Ok get ready for the SUPER-POST! I have tried to quote everything and will put the posters name above each section… Enjoy…
Scarhand
I would not limit how many of a certain merc per team. Too much rage and arguing can result. What you need to do is make it so people don’t WANT to all be the same merc, and doing a team number limit like that doesn’t change what people want.
I agree that making people want to use other Mercs would be the best solution… This is actually why I mentioned the team perk system and not having it stack. However I do also feel that your assumption of rage and arguing while kinda right is not as simple as you may think. Sure I understand that this game is not LoL or Dota however both of these games do that exact same system yet manage to be extremely successful. I do not feel the issue is with not being able to play the Merc you want to play… Most of the time the frustration will spout from the handling of the decision in the first place (like allowing other people to choose your Merc). Also I do feel that a lot of people here on the forums have something against this idea not because its particularly a bad idea but because its not what they are used to… Again something I do appreciate.
Scarhand
The maps are really the biggest problem. I like there being small maps like this, but I also want long ones. There are reasons for both, and people like both. SD needs to make bigger ones or let the community make some. This is where the game can feel progressive, where the maps are big enough so that there is always some progression, rather than the current all-out win or all-out lose.
I do agree, hopefully the maps will improve once they have the next set of Mercs released and make solid progress on the movement system.
Scarhand
I wouldn’t mind passive perks. Makes team play a little more interesting. But could be hard to tell if it is balanced or not, since they aren’t straightforward.
Do not get to hung up on “balance” as its really a none issue most of the time… Its hard to come up to a conclusion on stuff that does not always compare very well… ie, 1 perk = +10hp per character and the other perk = +5 ammo per clip (+1 for shotguns and snipers). This example is hard to come up with a conclusion on balance without looking at the Merc themselves + the team comp + the map… Like most things when it comes down to real balance… The community would know once it was implemented 
INF3RN0
Better maps and all the core stuff will make the game less frustrating to play, however it won’t make the game unique. People shouldn’t jump into extraction and feel like they’ve already played it before, which is exactly what I feel like. Notice how gamers tend to stick to their favorite iteration of similar games, which is why making this game feel like something completely fresh would be huge. Maybe it will be good for comp or polished or whatever at the end, but when people get bored they move on. Both initial motivation to play and long lasting appeal (albeit non-reptitive game play, matchmaking, etc) are what will really dictate whether the game grows a player base that can compete with the over saturated fps market. ETQW was a great experience for me, but at a certain point I was ready to move on. Sucks that all FPS games derive from just a small handful of original classics.
With a bit of luck the constant update stream would negate this bordom factor in the short term… Long term you are VERY correct that the game needs to feel different and it also needs a deep layer of complexity. Giving the player the long term feeling of progression with stuff like Leauge rankings and unlocks would also help. However I feel without committing more to certain ideas it could still end up feeling a little bland…
Making the abilities a much bigger part would go some way to having a unique feel…
So would a new mode… I would love to see SD experiment with a more “Moba” mode for the game where its not just all attack and defend.
trickykungfu
First 15 Minutes: Respawntime to short. We are really (no joke) complaining about this for 1 and a half year… unbelievable isn’t it?
But the reason your thing about the first kill sets up the spawn timer will not work: I would always have one guy defending pushing really hard to die fast and set of that spawn timer. The attackers have 2 things to do. Wait 30-40 second or push and maybe have the hole team back up there asses in 10 seconds… Not good!
Whilst I understand your concern with “playing the system” I have to make sure you realise that its already in the game…
Every 40seconds past the min… (0:40, 1:40, 2:40…) is the time where if the attackers and defenders clash the attackers have a 5sec respawn and the defenders a full 20. Also as a defender I would have team kills independent at 15second respawns (so you do not set the teams respawn timer) and self kills would be the same… Having a defender run into the attackers and die while starting a spawn timer also starts a 30 second of 4v5 push and even if that one defender killed an attacker or two they will be up again in 15 seconds. I feel the spawn timer would be a little harder to game then you realise. Please also understand the system is designed to make it Attacker friendly. So yes its not “balanced” in the traditional sense but on purpose.
trickykungfu
I think you are wrong about the LAN events and a five minute match. I remember playing RtCW at Quakecon vs some no very good American Teams and some matches really didn’t last longer then 5 Minutes but for sure there where only at the group stage. Its the same in counterstrike. A match can be fast with only having a 16:0 score. But sure a 16:0 score will never happen when top teams play against each other.
