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This week, on MINECRAFT! |
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This week, on MINECRAFT! |
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This week, on MINECRAFT! |
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From 1942 to BF3 |
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Nuke-Evolution |
From 1942 to BF3
– October 21, 2011
Posted in: BS News
Former Host of BASHandSlash.com’s Overclocked podcast and co-founder and President of the gaming community The Company, Jag_Five-O has re-entered the FPS world full force after taking some time off due to RL issues.
Jag’s an ol’school Battlefield gamer and he has kindly decided to share his thoughts on the past and future of Battlefield with us, just days before the franchise’s latest release, BF3, is due to hit the shelves on the 25th.
From 1942 to BF3
by Jag_Five-O
As someone who has played every version of Battlefield for the PC (except for Vietnam, I wasn’t drafted for that one) I thought I might add some quick insight on the franchise and where I think they might be heading.
It’s been a really, really long time since I sat down and wrote something like this so please excuse the rusty prose.
Recently, I ran into an old friend who asked for my perspective on the Battlefield franchise. As someone who has been around the block a few times in BF, I said ‘sure, no problem,’ but there was a problem. I didn’t know how I was going to fit everything about BF3 into a few paragraphs. The technical side of the game alone would be a massive undertaking to write. Should I add reams and reams on the gameplay? With only the Beta under my belt, not. I know. I’ll do it from the heart. So here goes.
For me the Battlefield series started with Battlefield 1942. I loved the game and loved the demo at the time. I used to sit at night for hours and hours just playing the Wake Island map demo. When I did get the full game only then did I find out how much more fun this game really was. It had vehicles! How cool was that? Remember, this is back when CoD was still only on the PC and had no vehicles. What I remember best about Battlefield then was it seemed to be pushing the technical envelope. Maps were huge, tons of vehicles, but there was always a fight around every corner.
Skipping ahead to Battlefield 2, I didn’t get the game right away only because I was still enjoying CoD:UO. When I did get it: Wow! Loved it. Right from the beginning. I saw everything I liked in 1942. Maps were big, vehicles were awesome. Heck, even though the graphics were upgraded it still felt like a Battlefield game. Battlefield 1942 players could quickly pick up from where they left off. It was consistent. I played BF2 for a long time. I strayed to CoD for a while but always came back because with Battlefield I knew what I was getting. I loved when CoD players came to BF2 because they couldn’t hit a damn thing. You would always see them running around with their guns blazing, not knowing it took patience and precision not just a quick finger. How many times did I have to tell them, ‘always aim and if possible be prone or crouched. Don’t move and fire 1 or 2 rounds at a time.’
Battlefield 2142 came along later and once again you could tell this was a Battlefield game. DICE, the game’s developer, added a new gametype, “Titan” which was completely awesome, but it showed they were willing to make some changes and push the game, but it never felt anything other than Battlefield. The weapons were great and the vehicles were crazy. My favorite thing to do was to step on enemies with a walker. If you haven’t done that I don’t think there is a greater feeling in a game. 2142 brought a deeper squad system than had been seen before as you could have beacons to spawn on players other than just your squad leader. The game felt like a reskin of BF2 and it probably was, but the graphics were improved and it had it’s only value to the BF Series.
After 2142, Battlefield took a break. At the time everyone thought it was because BF3 was coming. BF3 hadn’t come. Instead, the game DICE threw at us was Bad Company 2. In my view Battlefield was back and it brought with it a brand new engine and great maps. While it wasn’t BF3 it was something. The maps weren’t as big as in BF2, but with no jets they didn’t have to be. The maps beat any standard CoD map hands down. Regardless of all the BF2-things missing there was something else up with BC2 that only those of us who had been through the whole series might have noticed. While I loved the gameplay and everything about BC2, there were bugs and it always felt like a Beta. The fact that the bugs were taking so long to get squashed could only suggest that DICE was busy doing something else. Was that something on the horizon? The announcement of Battlefield 3 confirmed my suspicions and BC2, with the Frostbite 1 engine, now all made sense. BC2 could now be seen as a glorified precursor along the development road to Frostbite 2.
