by Thomas Jan 21,2026
El equipo de desarrollo detrás de Battlefield 6, compuesto por EA y DICE, está implementando ajustes al conteo de tickets para su modo Conquest a gran escala. Sin embargo, la comunidad sigue siendo escéptica de que estas modificaciones aborden con éxito el ritmo de las partidas.
Los detalles de la actualización de la estructura de partidas Conquest fueron compartidos mediante una publicación oficial en la cuenta de comunicación de Battlefield. Los cambios se aplican de manera uniforme en todos los mapas Conquest de Battlefield 6, con el objetivo declarado de garantizar que las partidas "concluyan a un ritmo más orgánico y natural".
Para lograrlo, DICE ha reducido el tamaño estándar del ticket de 1000 a un objetivo único para cada mapa. Los nuevos valores oscilan entre 900 tickets en mapas como Siege of Cairo y Empire State, hasta 700 en Mirak Valley y Operation Firestorm. A continuación se proporciona una lista completa de los ajustes.
Siege of Cairo: de 1000 a 900 Empire State: de 1000 a 900 Iberian Offensive: de 1000 a 900 Liberation Peak: de 1000 a 800 Manhattan Bridge: de 1000 a 800 Operation Firestorm: de 1000 a 700 New Sobek City: de 1000 a 900 Mirak Valley: de 1000 a 700
La publicación oficial aclara el razonamiento: "Anteriormente, muchas rondas alcanzaban el límite de tiempo antes de que un equipo agotara sus tickets. Seguiremos monitoreando los comentarios de los jugadores y los datos de las partidas para garantizar que el flujo de cada juego se sienta apropiado".
Aunque DICE pretende crear un ritmo más natural para las partidas, los jugadores no están convencidos de que reducir los requisitos de tickets sea la solución. Muchos expresan una preferencia por las batallas tradicionales de 1000 tickets, valorando la tensión y el potencial para giros dramáticos de último minuto. Para una parte significativa de la comunidad, el principal obstáculo para el ritmo no es el conteo de tickets que lleva a tiempos límite, sino la existencia del temporizador de partida en sí.
¿Por qué hay un límite de tiempo? ¿Qué tiene de malo tener juegos más largos? Juro que en el pasado, un juego de Conquest solía durar 30-40 minutos
— reece (@reece_us) 15 de octubre de 2025
El creador de contenido @MoiDawg hizo eco de este sentimiento, respondiendo: "La solución más simple sería eliminar por completo los límites de tiempo. Los juegos cerrados, que te mantienen al borde del asiento, son una experiencia increíble, y este temporizador artificial interrumpe los posibles regresos. Déjennos jugar Conquest como se pretende. Cuando me uno a una partida de Conquest, no espero que termine en 20 minutos. Este es un error importante."
Otros aficionados están de acuerdo, con numerosas respuestas al anuncio sugiriendo extender el temporizador o eliminarlo por completo. Algunos jugadores expresan sorpresa de que se haya considerado necesario algún cambio, señalando que rara vez, o nunca, han visto que una partida alcance el límite de tiempo a pesar de un amplio tiempo de juego. Aunque algunos informan haber experimentado partidas que se acabaron el tiempo, incluso ellos creen que alargar ligeramente el temporizador podría resolver el problema.
"¿No podrían simplemente añadir 10 minutos al temporizador?" propuso un usuario de Reddit.
Otra respuesta en la plataforma bromeó: "Que el cielo nos proteja si una partida de Conquest dura más de 15 minutos."
En noticias relacionadas, DICE mencionó en una actualización aparte que el temporizador Fuera-de-Límites para vehículos en el mapa Manhattan Bridge, tanto en los modos Conquest como Escalation, ha sido aumentado de cinco a diez segundos.
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