Star Wars Battlefront II

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Wed Apr 29, 2020 7:43 pm

While I will aim for the Maul one (might be difficult during these first few weeks as everyone will be gunning for him in Co-op), I doubt I'll ever go for Rey's. Too much work for something that'll barely get use.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Thu Apr 30, 2020 10:25 pm

Scarif is dull and grey, like in parts of the movie. No sign of the fancy pants sunny day the trailer advertised.

Edit: Good post on the Maul requirements from the Reddit community.

The milestone is broken. 5,000 kills as one character has ramifications on the entire game and it’s already causing players to leave

A. Co Op is plagued with people menu camping, quitting when they don’t get Maul, and trying to prevent their teammates from succeeding. This is not how it’s supposed to be; it’s a toxic and unenjoyable wreck

B. Supremacy with Maul... see item “A”

C. It’s the only Maul skin in the game and for an average player, it will take 200 hours or more when you consider their success rate of actually getting Maul. The minuscule minority of players that defend it say it’s easy when they are literal gods at the game, getting 70+ kills per match as Maul AND they’re fast enough to get him every time

D. Offline players have an eternal future with this game but will never be able to get the skin. How is that fair or a decent way to treat loyal community members?

In summary: think about how it impacts the game, the players, and the community spirit, which is severely lacking right now


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Tomous
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PostRe: Star Wars Battlefront II
by Tomous » Thu May 28, 2020 8:41 pm

Does this have any kind of co-op campaign?

Infact, is the single player campaign any good?

Clocked it was on PS Plus next month.

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PostRe: Star Wars Battlefront II
by Ste » Thu May 28, 2020 10:44 pm

Tomous wrote:Does this have any kind of co-op campaign?

Infact, is the single player campaign any good?

Clocked it was on PS Plus next month.



Single player campaign is OK.

Online co-op - you and 3 others against a team of bots is great.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri May 29, 2020 1:10 am

The singleplayer campaign is alright, but very small.

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PostRe: Star Wars Battlefront II
by Mafro » Fri May 29, 2020 1:11 am

Alvin Flummux wrote:The singleplayer campaign is alright, but very small.

Do I have to have watched all episodes of Rebels and Clone Wars to fully understand it?

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri May 29, 2020 1:17 am

Mafro wrote:
Alvin Flummux wrote:The singleplayer campaign is alright, but very small.

Do I have to have watched all episodes of Rebels and Clone Wars to fully understand it?


:slol: I believe a working knowledge of the Star Wars Christmas Special is essential to all things.

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PostRe: Star Wars Battlefront II
by Dowbocop » Sat May 30, 2020 10:43 am

I've been playing this for the past few weeks. Really enjoying it. All these FTP battle royales are great if you have hours to pour into learning the maps and loot locations, but if you don't you spend five minutes running around an empty map with no gun and then get sniped from a kilometre away. I can pick this up, run round and shoot people for an hour or so, and then go to bed satisfied with my gaming for the evening. And it's Star Wars!

I'm just running around as the standard troop class at the moment trying to unlock the weapons. I've done a bit of the sniper class as well. Barely touched the heroes and villains etc but they're awesome (except rocket troopers, strawberry float rocket troopers.)

Is there any voice chat on this? I'm a bit surprised that there seems to be absolutely no voice or chat communication between teams and players, even social! MW was an absolute shitshow but even then you got a couple of people chatting in between the homophobia. This is literally "gg" at the end of each round and nothing more...

Also happy to get added to people's friend lists as I have no Origin friends. Username is Dowbocop.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sat May 30, 2020 10:52 am

People who allow contact from strangers may get hate messages when they're better than them. I don't think you really want to communicate with other players in this.

Personally, I love not having to talk to, or hear, others. I'm happy to waggle my lightsaber as a truce symbol in the middle of a Heroes v Villains match.

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PostRe: Star Wars Battlefront II
by Peter Crisp » Sat May 30, 2020 11:35 am

Alvin Flummux wrote:People who allow contact from strangers may get hate messages when they're better than them. I don't think you really want to communicate with other players in this.

Personally, I love not having to talk to, or hear, others. I'm happy to waggle my lightsaber as a truce symbol in the middle of a Heroes v Villains match.


I won't be getting any hate mail then :lol: .

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Jan 01, 2021 7:35 pm

I dropped this post on the BF2 subreddit, doesn't seem to be getting much traction, maybe it'll get more here. :shifty:

The Case for a New Old Battlefront

The Star Wars: Battlefront franchise faces a number of problems, that must be addressed if the series is to live up to its full potential. I have come to the conclusion that the only way to resolve all of the problems satisfactorily is to split the franchise, so to speak, and follow the BF2015/Squadrons path of era exclusivity. I will explain my reasoning below.