With BF3 now out in Beta, I’m still not going to judge anything too harshly, just yet. Yes the map had it’s issues, but then again it is a Beta, not a demo. From everything that has been delivered to us in past releases, I have no reason to worry. DICE supports their games and instead of just using the same engine as they did in their first version (<cough> CoD <cough>) they decided to go all out and bring something new that would set a new standard for all new games. As for what I would like to see from Battlefield 3, I have a list of things. Maybe I’ll save those for another post after the game is released, because I’m sure a wishlist seven days before launch is pretty useless. However, whatever DICE decides to throw at us with BF3 there is one thing I know. Even in 2011, I’ll still be able to see BF1942 live on in the gameplay and for video games that is something unique and will keep me coming back.
- Jag_Five-O
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Calling All Modders!! |
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Nuke-Evolution |
Real Modders ask for Seed Money
– November 5, 2011
Posted in: FPS Gaming
It’s November and that can only mean one thing.
‘Time for yet another Call of Duty game to be released,’ right?
Partially. Actually, it’s time for all the mapper and modders out there to start complaining about how Activision doesn’t support their time-honored craft. Yes, it’s an annual ritual that fills Twitter, Facebook and many a blog and forum out there with acrimonious posts that would sound even better set to a Chicago 12-bar blues number. Well, I am officially tired of hearing CoD coders fulminating over the real and perceived sleights that CoD’s devs and publishers are inflicting on them. Let’s get over it guys…the owners of CoD don’t really want you touching their game, so move on.
‘To where?’ you ask.
What about taking it up a notch? How about you go and create your own game from scratch?
Oh sure, you are talented (at least you keep telling me you are, so you must be) and creating a game from a blank sheet is what you have really been dying to do, but what you really need is a few other like-minded individuals to help do some of the scripting. Of course, you’ll need some money to spend on a game engine…with some left over to spend on marketing. Still interested?
More and more amateur coders who have cut their teeth on modding the games of others are now finding that software technology and social-media have converged in a unique way that allows anyone with a really good idea and a really good business plan, the opportunity to create something entertaining and lucrative.
The Engine of Technology
For FPS modders, the key ingredient in making games is an affordable game engine. Most modders don’t want to create the engine itself, they just want to write script that uses the engine to power the world they create. Nowadays, you don’t have to wait for the likes of Activision devs to provide you with SDK (um…thanks pcdev for the limited modtools, six months after the CoD:BO’s release)…you can just download the damned thing:
UDK
Nowadays, turnkey solutions like Epic Games Inc.’s Unreal Development Kit (UDK), which uses the Unreal Engine 3, can make amateur modders into professional developers overnight. UT3?s editor is used globally for learning Unreal Engine’s tech, but with UDK, all of UT3’s game creation tools are provided, including high-level engine features developed since the game’s release.
Last month, Epic Games released the October 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK). Take a gander at their promo video:
If you want to showcase your UDK game, there’s a huge community. Check out this portal: IndieDB
On the cost side of the ledger, UDK is offered free to all the tinkerers out there who just want to create games either as an educational experience or to simply hand out for free to the community. The UDK is a free download for those folks. If you are a company and want to use UDK to make money, then every UDK seat costs $99 and you pay nothing to Epic until you’ve made your first $50K. After that? You have to fork out 25%. Read more about the licensing of UDK here.
CRYENGINE ®3
Crytek’s CRYENGINE® 3 is also available for both students of 3D Arts, non-commercial and modders and serious developers. The terms of CRYENGINE®3?s licensing is similar to UDK’s. you can read more here. Crytek is claiming that the free version of CryENGINE®3 hit over one hundred thousand downloads the first week after its release on August 17th.
Of course, there are plenty of other game engines around:
Get a complete list of both free/shareware and licensed game engines from Wikipedia.
Social Media goes to Wall Street
Aside from making flash-mobs possible, or helping to depose Middle Eastern tyrants, social media can now provide crucial funding for all you Jason West-wannabes. Crowd-sourced funding, as it’s called, is a 21st-century version of asking your friends and family for seed money for your multi-million dollar idea. The idea is quite simple. You go online and ask for donations towards your project.
Kickstarter
Two sites that have really caught on with people and are becoming more and more vital for the budding modder with an idea are Kickstarter.com and the new 8-bit funding.com. Neither of these two sites technically let you launch a business. For legal reasons, they state that they their sites are not there to let you form a “startup”, rather they will help you start a “project”. Here’s how Kickstarter works (though both have nearly identical models). You post the details of what you are planning to do and how much you need. Donors come along and read what you have to say and they may, or may not, decide to give you some of that money you are asking for.
