Dienstag, 25. Oktober 2011

BATTLEFIELD 3 Live - How to

Hallo liebe Mitstreiter,


wie ich gestern über ein mir bekanntes Forum erfahren habe, ist es mittlerweile möglich Battlefield 3 live im Multiplayer, Singleplayer und CO-OP Modus zu spielen.

Anleitung dazu lautet folgendermaßen:

Systemsteuerung-> Internetoptionen-> Verbindungen-> Lan-Einstellungen-> Proxy-Server für Lan verwenden
Das eingeben: Adresse: 203.232.208.116 Port: 8080-> auf OK drücken-> Origin starten-> BF3 aktivieren-> Origin EInstellungen-> Offlinemodus-> Singleplayer spielen!

Hierbei wird Origin über einen koreanischen Proxyserver ein anderes Datum vorgegaukelt und man kann so die Datumsabfrage für BF3 umgehen. Diese Version hat bei vielen vielen Leuten schon funktioniert und heute gab es auch ein Statment von EA / Dice dazu:



In response to the large amount of players using a Korean VPN today to play Battlefield 3 one day early, EA have sent out an email to all those who bought on origin that they can access the game today instead of tomorrow. This is great news and we can’t wait to see the swarm come on the battlefield. Hopefully this will mean that EA will change the release dates for the rest of the world.

This is ONLY for Digital Pre Orders of BF3

Some people are reporting to not of received the email. If your Regions release was set to be the 25th of October, we encourage you to try starting the game in origin and logging into Battlelog.

Wann und ob es den 500MB großen Patch gibt kann ich Euch leider nicht sagen.
Darüber hab ich noch keine Infos gefunden.



so long, happy fraggin!

Samstag, 22. Oktober 2011

Battlefield 3: Back to Karkand DLC Maplist


Noch eine freudige Nachricht für uns BF2-Veteranen..........nämlich die derzeit bestätigten Maps vom "Back to Karkand"-DLC:

- Back to Karkand
- Wake Island
- Gulf of Oman
- Sharqi Peninsula

Es werden voraussichtlich auch einige Waffen dazu kommen.

Tja, da können wir uns auf einiges freuen!


Quelle: http://mp1st.com/2011/10/02/leaked-weapon-list-for-battlefield-3dlc/

Battlefield 3: Zerstörung war in der Beta heruntergeschraubt + Common-Rose im 1st-Day-Patch

Laut einem Bericht auf der PC-Games Homepage hat EA/DICE bestätigt daß in der Beta das Zerstörungssystem reduziert war und in der FINAL-Version einiges mehr möglich sein wird. --> Wollens wir hoffen!!!

Und jetzt noch eine gute Nachricht für uns BF2-Veteranen..........Das Common-Rose wird im 1st-Day-Patch nachgeliefert!!! --> GRUNZ GRUNZ!!!

Samstag, 15. Oktober 2011

Ready to see the final five multiplayer maps included in Battlefield 3? We talked to the multiplayer team at DICE about the concept behind each map, and how they decided which maps made the cut into the final game.




GRAND BAZAAR

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/BF3_5F00_GrandBazaar_5F00_550.jpg

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/GrandBazaar350.jpg

WORKING TITLE> BAZAAR
DICE INTERNAL DESIGNATION> MP001
SUPPORTED GAME MODES> ALL
BRIEF> TIGHT URBAN COMBAT



FICTION> THE BATTLE FOR CENTRAL TEHRAN HAS REACHED ITS SECOND WEEK, AND WHAT WAS EXPECTED TO BE OVER WITHIN DAYS NOW CONTINUES AS RUSSIAN AND U.S. FORCES CLASH FOR CONTROL OVER THIS ANCIENT CITY.



DESIGN THOUGHTS> We knew we wanted to do something very urban in the city center of Tehran. The fiction has you coming in two weeks after fighting started, so the tight and narrowly built city has a great deal of destruction already when you spawn into the game. Grand Bazaar is a classically mirrored map where both sides have very similar pathways, sideways, and possibilities to traverse heights to get a better view of the action. It’s a very short range close quarter combat map where shotguns tend to be favored.



CASPIAN BORDER

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http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/CaspianBorder350.jpg


WORKING TITLE> FOREST
DICE INTERNAL DESIGNATION> MP007
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE WARFARE IN LARGE VALLEY



FICTION> A RECON RUSSIAN FORCE HAS SET UP CAMP ON THE TURKMENISTAN SIDE OF THE IRANIAN BORDER AND PROCEEDED TO TAKE OVER THE HEAVILY BUILT UP BORDER CHECKPOINT.





