[QUOTE=ImageOmega;468115]Hearing this type of feedback is awesome Jonny_Hex. Regardless of how things may turn out it is important to us little ol’ forum posters to hear that you guys like our ideas and suggestions. Sometimes I read SD replies as a brick wall going up to what we post about as if everything has been written in stone or we are wrong or lacking for our perception and opinions.
I could care less about spawn choice honestly as I think it is a very minor detail with how maps currently are. Now if we were doing multiple objectives on one map then I think spawn choice would be a must. Maybe this becomes a case by case scenario? And regarding UI, what about selectable points over the mini map in the limbo menu? Not sure if that is something easy to overlay selectable items on that map.[/QUOTE]
Nice to hear you like that I like the idea 
We certainly don’t want you to feel that everything is set in stone, or feel like you’re talking to a wall. I hope you all know that we value all of your constructive feedback, suggestions and ideas for features which might improve the game. Because we do. That’s a fact, it’s not even up for debate!
Regarding the implementation, yes, adding the selection functionality to overhead map in the limbo menu is exactly what I’d do, but first we have a whole front end to build for the game: intuitive character selection, options screen, character customisation, server browser and pre-game lobby, to name a few key elements. Also, 3D visualisation for customisation (skins, weapons, characters, etc), and an interface for meaningful account progression options. Then there’s end of match unlocks, drops and rewards, in-game chat and friends UI. Not to mention the fact that some of these things need to be tied into a store back end and user facing interface. That’s a lot of stuff right there.
So yes we listen, we like, we hate as well sometimes, but we value what you guys say, regardless of whether or not we agree. Over the next few months you’re going see some dramatic changes in the front end menus and general user experience. But it won’t all happen overnight, and we will expect your feedback on that as well as in-game/core mechanics. And for that we are truly grateful.