open map like Heavy Metal where snipers with C4 would have to run over much longer distances out in the open to get to you. It still does happen though.

So by not giving C4 to snipers, more people would play engineer at the very least. And that's better than nothing, even though they still may not cap flags. The medium range sniping ability of the 4X scope lets them still try to go to their camp spot.

maybe its the way you play, but like 80% of my vehicle deaths are other vehicles or rocket squads
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
Sounds like a great way to defend a capture point. Snipers having c4 is actually a good thing. It encourages them to leave their camp spot to actually go help out their team.

So do you also hate that snipers can use the tracer gun?

It may encourage them to leave their camp spot for a moment for defense purposes but it does NOT encourage them to cap flags offensively. Snipers can contribute defensively all they want but if snipers aren't putting their bodies in the flag cap area to take new flags, it means little.

And tracers don't mean much to me. What difference does a tracer make when so many people are sniper anyway and can't fire on the tracer lock? It's not like they need to stop sniping to go in favor of the AT class.
 
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maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
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maybe its the way you play, but like 80% of my vehicle deaths are other vehicles or rocket squads

It's not the way I play, it's who I play against. There are simply more snipers with C4 than engineers with AT. Not to mention that with the ability to repair AT damage so easily, even if you are alone but especially if you have an engineer with you, it's easier for people to just try to use C4.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
It's not the way I play, it's who I play against. There are simply more snipers with C4 than engineers with AT. Not to mention that with the ability to repair AT damage so easily, even if you are alone but especially if you have an engineer with you, it's easier for people to just try to use C4.

try new servers?
 

coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
maniacalpha probably drives straight into the enemy base then complains about how they can plant c4 on him.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
try new servers?

This is pretty consistent over about 12 different servers. Maybe I just got the wrong 12?


maniacalpha probably drives straight into the enemy base then complains about how they can plant c4 on him.

Can't. Every server I've been on has autokick, so no, that's not the case. And no, I don't drive straight into the cappable flag bases either.
 

KayGee

Senior member
Sep 16, 2004
268
0
76
I can, however, tell you that when I play tank or APC in BC2, 80% or more of deaths occur to C4, and 99% of the time killcam shows a ghillie suited guy.

Here's a tip: stay out of the armor. If snipers are able to get close enough to plant C4 and blow you up, it's obvious that you're a shitty tank/APC driver.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
Here's a tip: stay out of the armor. If snipers are able to get close enough to plant C4 and blow you up, it's obvious that you're a shitty tank/APC driver.

Obvious bias towards recon getting C4. I might hold a tank for 20 minutes repairing through dozens of AT hits and finally it's C4 recon that sneaks in. I never said I was dying every 10 seconds, only that it was C4 recons doing.

Of course those dozens of AT hits are usually from one sometimes two AT guys, happening over a long period of time. The snipers never switch to AT to help out.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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Gamer.no - Realism for realism's sake is worthless

We interviewed chief producer for Battlefield 3
Tor Egil Andersen , 11 april 2011 19:16

LONDON (Gamer.no): sky-high expectations, demanding and impatient fans games journalists notwithstanding, the developers of Battlefield 3 does it all at their own pace. They are still holding their cards close to chest, but promises loose. The game will be released this fall, and lots of questions still unanswered.

We have so far looked at Battlefield 3 earlier, and this time we had an interview with an executive producer from the Swedish DICE, Patrick Bach, about the coming great shooter.

Story Driven Campaign

- What is new in Battlefield 3? How is the single-player campaign, for example?

- There is much we can not say yet whether the campaign. But I can tell. We're going to have a dramatic story that you play it through from beginning to end. We try to use the good tool we have for multiplayer, and create something good and varied for those who play alone, too, explained Patrick Bach.

- But the story will focus on people? You will not just be a nameless soldier who fights in a any group?

- Yes, you play more named roles, and everyone on your team have their own personalities. We tell the story as much through the people in it, as the events they attend, he added.

