Feedback, been away a while


(EnderWiggin.DA.) #1

My friend and I played some tonight after a very long break from the game. Apparently I’m basically a new player. Last time I played everyone had grenades. Let’s put it that way. I’ve been lurking on the forums but people usually go to bed before I get on. Miss west coast players.

Gameplay
-No grenades any more?-I understand your reasoning to encourage people choosing the specialty classes but when you have one of the ****tier guns like Sawbonez or Bushwacker it would be nice to have something useful to throw at a group. Maybe this ship has sailed.

-Classless objectives. Ok, I read what Anti wrote about trying to make the game faster flowing and more accessible. I understand this is an experiment. Classless objectives are a huge strike against the game for me. The class based system was what got me into RTCW. Having to support an engineer or solder (ETQW) was fun!

Menus
-Now I can only choose from three mercs in a game? On one hand, I rarely play the sniper class but only three? Will it be easier to access the barracks mid match? If not, this is a serious strike against the game for me.

-I have a hard time reading your new server browser. Grey on white with a lot of small text. Didn’t like it in Brink either iirc.

UI
-Merc Choosing Screen in Barracks- I would like a little symbol on the merc cards/tiles so I instantly know which class they are.

-And/Or I would like the cards/tiles sorted by class. Very random currently?

-As a returning player, I don’t know the mercs by picture. When the F1, F2, and F3 pop up on death, I would like a class symbol to also show up above the pictures. Yeah, I should know from my barracks, but I haven’t played in a while and some look the same in the small pictures.

-I like the red/blue circles that fill up. I wish they were smaller on the HUD or more transparent. Maybe there is a slider and I haven’t noticed.

Sound
-When I throw a grenade the voice sounds like the fader is turned all the way to the left or the right. It doesn’t sound like it’s coming from me. I have looked around a few times to see if someone was near me.

Whitechapel
-In the construction yard, the defense can “unhack” the terminals to slow down the elevator? Why? I want this over as quickly as possible. The elevator doesn’t even make sense with the open road to the right of the elevator. The elevator is slow and on offense or defense I want this over faster.

Movement
Same as everyone has been saying forever now.

Weapons
-So, I’m not a big fan of your shotguns and there are only a few special abilities I find fun or useful. The number of mercs that have a gun I want to play AND an ability I want to use is small in the current system. I find this very limiting. I think you’ve basically forced some classes into support with poor gun damage instead of letting them be somewhat self sufficient like in other games. Anti has said, well, then don’t play support classes. /shrug. If I’m stuck with just a few mercs that I want to play then I’m really going to get bored fast. If I get bored I’m not buying stuff.

-Like the molotov a lot. I just wish I knew when I was taking damage from it. Sizzling sound?

-Damage. So most of the feedback I have read has been to decrease body damage and increase head damage. TBH, tonight I couldn’t get headshots to save my life. I went 4-21 in one round. I suck. What I got was beepbeepbeepbeepbeepbeepbeepbeepbeep. It was a bit frustrating to get so many hits and do so little damage. I think currently you have a bulletsponge system that is going to scare away a lot of casual players. My feedback is the opposite of what the comp players have been saying, but I sure didn’t find it fun and I usually do at least 1:1 on most servers filled with random players. I played some with Strychilla and while I got aced many, many times, I felt I was able to improved my tracking via changing sensitivity and crosshair color. Still couldn’t find the head on the soldier he was playing though. /shrug.


(onYn) #2

Aiming for the head, is something that needs time to get used too, everyone has been there! Give it some time, you dont have to hit every bullet in the head, but soon you will start hiting dem headshots, and it will be very rewarding and satisfying to hear the different hit sound! You may even get addicted to it… I don´t think that someone has to be some sort of a good player, it is something that everyone, and also every casual, can do after some time, if he just gets used to aim for the head.


(Protekt1) #3

They are attempting to focus the game more around characters and less about classes. I personally feel it is still necessary to bring an engineer if you want your highest chance to win, but it isn’t completely necessary. This agnostic objective system also allows them more leeway to make each character more unique from eachother. Potentially we could have an engineer that is specifically good at repairing but not so good at demolition. At least that is one of the options I could see going forward. More unique characters tends to lead to more characters over all and more choices and content = more depth.

Also they will later feature the ability to choose what characters you bring between matches sorta like how MOBAs do it. So you know what characters you and your team are taking. The 3 character limit appears to serve 2 purposes. First the narrowing of choice makes that choice more important and adds to pre-game strategy and tactics during a match. The second purpose it appears to serve is to reduce the amount of memory dedicated towards character models. I don’t know how precisely since you can still have 48 character models in a single 8v8. I like the limitation of choice tbh. I will like it more once you can coordinate with your team even in pubs. Maybe their plan is to actually have a **** ton of characters… like 50+… in the by the time they stop producing content for the game.


(INF3RN0) #4

I tried to construct as a covert today. I could finish something at 99%, but that’s about it. I don’t have a problem with the agnostic objectives where proficiencies are in play, and it feels like I could have a bunch of different strategies revolving around what characters to play in this system just as much as the one that was restricted to a single one.


