Thema:
Du könntest dich möglicherweise irren! flat
Autor: Nitschi
Datum:24.05.18 09:33
Antwort auf:Nicht fuer mich von lmarvin

>Das wirkt mir einfach zu bunt, zu hektisch, overstyled und ja, nicht "puristisch" genug. DLC und Seasonpass waren mir eigentlich egal aber nach diesem Michael Bay over the Top Trailer bestätigt sich wohl das die BF Formel für mich einfach durch ist. Und das ist nach ~16 Jahren BF und mehreren Tausend Spielstunden eigentlich auch OK für mich, es gibt genug andere Games.

Also ich möchte Dir nicht Deine Meinung nehmen, das kann wohl alles schon so sein :) ABER:

Der Trailer gestern war in der Tat einfach ein boom!boom!peng!bunt!WOOOSH!KABOOM!!!-Feuerwerk, das ich auch nicht gerade gut fand/finde. Da wollte DICE offenbar so ziemlich alles in diese 1-2 Minuten reinpacken. Unnötig, wie ich finde, aber okay...

Wenn man sich aber tiefergehende Infos durchliest, dann klingt das alles GERADE für Battlefield-Veteranen IMO sehr sehr sehr gut! Zielgruppe sind meines Erachtens nach gerade eben weniger die Casual-Player sondern eher Battlefield-Aficionados und -Fans, die schon seit langer Zeit dabei sind. Wirklich mehr wird man natürlich erst in den kommenden Wochen und Monaten erfahren und kennenlernen, aber alleine die Infos aus dem jackfrags-Video klingen überwiegend sehr positiv:

[https://www.maniac-forum.de/forum/pxmboard.php?mode=message&brdid=1&msgid=4314082]

Ich bin SEHR guter Dinge, dass das ein verdammt gutes Battlefield wird. Diese Gesichtsmalerei und teilweise seltsamen Outfits finde ich auch recht affig und eher unpassend... aber: die standen halt jetzt im Trailer stark im Fokus, weil sie die ach so heterogene Zusammensetzung des Squads zeigen wollten. Im reinen Multiplayer ist das wahrscheinlich und hoffentlich nicht allzu auffälliges Beiwerk. Irgendeine Art von monetization-System will EA halt drinnen haben, das lassen sie sich bei einem AAA-Titel ganz sicher nicht entgehen. Und das ist mir das (im Rahmen!!) lieber als pay2win mit Lootboxen oder x DLCs, die kostenpflichtig sind und die Player-Base auseinander dividieren.

"No Season Pass

Launch locations are France, Africa and Rottedam and North Africa desert

Coop Mode called Combined Arms

Single player War Stories return

Fortifications are things like sand bags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.

Predetermined areas to build such as at flags, can rebuild destroyed buildings

Attrition system – health bar is in stages, only regen up to closet stage not to 100 anymore

Physical interactions – every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)

No more HUD/map spotting, spotting is based on movement/changes around you

Attrition system – much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)

Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete

Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points

Can call for help when down such as in the trailer

Ragdolls (player bodies) effect the environment, push down grass etc.

Gunplay completely changed

No more visual recoil

Each gun has a unique recoil pattern that can be learned and mastered

Bipods easier to use and setup

Bullet penetration through thin wood, sheet metal, walls

Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving

Crouch sprinting is in the game

Can burst out of widows and commando roll, no destroying windows first

Can catch, throwback or shoot grenades

Less grenades because less ammo

Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle

For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.

Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant

Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious

Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in

Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger

Elite classes are gone

Behemoths are gone

Large, non-fatal explosions can knock a player over

Four classes are back: assault, medic, scout, support

Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customizable

Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.

Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives

Can change and add specialization trees such as agility, flak armor, suppressive resistance

The more you play a class more you get more specializations/archtypes within said class"


< antworten >