- Okay. Tell us about the new game engine to Battlefield 3 What is new and better in it?

- We came to the conclusion that we could not make the new game with the technology we already had. Battlefield 2's engine is getting pretty old, so we had to start all over again. We are constantly trying also to push the boundaries in game development, for what you can and should do.Frostbite 2-engine has several advantages. We can move large amounts of data much faster than before, and we can show more recent and more detailed graphics. We also have all new animations, characters who get to move much more naturally, "explained Bach.

- And how do the the concrete Game Mechanics?

– The new system for the destruction of our environment, is probably the most important of these. We are working to improve this all the time. With the destruction, we mean not only cool explosions, but the players can actually change the environment they find themselves in, "he replied.

- How to get tactical destruction that matter?

- Yes, but we do not look at the mechanics as a key element for the game, but instead as a cornerstone of communities. For us it's about physics. It's just something that should be in the game. If you see a brick wall to be shot by a rocket, so it should be a hole. It is intended to affect the surroundings as they should be fair and realistic, "said Patrick Bach.

Gameplay in focus

- Since you put so much emphasis on the realistic, it means the struggle between different types of vehicles and infantry will become more realistic, or is it still reigns as the entertainment factor?

- We produce primarily all the mechanics so they should make the game fun to play. But entertainment can also be based on realism. All we do on polishing the game is still to get the best possible balance. If our rock-scissors-paper-principle does not work, then the game does not have any purpose. Realism for realism's sake is worthless in a computer game, "he replied.

- Can you say a bit about the vision, idea and philosophy behind Battlefield 3?

- We are trying simply to make the best first person shooter on the market. And we think the Battlefield formula, where we use different vehicles and infantry, destruction, huge open landscapes and small, cramped urban environment is the best for this. We have created these games for quite a while now, so we have the experience needed to know just how to take the genre a huge step forward, "explained Bach.

- Then maybe we can talk about the most important part of the game. How will the new things you introduce multiplayer genre do better?

- If we look at the battlefield as a sport, like football, you have certain rules you must follow in the game. We want to develop the Battlefield sport and make it even better, but we do not want to remove Battlefield distinctive. Because then there would be a different game, "he said.

He continued:

- There are still lots of new things in Battlefield 3 Many things that people have longed for a long time, and several major elements. There are many new weapons and mechanics, but unfortunately I can not talk about them now.. I can tell that we're going to have fighters in the game. It will therefore be possible to have both planes, helicopters, tanks and infantry on the battlefield. How we get an important dynamic between all vehicles. Even if, for example, is a fighter, so one must be vulnerable to certain attacks.

- Can you tell anything about the new types of maps and whether, for example, new methods to win matches?

- It's still too early in development that I can say much about it. I can tell you that Battlefield 3 will be the largest maps we have ever made. On the PC version can be 64 to play simultaneously, and the console is the number 24. Battlefield 3 will also have a cooperative mode, but I can not say anything more about. The game does not come out until this fall, so there is much left for us to do. I can say that we are making the game for those who really love the first-person shooter, and that we try to do it with more depth and quality than ever before, "said Patrick Bach.

- How do you see all the expectations of the game, and you have taken much account of the views of all those who play the older games?

- We will always play a lot of feedback from our community, and we are pleased that so many are looking forward to Battlefield 3. Everyone has their own opinions about how the game should be, but we use ourselves as a template when we create it. We have been doing to make Battlefield games since 2002 now, or even slightly before that, and knows how the game will be good. Many people have completely different ways to play, so it is therefore up to us to balance these against each other, "he replied.

- So to find the exact right balance is the hardest thing for you right now?

- Yes, definitely. You see the same thing in competition as well. If the balance is not good, the game is not worth anything. Different styles of play must be played together, and one of them can not win all the time. There are so many gameplay elements we and others have wanted to see in Battlefield 3, but we can not have them if they destroy the rest of the game, "explained Bach.

