[Sammelthread] Battlefield 6

Ich habe auch Lust drauf. Brauche noch gescheite Kopfhörer...
 
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Oder inklusive Mic die MMX 330 PRO ;)!
Bin auch vor kurzem wieder auf Kabel umgestiegen, klasse Sound!
 
Mikrofon brauche ich keins. Nur gute Kopfhörer, die für Shooter geeignet sind.
 
Mikrofon brauche ich keins. Nur gute Kopfhörer, die für Shooter geeignet sind.
Dann schau dir die o.g. 3 Kopfhörer an.
Ich persönliche würde die "Edition" Version nehmen, nicht die Pro.
Haben einen geringeren Anpressdruck und ein normales Kabel (kein "kurzes" Spiralkabel).
Wenn die Ortung der Gegner wichtig ist, dann halboffen bzw. offen.
Die geschlossenen DT770 haben mehr "Wums", dadurch ist die Ortung aber tendenziell schlechter.
 
Es gibt nicht die perfekten Kopfhörer für alle. Da muss man sich durchtesten. Ich bin auf In-Ear umgestiegen.
 
Will nicht zu sehr ins Offtopic rutschen. Die Beyerdynamics habe ich schon öfter ins Auge gefasst. Welche Ohm-Variante nimmt man denn beim Anschluss direkt ans Mainboard?
 
InEar beim zocken würde mich nur stören muss ich sagen.

Das habe ich auch gedacht, aber tatsächlich finde ich es viel angenehmer. Ich habe 2 verschiedene von Truthear und bin mega zufrieden, aber was bei mir gut funktioniert, muss nicht bei anderen gut funktionieren.

Dass die Beyerdynamics seit über 40 Jahren eine Standardempfehlung sind, ist halt Fakt

Die haben bei mir alle nicht gut funktioniert. Ich bin da sicherlich ein Sonderfall, aber das wusste ich auch erst, als mir aufgefallen ist, dass ich die Schritte in BF5 nicht mehr sauber raushören kann.

Bei mir liegt es am Bass. Sobald Bass drin ist, überhöre ich wichtige Details. Bei mir funktionieren offene Kopfhörer ganz gut, aber bestimmte In-Ear funktionieren noch besser. Mit geschlossenen Kopfhörer höre ich zwar gerne Musik, aber Gaming ist damit praktisch unmöglich.

Will nicht zu sehr ins Offtopic rutschen. Die Beyerdynamics habe ich schon öfter ins Auge gefasst. Welche Ohm-Variante nimmt man denn beim Anschluss direkt ans Mainboard?

Die mit niedrigen Ohm.
 
Will nicht zu sehr ins Offtopic rutschen. Die Beyerdynamics habe ich schon öfter ins Auge gefasst. Welche Ohm-Variante nimmt man denn beim Anschluss direkt ans Mainboard?
"Einfach" gesagt: Kommt drauf an, wie laut du es magst.
Die Lautstärke, die durch den Widerstand bestimmt wird, hört jeder.
Die feinen Details, die man vielleicht mit 250 Ohm als audiophiler Mensch wahrnehmen kann, werden 99% der Menschen nicht wahrnehmen.
Und erst recht nicht an Mainboards. Dafür braucht es dann schon ordentliche Interfaces/Verstärker.

Die aktuellen Chipsätze sind aber schon sehr potent im Vergleich zu z.B. vor 10 Jahren.
Mit den 80 Ohm bist du gut bedient (Pro Modelle).
Ansonsten die 32 Ohm (Edition Modelle).
 
Die haben bei mir alle nicht gut funktioniert. Ich bin da sicherlich ein Sonderfall, aber das wusste ich auch erst, als mir aufgefallen ist, dass ich die Schritte in BF5 nicht mehr sauber raushören kann.

Bei mir liegt es am Bass. Sobald Bass drin ist, überhöre ich wichtige Details. Bei mir funktionieren offene Kopfhörer ganz gut,
Liest du auch, was ich geschrieben habe?
DT770 (geschlossen)
DT880 (halboffen)
DT990 (offen)
Wenn die Ortung der Gegner wichtig ist, dann halboffen bzw. offen.
Die geschlossenen DT770 haben mehr "Wums", dadurch ist die Ortung aber tendenziell schlechter.
 
Ich habe alles gelesen. Deine Aussage ist aber leider nicht richtig, da es von Person zu Person unterschiedlich ist und es keine allgemeingültige Antwort gibt. Man muss es durchprobieren.

Bei mir funktionieren offene Kopfhörer ganz gut, aber leider nicht die von Beyerdynamics. Ich hatte das damals alles ausführlich getestet.

Ich habe lange Zeit mit den AKG K712 Pro gespielt, fand aber die extrem günstigen Superlux HD-681 F zum spielen viel besser, weil diese für neutrale Wiedergabe optimiert sind. Da diese jedoch immer schnell kaputt gingen, habe ich mir die TRUTHEAR HEXA besorgt und bin sehr zufrieden (Gaming).
 