But again you are right with the fact that the attackers should always be able to set a time! Defending has to be hard!
Yes but this (in its current form) is much worse…
Think of a best of five… Could take at max length (minus any setup times and round switch times) 150min (2Hours 30Min) or on the short end 15min (0Hours 15min). that is 10x time variation. For both LAN events and online that is a nightmare to run… Even more so because its team based…
Now simply making each round a minimum of around 7 min… (or 7:30 for easier maths on me right now lol)
The short end would now be 45min. Making the time variation around 3.5x + each map at 15min makes adverts and stuff more possible and excusable.
trickykungfu
I love your Idea about only having one merc to choose! Sure this is only good for competition but this brings up soooooo may tactical opportunities! Would love to see it!!! <3 Even it you have 2 totally different objectives and it maybe would be better to have different mercs you have to think twice what you choose.
There is one big problem with the only 1 merc system. The defenders again have a big advantage. They don’t need to change classes that often. Especially on EV maps.
Yes but I would not have the Mercs change between rounds so you would defend with the same Mercs you attack with… Actually making your choices that much more important.
trickykungfu
The problem about letting you choose the mercs weapons would be the same just the other way around. Everyone would play Proxy with a SMG… 2 mines, firepower, fast movement, HELL YES!!! No1 would every play that turret ****er again… Or Aura with that healing station and a SMG WFT CRAZY **** XD ATM the weapon limits the use of the merc and i think thats the only way it should be!!! If not the your hole 1 Merc System is useless and the game would suck even more!
The second ability thing sounds ok! If the weapon is **** the mercs should really have a outstanding ability!
Well my idea was based around a WEAPON TYPE and WEAPON TIER system… Let’s use Proxy as an example…
So her PRIMARY WEAPON TYPE = SHOTGUN and her WEAPON TIER = 2 and her SECONDARY WEAPON TIER = 3
So she can only use a SHOTGUN as primary that is TIER 2 or Below.
She could then choose a Tier 3 and below secondary that would include stuff like here mini smg maybe a sawn off shotgun and stuff…
This way you allow SD to add new weapons into the game all the time with new attachments and all that Jazz while keeping the Mercs locked to their style.
trickykungfu
Every Post need a complain about the maps: They really don’t need to be more prim. objektives nor they have to be much bigger. Problem for me: Not enough roots on some maps. Example: Waterloo first stage. London Bridge fist stage. Its always easier to defend a objective so the defenders should always have to split up to cover more roots just to make it easier for the attackers. (I already thought about making it 5on5, i am sure this would work out great!)
Other Problem the roots between two objektives is to short! You should never ever ever ever be able to do the second objektiv without the defenders being on position!!! This ****s happens on Waterloo and on Trainyard far to often!!! Just make the roots longer and for a intense infight add more forward spawning flags!!!
I do feel more meaningful secondary objectives are important and more separation of players. (strange really considering I feel breaking up the players is bad for spectators most of the time) This however is a choice purely about gameplay… Meat grinders are not a good idea for both Specs and Players.
onYn
Please sum up the points you are making, and write down where they are in the video. Many more people will watch the video - even if just a part of it - if they know how to find the stuff they really care for
I plan to do not worry this is just the tester video… I was hoping to actually get feedback before I produce a much more thought out video. The next more produced video will be out soon… Effectively I just go over progression in the game and my basic ideas to improve the feeling of progression. I will look at making some time stamps later on and adding them to the original post OR I am talk about each point in their own video to streamline the conversation.
shaftz0r
46 minutes reiterating everything that has been pointed out 100 times in the past year and a half. i realize that you’re only now getting to this game, and you want to contribute, but sweet jesus. 46 minutes talking to yourself?
write a synopsis with time stamps if you want people to watch that video, but you’re also forgetting that this game is still under nda, and that video isnt even private…
Hey, sorry about that… I should really have explained the whole concept behind making the video… I know most of this has been spoken about and I just wanted some basic feedback to get a taste of what people are thinking/feeling now. I will be making a “UBER POST” soon where I try and search out all the old choices and do videos on each section in more detail with examples and stuff… Right now it is as you have said just giving my thoughts on multiple ideas and hoping to get some back in return.