- Finally, I wondered if you make the game first and foremost in terms of fans of the series, or you try to open it up more to new players?

- In the office, we look at ourselves as consumers. If there is anything in the game we do not like, so we remove it. We still use the player community and people around us to judge whether we are on the right path or not. But we also agree that the battlefield can be difficult for many people to put themselves into, so we try to lower the entrance threshold, but do it without having to be at the expense of depth, "he replied.

Read also: Sneak Peek at Battlefield 3

Battlefield 3 will go on sale in November. We did this interview in London. Travel and accommodation were paid by Electronic Arts.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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DRMB Ep. 14: Part 1 with DICE Community Manager Daniel "zh1nt0" Matros
DRMB Ep. 14: Part 2 with DICE Community Manager Daniel "zh1nt0" Matros

==================================================

Frostbite 2 designed with next consoles in mind

While skeptics have doubted DICE’s ability to deliver a Battlefield 3 experience on the Xbox 360 and PlayStation 3 that will be close to the PC version, the studio assures everyone that Battlefield 3 will push the current generation of consoles to the absolute limit.

DICE is confident that Battlefield 3 will be the best looking console game to arrive for the Xbox 360 and PlayStation 3 this year, according to executive producer Patrick Bach. DICE will prove this fact instead of just talking about it, according to Bach.

One advantage that the Frostbite 2 engine will have in the future is that the engine was designed with the future in mind from every design aspect. That means that graphics, physics, animation, and audio have all been created with the next generation of consoles in mind. It should be no problem to adapt the Frostbite 2 engine to these next platforms when they are finally released.

Still, the PC version will look the best if you have the hardware and graphics card to run it. Sources suggest that maybe only 5% to 7% of the PC players of Battlefield 3 will have the hardware capable of pushing the PC version to the max when Battlefield arrives this fall.
 
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Zargon

Lifer
Nov 3, 2009
12,218
2
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This is pretty consistent over about 12 different servers. Maybe I just got the wrong 12?




Can't. Every server I've been on has autokick, so no, that's not the case. And no, I don't drive straight into the cappable flag bases either.

no game is goingto fix all the malcontent faggots the play video games to try and emotionally hurt others by playing as annoying/cheap as possible then heckle them over VIOP

you just have to try harder to find servers that usually kick people for doing that. I have played on atleast 100 servers, and stiuck to the same 3-4 unless I join in with termie gully or zaitsev.

I dont what else to say, but your complaints arent going to go away, maybe in this specific case they could, but it wil become some other annoying thing because its the losers on the other end of the keyboard expoliting something in the game, and its never going to stop.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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DICE to focus on the PC with Battlefield 3

April 13, 2011
By Jimmy Thang

While the Bad Company games have kept the Battlefield name relevant the last few years, hardcore PC gamers have been clamouring for a true Battlefield game for over half a decade. With highly-anticipated shooter Battlefield 3, Swedish developer DICE is promising to deliver the biggest, best, and most beautiful game in the series yet.

We spoke to Battlefield 3 Executive Producer Patrick Bach, a man who firmly believes consoles are holding PC gaming back. Like PC gaming enthusiast, he is also dismayed by the fact that many game developers merely add anti-aliasing options to the PC version of games before calling it a day. Eager to buck this trend, Bach talks about how DICE will create one of the most visually-breathtaking games you've ever seen by using the PC as Battlefield 3's lead development platform. In this interview, Bach also touches upon amazing achievements with their new Frostbite 2 engine and touches upon the possibility of one day achieving photorealistic graphics.

