General Feedback, initial impressions


(Dayton_Origin) #1

Hey Team, hey fellow players.

First playthrough today - so far I like the game and especially how it feels to play a lot. Based on that, here’s what I think so far. Note: This is a random scrambled mass of experiences and thoughts that came up while playing.

:confused: Interface: I would love to have a clearer view about what is going on in the HUD. Meaning it would be great if there was a signal (visual and audible) that shows progress more effectively. For example if the mission is close to being ended by either side or just the time running out, there should be a reminder or some sort of blinking on the screen. A ticking, beeping clock that tells you that you need to rush and see that you can finish the objective.

:confused: If this game is indeed designed as a free to play model, then for the love of god, please do not include Perks! Do include level ups if you must, but stay away from perks. Leveling is fine, because it gives you a sense of progress and sadly so, but in the gaming times we currently live in you cannot actually produce a team fps that doesn’t feature some kind of level progress. So, go with lots of cosmetics, customization in a visual way.

And if I may be so bold, take a look at Chivalry Medieval Warfare. Their system is BRILLIANT. You DO actually level up and you unlock new weapons. But behold: The new weapons aren’t actually better than the old ones. Well, why do I want to unlock them, you might ask. Because they support different playstyles, keeping in mind that there are people who prefer to do a single, very slow strike that needs to be executed perfectly but kills instantly vs. people who like stabbing someone to death with multiple strikes, where it doesn’t hurt as much if you miss a few.
That’s exactly the kind of system I would wish for. Not better weapons, which make the old ones obsolete and are also imbalanced in the sense of new players fighting against seasoned veterans who dominate not only because they played 100 hours more but in addition have better guns, which makes them dominate the battlefield even more. Please DO NOT DO THAT!

Just give us different guns - you want a higher firerate? Fine, but your accuracy will suffer. Want your bullets to do more damage? You can have that, but your average ammo case cannot refill those bullets and you can pack fewer magazines because they are freaking expensive, and so on and so forth. You get the idea.

:confused: Remove life regeneration. Or in order not to change things to radically - because you cannot make a team fps nowadays that doesn’t feature life regeneration: Include a life bar in the hud that shows up in (about, just an idea) 3 sections. By regenerating normally (not via a deployed medpack) you can only fill up the current section of the lifebar that you haven’t lost completely. So if you took 80% damage you only have one lifebar left and can regenerate from 20 up to 33% of you hp. If you lost 50% hp you can reg up to 66%, and so on.

That way you wouldn’t have to cut down the life reg system completely but you also nerf the fact that people just stay back, get back to full health and then rush forward to complete whatever they wanted to do in the first place. That way you are depending on medics that need to be in the front line.

:eek: Last and probably most important, and this is something I learned from playing lots of cooperative boardgames: If you want the players to cooperate and to work together and to really team up - force them! Force them to do just that - create objectives where you need multiple classes, where not only one guy is needed to repair something, but you actually need 2 engineers to finish the job.

Or create a “cover” spot or area on the ground where a soldier needs to stand in order to guard the engineer, otherwise the engi cannot start working, because he is too damn afraid someone will shoot him in the back, if he has no one covering his sorry ass.
:slight_smile:

Well, that is pretty much it. Hope it helps. Share your thoughts if you think otherwise, also if you approve of course :smiley:

regards, Dayton


(tokamak) #2

This is how I imagined you looked while writing that post. No offence, it’s the smilies. Welcome to the forums!


(Dayton_Origin) #3

lol :stroggtapir:


(Christophicus) #4

First of all, that’s an awesome pic tokamak.

Secondly, there’s a lot of good, honest, feedback there Dayton, keep it up :).


(SockDog) #5

[QUOTE=Dayton_Origin;423358]:eek: Last and probably most important, and this is something I learned from playing lots of cooperative boardgames: If you want the players to cooperate and to work together and to really team up - force them! Force them to do just that - create objectives where you need multiple classes, where not only one guy is needed to repair something, but you actually need 2 engineers to finish the job.

Or create a “cover” spot or area on the ground where a soldier needs to stand in order to guard the engineer, otherwise the engi cannot start working, because he is too damn afraid someone will shoot him in the back, if he has no one covering his sorry ass.
:slight_smile: [/QUOTE]

Not so sure about this. I think it needs to be natural and intuitive. If you force it then it becomes frustrating when other players don’t cooperate. It also makes the attackers very vulnerable as you’re now committing 25% of your team to predictable actions. Instead I think you just need to make it more obvious how to cooperate with other players (short of someone shouting at you over VoIP). I’ve suggested a couple of times that small temporary passive buffs could be granted between players that are close together.

