NENathaniel

joined 2 years ago
MODERATOR OF
[–] NENathaniel@lemmy.ca 7 points 1 day ago

They're not honouring previous purchases?

[–] NENathaniel@lemmy.ca 0 points 1 week ago

Draw the line at parking because North America subsidizes car ownership waayyyy too much already

[–] NENathaniel@lemmy.ca 18 points 2 weeks ago (2 children)

You were proud to be American before Trump?

[–] NENathaniel@lemmy.ca 2 points 2 weeks ago

I believe it is indeed satire

[–] NENathaniel@lemmy.ca 4 points 2 weeks ago* (last edited 2 weeks ago)

Is this real? Don't see the post but maybe just deleted

Edit: found it. I feel like he posted this ironically tho

[–] NENathaniel@lemmy.ca 3 points 3 weeks ago

Didn't this happen like., a few years ago?

[–] NENathaniel@lemmy.ca 1 points 3 weeks ago

Love Buzzkill 👍

[–] NENathaniel@lemmy.ca 12 points 1 month ago

Terrible excuse not to build walkable cities

[–] NENathaniel@lemmy.ca 6 points 2 months ago

That's just how I get to/from work lol

[–] NENathaniel@lemmy.ca 11 points 2 months ago

2001 looks awesome still, despite being a space film from the 60s

[–] NENathaniel@lemmy.ca 2 points 2 months ago

That hasnt been my experience at all. If I go somewhere for 2x the cost of fast-food, the quality is usually far ahead

[–] NENathaniel@lemmy.ca 0 points 2 months ago

Good so far. Hot take but for now I think 2042 is still a better game but, BF6 is in a way better state than 2042 was at launch

4
submitted 2 months ago* (last edited 2 months ago) by NENathaniel@lemmy.ca to c/bf6@lemmy.cafe
 

cross-posted from: https://lemmy.ca/post/54663580

Recently, we introduced updates that increase the XP earned in official matches and reduce the XP needed for the first 20 attachment ranks. As we continue to build on the improvements we mentioned previously, we are also delivering a major overhaul of Challenges and Assignments, guided by gameplay data and your feedback. Some of the adjustments in this update are substantial, and we wanted to share more context on how we arrived at them. This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play. Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length. Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.

The first set of changes went live today through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.

As previously indicated, the scale of our plans for Challenges and Assignments are large and will take place over multiple server-side and client-side updates, expect additional updates in the future. We wanted to get the first set of changes into your hands as soon as possible while we prepare further game updates. We’ll follow-up with more details on the rollout in the future. In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples. Class Challenges Assault, Engineer, Support, and Recon challenges now complete much faster.

Assault 2: Have Squadmates deploy on your Spawn Beacon.
Reduced from 50 deploys to 5.
Support 2: Revive teammates as Support.
Reduced from 200 revives to 60.

Weapon Assignments All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.

Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.
Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.

Conquest 2: Wins in Conquest.
Reduced from 5 wins to 2.
Conquest 3: Objective kills in a round of Conquest.
Reduced from 30 objective kills in a round to 10.

Gameplay & Mastery General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.

Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.
Reduced from 20 Multi Kills to 5.
Adaptable 2: Repair damaged Vehicles in a life.
Reduced from requiring 3000 damage to 500.

We value your ongoing feedback around Challenges and Assignments as we continue to roll out further improvements. Please continue to report bugs on our EA Forums, and join the community on the Battlefield Discord server.

See you on the Battlefield.

5
submitted 2 months ago* (last edited 2 months ago) by NENathaniel@lemmy.ca to c/battlefield@lemmy.ml
 

Recently, we introduced updates that increase the XP earned in official matches and reduce the XP needed for the first 20 attachment ranks. As we continue to build on the improvements we mentioned previously, we are also delivering a major overhaul of Challenges and Assignments, guided by gameplay data and your feedback. Some of the adjustments in this update are substantial, and we wanted to share more context on how we arrived at them. This update makes significant reductions to challenge requirements, cutting down on time investment while maintaining a focus on skill-driven progression that rewards consistent play. Challenges and Assignments are tuned around defined playtime targets, and these changes bring their requirements in line with those goals to make them more achievable within a reasonable session length. Assignments will continue to range from goals you can complete through regular play to a few that reward true mastery, particularly those tied to cosmetic items. Some of the original criteria did not fully reflect that intent, and we have updated them to make their difficulty and purpose clearer.

The first set of changes went live today through a server-side update and are available immediately. Any progress you’ve already made will automatically be applied when you enter a match, unlocking any challenges or assignments you now meet based on the updated criteria.

As previously indicated, the scale of our plans for Challenges and Assignments are large and will take place over multiple server-side and client-side updates, expect additional updates in the future. We wanted to get the first set of changes into your hands as soon as possible while we prepare further game updates. We’ll follow-up with more details on the rollout in the future. In this first set of changes we made a total of 90+ adjustments to Challenges and Assignments. Below we’ve highlighted a few examples. Class Challenges Assault, Engineer, Support, and Recon challenges now complete much faster.

Assault 2: Have Squadmates deploy on your Spawn Beacon.
Reduced from 50 deploys to 5.
Support 2: Revive teammates as Support.
Reduced from 200 revives to 60.

Weapon Assignments All weapon-type assignments (ARs, SMGs, LMGs, Shotguns, DMRs, Snipers, Carbines) have been significantly simplified.

Rapid Fire 1/Assault Rifle: Inflict damage with Assault Rifles.
Reduced from requiring 10000 inflicted damage to 3000.

Mode & Unit Assignments The majority of our mode-specific assignments (Conquest, Rush, Breakthrough, Domination, and others) have been standardized to require two wins per tier. This change makes it easier to pursue these challenges with clear intent.

Conquest 2: Wins in Conquest.
Reduced from 5 wins to 2.
Conquest 3: Objective kills in a round of Conquest.
Reduced from 30 objective kills in a round to 10.

Gameplay & Mastery General “Expert” and “Master” assignments that require multi-kills, headshots, kill streaks, or revives have been adjusted to better match the natural rhythm of gameplay. For example, multi-kill and streak goals now align with average round performance rather than rare, outlier achievements.

Explosives Expert 2: Get Multi Kills (2+ Kills Onwards) with explosives.
Reduced from 20 Multi Kills to 5.
Adaptable 2: Repair damaged Vehicles in a life.
Reduced from requiring 3000 damage to 500.

We value your ongoing feedback around Challenges and Assignments as we continue to roll out further improvements. Please continue to report bugs on our EA Forums, and join the community on the Battlefield Discord server.

See you on the Battlefield.

 
 

Priority Battlefield 6 Game Updates

Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.

Live Now:

Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed. 

Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.

Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the details on how to get Full XP in Verified modes.

Upcoming Changes:

Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.

Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:

    XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.

    We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:

    Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3

    Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000

    Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5

    In addition, a later game update will reduce the 200m distance

Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.

Weapon Dispersion: As part of our Season 1 Update 1 (October 28), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.

We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:

Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.

Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.

Regarding Battlefield Labs

We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together. Battle Royale Mode: Learnings and Updates

Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:

Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.

Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.

World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.

Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.

We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests. Let’s Go!

Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.

The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!

//The Battlefield Team

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

134
submitted 9 months ago* (last edited 9 months ago) by NENathaniel@lemmy.ca to c/petrats@lemmy.world
 
 
 

Got her as a rescue, she's an absolute cutie. A little timid but, sweet and cuddly.

I'm getting her some ratty friends very soon, but for now I'm just giving her excessive amounts of attention and lots of snacks

 
 
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