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《战地6》社区更新 - 开放测试与发售之路

2025-08-05 07:46:45
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《战地风云6》抢先体验测试8月7日开启,8月9日迎来开放测试。开放测试将实装封闭/开放武器系统切换功能,还会对地图、模式等进行调整,后续各职业也有玩法迭代,官方将持续根据玩家反馈优化游戏。

大家好, 随着《战地风云6》的抢先体验测试将于8月7日(周四)开启,开放测试则在8月9日接踵而至,我们想借此机会回顾一下《战地风云》实验室项目至今的历程,以及我们是如何根据大家的反馈进行调整的,同时也想分享一下在游戏正式发售前,未来的测试环节和玩法迭代中大家可以期待的内容。 在开放测试期间,《战地风云》实验室项目将暂时告一段落。测试结束后,我们将继续通过该项目倾听反馈并持续改进。我们对《战地风云》实验室项目获得的反响感到自豪,并将在后续的开发过程中继续关注和根据玩家的反馈及数据采取行动。战地实验室反馈及开放测试版改动 封闭与开放武器系统 我们近期分享了旨在让新老玩家都能融入战地体验的目标。此前围绕职业系统已有诸多讨论,包括希望将封闭武器系统作为一种游戏列表选项重新引入职业的呼声。 为支持不同的游玩风格,我们正在开发相关功能,让玩家能在封闭和开放武器模式间进行选择,该功能将从开放测试版开始实装。测试版中,我们将率先推出封闭武器征服游戏列表。在该模式下,玩家可获得完整的经验值进度,让你能自由地以自己的方式进行游戏。 开放测试版将迎来我们迄今为止规模最大的游戏会话,我们鼓励所有人尝试在两种系统间切换,找到最适合自己的玩法。地图与模式 我们一直在密切追踪玩家在战地实验室中不同地图的行为和移动情况,例如下方的开罗围城战图片。利用这些及其他数据,我们确定了地图上的多个区域,并对其进行了调整,以改善移动流畅度以及玩家移动和战斗的节奏。