DESIGN THOUGHTS> Caspian Border was meant to encapsulate the classic Battlefield all-out vehicle warfare gameplay, and also to be a lush and green contrast to the more urban and desert maps in Battlefield 3. The border control splitting the map in two was introduced to add an interesting break both visually and gameplay wise in the otherwise beautiful and open landscape. Caspian Border is one of the obvious map choices if you are after the full vehicle experience, as base distances are generally too long to cover by foot. Pretty much every type of vehicle is available in this map.



SEINE CROSSING



http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/BF3_5F00_SeineCrossing_5F00_550.jpg

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/SeineCrossing350.jpg


WORKING TITLE> PARIS
DICE INTERNAL DESIGNATION> MP011
SUPPORTED GAME MODES> ALL
BRIEF> VEHICLE/INFANTRY COMBAT IN DOWNTOWN PARIS



FICTION> THE AMERICAN INVASION OF RUSSIAN OCCUPIED PARIS IS IN FULL MOTION. THE UPSCALE AREA IN THE 7TH DISTRICT OF PARIS SERVES AS THE BATTLEGROUND.



DESIGN THOUGHTS> Seine Crossing has two sections of Paris split in the middle by the river Seine. Seine Crossing has a number of larger roads for vehicles to patrol, while infantry can sneak through tight alleyways and climb staircases to reach second or third levels inside buildings to reach a better tactical position – unless the enemy takes down the building facades. The final M-COM stations in Rush are placed inside a bank building, which is the largest indoor environments of this map and forces the attackers to slightly change tactics.



NOSHAHR CANALS

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/BF3_5F00_NoshahrCanals_5F00_550.jpg

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/NoshahrCanals350.jpg

WORKING TITLE> CANALS
DICE INTERNAL DESIGNATION> MP017
SUPPORTED GAME MODES> ALL
BRIEF> MIXED COMBAT IN INDUSTRIAL SETTING



FICTION>  U.S. MARINES LAUNCH A STRIKE ON A MAJOR HARBOR BY THE NOSHAHR CANALS ON THE IRANIAN COAST. THE STRATEGICALLY IMPORTANT PORT ALLOWS FOR DEEP WATER VESSELS TO OFFLOAD ESSENTIAL MATERIALS.



DESIGN THOUGHTS> When we set out to do Noshahr Canals, we wanted to contrast the urban and rural with something more industrial. So we set Noshahr Canals up as an industrial harbor, featuring a mix of infantry, land vehicle, and boat gameplay. The attackers in Rush start out on an carrier ship and can reach the beachhead by amphibious vehicles, boats, and helicopters. All of the bases on the map have an industrial theme but still have different styles, like a train yard, dry dock, or airfield. Compared with the larger vehicle maps in the game, this allows for tighter infantry combat.



KHARG ISLAND

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/BF3_5F00_KhargIsland_5F00_550.jpg

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/KhargIsland350.jpg

WORKING TITLE> KHARG
DICE INTERNAL DESIGNATION> MP018
SUPPORTED GAME MODES> ALL
BRIEF> AMPHIBIOUS ASSAULT



FICTION> KHARG ISLAND IS IRAN’S BIGGEST OIL EXPORT TERMINAL. IF THE U.S. CAN STAKE CONTROL OVER THIS ISLAND, IT WILL DENY THE RUSSIANS CRITICAL ACCESS TO IRANIAN OIL RESERVES.



DESIGN THOUGHTS> Kharg Island is our second map with boat gameplay. Thematically it’s representing an assault against Kharg island in the Persian sea, an industrialized island not far from the Iranian coast. The map is slightly more focused on vehicles with longer distance between flags than for example Noshahar Canals. In the Rush game mode, the beach assault begins on the coastline with a well-defended beach you need to break through to create a beachhead for further attacks on the island, before it opens up wider in the later part of the map.



THIS IS HOW WE DO IT
Creating levels at DICE is a democratic affair, and a process that is ruled in equal amounts by art and gameplay design. This in order to not only get a balanced mix of gameplay variations in the game, but also a variety of visual impressions.



At the start of the design process, the artists mocked up a number of creative briefs together with level designers Inge Jøran Holberg, Diego Jimenez and Niklas Åstrand. These briefs explain the gameplay type and idea, story and visual theme. Everyone on the Battlefield 3 development team was encouraged to vote for their favorites among the briefs and also add ideas of their own. From there, prototypes of the favorite levels were produced in so called “pods” -- pairs with a level designer and artist per map -- so the team could play them to see which ones were the most promising.



