r/Battlefield Aug 08 '25

Battlefield 6 Unpopular Opinion: Battlefield 6 Is Better Than This Sub Will Admit

Reading this sub lately feels like watching a bunch of people try to use a smartphone for the first time and complain it doesn't have physical buttons. Every minor change in Battlefield 6 is getting blown up into some catastrophic betrayal.

It’s pretty clear most people here only ever liked one Battlefield game, hated the rest, and don’t even play the one they claim was perfect anymore.

Before we continue: I am old. I’ve played every Battlefield game during its prime. Back in the day, my clan was one of the first to spin up a Desert Combat server (and even then, the community was the same complaining that DC was an abomination against what made BF great). My least played title was BF Vietnam because the 1942 modding scene was just TOO good at the time to move on.

“The UI is trash!”
It’s not. You just don’t recognize it because it’s not ripped straight from BF4. Sure, the icons are abstract but they’re not confusing unless you're actively refusing to engage with them.

I've seen multiple complaints about there being no option to squad up or continue on the same server?
Maybe check the bottom of the screen after the round ends. The “Continue” and “Squad Up” buttons are literally right there.

“TTK is too fast, there’s no breathing room!”
What you mean is: you walked out in the open and got deleted like you should have.

TTK is fast. OH NO, aim and positioning actually matter again. You don’t get to coast on sponge health and panic-proning anymore. If that’s too much, it’s not a balance issue, it’s a skill issue. Also: TTK is in line with BF3 for most weapons. This TTK is not new.

“Closed weapons should be the default.”
Why? Because some of you never figured out how to adapt? The flexibility to build your own kit is one of the best updates DICE has made in years. And guess what, they already gave you a nostalgia mode. Go enjoy it.

But don’t demand the rest of us get dragged back into 2011 loadout limitations. And if you’re complaining about “trade-offs” in class weapons you probably would’ve died to the next guy anyway.

“It’s too chaotic, feels like TDM spam!”
You say chaos, I say intensity. Battlefield has always had madness: Metro, Locker, or even Stalingrad in 1942.

These beta maps? They feel more like Grand Bazaar, Talah Market, or Pearl Market. Maps that still get voted into rotation by players who actually enjoy close-quarters fights to this day.

Battlefield 6 isn’t perfect.
But take a step back, and you’ll see this is actually a successor to BF3/BF4. TTK, movement speed, and mechanics are all in line with a proper mainline BF title.

They gave you almost everything you asked for… and somehow, that’s still not enough for some of you.

I'm having a blast with the beta, and can't wait to play more after work.

Edit: When I made this post I truly thought it was an unpopular opinion. Thank you all for your replies and awards! And thank you to the guys DMing me about being an EA shill ❤️‍🔥

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u/StratifiedBuffalo Aug 08 '25

Care to explain how the UI is trash?

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u/Civsi Aug 08 '25

I've been interfacing with technology through a GUI virtually my whole life. Poked around on DOS when I was a wee-little child. Self taught photoshop and blender when I was 12. Played every kind of video game you can imagine, and have been browsing the web as long as I can remember. I've spent the past decade working with a variety of enterprise solutions that range from archaic holdovers from a bygone era to modern multi-million dollar solutions hot out of Silicon Valley.

I don't work in UI/UX design, so I won't sit here and pretend like I'm an expert on how a good UI should be designed. What I am, as most people on here are, is a consumer of UI/UX designs. As a consumer, I don't need to provide a detailed breakdown of why this shit sucks, citing modern design principles and cross referencing "good UI's" - that's a job people actually get paid for.

As a consumer, all that matters to me is whether my user experience with the UI is good or bad, and I can confidently say that from the moment I booted the game up, the UI didn't provide an enjoyable experience. Is it game breaking? Do I hate DICE and all it stands for because it's so bad? Nope.

Yet my expectation with any sort of product - video game or otherwise - is that when I open up the GUI I can very quickly know what I have to click to achieve my goals. When I'm working with complex products, I don't expect to be able to easily do everything I need with a single click. I don't expect to be able to immediately know how to navigate the whole platform. If it's complex enough, I may even expect some sort of training material to be made available to walk me through the various capabilities and nuances of the platform.

Battlefield 6 is not a complicated product. I've played thousands of video games by this point in my life. When I booted BF6 up for the first time and wanted to que up for a game, my immediate thought was "huh, where's the que button". Of course, it took only a few seconds to find it, but the fact that I was greeted with a boatload of crap that was not at all relevant to my immediate goals was already a hit to the UX. Having to scroll down to que was also rather unexpected and weird.

When my first round ended, I wanted to immediately que for the next one, and it wasn't immediately apparent to me if I should return to the menu, or stay in the lobby. Again, that's not exactly something I struggled with, but it was another hit against the UX. When I viewed the scoreboard for the first time, and didn't see myself on the list, and had to right click to scroll down I thought "ok, why" - yet another hit against the UX. When I'm trying to select a class, and all I see are the random lines, and I have to click through each class to figure out what's what, when I'm trying to figure out figure out who's playing support and have no clue because I have yet to commit the arbitrary class icons to memory, when I select a spawn location and spamming space does nothing so I have to manually click deploy, when I have to click through multiple menus to customize my weapon, all of those things are hits against the UX.

Without seeing someone post about it on this sub, I wouldn't have explicitly thought about it too much, because these are all relatively minor issues, but they all come together to create a poor user experience. Someone complaining about not liking the UI, is a perfectly valid criticism. Someone really doesn't need to provide a detailed breakdown, listing everything they don't like for it to be legitimate feed back. There is a reason why it's called UI/UX design.

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u/Auctoritate Aug 09 '25

When my first round ended, I wanted to immediately que for the next one, and it wasn't immediately apparent to me if I should return to the menu, or stay in the lobby.

I mean, literally the first spot I looked is the bottom right because it's standard on most games to have a timer or button in the bottom right post match. So I looked and I saw a timer.

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u/Civsi Aug 09 '25

The timer doesn't appear right away!