Ich habe alles möglich getestet und darunter auch verschiedene Modelle von Superlux. Die "flachen" bzw. eher neutralen funktionieren gut bei mir.
 
Das konnte man in der OpenBeta bereits in der PROFSAVE_profile Datei deaktivieren.
Sollte dann zu Release hoffentlich ganz normal im Menü einstellbar sein.
sag mal bevor ihr ein spiel startet schaut da immer rein ? auf solche ideen komme ich nicht :) nicht negative gemeint
 
Das interessante dort war, dass es erst manuell hinzugefügt werden musste.

Sinngemaß crossplay enable 0 ( müsste noch mal nachschauen wie der Befehl genau heißt ).
Wenn man dann ein Match gesucht hat, dann stand unten links in der Suche nicht mehr Crossplay Suche...
Allerdings musste man trotz schreibgeschützter Datei den Befehl in die PROFSAVE_profile vor jedem Spielstart erneut eintragen.
Hatte das nur ein paar Mal gemacht und dann doch Crossplay aktiv gelassen.
 
1757529678557853.jpg1757571274488178.png1757549247087271.jpg1757546494059740.png1757538246070625.png paar l34ks
 
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Das mit den Skins abschalten ist fake. Da sind gestern einige drauf reingefallen :fresse:
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BR Modus, Boot und Panzer gameplay

IGN Interview mit Technical Director Christian Buhl und Senior Console Combat Designer Matthew Nickerson
Unter anderem auch über das Spotting.

IGN: One of the updates you guys had recently was that the server browser and things like that were going to be looked at in Portal. How has that gone? Is the server browser in Portal going to be ready at launch?

Matthew Nickerson:
Just generally, the tests have gone well. We put out that Portal will have a server browser, and then there will be verified experiences also within the server browser.

Christian Buhl: I think to answer your question, generally, people are saying they want server browser. We know they want it. We want to give it to them. One of the challenges is, when people say, 'I want server browser,' it means different things to different people, right? So, we're trying to figure out, 'OK, what are the best ways we can give people, most people, what they want, and it is healthy for the game?'

I'm not a designer myself, so I can't tell you exactly where we're leading and heading with this, but we will have a server browser experience. We think it's going to be something that most players are going to be happy with. So, if you want, you could just click a button and jump into a game. If you want, you can go look for a specific game in a specific server. We're going to give people a lot of options.

Matthew Nickerson: There's also customized search, as we saw between the two open betas. That coming online - that really helped improve match times massively and just overall quality of matches. There are going to be multiple options to see how players want to experience their Battlefield.
IGN: A lot of that info is reassuring for someone like me who was there for Battlefield 4 at launch. I do wonder if maybe you can get a bit more specific for those people who have seen Battlefield's history and have seen troubled launches here and there. What can you say to reassure console players, specifically, who are worried about jumping in day one?

Christian Buhl:
I could say we've been thinking about console and the console experience from the start of Battlefield 6. It has been a top-of-the-line thing. We have to build this game as if it was made primarily for console players. Obviously, we're still also thinking about PC players, but in the past, frankly, Battlefield was built as a PC game and then ported to console, and it probably felt like that. That is not how this game was built. We built this from the beginning with the idea in mind that this is going to be on both console and PC. It has to feel and play like it is a console game that was built to be a console game.

Matthew Nickerson: We have a saying here in the office, in Ripple Effect when I joined the team, that I created, called 'Secretly Console First.’ It's a little moniker that kind of pokes fun. We don't want to, obviously, tear down or destroy any of the legacy that Battlefield has, which is, first, a PC game, but we really have to care about console at the end of the day. We've been putting in the reps, putting in the work, just like Christian said. Console has been at the forefront of Battlefield 6 development since day one, and really, we're honed and we are well-crafted in providing this product at the highest quality possible.

Christian Buhl: Actually, I think it was about two years ago, we checked to see how many people were playing with controllers on a daily basis for their play tests, and then we sent people controllers. We said, 'Here, use the controller.' We wanted people to use controllers as the default for their for their play tests. So, obviously, you might still be playing on PC, but you're playing with a controller. That was a big part of our play testing push, is to get people using controllers.
IGN: I think Battlefield 6 has had a particularly interesting rollout for a Battlefield game. Specifically, I feel like there have been a lot of leaks, small and big. I'm wondering, how does the team, how does EA, feel about leaks like that? Did the team go to any lengths to try and tighten the lid?

Christian Buhl:
I could talk about that a lot, actually. I could talk about that. I'll start by saying we did not want leaks, but we also knew that the most important thing was to get player feedback through BF Labs, right? We had, actually, discussions, I think about a year or two ago... I guess it was maybe about two years ago, about how much we were going to do to prevent leaks versus how much we were going to do to get the game in front of players. We made a very deliberate decision that we were going to bias very heavily towards putting things in front of players and getting their feedback, even though we knew things would leak.