Like mentioned to onYn I will look at time-stamping this later tonight or re-making it all together.
FireWorks
Good thoughts. Especially the last few minutes about being in its own soup of thoughts of this community. With the announcement of new keys being sent out I hope we get some new food for thought. Hope some people can hold back their claws and teeth, when others take part in the creative process.
Yea it happens all the time
communities end up festering to the point its very hard to change anything without an outcry. Hopefully a few more “calm” ears will help in the future but we will see.
krokodealer
dont blame the community for being negative-minded at some IDEAs. Too much has been taken from us that was good. And stale became our hearts.
lol I do not “blame” them at all…
Actually I completely understand I cannot remember the name of the theory but there is one about this kinda situation…
Basically its like if I gave you $10 in the street for no reason you are like… “oh cool thanks…” and you are happy…
However if you then lose that $10 the day after… You will be more unhappy to lose it then you was happy to receive it.
Its also the basis of the old saying “You do not know what you have until its gone”.
I am already starting to fall into this category I place so many people in with Extraction. Trying so hard to remain independent though.
Just needs some more people with fresh pairs of eyes really.
titan
didn’t watch much of it but i agree getting a pick in cs actually means somthing whereas in xt it means basicly nothing.
lucky for us its not hard to fix. Increase spawn timers or even better (because you don’t have to sit around dead) move the spawns further back like in the 2nd half of waterloo where you have to do a little run back into the field.
Would also increase the viability of medics who are a bit rubbish atm
Well I think it could do with a mix of both longer times and further back spawns… Hopefully longer spawns will not be as frustrating if they decide to allow you to mess with your loadout (weapons and nades) while dead.
One reason I want people to be dead longer but spawn a little closer is silly really… Simply down to the fact that in spectator mode it would make it easier to know if people are able to fight… hahaha. just seeing a greyed out enemy makes things easier for specs and viewers.
I do agree and I do like the idea of futher spawns though for multiple reasons…
Biggest reason has to be that the Objective should be in the middle of both spawns and allow for each team to create a barrier between the objective and the other team. (like you mentioned Waterloo second objectives are a great example of this. If they managed this you could actually make attacking objectives longer while keeping the attackers advantage…
ie, Attackers plant a C4 that takes 2 min to defuse but can hold defenders back from the objective so the roles kinda flip to the point the attackers are doing a solid defence for 2 min.
Ashog
5-7 minute maps. This would works nice for RTCW (small simple objective maps and low TTK) and CS (1 spawn per round) but not in current ET-like game style. You simply need to be able, as you said, to show the story of a map unfolding, you need time for multiple objectives evolving, you need time for many spawnwaves, you need time for being able to change tactics during the round if smth doesn’t work. This would be interesting for spectators, just as it was in ET and ETQW. Therefore as many mentioned it already many times, the rules of how SW 2nd round is calculated have to be changed to guarantee longer than now minimum SW map times. I personally would say that an average time of 12-15 minutes per round would be optimal. Also for caster and specs. This also requires going back to bigger, multi-objective older maps, that is, uncastrated earlier versions, which suddenly everyone wants to have back (hypocrites!).
Sorry… I feel that you may be a little confused to what I mean… I do not mean that map should be 5-7 min… I mean the map should be a MINIMUM of 5-7 min all the way to 15 min… instead of the way now its a minimum of 2-4min to finish a round. I would love 12-13min to be the average completion time.
