DICE outlines some changes to the map it is considering Battlefield 2042.
According to the developers, it’s working on traversal, intensity, line of sight, paths, coverage, and other changes to specific maps (like Kaleidoscope).
One of the core issues the team is working on is traversal, as players have expressed frustration with the time it takes to get between flags or from a base spawn point to a flag. This is a result of bringing in 128 players and some of the largest maps the team has ever created as a playspace. DICE says that while the larger map provides more play space and freedom, the “side effect” is that the gameplay is now more fragmented, resulting in an overall increase in combat time associated with playing objectives.
To address this, research is underway to reduce the total travel time between the flag and base spawn point on some maps, which will be done by moving the base spawn point and the closest flag.
Another area that the team believes could improve the gaming experience is combat intensity. Again, this issue is mostly related to the 128 player mode, especially when there are too many players or vehicles, the breakout can get a little confusing when fighting for the flag.
In terms of improvements, DICE is reviewing whether keeping Breakthrough at 128 players versus 64 players makes sense, or whether reducing the total number of vehicles that can spawn would make things less overwhelming. Now, it feels like the 64-bit player breakthrough offers the best experience.
In terms of line of sight, the team feels that there are too many empty and flat spaces on some maps at present, and they focus too much on direct long-distance battles between targets. Most of the feedback on this is for Kaleidoscope, but this applies to other areas of the map as well. The current improvement plan is to ensure more hidden opportunities when going to and from the target. The goal is to reduce the focus on long-range combat and the need to carry weapons.
Because Kaleidoscope is an “obvious criminal for line-of-sight challenges,” DICE is working on improving certain areas of the map, including redesigning the breakout experience and moving combat to areas of the map where better cover exists.
Another area of focus is the lack of a clear target path, because without a clear expected path, enemy fire will come in from all possible angles. This can make it difficult to keep targets, and when attacking, players will expose themselves to bad lanes to push the flag. Improvements to the paths on the map are being studied to make the paths clearer, more defined, and easier to understand how to get from one goal to the next.
Finally, the current lack of cross-map coverage is another area of improvement that the team will focus on. While it tries to limit direct ranged combat between targets, it also seeks to ensure adequate cover when moving between targets. DICE is seeking to address this by reviewing whether additional cover is required where needed to reduce firing from 360-degree angles.
As an example of a variation under study, DICE called Breakthrough – Sector A on the Kaleidoscope Large as a good example of a target spawning too far from the defense base. The team thinks it’s too ruthless for the offense right now.
With Conquest – Kaleidoscope, there are too many open spaces without cover, which leaves the player open for long periods of time.
Not all of the proposed changes will be available in-game in all map libraries at the same time, as the plans outlined by DICE will require “substantial development time.” The team has already started incorporating “healthier behaviors” into new maps in development, but it’s getting closer to updating older maps and focusing on the ones that need the changes the most first. This includes the Kaleidoscope in Conquest and Breakthrough, which is where players will see the first landing updates. The current plan is to provide an update to Kaleidoscope in the first season.
For future map design, current learning will influence the design process, as bigger maps do not equate to “more freedom and playstyle or fun”. Players can expect future maps to be smaller than most released maps. This also means that DICE is reviewing the possibility of reducing the number of sectors and total capture points per map when played with 128 players. It’s also considering changing the shape of the maps to give them more of a sense of direction.
Player counts across modes such as Breakout will also be reviewed, as well as the type and number of vehicles available on specific maps, with a focus on where to find the right balance to positively enhance the gaming experience.