(EnderWiggin.DA.) #5

I guess I’d want to know if Classless objectives are a given at this point the or if they are still experimental.


(onYn) #6

[QUOTE=Protekt1;474479]They are attempting to focus the game more around characters and less about classes. I personally feel it is still necessary to bring an engineer if you want your highest chance to win, but it isn’t completely necessary. This agnostic objective system also allows them more leeway to make each character more unique from eachother. Potentially we could have an engineer that is specifically good at repairing but not so good at demolition. At least that is one of the options I could see going forward. More unique characters tends to lead to more characters over all and more choices and content = more depth.

Also they will later feature the ability to choose what characters you bring between matches sorta like how MOBAs do it. So you know what characters you and your team are taking. The 3 character limit appears to serve 2 purposes. First the narrowing of choice makes that choice more important and adds to pre-game strategy and tactics during a match. The second purpose it appears to serve is to reduce the amount of memory dedicated towards character models. I don’t know how precisely since you can still have 48 character models in a single 8v8. I like the limitation of choice tbh. I will like it more once you can coordinate with your team even in pubs. Maybe their plan is to actually have a **** ton of characters… like 50+… in the by the time they stop producing content for the game.[/QUOTE]

The thing is tho, jsut because specific classes, can do specific things, there is no reason, why differenc mercs of a own class, can´t be verry uniqeuen on their own. Like building or destroying specifig things faster, maybe plant a charge that needs longer to disarm, enabling more armor while doing an objective, or making the objective faster while being under fire. This just are objective speicific things, so you can add like more nades, different weapons, more clips, more health, maybe someone who can work like radar (at least a little bit), and stuff like that. There are tons of great specializations you can do, in this game, as long as they are balanced, And there is absolutely no need, to take away the need of a specific class by that. In fact, with classes that are needed to do specific things, they may sell more of the mercs, then with allowing every class to do everything anyways.


(Kl3ppy) #7

tbh, I do really like the agnostic objectives. Of course there needs to be done a lot of tweaking of the speeds, e.g. planting speed of all mercs is way too fast, soldiers should be the fastest ones and medic/fops/covie should be really slow so you just need them to polace C4 or finish it.
I like the speed of building side objective as it is right now. Engi builds it in 5 secs, every other class takes ages. So in this case, engie isnt needed, but if you want to have a decent chance to win, you should bring up the engi.

The disarming speeds are overall way too fast. Right now it’s too easy to disarm a c4.


(onYn) #8

To be honest, I think that a team without an engineer, would have enough firepower, to compensate the slower build without an engineer, If you win the fight at the objective, most likely more then just one will survive, especially if a medic stay a life, what will make the proper class even less usefull, because if i remember correctly, you build it faster when more people touch the objective, So in the end, you even may end up building it faster without the proper class, simply because you had more firepower, and more people survived the attack It´s probably possible to tweak it in a way, so that you cant build it faster then with an engineer, no matter how many people get to it. This could be a way out of this problem.
Still, the question would be, if the higher chance, of clearing the objective, wouldn´t still be much more efficient, then taking with you an objective class. If it´s balanced tho, it just would open up one more tactic.
The way it is right now tho, isn´t satisfying at all, and just takes away every character of the objective.


(Kl3ppy) #9

[QUOTE=onYn;474505]To be honest, I think that a team without an engineer, would have enough firepower, to compensate the slower build without an engineer, If you win the fight at the objective, most likely more then just one will survive, especially if a medic stay a life, what will make the proper class even less usefull, because if i remember correctly, you build it faster when more people touch the objective, So in the end, you even may end up building it faster without the proper class, simply because you had more firepower, and more people survived the attack It´s probably possible to tweak it in a way, so that you cant build it faster then with an engineer, no matter how many people get to it. This could be a way out of this problem.
Still, the question would be, if the higher chance, of clearing the objective, wouldn´t still be much more efficient, then taking with you an objective class. If it´s balanced tho, it just would open up one more tactic.
The way it is right now tho, isn´t satisfying at all, and just takes away every character of the objective.[/QUOTE]

You brought up a valid point, balance. Right now, the Mercs arent balanced. Best class is the fops, every one playes fops. Also I believe, that the objectibve speeds of the “non” objective mercs are too fast.
Also I would say, even tho it’s a aweful standard saying, wait for the tweaks regarding the speed and the merc balance. Right now they are broken, disarming for non engie mercs is too fast, same for planting as non assault class.


(fragon89) #10

sorry m8 but they wont change the hitbox rate every time some has 4-24 on pub so everybody will be happy.
the game is headshot focus, get use to it, master it. gg


(Kl3ppy) #11

I believe they are final.


(BioSnark) #12

[QUOTE=fragon89;474515]sorry m8 but they wont change the hitbox rate every time some has 4-24 on pub so everybody will be happy.
the game is headshot focus, get use to it, master it. gg[/QUOTE]

The changes were made a couple days ago, actually.

Decreasing the effective hitbox is an odd sort of half measure toward actually making the players smaller and/or increasing their speed. I think the latter two options are far more interesting.