Then, the team as a whole weighed the maps against one another to see which ones would make the most compelling and diverse package to ship the game with. We finally ended up with the 9 cherry-picked multiplayer maps you can read all about here today and in yesterday’s blog post. They’re the best of the best, the maps that shone the brightest in our playtests, and the ones that combined bring out everything we want both veteran and new Battlefield players to experience in Battlefield 3 multiplayer.



Oh, and did you know there's a sand castle on one of our maps in Battlefield 3? This classic easter egg has been present in many Battlefield maps through the years. See if you can find it!



THE COMPLETE BATTLEFIELD 3 MULTIPLAYER MAP LIST
(IN ALPHABETICAL ORDER)
Caspian Border / Level Designer: Diego Jimenez
Damavand Peak / Level Designer: Niklas Åstrand
Grand Bazaar / Level Designer: Niklas Åstrand
Kharg Island / Level Designer: Inge Jøran Holberg
Noshahar Canals / Level Designer: Niklas Åstrand
Operation Firestorm / Level Designer: Inge Jøran Holberg
Operation Métro / Level Designer: Inge Jøran Holberg
Seine Crossing / Level Designer: Diego Jimenez
Tehran Highway / Level Designer: Niklas Åstrand

Donnerstag, 13. Oktober 2011

The 9 multiplayer maps in Battlefield 3 offer every style of gameplay from dense urban combat to all-out vehicle warfare on vast landscapes. Read on for the design ideas behind the multiplayer maps in Battlefield 3, straight from Niklas Åstrand, one of the level designers at DICE. The remaining maps will be revealed here on the blog tomorrow.

OPERATION FIRESTORM



http://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_2_2D00_1280.jpghttp://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_1_2D00_1280.jpg


WORKING TITLE> OILFIELDS
DICE INTERNAL DESIGNATION> MP012
SUPPORTED GAME MODES> ALL
BRIEF> ALL-OUT DESERT WARFARE

FICTION> U.S. AND RUSSIA LAUNCH LARGE-SCALE ASSAULTS TO CONTROL IRAN’S BIGGEST SOURCE OF OIL. SECURING THIS AREA WILL OFFER FULL CONTROL OF THE SECTOR AND ITS KEY FACILITIES.



NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of our largest and most vehicle-friendly map, Operation Firestorm is the classic Battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three Atacama Deserts -- one of the largest maps from Battlefield: Bad Company 2 -- within the playable area of Operation Firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or RPG.



OPERATION MÉTRO

http://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_2_2D00_1280.jpg

http://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_1_2D00_1280.jpg

WORKING TITLE> METRO
DICE INTERNAL DESIGNATION> MP015
SUPPORTED GAME MODES> ALL
BRIEF> INFANTRY FOCUSED COMBAT IN SUBWAY

FICTION> HEAVY FIGHTING IS EXPECTED AS U.S. FORCES PUSH TO SECURE THE FINANCIAL DISTRICT IN CENTRAL PARIS. RUSSIAN ANTI-AIR EMPLACEMENTS IN CHARDONNAY PARK ARE LIKELY TO BE THE FIRST TARGET.



NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Operation Métro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation Métro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.



TEHRAN HIGHWAY

http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_1_2D00_1280.jpg

http://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_1280.jpg

WORKING TITLE> HIGHWAY
DICE INTERNAL DESIGNATION> MP003
SUPPORTED GAME MODES> ALL
BRIEF> INFANTRY FIGHTING IN TIGHT CITY STREETS

FICTION> A FIGHT FOR CONTROL OF ACCESS ROUTES NEAR TEHRAN. U.S. FORCES MAKE A PUSH FROM THE HILLS UNDER COVER OF DARKNESS WHILE RUSSIANS HAVE SET UP DEFENSIVE POSITIONS ALONG THE MAIN ENTRANCE POINTS.



NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of the inspirations for this map was a photo of a night time skyline of Tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry.