GeForce.com: In regards to the title, "Battlefield 3," is there a reason you wanted to bring the mainline back, as opposed to creating another Bad Company game?
Patrick Bach: I think we've been all waiting for Battlefield 3, including people at DICE. We've been wanting to build this game for quite some time, but you know, the technology wasn't ready for it so we just had to wait. So we did other games in the meantime, which I think was a good thing, because you know, games are not about technology foremost. It's not what it's about, but if you don’t have the appropriate technology, you might not reach your vision and looking at Bad Company 2, for instance, we used a souped-up version of the Frostbite one engine and we actually achieved a lot more compared to Bad Company one. I think that’s the big benefit with having a good core engine, you can actually do iterations and make it slightly better, but then you come to a point where you just have to say, “Okay, if we want to make a big step forward, what do we need to do?” And you end up saying, “Okay, we need to rewrite, we need to redo it from scratch.” I think you can achieve a lot by changing art direction, story, core game design, and balancing stuff like that, but technology is a big part of gaming. It's based on super advanced technology and we just need to be aware of that and utilize whatever things we can to make our vision come true. Because, you know, gaming today is probably the most advanced piece of technology combined with the most talented people in any business. It's both a very creative and very technical business at the same time.

Do you feel the consoles are holding PC games back?
Yes, absolutely. That's the biggest problem we have today. Most games are actually still based on the same core idea that the consoles are your focus, the superior platform or something. I don’t know why. That was the truth 5 years ago, but the world has moved on. PCs are way more powerful than the consoles today and there are actually almost zero games out there that actually use the benefits of this. So for our target of what we want to hit, we are now using the more powerful platform to try and prove what we see gaming being in the future rather than using the lowest common denominator, instead of developing it for the consoles and then just adding higher resolution textures and anti-aliasing for the PC version. We're do it the other way around, we start with the highest-end technology that we can come up with and then scale it back to the consoles.

Can you talk about the benefits of that? That probably makes the PC version look better but does it then hinder the consoles in any way?
This is interesting. In theory you could argue that you're building it for a more powerful platform and that it will look crappy on consoles. That's not the case because when you build the target high, you can then pick and choose from the target and ask what actually creates this picture and then pick the best things from that and turn that into your console solution. The other thing that is very interesting is that since you're building the engine based on the knowledge that you will release it on the consoles, you actually streamline the whole technology to be able to scale back to the weaker platforms. So in the end, by, you know, painting this high-end target, you actually set a new bar and then when you scale it back, I think people will be surprised to see how good it looks on the consoles. We can't show it right now, because we're aiming to use the PC to set the bar, but it's actually helping us make a better console game.

Can you go into detail as to why DICE decided to go with a new engine altogether? How was the old engine holding you back?
We couldn't build the game if we didn't have the new engine.

That's a bold statement.
It's true. There's no looking back. Historically, we've always been more or less, you could say… we've been forced to build our own engines. There's no engine you could buy today that could build a Battlefield game to the quality that we're building Battlefield games. It's actually quite a complicated process to build a Battlefield game cause you are more or less picking the hardest thing to build, big open landscapes with quite high detail when you zoom in on it, it's an infantry ground focused game, but there are also air vehicles and they all need to work together and then you have all the physics involved with all the trajectories and bullets in the air and that has to be synced over a network and then all the players need to see what you're seeing. There's a lot of stuff going on in the background as well. We are extremely focused on making it look great.

For those unfamiliar with the Battlefield franchise or just the Bad Company series, can you explain what all the buzz behind Battlefield 3 is about?
It is the successor of course to Battlefield 2. It's not supposed to be connected to the Bad Company series. It's actually been more than five years since Battlefield 2, which, of course, has made us think a lot about how this next big Battlefield game should be. One of the conclusions that we made quite early was that if you really want to move gaming forward, you need to go back to the original idea. Look at the core of what you want to achieve rather than to just do an iteration on our existing technology for instance. We actually designed the game based on what we wanted to see in the future rather than what can merely be built today. And then we realized we had a lot of problems with the technology we had so we went back to the drawing board and just redid the whole engine based on our needs, rather than doing it the other way around. I think that's one of the big reasons why it's been taking so long for us to release anything from Battlefield 3 because the technology wasn't done. And also the fact that if you look back 5 years when the consoles, the high definition consoles, were released, they were actually better or good as high-end PCs back then.