Several direct changes have also been made to the layout of objectives, including improved cover, adjusted objective sizes, and tailored designs to support balanced play for both sides. We’ve also updated the visual look of objective boundaries and repositioned turrets across the map to further enhance gameplay. As we move into the next phase of map testing, our focus will shift even more toward refining these objective layouts and iterating based on player feedback. Expect further adjustments as we approach the final stages of development. We’ve always loved the fast-paced action of Domination and have been exploring the best way to bring revives into the mode, a core element of Battlefield teamplay that we think really fits. After seeing positive feedback from players, we’re excited to introduce reviving as a new mechanic, adding an extra layer of strategy and teamwork to the experience. Weapons Time-to-Kill and Time-to-Death have been frequent topics of community feedback. With your input, we’ve balanced damage across the weapon pool and we’re eager to hear your thoughts on how these changes feel during the Beta. We’ve also leveled up our weapon customization options. We’ve worked to enhance overall clarity to make the UI more user-friendly so it’s easier to see which weapons synergize best with each class. These improvements are designed to help you make more informed choices when building your loadout, ensuring that you can quickly understand the strengths and intended roles of different weapons. To further differentiate the classes and provide unique weapon advantages, we’ve introduced signature weapons. Selecting a weapon that aligns with your class now grants exclusive advantages for that weapon that no other classes will benefit from. For example, no other class will be able to utilize a sniper rifle as effectively as a Recon. The Road To Launch Adapting and implementing feedback takes time, and while Open Beta will give you an early look at the Class system, it’s not the final adaptation. After the Open Beta has concluded, there will be more opportunities to shape the class experience together before launch through upcoming Battlefield Labs play sessions. Today, we wanted to give you a glimpse of further changes you can expect beyond Open Beta as we head towards launch. Assault While Assault has been recognized as the class for frontline-medics, and a favorite among lone-wolf players, we’re now placing greater emphasis on team play. With reworked traits and gadgets, Assault offers passive squad benefits that encourage teamwork and provide a stronger support for the squad. The Adrenaline Injector, initially offering a self-healing effect, now clears and boosts resistance to flash and stun effects, enhances tolerance to explosive and incendiary damage, and improves movement speed. We feel that this will reduce their self-sustaining perks and differentiate them further from the support class. Commanding Presence has replaced Enhanced Mobility as the new Signature Trait. This trait speeds up capturing objectives for nearby squad members and takes you and your team out of combat status faster. With this new ability we’re taking another step to provide the Assault class with more team focused abilities. We’re also making a substantial change to the gadget pool of the Assault class. We've renamed the Spawn Beacon to Deploy Beacon, and it's now part of the Assault class gadget pool, instead of Recon. Although the Deploy Beacon has traditionally been a staple of the Recon class, it hasn’t been without its challenges, often being used by solo snipers to redeploy in hard-to-reach places. By moving it to the Assault class, we’re intentionally redefining it as a teamplay tool for frontline flanking and coordinated squad movement. The Deploy Beacon has a finite number of uses per squad and will self-destruct if the Assault player spawns back on it, making it a tactical and limited resource rather than a persistent advantage. We believe this addresses concerns around Assault being too focused on solo-play. A completely new gadget is being introduced: the Assault Ladder. This versatile tool provides squads with access to previously unreachable areas, functioning as either a ladder or ramp depending on deployment angle. As a powerful teamplay gadget, it enables Assault players to lead not just their squad, but their entire team over obstacles, gain height advantages, or surprise the enemy in new ways. Engineer We're pleased to hear balanced feedback on the Engineer class, especially in terms of their core role in vehicle gameplay and explosives. We're eager to learn more about how well the Engineering gadget pool supports and destroys vehicles, and how effective Engineers feel in direct combat. We'll be closely monitoring their toolkit's performance in large-scale battles and are keen to hear your thoughts on whether playing as an Engineer feels impactful and rewarding. Support We've received generally positive feedback regarding Support, and we're actively evaluating a few key areas for improvement. We’re focusing on the refresh rate of supply crates and how well the Support’s signature weapon buffs contribute to the flow of the game. We want to ensure that Support players feel essential to their squads, both in keeping teammates supplied and in boosting overall combat efficiency. Recon For Recon, we saw the opportunity to strengthen the disinformation and sabotage component of its role. With that in mind, we set out to redefine one of Recon’s Training Paths by removing “Pathfinder” and replacing it with “Spec Ops”. A nod to the stealthy, explosive-focused class last seen in Battlefield 2. This is the path for anyone who wants to take on the stealth function of their squad, providing them with insights on troop movement while quietly operating behind enemy lines: Spec Ops 0: Your base class training, available from the start and allows quieter takedowns, crouch and prone movement. Spec Ops 1: Spots nearby enemy gadgets (except when sprinting). Spec Ops 2: Going prone takes you out of combat much faster and removes the spot on self. In addition, the Recon class features an Active Ability at Level 3 that lets you call in a UAV to a marked position for passive spotting, further enhancing your squad’s situational awareness. Together with the Recon Signature Trait, Aim Spotting, which automatically spots enemies while you’re aiming down sights, you’ll be fully equipped to play out the intelligence and counterintelligence role to its full potential. What’s Next? Open Beta is your chance to jump in, share your feedback, and help shape the future of Battlefield 6. Check out our Open Beta Readiness article for everything you need to know to get started. We also invite you to join us on the official Battlefield Discord to get the latest updates, hear from our team, find squad mates to play with, and more. We’ll return after Open Beta with learnings from the play sessions, and an overview of further changes we’re making on the road towards launch. We’re looking forward to seeing you on the Battlefield alongside us in the Open Beta! //The Battlefield Team These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs and the Open Beta as we continue developing Battlefield 6 and beyond. We will always strive to keep our community as informed as possible.

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