What do you get for your donation?
In return, donors get a sense of satisfaction from doing a good thing. They also get promised to be rewarded by the project team. But the rewards are not necessarily the traditional compensation you would see for taking a financial risk. For example, let’s say you are looking to score some dough for that new CoD-clone built using the UT3 engine. In return for a $100 donation, you’ll be glad to sign the DVD for the generous donor. For a $500 donation, you’ll put their name in the credits. For $1000, you’ll give them part of the litter your cat just had. That’s the sort of reward I’m talking about here…there’s no talk of return on the dollar or tax-write-offs. The wording being used on these sites and the ethos on display seems to lean more towards enlightened socialism than it does hardcore Wall-Street wheeling and dealing. The net effect is that, the project owner’s fear of failure and the donor’s expectations for success are lessened.
I recently asked Justin K. from Kickstarter’s communication team how his company came up with the idea.
BS: Justin, how did Perry Chen, Kickstarter’s co-founder and CEO come up with the idea for crowd-sourcing?
Justin: In 2002 Perry was living in New Orleans and wanted to throw a late-night concert to coincide with Jazz Fest. He thought the show would do well, but ultimately decided that it was too great of a financial risk. Once the dust settled, he couldn’t shake the feeling that there was a better way to get the audience involved in helping bring projects to life. That was the impetus for Kickstarter.
BS: Your group is doing great things for the indie game community. Do you have any good examples of games that have received funding?
Justin: With regard to gaming projects, there have been many great ones. Check out: games most funded
8-bitfunding
8-bitfunding.com has come out recently as a result of the success of Kickstarter.com. The real difference between 8-bitfunding and Kickstarter? Not much really, other than 8-bitfunding claims to focus on gaming; however, it’s the new kid on the block and therefore, there will be less donors scouring its pages.
8-bitfunding also avoids the use of the words “start-up” and instead likes to use the term “project”. The economic model is similar to Kickstarter and again, donors are supposed to receive “rewards” for the donation. As a middle-man, 8-bitfunding reaps a fee for its service. They get 5% of all transactions, as does PayPal which dips its hands into everyone’s pockets. You can read more about 8-bitfunding economics right here.
Go Mod yourself
So there you go! Stop complaining about how AAA-games have wronged the PC community and understand that there is a new untapped reality out there. I for one can’t wait to see what all those ex-CoD and BF modders come up with.
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BF3 Back To Karkand News! |
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Nuke-Evolution |
Posted Today, 03:20 AM on EnterBF3.com
Back to Karkand, the upcoming Battlefield 3 expansion pack is set for release this December. What we know of this expansion pack is that it will ship with four maps, three new vehicles, and weapons from BF2. The nostalgic factor should be pretty high, but what about BF3's additions? According to executive producer Patrick Bach, DICE doesn't want to just reignite the flame of those maps, but to bring a new twist. This is evident in the most recent media that we've seen of Back to Karkand. If you played the original BF2 maps, you'd remember Karkand as the fun, yet foggy map. In BF3 the dust storm/evening has passed. (Check out our comparison screenies.)
Quote
XG247 (Sam Clay): Let's talk about the map "Wake Island", personally one of my favourites. Have you made it look a lot better, or added additional areas to the map? Patrick Bach: What we're doing with all the maps is, we're taking them from where they were in time and taking them into the future so there's been changes in the environments based on the modern setting. "Wake Island" has had quite a lot of changes to its environment since the days of 1942. XG247 (Sam Clay): What's happened there? Patrick Bach: It doesn't look exactly the same as it did back then, it's actually quite interesting to see the changes that it's been going through - we didn't want to just make a copy of the map, it's the same with "Strike at Karkand", we didn't want to copy, we wanted to add something new to it. It's not the same foggy environment, it's like a clear sky and it's more detailed in general and that's the same as all maps.
Destruction is big for us Battlefield 3 players and Patrick Suderland of DICE knows it. The expansion pack will have more than vanilla (original) BF3.