DAMAVAND PEAK

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http://blogs.battlefield.ea.com/cfs-filesystemfile.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/DamavandPeak_2D00_1_2D00_1280.jpg

WORKING TITLE> BASEJUMP
DICE INTERNAL DESIGNATION> MP013
SUPPORTED GAME MODES> ALL
BRIEF> FIGHTING IN WINTER MOUNTAINS

FICTION> A RUGGED MOUNTAIN AREA PLAYS A MAJOR ROLE IN DECIDING WHETHER RUSSIAN OR U.S. TROOPS ARE SUCCESSFUL IN COMBAT OPERATIONS IN THE SECTOR, AS THE AREA IS HOME TO KEY RADAR INSTALLATIONS.



NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular

Freitag, 7. Oktober 2011

Battlefield 3 Vergleich von PC zu PS3 Version

64-Spieler-Map Caspian Border kehrt zurück in die Beta - Erste Server bereits online

Dice will die Battlefield 3 Beta-Spieler glücklich machen und bringt die 64-Spieler-Map Caspian Border zurück auf die Server. Der großangelegte Test läutet das finale Testwochenende ein. Erste Server sind bereits jetzt verfügbar.
 
Caspian Border war in der vergangenen Woche schon einmal spielbar. Nun kehrt die Map auf die Battlefield 3 Beta-Server zurück.  

Caspian Border war in der vergangenen Woche schon einmal spielbar. Nun kehrt die Map auf die Battlefield 3 Beta-Server zurück. Alle Battlefield 3 Beta-Teilnehmer dürfen sich freuen, denn die 64-Spieler-Map Caspian Border kehrt am finalen Beta-Wochenende auf die PC-Server zurück. In den offiziellen Battlelog-Foren ließen EA und Dice folgendes verlautbaren: "Das Dice-Team hat sich entschieden, Caspian Border am finalen Beta-Wochenende wieder verfügbar zu machen, um so einen umfangreichen Test der Map vornehmen zu können." Die Map war in der vergangenen Woche bereits kurzzeitig spielbar. Im Gegensatz zu Operation Metro beherbergt Caspian Border nicht nur bis zu 64 Spieler, sondern auch Fahrzeuge, Jets und Helikopter.

"Bitte behaltet im Hinterkopf, dass es sich um einen Beta-Stresstest für unsere Server handelt. Dementsprechend kann es zu Crashes, Netzwerkinstabilitäten und Fehlern kommen." Darüber hinaus verweisen die Verantwortlichen darauf, dass die Beta keinesfalls die Qualität des finalen Spiels widerspiegelt. Der Caspian Border-Test wird exklusiv für PC-Spieler durchgeführt. Es wird kein Passwort geben. Die Caspian Border-Server werden offiziell heute Abend ab 19 Uhr online gehen. Schon jetzt sind erste Server online. Der Andrang ist allerdings immens. Weitere Informationen zum Ego-Shooter erhaltet ihr auf unserer Battlefield 3-Themenseite.

Dienstag, 4. Oktober 2011

Erste Verbesserungen für die Finale Version von Battlefield 3

DICE nutzt das Feedback der Beta-Tester von Battlefield 3 und hat bereits eine Liste von Korrekturen herausgegeben, die in die finale Version eingebaut werden. Natürlich beziehen sich die meisten Punkte auf zum Teil simple Fehler oder ärgerliche Abstürze, die die Entwickler beheben müssen, es sind aber auch kleine Verbesserungen enthalten.

So wird es einen "subtilen" Effekt auf dem Bildschirm geben, wenn ein Spieler nur noch wenig Gesundheit besitzt. Auch diverse Werte von Auszeichnungen und das Aufsteigen in verschiedene Ränge wurde den Erfahrungen der Beta-Tester angepasst.

* Fixed occasional client crash when reviving.
* Fixed killcam showing glitched area under map if your killer is dead.
* Issue with spawning on dead squad mates fixed.
* Fixed a bug where shooting at a moving enemy could cause more than the intended amount of damage.
* Crosshairs for shotguns have been replaced with a new, thinner, art.
* A subtle low health screen effect has been added.
* Tweaked scores of Medals and Service Stars.
* Tweaked the Rank progression.
* Pushing prone on console will not play the animation twice.
* Fixed loss of Squad Leader after EOR at some times.
* Framerate stability fixes.
* The 3D spotting icons has been tweaked to better match the target's visibility.Icons will show frequently less on mostly obscured targets.
* Fixed issue with crosshair disappearing after round transition.
*Fixed issue with crosshair disappearing after trying to deploy while the countdown timer still active.
* Squad list now shows specializations chosen, VOIP activity and dead squad mates.
* Non working options in squad menu fixed: "Private" flag and "Switch Teams".

Quelle: CVG