Ashog
The char selection thing. You have your own opinion, I get it. But even during the video you seem to have a slight problem to logically explain why you think it’d be better. While I can perhaps even imagine having a 1-merc limit for a team (such things existed in comp rulez for ET and ETQW), but having a 1 merc limit on a map round per person is just wrong. I’d personally won’t even bother playing comp with such rulez, nowei. What you will get is the same layout per team such as 1 sawbonez, 1 phoenix, 1 skyhammer, 1 fragger and 1 proxy. Sure, no doubled chars, but people will still have to preselect the best ones from each class and stick to them, having no way to change the tactics during a map. If that’s what you are suggesting, correct me if I got you wrong.
Actually I do not have a problem with the logics behind my second option (the draft mode) but because I received so much hate on my suggestion thread I am still trying to come up with a middle ground (the first option). So in that case yea the first option I spoke about is still unclear in my own head.
The draft mode would ensure that Merc selections are always different and make teams need to decide who their most important players are based on what they want to pick and ensure they have… It would also open the field a little in lower end comp games…
Like you actually mention my first option is irrelevant really but I was just trying to soften the blow for draft mode…
When it comes to switching tactics per map I do feel that is going to come down to better map design and movement system that is different for each merc. Using a draft mode would make people use mercs on defence they would not normally think of… this would sprout many different tactics (while I admit these are not OPTIMIAL tactics like you can have with muliple of the same class) but they are still strong and balanced… I feel what most people want to argue is that “WELL! Its silly because 2xSawbones, 2xThunder and 1xKira is simply the best way to defend and your idea is not going to make it better because my setup would always beat yours in a game…” and they are totally 100% correct… However the argument is irrelevant really because thats like saying well give me god mode and I will beat you ever time so it must be better right >.<
Think a F1 car vs a Rally Car on an F1 Track…
F1 car will ALWAYS win with a decent driver… Does not mean its more fun to drive though…
I do feel like I am going to need to do a full complex video on the concept of my draft mode idea in the near future.
Ashog
I agree to what we already asked since almost the start of alpha - the TTK is too low and spawntimes are too short, so that a life of a bug doesn’t matter. It’s just boring and soooo much reminds the CoD/BF gamestyle catering… Seems like SD is shy to proclaim themselves sticking to the classical ET gameplay and cannot decide to make the crucial step into the TTK and Spawntimes direction. In the end, the gamestyle is neither that or this, which means it’s not attractive enuff to anyone. Altering maps to solve this problem is too complicated, not guaranteed to help and too expensive now, as well as too late. The TTK/Spawntime thing will surely do the thing instead. But who’s finally suffering from undecisive repetetitive senseless bashing of countless uberfrequent attack waves? Viewers who will be bored to death.
Now im not going to really comment much on this statement but rather point out a inconsistency in your thoughts and opinions (not a personal attack lol just this is something I see a lot and it confuses me)
I have made many suggestions and ideas for changes that have been received very badly… Mainly due to the comparisons to other games and the fact they would not feel right for extraction.
Now what interests me is that if the concept falls away from the ET/ETQW style its a stupid idea and its to much like CoD/BF or even LoL/Dota. I have witnessed an awful lot of people saying… “this game needs to be unique and not just another CoD!” yet people seem so reluctant to not just make this another ET/ETQW after even saying themselves they need to move on and change from the original ET/ETQW formula . I am not actually making a “point” here just an observation that still boggles my mind because I honestly don’t think people realise they are even doing it >.<
Ashog
Regarding the weapon customization - i really hope there will be none, however an idea about having a pool of say SMG’s for medics and MG’s for soldiers to choose from is good. This also concerns a pool of grenades to select from, and not only for soldier class. In the end the special abilities will make an impact on decision to select a character.
I wanna see names also 
BomBaKlaK
So much truth in this thread … not fun to watch, and … not fun to play !
But I’m against the 1 merc selection !
I totally respect that you are not into the 1 merc selection…
Could you however please explain to me why (I want to try and understand what issues people have with the concept and to see if its the same issues that people share) thanks 
DJswirlyAlien
Good video. I feel you really managed to communicate some of your points and ideas coherently. I agree with some of it more than other parts but it is a great overall outlook for the game.
Thanks Sexy 