IGN said:
"There's a lot of destruction in BF3, but the Karkand map pack, when you play it, it's a different level, even more so than in BF3, of destruction in there," he told us. "So I think people are really going to like that, and see it as something fresh. When you play Karkand, it's just crazy the amount of destruction that goes on in there. And that's a deliberate decision by the small team who made the pack, to really dial that up and make it even more prominent than it is in the Battlefield 3 'vanilla' experience."
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Ranked Server Provider news for BF3 |
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Nuke-Evolution |
23-08-2011, 04:17 PM |
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DICE
Join Date: Jan 2010
Posts: 271
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A first look at BF3 PC game servers
Hi everyone! It's time to talk a bit about BF3 PC game servers. RSPs The game server machines themselves will be run by a number of Ranked Server Provider (RSP) companies. We do not allow other companies to run game servers, or for other people to run game servers from home. We try to strike a balance where there are game servers available across the globe, while still keeping the number of RSPs at a level where we can offer reasonable support to each individual company. Since we prefer to work with larger hosting companies, and we focus on countries where we have a larger player base, there will not be game servers available in every country on the planet. The list of RSPs which will run BF3 game servers at launch is not ready yet. Once it is, we will publilalalala widely. Server administrators While the RSPs run the physical machines, most if not all will be paid for and administered by the players themselves – individuals, groups of friends, or clans. A server administrator control some aspects of the play experience – which maps are being played, which people are allowed onto the server, and can also affect the play style through various direct and indirect controls. Generally speaking, servers that are administered by reasonable admins attract players, while servers which have arbitrary rules imposed see less traffic. Ranked vs Unranked One of the biggest choices which a server administrator has to make is, whether to run the server in Ranked or Unranked mode. In Ranked mode, player progression is tracked on EAs master servers. Weapons are unlocked by playing the game. Player progression is also visible on Battlelog. The server administrators will have to abide by the Battlefield Rules of Conduct. In Unranked mode, player progression is not tracked on the master servers. Server administrators have free reign on such servers – no Battlefield Rules of Conduct to heed. They can control in detail which weapons are available to the players, etc. This mode is suited to playing clan matches, tournaments, or to those players who just like the fairness of everyone having the same range of weapons available to them. PunkBuster BF3 will use PunkBuster as its anti-cheat system. Game servers that run in ranked mode are required to have PunkBuster active. There have been problems with the PunkBuster screenshot mechanism under DirectX 10/11 in the past. However, we have collaborated with EvenBalance to make screenshots function reliably with DX10/DX11 in BF3. Third party anti-cheat organizations There are several community initiatives against cheating. These initiatives are usually volunteer organizations that maintain their own databases with cheaters. They do both manual work - reviewing screenshots, game recordings, and other cheating evidence – and also implement automated systems. It is up to each individual server administrator whether to join with one or more of these organizations. While not officially partnering with these organizations, we try to ensure that BF3 works well with their systems in time for the launch. The biggest three organizations that support Battlefield games are PBBans ( PBBans | Always Quality over Quantity), GGC-Stream ( GGC-Stream / News) and PunksBusted ( PunksBusted.com Sponsored by Ventrilo). There are also several smaller organizations around.
**Side Note**
There's another article about the falling out between Pbbans and GGC over some pretty shady deals. Check it out, here Click me!
Server administration interface BF3 will support a Remote Administration interface similar to that of BFBC2. The basic protocol will be the same, but commands differing a bit. There is a plethora of tools available that can talk to the remote admin interface. We are in contact with several of the developers who created tools for BFBC2, and will aid them in adding support for BF3. If you have developed a BFBC2 remote admin tool which is popular (used on >100 game servers), send me a PM. The protocol itself is still under constant revision. Expect the protocol to be published by the time that the retail game is released. Now I know you have a gazillion other questions. Spectator mode? Battlerecorder? mixed mode rotations? I don't have solid answers for most questions yet. Hopefully we can cover those once the Open Beta is live.
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Pbbans and GGC are kaput..... |
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Nuke-Evolution |
Well, as far as working together to catch hackers on our servers!
Check this notice out that's been posted on pbbans homepage for some time now.

I'm sure some know about the PBBans decision to block the GGC website from accessing our banlists. We have done so for more than one reason but the biggest reason is they are encouraging admins they do not need to stream to PBBans which even led to some server admins dropping PBBans entirely. Their reason for that suggestion is because they import and enforce our bans anyway.