I apologize for the length of the post, but I think it worth stating in some detail. Hopefully all the facts are in order and I don't trip over myself too much.

Problem 1: Star Wars' Growth

Star Wars is growing constantly now - new heroes, locations, designs (armor, outfits, vehicles), weapons, etc. With the advent of the Sequels and now the High Republic, and persistent rumors of an Old Republic focus for future films, multiple new eras are opening up.

Everyone has their must-have wish lists, old favorites and new, but those lists grow longer, their content more voluminous, with every passing year.

Why is this a problem? Well, let's look at the next problem...

Problem: Limited Dev Resources

DICE is a studio of considerable size, but its resources are finite. Every other year — or every other other year, depending on system release schedules and live content game popularity/longevity — the studio execs want to pop out a big new game - Battlefield, Battlefront, the very occasional risk-taker, and so on.

But we saw with BF2 that this set-up (which on paper should be a veritable money printing machine) is as flawed as the humans that comprise it, and when an hotly anticipated new game has a bad start, the bigwigs at EA lose confidence fast - the Battlefront team was siphoned off early to bolster the Battlefield team and so on.

The move made good business sense - you don't lend support to a sinking ship of bad press when you can quietly forget it and reinforce the teams making a sure-fire hit due out in just a little while. And I'm sure that EA would've had DICE drop it completely, but the license's importance and the need to keep Disney happy overrode normal business concerns, even after it became unprofitable to keep the small BF2 team going.

So Battlefront 2 kept going its content support team growing just a little over time, but Battlefield hogged DICE's resources from that point on, and if there were ever plans for a BF3, they were shelved indefinitely.

I'm unsure of DICE's internal organizational structure and how it changes over time, so forgive the assumption I'm going to make here. It just seems like whatever big unreleased game DICE is working full-time (e.g. Battlefield or Battlefront) on gets the by far the lion's share of company resources, the last big release still being supported gets a small to team to continue and wrap up the content updates, and minor resources are dedicated to the basic upkeep of earlier releases. A fair assumption? No? Yes? Maybe?

If it is, then I can only conclude that DICE is simply unable to support two franchises as huge as Battlefield *and* Battlefront at the same time, even with an alternating release schedule, without one series, the other, or both, suffering for it. Maybe the company is too small and its profit margins too slim to grow further, so it just can't manage both, or maybe it could grow but DICE and EA's accountants refuse to allow it.

I might finish up the post on the assumption that DICE will continue to be the series' developing studio, but I must note that both Battlefield and Battlefront would benefit a lot from each series being developed by a different dedicated company, though which one (if any) is beyond my ability to guess right now.

Problem: Starfighter Neglect

Supposition: If Criterion had been permitted to stick around and support BF2's starfighter modes for a year or two, or if the Battlefront team had been preserved in the state it was in at launch, then just as we saw the BF2 ground game evolve and improve with new mechanics, modes and content, so too would we have seen the same happen in the game's starfighter modes; new ships, maps and modes, improved customization, old mode overhauls. The end result might've looked a bit like Squadrons, sans campaign.

But Criterion was whisked away by EA at the earliest opportunity (standard practice for studios lending other groups a hand) - its last contribution, the TLJ map and starfighter heroes, released a couple of months after BF2's launch. With the Battlefront team much reduced in size after the early scandals, its focus needed to be on the game modes people most often played - namely, the ground-based modes. That is despite the space battles being half the fun of Star Wars.

Thus the starfighter modes withered on the vine; people grew tired of the same five maps and heroes repeating ad nauseam with no new content, and wandered off to where the new content was happening. This drove the content focus to remain on the ground modes, and that drove players to the ground modes in turn. A vicious cycle, created and perpetuated by a critical lack of dev resources, punctuated by some mode tinkering in the summer of 2019 IIRC but otherwise pretty much left alone.

And then Squadrons came out, courtesy of EA Motive; it is the Starfighter content Battlefront wishes it had got, and much more besides. It's not a huge title, more of a proof of concept rich with potential, but it does for Star Wars' starfighters what BF2015 did for the Battlefront ground battles. And that is important because it shows that such a standalone game based on starfighters can work well and doesn't need to exist within the framework of a Battlefront title to survive.

Solutions

So we have a trio of problems:

• A rapidly expanding SW universe.
• Unstable and inadequate dev resources.
• Half the fun of the franchise being neglected *just* to keep the other half ticking over.

Solution 1 - EA Motive's Squadrons shows that we can take Battlefront's starfighter-exclusive game modes, and spin them out into their own series, made by another studio.

In one fell swoop, the Battlefront devs don't need to spend resources on pretty large game modes that go unused (and won't be pestered to do so), or rely on their assisting studios to build a half of the game that the core team will be unable to support.

