What to expect from the new Battlegrounds?







Translation:

If you've been involved in the Paladins community these past few days, you should be aware of the future and aggressive change that Hi-Rez intends to make in the game, including the complete removal of Battlegrounds from the Paladins core.

Why was the Battlegrounds removed from the Paladins?

Well this could be a long answer, and it will be, but I'll try to simplify as much as possible.

At first, Battlegrounds mode inside the Paladins seemed to be an excellent and innovative idea, and in fact was something really fun to play, the problem is that something so "BIG" inside the game ended up bringing some problems, mainly performance and technical limitations.

With the arrival of Battlegrounds in the global client some limitations came together, mainly of hardware, for Battlegrounds work perfectly it would need to use more resources of your computer, more RAM and processing, that 32 bits systems for example would not support, many of these features were not included in the requirements of Paladins, this ended up limiting a lot of players, and causing performance problems and incompatibility between modes.

Another important factor is that Paladins champions were not prepared for an open world mode like Battlegrounds, the discrepancy of power between them became clear, even in the early days of testing, the distance of projectiles from a Kinessa and Strix for example were extreme superior to that of a Fernando, Ash or Terminuis, as well as his abilities and ultimates.

If you have to make adjustments separately for the main game and Battlegorunds would be endless work as new champions and balances were added to the game, causing a design inconsistency between the two existing versions.

Some of the main mechanics of a Battle Royale were also limited, you could not squat, jump through windows, or even swim because they are features that are not present in the main Paladins client, and that would end up limiting the Battlegrounds version even more.

Another problem that for me was one of the main reasons, is how much looting was rewarding for the player. In Battlegrounds you already start the game with all your Champion kit, weapons, abilities and etc, you don't exactly feel the need to go in search of loot or more powerful items, all items were passive without any visual indication or even something show that the rarity of it. As everything was in their hands after the start of the match, this ended up limiting the main feature of a Battle Royale mode, which is the LOOT, making the game experience less gratifying for players.

Obviously the most reasons among these, such as marketing limitations, inconsistency of what Paladins and what Battlegrounds should be and design conflicts, balancing and gaming experience.

"In short -- we think that the things that are necessary to make Paladins Battlegrounds great and amazing are in conflict with the things that will make the OG version of Paladins that we all know and love great. Right now, we are in a spot where the changes we need to make to each mode are in conflict with what the other mode needs. We think that having separate teams focus on separate games will produce a greater result. We also don’t want users to be confused about what Paladins is and should be: Paladins should be the best damn hero shooter ever made -- and we want the Paladins team focused on that goal. We’ll aim to do the same with the Battle Royale game and the team working on that."

What can we expect from the new Battlegrounds?

Still a little information about this new game, however we can think of some things.

Battlegrounds will be a new Hi-Rez IP, so it will be a new game, with a new client and content unique to it. The Game will be free with Microtransactions! The game client will require a 64-bit system version. The engine of the game will be the same, UE3. All in-game microtransactions will only be skins and visuals (just like Fortnite), Hi-Rez no longer wants to face any controversy involving P2W practices that will damage their brand image to players. The same map from the previous version will be used, with some modifications and adjustment. The universe of the game has been in the same universe of Paladins, but with a certain distance to not cause confusion in what is Paladins and what is the Battlegrounds, which at the moment is being called internally YOLO project. As stated above, the name of the game will change, it will not be called Paladins anymore and will not become a Paladins franchise, so you can expect a different name without Paladins included in it. Unlike the previous version you will not have fixed skills classes in YOLO, your basic character will be a warrior or soldier as in other Battleroyales like Fortnite or PUBG. You can "jump" on the map at the beginning of the matches and choose the drop location. You can loot weapons, supplies, and abilities. Some abilities and weapons will be modified to be balanced and according to the game, these abilities and weapons will be very similar to what we have in Paladins champions and SMITE gods. When you kill enemies it will be possible to obtain the weapons, abilities and supplies that he possessed. You will have 3 slots for weapons and other slots for abilities and supplies. The chickens will continue in the game. You don't heal yourself anymore out of the battle. Maybe the mounts will continue in the game. You can squat, jump, and jump windows. The game will be available for PC and in future for Consoles.

Sorry for any typos, english is not my native language.

Font: https://www.facebook.com/notes/celo-poff/o-que-esperar-do-novo-battlegrounds/2114574935222824/