We blocked their servers from accessing our webserver and formally informed them to cease downloading our banlist to which they ignored and downloaded them using other means. We asked them for a second time to do so but again they refuse to acknowledge our request. We even displayed a similar message as this post to any traffic originating from their website but they added a redirect service anonym.to to bypass this message. So we are now posting this information to the public.
Shortly after we blocked them they removed the feed we used to import their bans and displayed "- Please contact the webmaster -" instead. That is why they are no longer included in our EBL. We remove any site that we cannot get an up to date banlist for because unbanned guids wouldn't be updated on our end which means innocent players would be kicked and we do not want that to occur. We respected their decision and have not tried to import them using other methods.
PBBans imports and enforces bans as well but we do not suggest anyone drop streaming to another site. The EBL was not created to replace anyone. In fact it was created out of my laziness. I was tired of checking the same GUID on many different anti-cheat websites so I made the EBL to check those sites automatically and if a match was found then provide a link to the website the guid is banned on. It was never my intention to replace any 3rd party anti-cheat website with the EBL in order to gain streaming exclusivity. In fact we often promote server admins to multi-stream to others to make a better anti-cheat community.
There have been other incidents that we ignored over the many months because we didn't want to start an AC war. Only people who win in those are the cheaters. Since streaming servers is what makes PBBans so effective, we will not allow anyone to import our ban lists and have them encourage users to cease streaming or not sign up with PBBans because the server admin can use an enforce bans option. Without streaming servers, fewer cheaters get caught and that is against our goal. I'm sure server admins know what it's like to have a player come in your server and spam their server info or clan website in a hope to attract players away from your server. It's disrespectful to say the least.
We didn't want to resort to this but in the end we have to protect ourselves and our goals. Server admins can stream to PBBans, AON, GGC and others simultaneously therefore we feel this decision is best for us but doesn't affect the anti-cheat community.
Posted on Oct 16, 2011 - 09:44 AM by MaydaX
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Battlefield 3 Single Player Campaign Lacking.... |
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Nuke-Evolution |
Battlefield 3 has a single-player campaign... unfortunately
The Battlefield series isn't just another war game franchise that's trying to compete with the first-person shooter Call of Duty; it's a series that offers an experience that's utterly distinct from Activision's testosterone-drenched celebration of war. The multiplayer in Battlefield places an emphasis on teamwork, communication, and vehicles, and this combination has appealed to those who don't care for the alpha-male play of Call of Duty.
The single-player campaign in a Battlefield title would ideally focus on what the game does differently from its main competitor, but DICE seemed content to simply steal everything it could from the Call of Duty series, placing it all in an engine that will take advantage of every bit of power your PC can throw at it. It may be pretty to look at, but it's an utterly hollow experience.
Hit the space bar to kill that dude
DICE seemed to forget everything that made the Battlefield games successful as it crafted the single-player campaign. The missions are linear, and the action is often broken up with lame quick-time events in order to show you something cinematic. Serious men say serious things in serious voices during the cutscenes, and there is none of the goofy humor and personality from the Bad Company 2 campaign. This is a deadly serious look at war—if war is a roller coaster that gave you no control over anything.
The choices you can make boil down to in what order should you kill the guys in front of you. Even playing the game on the Normal difficulty setting I died way too often, usually due to breaking the expected order of the scripted events. You can't pop your head up out of cover until the game says you should, or it's instant death. Don't try to find a bad guy until you're handed a weapon and told exactly where to fire it. The strings that keep all these scripted events running smoothly are visible the entire time, so nothing ever feels natural or organic.
The game expects you do to things a certain way, and will often kill you for trying to deviate from that path. There is no way to quick-save, with the result that some sections feel like lengthy experiments in trial-and error-gameplay. There were sections where I was killed during one attempt and made it through without a scratch on the second—and I'm not sure what I did differently to survive.
By the time the game introduces jets, you're ready for something interesting, but the game doesn't let you fly. You just aim and fire. If you want to actually become a pilot, you need to play the multiplayer portion of the game. It would have been interesting if DICE used the single-player portion of the game to introduce you to the concepts and vehicles of the multiplayer game, but that idea must have been thrown out in favor of stripping control from the player in order to ape Call of Duty and create something that tries to remind you over and over how important it is.