Without that albatross around the neck of the game, dev resources can be better allocated from day one, and players who favor ground or space battles are *both* catered to. This is great for consumers and studio accountants alike.

Disclaimer: Battlefront needs to have combined arms gameplay in its flagship game mode, and I believe that that ought to include starfighters where appropriate. It shouldn't be too hard to incorporate - in fact, jettisoning the starfighter-exclusive modes and further developing the extant flagship ground battle modes could make the OG Battlefront 2's sweeping multi-starship battles feasible.

Solution 2 - Take DICE off the Battlefront case and allow it to work on Battlefield and smaller, riskier projects that promote innovation. Hand Battlefront to another studio (though which one I couldn't guess at right now) which isn't already managing anything huge like Battlefield, and let it thrive there.

Solution 3 - Squadrons and BF2015, taken together, informs this one, and covers both the issue of universe expansion and over-stretched dev resources. I'm talking about era-specific Battlefront games.

With the SW universe expanding rapidly, no studio, even one the size of DICE, can hope to adequately represent all eras in one game any more. Neither can any studio hope to sustain a live content service that supports all of these growing eras at the same time over multiple years in a way that satisfies anyone.

The focus for each game should be narrowed, then, to just one era at a time. The devs support each title for a couple of years after launch with new content, then cycle up to the next era in line for the next release, then head back around to the start, rinse and repeat. This applies as much to Squadrons as it does Battlefront. Maybe it'll result in faster development times, particularly given the hard lessons already learned — progression, loot boxes, customization, player-preferred or popularly requested game modes, etc. — that shouldn't have to be re-learned.

This would allow eras to be more fully represented and fleshed out, heroes well beyond the top-most tier to be included, more locations to feature, more stories to be told in campaigns, shows like Mandalorian, Rebels and Clone Wars be more deeply mined for content, and so on. Additionally, it could allow greater flexibility and accuracy in some hero assignments, as they may have turned from dark to light or vice versa over time.

The Republic era is already so filled to the brim with content that it could make a Battlefront-sized game all on its own right now. The Imperial era is just as content-rich, too. The Sequel era, meanwhile, is still small relative to its predecessors, but nevertheless there is considerably more content there than any all-era Battlefront will come close to representing any time soon.

The future of the Battlefront series doesn't need to be one game each console generation that under-delivers on every era's potential and leaves fans perpetually dissatisfied.

We know what works, and we know what doesn't work. Let's put that knowledge to good use.

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PostRe: Star Wars Battlefront II
by jawa2 » Fri Jan 01, 2021 7:51 pm

I'm afraid that I don't know too much about the game, Alvin... but I love how enthusiastic you are about it and your proposals for future development clearly took a lot of time and thought. Great work!

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Jan 01, 2021 9:36 pm

Thanks, man. :wub:

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Jan 01, 2021 10:54 pm

Era-specific Battlefront... I dunno. Battlefront was always the game to be the one to throw everything into the mix, while other games focused on a specific time. I don't think the lesser known stuff isn't included because there's no room, but because they're chasing popularity. Going after the stuff that sells. Even with BB-8 when they added him to the game. As you point out, the controversy hit them hard. The higher ups would probably have wanted to just hide the game weeks after release if the DICE team hadn't insisted they be allowed to continue working on it. It was all very negative for them around that time, and the only reason to allow DICE to continue working with it is to gain some positive press. They needed it. But from that point on, they were never going to fully support it anyway.

Battlefront 3 I believe will still happen. It was just never going to come out until this current generation arrived. Battlefield will come first, as of course it will. But the third Battlefront will still release, and I should think they'll follow the Battlefield expansion pack route for it. Expansion packs would allow for focused content, even if the base game only has as much as 2017 had at launch (though maybe a bit more in terms of sequel trilogy maps).

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sat Jan 02, 2021 5:02 pm

DICE's first Battlefront (aka 2015) was pretty small in scope, covering only the OT era, but it was a pretty good showcase for what a single era Battlefront could be. While priority was given to movie content, as was the case in BF2, it was still able to feature characters and worlds that few would describe as A-listers - Dengar, Nein Nunb, Sullust and the like. Heck, that game got Jyn and Krennic, something BF2 didn't even get, even though both games eventually got a Rogue One expansion.

Now imagine that taken to its logical conclusion in a larger title today - launching with your standard A-list OT movie and show characters and locations, with DLC drawing from the rosters of characters, locations and troopers from Rebels, Bad Batch, Andor, the Mandalorian, Solo, Jedi: Fallen Order and more. That's a lot of mixing, don't you think?