I remember, at one point, making a big presentation that said, 'What will leak? Everything.' Like, we just started with that assumption that things would leak. Now, to be clear, we didn't want things to leak. We weren't seeking leaks, but we knew that the most important thing was to get the game in front of players, get real feedback from players, get real telemetry, real data, and that had to come at any cost, including the fact that things would leak. So, that's been our approach up until now, is like, 'We don't want leaks. We are doing some work to make it a little bit harder for people to leak things,' but our priority has been: Get the game in front of players even though we know it will end up leaking.
IGN: The Call of Duty team appears to be backing away from including goofy skins for this year's Black Ops 7. It's, I feel like, all anyone can talk about, even in the Battlefield community because you guys have, conversely, doubled down on gritty realism. How does it feel for the team to see other shooters backtracking from the goofy aesthetic, while Battlefield sticks to its guns? Does it feel like this commitment to a more grounded shooter experience is paying off so far?

Christian Buhl:
I think we're really happy with where we are. We want to be a gritty, realistic shooter. Other games can and should be whatever they want to be, right? [laughs] Like we're not, I don't know... Fortnite is pretty goofy, and that game is pretty good. So, I think where we end up is we're pretty happy with where we are. We are a gritty, grounded, realistic shooter. That's what we intend to be, and that's what the game is going to look like for a while.

Matthew Nickerson: From the design side, we are aware of what other products are doing, but we’re really focused on what works for Battlefield at the end of the day. We’re not chasing trends. We’re not chasing other products. I think a perfect example of the skins that we’re still committed to releasing is the Road to Battlefield 6 event that’s going on in 2042. Those are 30 premium skins that will give a player a taste of what is more to come when we talk about cosmetics in the Battlefield 6 product line. Generally, I think, from a design perspective, we’re doing us. We’re staying in our lane, doing us at the end of the day.
IGN: Auto-spotting is another topic I see brought up in the community. Is that being tweaked at all? Is it going to be like it was in the beta? How are you guys looking to address that feedback, if at all?

Matthew Nickerson:
I can answer that because we just talked about it and just submitted fixes and changes for it – literally just last week. So, yeah, we definitely reduced the range and overall reduced the power. We found out a lot in open beta that it was obviously very strong, just like players said. Really, players ended up just shooting Doritos. Light environments, dark environments – they were just like, ‘Hey, aim at the Dorito. You’re going to hit something at the end of the day.’

We definitely don’t want that for Battlefield, so we’ve definitely reduced the duration, reduced the range – everything across the board to really hit that system and align it more appropriately with what we want. Again, we want the information. It’s important to ping players, but it’s got to be an active part of Battlefield. It can’t just be a fire-and-forget sweep across the whole thing [and] everyone’s lit up. That was very apparent in open beta, so we’ve made some considerable changes to the system. In terms of strength overall, we’ve definitely toned it down.
IGN: I think my favorite and a lot of my friends’ favorite joke to come out of the beta was the meme where a player spawns, they look up in the mountains, and they see an ocean of sniper glints. I’m curious what you guys think when you see a meme like that. Do you think, ‘Oh, my gosh, that’s so funny,’ or is it more in-depth, like, ‘We don’t want players to have that feeling.’

Christian Buhl:
[laughs] I feel like it’s both. I saw those. I thought it was hilarious. Obviously, we needed to fix some things and tune some things, so it was funny to see players react in a humorous way to those things but also great to get that feedback and say, ‘We need to tune down snipers or we need to change the glints so it’s not like…' you know? I saw those memes with the hillside just full of these giant glares, so I think it’s both.

Matthew Nickerson: Definitely from the design team, we loved sending those around, internally. They’re really, really funny, and they kind of magnify, ‘Hey, we still have work to do, but also…’ For example, with the sniper glint stuff, we knew it was too strong, so we stepped it back. We knew the bullet tracer effect was too strong, so we stepped it back.

My favorite one is just the guy that has a shotgun that turns into a multi-utility thing. He blows the guy in half, turns around, blows up the building with a shotgun, and holds it in awe of the power of the shotgun in Battlefield 6. At the end of the day, it keeps us honest. It keeps us, like, ‘Hey, we still have work to do. There are things that players are, maybe, not vibing with or are vibing with in different capacities.’ We’ve taken a look at the shotgun, also, to kind of address that. From a design standpoint and from the team, we love this stuff. The community is engaged; we are engaged.
IGN: Another talking point I’ve seen a lot about is open and locked classes. What do you guys think about that discussion, when you see so many people who want classes to have locked weapons and things like that?

Matthew Nickerson:
It’s philosophy at the end of the day. We don’t really want to make a decision or really pigeonhole how you want to experience Battlefield. I know we’re supporting both open and closed weapon sets in Portal and in different game modes. We ran a giant telemetry, data collection test in open beta, and we posted those results.

I think it’s ongoing, and I think it’ll continually evolve, but again, from a design side, we don’t want to make a decision for the player base at the end of the day. We want to support both moving forward, and again, a key mantra for Battlefield 6 is, ‘Play Battlefield how you want to,’ so we’re making sure we support both open and closed systems. We just don’t want to make the decision for the player.
 
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Kabellose Kopfhörer sind aber bei Shootern nicht so optimal, oder?
 
Latenz ist kein Thema mehr?
 
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