All these shortcomings add up to create an experience that may be amazing visually, but offers very little in terms of fun. Everything is heavily scripted, and you need to follow that script if you'd like to make it to the next section. The multiplayer sections of the game reward quick thinking and improvisation, but the single-player campaign doesn't want you thinking for yourself; your job is to show up, hit the buttons when the game tells you, and marvel at the scenery.
We'll be playing the multiplayer over the next few days to prepare for a larger review that deals with that aspect of the game, but no one should be buying BF3 in order to play the single-player game. It's okay that it's there, and there are a few exciting moments, but I walked away from the game three hours into the six-hour or so campaign because I was getting tired of being told what to do. I'm not sure why DICE got rid of everything that made their game so special in order to try to one-up Call of Duty, but the result is a joyless (but pretty) game of "me too" that's best avoided.
The graphics are, to put it bluntly, amazing. I was able to run the game with the Ultra settings on our review rig at between 50 and 60 frames per second, and there's nothing on the market that can touch the Frostbite 2 engine right now in terms of sheer visual spectacle. If you're a graphics nut—and there's no shame in that—it may be worth playing through the campaign just to see how good modern video games can look. Our suggestion in that case would be to keep the difficulty on "easy" so you can avoid the firefights as much as possible... which isn't advice we're used to giving when it comes to war games.
Still, this review should only deter those who won't play the game online; Battlefield 3 having a poor single-player campaign is like going to the world's best steak house and complaining that the glass of water the waiter just poured you was warm. The single-player doesn't take away from the amazing multiplayer game—and we'll have more on that in the coming days as we play. Until then, don't buy this game for the single-player, or play it if your Internet connection is down. We thought it was worthwhile to get the warning out.
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Top 10 Problems With BF3 Beta Addressed |
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Nuke-Evolution |
Top 10 Battlefield 3 Open Beta issues and how we are addressing them
BY: HBrun POSTED: Oct 06, 2011, 05:04PM
REPOSTED: Oct 07, 2011, 8:10PM
We’re more than half way through the open beta and thrilled to see so many people still enjoying the game while continuing to give us great feedback. As part of our dedication to showing you how your feedback is directly affecting and improving Battlefield 3, here are the latest Top-Ten Community Issues that we’re addressing.
1. Squad issues: Cannot play with friends within same squad, squads get split up onto opposite teams, etc.
There will be improved squad functionality in the retail game (including but not limited to): the ability to create squads prior to launching into a game, sticking with your squad when joining a game and continuing together through future games (If team balance on the server allows it), inviting friends to a squad and changing squads once in game.
2. Regarding additional Open Beta content and fixes/patches for consoles, including PlayStation 3 issues with chat and party systems
While we would like to patch the Open Beta, DICE is currently focusing its available resources on polishing the retail game.
3. Will DICE have enough time to iron out everything by release?
Please see General Manager Karl Magnus Troedsson's blog post regarding this question.
4. Can we have ability to change settings/options before deployment into match on PC?
The ability to modify your settings via the deploy screen has been added into the retail game.
5. Issues with terrain stability and “falling into the map” on Operation Métro
This has been fixed for the beta via a server side update.
6. Kill cam sometimes zooms out too far or outside the map
This has been fixed for the launch of the retail game.
7. A bug that sometimes keeps some players from being able to sprint
This has been fixed for the launch of the retail game.
8. Screen flickering/stuttering. Blue screen remains after respawn. Game locks up after deploying C4 (360)
This has been fixed for the launch of the retail game.
9. Downed bodies appear to be dead, but are not
The DICE team has been looking into this issue – which is caused by a combination of incidents in a
confined area - and are working hard to address the issue for the launch of the retail game.
10. Why is the hit detection seemingly different from Battlefield: Bad Company 2?
The netcode is one of the many things that we are testing as part of the Open Beta and is not necessarily reflective of the final retail game.
The DICE team appreciates and has heard the feedback you’ve provided and is further optimizing online play.
Don’t forget to keep submitting your ideas and issues to the Battlelog forums.
Thanks to your help and participation we’re on track to make Battlefield 3 our greatest game to date!
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