Are there going to be any new destructible enhancements to Battlefield 3? Bad Company did a really good job with that.
Destruction was a bold move when we did it for the first Bad Company. We actually did the same back then, we asked ourselves, “what will be the new cool thing in 5 years that everyone will have?” And this is back in 2004 and still no one is really building destruction which is a bit weird in a way because you would have thought that the world would have moved on when it came to static worlds. There's a lot of work involved in it so the first Frostbite engine focused on making destruction just possible and it's not all about eye candy, of course, it's actually a strategic element of the Bad Company games so that using the destruction as a strategy, something that you need to adapt to, as it actually adds a lot of variety to the Battlefield core, and now we're taking that back into the core of Battlefield series. Battlefield 2 didn't have any destruction so Battlefield 3 will be the first core title with destruction and of course we're doing some bold moves by not only being in the more urban environments, where we've been before, but we’re going into cities now, so you need to have even more destruction where you can actually affect objects - the buildings around you, to make it feel like a physical world.

Regarding why destructibility hasn't been fully embraced in games, it probably has to do with the fact that, unlike Frostbite, most engines are not capable of it and for developers, it's just cheaper to use a prebuilt engine.
Absolutely.

To that end, do you believe that every triple AAA game should have its own proprietary engine? Furthermore, what are the pros and cons of designing your own engine?
I think cost is the biggest drawback, of course. We've been working with the Frostbite 2 engine for more than three years. There are a lot of people in the team only working on the engine. It takes a lot of muscle from the company you're working for to put the money into it and kind of wait for the kind of payback later. It's not a safe bet to build your own engine, there's a lot of engines out there that have been failing and then you've been spending millions of dollars on something that actually ended up being worse than that and more expensive than an engine you could have bought.

First of all, you need to have very talented people building the engine so that you know that it's actually better than what you could have gone out and shopped for. And also, you've got to make sure that it pays back in the end, Battlefield is such a big brand now, so we've been building Battlefield games based on the Frostbite one engine for quite some time so we made the investment back. And also, you can actually see the benefit of the engine in the games like our destruction, for instance. We don’t see that in any other games because they don’t have that as a core element of their engine, we have it as a core element because that's what we designed it for.

Are you guys going to license the engine out?
No. We are owned by EA and we don't want anyone else to get the benefit of using our engine because we are big enough to make money on our games based on the engine, so we don't have to sell the engine itself.

Was there much hesitation with designing an engine for the first one?
Oh yes! Oh yes! There was a lot of debate! It takes a long time until you... when you go from having nothing to having something where you can actually see the benefit. That takes a lot of energy, a lot of time, and you'll also learn a lot over the course of time, so you can't really go back and just change stuff, you have to kind of keep going. And then you have to ask yourself, “When do you start to build the actual game? How long can you wait?” That's also the challenge when you don't have anything at all. So I think the Frostbite 2 engine is more or less based on the learnings from the Frostbite one engine and we rewrote more or less all of it based on those learnings. Like now, we know what we shouldn't do, we know what we should do, and we know what we should do better, and I think, for instance, rendering is a big part of that. The whole rendering model is completely rewritten and is actually interesting when you look at Battlefield 3. The screenshots or the imagery we have out right now, you can actually see that it looks quite different than any other game out there because it's such a unique rendering engine and that of course helps us to build a better game.

For me, when I first saw the gameplay trailer, it was sort of reminiscent of that first Killzone 2 trailer.
Oh, you mean the one that was fake?" (laughs) That's good.