That’s not to say I wouldn’t mind seeing a multiple simultaneous objective map.


(Dayton_Origin) #6

[QUOTE=SockDog;423402]If you force it then it becomes frustrating when other players don’t cooperate. It also makes the attackers very vulnerable as you’re now committing 25% of your team to predictable actions. Instead I think you just need to make it more obvious how to cooperate with other players (short of someone shouting at you over VoIP). I’ve suggested a couple of times that small temporary passive buffs could be granted between players that are close together.

That’s not to say I wouldn’t mind seeing a multiple simultaneous objective map.[/QUOTE]

True dat. I guess I am expecting too much there, as it should stay lightly playable and allow for easy access. Maybe it would be possible to reward cooperative acts, just as you said by providing buffs to players near you (Lead ‘n’ Gold actually did that) but I could also imagine a scenario where the objective progress just speeds up as you assisst your fellow players in succeeding repairs, vehicle guarding missions etc.
So it’s not exactly forced, but it helps you and your team a great deal if you do in fact cooperate in a useful manner.


(SockDog) #7

That’s not a bad idea being purely a motivation to work together. A boost to the objective speed if you have other players on your team around you or maybe a boost to health, armour etc depending on the supporting classes and what the objective is. Of course we have to consider that people wouldn’t do it if they didn’t get anything in return so you’d also have to give something to those supporting.

This then raises the issue of what to do with the defense? Similar boosts if you’re around the objective?


(Anti) #8

Can I ask why you’re against perks themselves, you didn’t really expand on that point? You did say you liked Chivalry’s ‘side-grades’, would perks not be OK if they were ‘side-grades’ as well rather than elements that unbalance the game between guys of different ranks?


(Dayton_Origin) #9

I guess that is true, the fact is though that I have yet to see a single game that manages to include balanced perks. The thing with leveling up is, although I do absolutely not feel that way, that most players expect to get “better” stuff if their level increases. And I can even understand that, asking the question: Why bother getting level ups if I do not actually improve anything?
Well, you have already included some kind of currency in the alpha, which cannot be used for anything so far. But that might also be a possible solution or a different method of integrating perks -
I would like to pick up on the idea mentioned in a post above -> there are “teambuffs” available, giving small but still important bonuses to teammates around you. And I am thinking about stuff like a “speed perk” which allows your buddies to build structures/objectives faster, or an armor buff, or a damage buff. Those would not have to increase anything by an insane amount, but just by so much that it actually matters if someone with that “aura” is standing next to you or not.
And that is where the currency comes in - you can buy those perks, buffs, bonuses, whatever you want to call them and contribute to the success of your team in a very easy but not invasive or imbalanced kind of way. And the ultimate teamplaying factor of those would be that you do not gain the bonus yourself, so the game would not force you to stay or work or fight together, but it would be greatly rewarded if you decide to do so.


(Smooth) #10

We are definitely big believers in “side-grades not upgrades” and we certainly don’t want to introduce a grind-2-win systems as much as we don’t want a pay-2-win system.


(Dayton_Origin) #11

That is a very good concept :smiley:


(Mustang) #12

Haha, I meant to ask exactly this yesterday but somehow didn’t remember to do it.

Dayton_Origin mentioned that he didn’t like perks then went on to explain what he did like, but which would be quite nicely implemented as perks… :confused:

This would be my preference, sad as it may seem I really enjoy getting “unlocks” whilst leveling up, or even better give me a credit to spend on unlocks and let me choose which one I want to try next.

Just don’t make it too grindy, e.g. 80% of stuff unlocked within 25 hours and 100% within 50 hours, and have the ability to either reset all unlocks back to locked (and perhaps give me a gold star for each time I achieve all unlocks and reset them) or let me create another character to start unlocking from scratch again.

This way I can continue to experience the joy of unlocking after 50 hours of gameplay.

Sidenote, ADS attachments please. :slight_smile:


(Patriotqube) #13

Thread says initial impressions :slight_smile:

so here is my first thought

Is it possible to open a console? if yes how?


(stealth6) #14

[QUOTE=Patriotqube;423597]Thread says initial impressions :slight_smile:

so here is my first thought

Is it possible to open a console? if yes how?[/QUOTE]

Tilde or HOME, only HOME autocompletes.


(Patriotqube) #15

Thank You

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