(1-800-NOTHING) #13

classless objectives are necessary with the current “pick 3” approach. even if you increase it to pick 5, it’s still possible for a team to default lose because noone picked engineer etc.
some kind of in-session barracks (after warmup, that is) where you can choose from all of your unlocked mercs would remove that problem.

part of what makes class-based objectives fun, to me, is that they are… class-based. this part is no longer present.
sure, agnostic/proficiency-based objectives are convenient, but in this case ‘convenience’ doesn’t add up to ‘fun’, imo.

another possible approach to the objectives is the “roles” system suggested by Erkin31.
both class-based and role-based objective gameplay seems to me like better solutions with regards to plant/defuse/repair/construct objectives, though maybe not so much for hack/capture/deliver/escort objectives.

currently the objective gameplay feels seriously watered down, and not really what the game is about.
maybe it’s just me, but i’ve seen more teamplay/coordination in Execution than Obj/Sw… is it the spawn waves?


(BioSnark) #14

Two random thoughts to attempt to preserve the VIP assassination/protection element of objective modes:

a.) Make the objective “class” a choice ANY character can be. However, it takes up an ability slot and is somehow visually evident to the opposing team.

b.) Make two alternate objectives for each obstacle. If an objective is to remove a barricade for the EV, two objectives could be soldier bomb plant and covi console hack open. There’s still the possibility that nobody will be the objective classes but less so.


(EnderWiggin.DA.) #15

[QUOTE=fragon89;474515]sorry m8 but they wont change the hitbox rate every time some has 4-24 on pub so everybody will be happy.
the game is headshot focus, get use to it, master it. gg[/QUOTE]
The question is is XT a good enough game that people WANT to learn to shoot melons in it? Or will they play it for 30 minutes and uninstall? Damned if I know. If the game can’t gain new players then it won’t have a community or make any money even if it has a competitive community.

I think I really just need to go play some ET and figure out if I even like these games anymore or if it’s just XT in it’s alpha, unbalanced state. I’ve run around very sparingly in the game over the last 8 months and with each major change I like the game less and less. I just want sooo much to like it. It’s weird, with every game, SD has basically alienated their previous game’s customers. ET->ETQW. They tried to innovate, and I respect them for that, but ETQW didn’t please the ET crowd or the BF crowd and ETQW had to find it’s own fan base. Then ETQW->Brink. Lost the vehicles, added sliding, decreased movement speed, and the spread increased a lot. Added buffs. Again, the game had to find it’s own fan base instead of drawing on either ET or ETQW’s fans. I guess Brink sold well but had short legs. I think it’s too early to say anything about XT. I had hoped it would feel as rewarding and as addictive as ET but I’m just not digging it and that may just be because it’s not finished yet. Maybe I’m just in a gaming funk.


(Mustang) #16

Nothing is final… MWAHAHAH!


(Humate) #17

classless objectives are necessary with the current “pick 3” approach. even if you increase it to pick 5, it’s still possible for a team to default lose because noone picked engineer etc.

Its not so much that a team loses because they dont have an engie but rather they lose for not playing the style required for a class composition thats lacking in proficiency.

/cough


(1-800-NOTHING) #18

[QUOTE=Humate;474771]Its not so much that a team loses because they dont have an engie but rather they lose for not playing the style required for a class composition thats lacking in proficiency.

/cough[/QUOTE]
i meant classless objectives (aka. agnostic/proficiency-based) as opposed to strictly class-based ones (only engineer can repair etc.).


(Kl3ppy) #19

MWAHAHAHAHA and SD was know for class based shooters :tongue:


(Tankey) #20

[QUOTE=EnderWiggin.DA.;474708]The question is is XT a good enough game that people WANT to learn to shoot melons in it? Or will they play it for 30 minutes and uninstall? Damned if I know. If the game can’t gain new players then it won’t have a community or make any money even if it has a competitive community.

I think I really just need to go play some ET and figure out if I even like these games anymore or if it’s just XT in it’s alpha, unbalanced state. I’ve run around very sparingly in the game over the last 8 months and with each major change I like the game less and less. I just want sooo much to like it. It’s weird, with every game, SD has basically alienated their previous game’s customers. ET->ETQW. They tried to innovate, and I respect them for that, but ETQW didn’t please the ET crowd or the BF crowd and ETQW had to find it’s own fan base. Then ETQW->Brink. Lost the vehicles, added sliding, decreased movement speed, and the spread increased a lot. Added buffs. Again, the game had to find it’s own fan base instead of drawing on either ET or ETQW’s fans. I guess Brink sold well but had short legs. I think it’s too early to say anything about XT. I had hoped it would feel as rewarding and as addictive as ET but I’m just not digging it and that may just be because it’s not finished yet. Maybe I’m just in a gaming funk.[/QUOTE]

Sums it up pretty much. I used to play ET for hours, it was fun, rewarding and a great experience. If you got bored by playing, you just find some fellaz and play wars against other teams. I’ve not found the same experience of joy in this game yet, and I doubt I ever will. I’m hoping the game gets as much attention as it deserves though.

Off to play some ET.