Without all the starfighter-only modes, any assistance DICE (or whoever else) gets can focus on the core game experience; more heroes, more worlds, better gameplay. Without other eras to worry about, the base game can launch with more content from across the movies and shows that take place in that era.

There's a huge amount of Imperial-era content - a greater than BF2 has right now amount of content, probably. Battlefront has always thrived from mixing things up, yes, but you're only ever going to get surface level, most recognizable content mixing from a multi-era game. Yeah, it's a popularity game, but I'm not talking about dismissing the top tier characters - only adding to them.

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PostRe: Star Wars Battlefront II
by DarkRula » Sun Jan 03, 2021 10:56 am

Yeah, Battlefront 2015 was great in that regard in terms of heroes. Even going to the the trouble of bringing a never-before-seen planet (in canon) to life. It's something Rebellion did with Battlefront: Rouge Squadron on the PSP (and less so with Elite Squadron).

I do think I've had a slightly similar idea to you in the past. During the announce-to-release period of Battlefront 2015. Except instead of keeping all that content to just one game, it would be brought forward to the next era-specific game to be used in whatever modes the second game would have had. But that would have relied on the second game following the same sort of release as the first, with five planets at launch, and four expansions bringing new planets. Not to get too greedy with it, but the second game could have doubled that content before including the original stuff. Could have even allowed the new era to use the old era planets. Might not be canonically correct, but when was Battlefront ever canonically correct?

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sun Jan 03, 2021 6:14 pm

Based on posts made by the devs' representative on the Battlefront subreddit last year, bringing maps forward from one game to the next is a lot of work in Frostbite. It takes like 3/4 of the time creating a new map would take, because Frostbite is garbage.

I like the idea of seeing some maps in different eras - Kashyyyk, for example, would provide stark contrasts. First a Clone Wars battlefield beside a Republic Venator Star Destroyer, then some kind of penal slave logging camp with high walls, turbo laser batteries, huge diggers, then the overgrown ruins of said camp, with a downed Imperial light cruiser sticking out of it.

I don't think I would want only the same few maps being rolled forward though, but it would be cool for a few to do that.

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PostRe: Star Wars Battlefront II
by DarkRula » Sun Jan 03, 2021 6:54 pm

I've heard plenty of tales of Frostbite being garbage. It'll be good if that engine gets retired. I'm sure it's one reason EA games are being held back. Not the main one, of course...

And indeed. Seeing these planets across the different eras would be good. Doesn't even have to be the same area of the planet across eras, either. Just as long as there's a general feel as to how these planets change across the years.

No need to keep using the same map for years on end across multiple games, as after a point it would get stale no matter how many new modes were able to be played on it. Look at GTA Online. Seven years and what's looking to be a few more to come, and though there's still fun to be had, there's nothing that could make the same map more interesting.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Mon Jan 04, 2021 12:51 am

I think era-specific Battlefront is the only way we're ever going to get to see the same worlds at different times, just because in multi-era BF there's a drive to make as many worlds as possible across all the eras, and not repeat one world over two time periods.

That same drive would exist in the mono-era games too, and would produce a wider variety of maps than I think will ever come of a multi-era game, but it would be way more justifiable to bring back certain key worlds and show them in a different state because it's a whole different game.

The one world that this has happened to between BF2015 and BF2 was Jakku. We got to play it during that climactic battle after Endor in 2015, and then BF2 took us there during the Sequel trilogy period. It could've been better, obviously, but it's a good example.

I'd love to see the Clones and Clankers duking it out in Mos Espa during a pod race, followed by Stormtroopers and Rebels in some Tuskeny canyon lands a few years later.

Another benefit to focusing on one era of ground/combined arms warfare and not having starfighter-only modes to worry about is that more resources can go toward, say, turning BF2's capital ship assault mode into a true modern version of Pandemic BF2's flagship game mode. You know, the one which combined starfighter and ground combat and took you all over the galaxy.

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PostRe: Star Wars Battlefront II
by DarkRula » Mon Jan 04, 2021 9:46 am

If DICE can prove that they can make era-specific games work, I wouldn't mind if we got one. No doubt it would be original trilogy again, unless they were brave enough to return to era-specific games with the sequel trilogy, but there would be a whole lot more content than the first. And honestly, don't hold yourself to 'could it work in canon'. Doesn't matter if a major battle never happened there or couldn't work there, as long as it provides a fun fight. Battling at Canto Bight would be a great mostly indoors map, yet would never happen if DICE keep to 'could it work in canon'.

Oh, Galactic Conquest would be a dream of a mode to return. It was always fun to give that a play. It was easy, but fun. I've always been interested to see how DICE could bring that mode into their Battlefronts, but that of course required having the right modes. Neither of the first two had such modes. Closest would have been the co-op mode added to 2017.

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