So what exactly is this engine allowing you to do with Battlefield 3 that you couldn't otherwise do with Frostbite one?
First of all, as mentioned, I think the rendering is completely new, we're using a completely different rendering model. Deferred lighting, we're using dynamic radiosity, combined with all the particle systems being rendered in the same world, looking completely different than what we've seen before in our engine, at least. That combined with, for instance, our animation system that will be working with a central EA tech service, where they created this animation system called "ANT," primarily for EA sports titles. So you can see it being used in FIFA, for instance, and the characters in FIFA look amazing, probably the best looking sports game out there, but taking that into first person experience was quite cumbersome, it took quite a lot of energy and time, quite a lot of collaboration to get that going, but if you look at the result today in the images you've seen from Battlefield 3, we're taking this to a completely new level. It looks completely different than other first-person shooters, just the fluidity of animations at any time is unseen in other games, I would argue. For us, that's a huge step forward.

So we have the rendering, we have the animation, and we have the improved destruction that we've talked about. We're going into the cities, and then, of course, the audio is something that we've been really good at before, I would argue that we're the best in class but we still have improvements to do and we're taking that step now with Frostbite 2. So there's lot of bits and pieces from everywhere that adds to the whole package, it's not just one part. It's actually all the parts that make a better game. We also have of course, the benefit that the consumer might not see directly, but it's on the development side. We have faster iteration times. We have sub-level streaming, you can actually stream things in real time on any level, in and out of memory, it's super-fast, which gives us room to scale down high-end PCs to console.

So performance should be pretty good across the board?
Performance should be very manageable cause of this because we can choose where to add or remove stuff in run time, which is amazing.

In terms of the visual style, are you guys trying to go for realism? Is that the end goal? Because it does look very realistic.
Yea. The goal is to give you a realistic kind of rendition of the world so it feels like, “Okay, I understand this world. I see people, I see the world, I can recognize myself in it,” and then add all the gameplay elements of the core Battlefield experience into that and if you remember in 2005 when people played Battlefield 2, everyone said that was the most realistic-looking shooter at the time, but if you look at it today, compared to what we have, it looks like a cartoon. (laughs) It's way better today and I think we can of course, in the future, hope that we can take another step forward so games should not look like games, but games should look like what you want to create. If that’s reality or more stylistic cartoonish style or whatever, then we can't blame technology anymore, because then we'll have taken that step. We can then in theory create whatever we want. And I think to us, a very creative team, that's the big benefit. Then it becomes a discussion of not what can we do, but what do we want, which puts a lot of pressure in the creative part, of course. Back in the day you could blame technology, but now it's like, “Okay, we can do whatever we want, we don't have limitations."

Do you think we'll ever get to a point where it will become impossible to distinguish between real life and a videogame?
...hmmm... Yes? Maybe. But I still think there's a lot of…well, I can't see it being in the close future. Because there will always be people, it depends on who you ask, if you talk to the experts, the developers, they will see right through that. I remember when I saw Gran Turismo 2 for the first time, I was blown away. I saw it as photo-real. When I look at it today, it's like, “That’s not photorealistic. That's a game! It looks crappy.” (laughs) So I think it has to do with what you relate to, but you know, getting to reality is a big step, it's really hard to get there, but I think we're closing in, and at moments, in even our game sometimes, we actually have to ask each other, “Okay, is this part a rendered movie or the actual game?... Oh, it’s the actual game? Cool." So I think we can get there at times, but you know, creating a whole experience looking like real life, I think that’s really hard. There's so many small details.

Moving on, let's talk about the game's single player. That was never a big focus for the main Battlefield franchise; yet, from the trailers, it seems like this one's going to be pushing a campaign pretty hard.
I won't go into any details on the single-player. We're not releasing any info on that right now. In general, we want prove with the footage we've shown so far that we know what we're doing and we have a really strong idea on how we want the game to feel and look, and so I won't go into any details.

Will it have co-op?
We will have co-op in the game, but I won't go into details for what that means...

Interesting... *strokes chin*
(laughs)

Before we began the interview, we talked about how there was this perception that the Battlefield franchise has been "consolized" with Bad Company. It seems like DICE is really trying to get away from that perception.
Yea.

How are you addressing that?
Well, first of all, we're using the PC as the lead platform. We’re setting the target with our high-end PCs, making sure that when we show footage now, it's on the PC. And we are a PC studio from the core and also looking at the audience today, the hardcore PC gamer is no different than the hardcore console gamer. That was not the case five years ago. Then, you had the more casual console audience and the more hardcore PC audience. I think that is very blurred today. People are extremely hardcore on consoles today. Extremely hardcore. So we don't have to dumb the game down in any way to make it fit on the console. It's still a very hardcore game, but then you still want the game to be accessible and some PC users might think that it’s a good thing that games are complicated. We do not agree. Battlefield 2 was a very accessible game. It's real easy to get into, but it's super deep and really hard to master and that’s what we wanted to achieve with battlefield 3.

In multiplayer, how many players will the PC version support?
64.

And the console version?
24.

So that’s one of the benefits of being a PC user right there.
That's one of the benefits of the PC. More memory, more bandwidth. The network bandwidth is higher on the PC. Consoles have a limitation, which is a problem for us, but we want to create the same experience on the consoles. 24 players is still more than almost anyone has on the consoles. In addition to that, we have vehicles and infantry on the same map.

From a gameplay perspective, what can we expect to be different about Battlefield 3?
It's going to be bigger. It has to be big, we're going to have jets!

Are they going to be hard to take down?
Our goal is to make a fun game first - we don’t put anything into the game that is not balanced. That’s not how we do things.

In real life, I wouldn't know how to shoot down a jet...
There will be plenty of ways to take down a jet. There will also be plenty of ways to defend yourself from getting shot down as well. It’s a part of the rock, paper, scissor way of thinking that we have. We don't necessarily try to see things from the shooters' perspective, but from the getting-shot-at perspective. We focus on how you can defend yourself given any weapon you might have, we then try to give you options and that's what creates the magic.

Patrick, thank you for your time.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
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"Are they going to be hard to take down?
Our goal is to make a fun game first - we don’t put anything into the game that is not balanced. That’s not how we do things."

Battlefield 2 jets are proof that they do. Perhaps he meant to say "anymore"?
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
Right. Well, personally I don't think that jets in terms of their destructive power or difficult to shoot down are imbalanced, they are imbalanced in terms of the rapidity with which they can reload bombs and the fact that they get ground vehicles lit up on their HUD. A map like Wake you can fail to make it to the nearest flag 50% or more of the time unless you walk. A map like Dalian would be almost as bad if it wasn't so spread out, although Dalian has 4 aircraft(2 jets, 2 attack choppers) per side, so it can sometimes be that bad anyway.

At any rate, for jets I think they really need to look into the landing to rearm, requiring laser designation for the bomb attacks(with a noticeable accuracy penalty for dumbfire bomb drops) and other similar ideas. It evens things out without actually reducing their power.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,801
581
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I really hope helicopters aren't as lame as in BC2, or even worse, the Vietnam DLC. They may be easier to fly but you can't do nearly as awesome the sophisticated maneuvers as in BF2 and the rockets are garbage. And can we get Blackhawks with actual effective miniguns? Remove the splash damage completely if you have to, but ffs keep the rate of fire high. This low ROF, moderate splash damage but minimal damage is completely useless.
 

Baasha

Golden Member
Jan 4, 2010
1,989
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any news on the trailer "early" unlock? I'm surprised it hasn't hit 1M "likes" yet... that's a bit....disappointing.
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
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any news on the trailer "early" unlock? I'm surprised it hasn't hit 1M "likes" yet... that's a bit....disappointing.

I remember when I first heard about this "promotion", and the "Likes" counter was already around 450K. I thought it would be over within a day.

It's now several days later, and when I checked last night, the counter was at around 660K.

In hindsight, the counter was probably already at 400K before they even started this. Not likely to hit 1 million before Sunday, when the trailer was already scheduled to be released.