These are, without exception, strictly competitively oriented.
Gamplay:
[LIST]
[*] Spawntimes
[INDENT]This has been brought up over and over again.
There are multiple issues with the current system in place: One being the synchronized timer between Attacker and Defender team, another the extremely inaccurate representation of it (too much leeway given, ie: Dying on 22-23 will in most cases [b]not[/b] result in a missed wave but instead allow you to respawn regardless).
As many of you are aware, in the current state of the game: Attackers and Defenders both (Stopwatch only) will always be spawning at the exact same time.
This creates a heavily unbalanced pace towards the attacker side, not only are they already put at a disadvantage of having longer attack routes, they now also are thrown into a situation that will, always, result in attacks being executed on their own fullspawn. What this does is further slow down the game and break the pace.
There's no safe way to upkeep pressure as an Attacker without being at constant risk of being taken out at a full spawnwave and as such you are, as Attacker, severely punished for timed attacks. Even if you were to execute an attack on a primary objective, with getting the Defender team on a fullspawn as focus, it currently gives you no benefit due to the attack routes.
As an example we can take the first stage of Bridge, from an attackers point of view (this applies all maps):
Attackers synchronize their entry with the spawntimes to take full effect of wiping Defenders for the longest amount possible, standard stuff, every team does it or at the very least tries to utilize it.
But what if your attack fails? Let's assume your team manages to take 4 Defending players out for a 20+ second wave timer, what happens next? Absolutely Nothing. Due to the fact that both teams will always spawn at the same time and attackers additionally to that, having a way longer route to the objective. We've accomplished absolutely nothing. We did not get rewarded - at all - for having killed 4 Players all of whom are advantageously positioned already due to Defender bias. The entire map has reset, we've just wasted a whole minute on attack without having accomplished ANYTHING.
It's a simple problem with a simple solution. Introduce an offset between the spawntimes. Something random that changes on a per-game basis. 1-10 seconds is all it takes. Or even better, to give attackers a little of that advantage they [b]need[/b], decrease their spawnwavetimer from 24 seconds to 19 seconds. This would not only promote much better gameflow, for both viewers and players, but allow attackers to upkeep pressure on objectives.
Not to mention adds another, albeit small, skill gap between players that are able to keep track of spawntimes (ie counting 19 and 24 seconds) and players that simply aren't. This positively affects "spawnrapes" just as much, as you now have to time your explosives according to your Enemy's spawntime as opposed to your own. Also, this would take having to figure out your opponent's spawntime in first place, whether it be by scouting it out or actually paying attention to the game and judging it based off of selfkills and their arrivals to certain areas.
A few forum related discussions, showcasing several suggestions made by the community for a change to this system, such as introducing Dynamic offsets, "Dystopia spawnsystem", and more. Whether you're a fan of the one or the other is highly irrelevant, the fact is that this game drastically needs a change.
Personally I'd vote for something as simple as reducing the Attacker's wavetimer to 19seconds from 24 and leave Defenders as is.
http://forums.warchest.com/showthread.php/40807-Simple-idea-for-a-new-Respawn-System?highlight=spawntime
http://forums.warchest.com/showthread.php/40365-Spawn-times?highlight=spawntime
http://forums.warchest.com/showthread.php/37557-Thoughts-on-Dirty-bombs-Spawn-system?highlight=spawntime[/INDENT]
[*] C4 explosive timer
I believe the timer on C4 explosives could benefit from a small buff. 35 seconds perhaps. This would promote more side objectives actually being planted, as opposed to focus fired with explosive and... Give attackers a little of that edge they need. Having to defend 2 plants on Terminal, or even just a single plant on Underground, for [b]TWO[/b] full spawn waves is a little bit extreme. The fact that you've essentially wiped the Defenders once already and planted the charge is, in most cases, a massive feat by itself, but now being presented by having to wipe the Defending team twice, in a row? (Notice how spawntimes are related to this as well?) Again, nothing but a simple fix. Defenders wouldn't have to be so worry free, all the while the game pace is being sped up and attackers will actually be rewarded, as opposed to punished, for having accomplished something. [/INDENT][*] PRIVATE SERVERS FOR THE LOVE OF GOD
[INDENT]Why isn't this a priority? Everyone wants them. Casuals as well as competitive players. You've hinted time and time again about wanting to introduce a "system", why the secrecy? This needs to be done asap if you want to upkeep a competitive scene.[/INDENT][*] Ragdoll animations
[INDENT]This is a bug more than anything. (I hope?) Gibbing is tough. Ragdoll animations are on acid. 9 out of 10 times I can't headshot the downed player I just killed due to the simple fact that his entire body is spinning around and breakdancing on the floor. Hilarious bonus gif to showcase funky animations. (Credits go to iNytz) https://fat.gfycat.com/DrearyPitifulHeron.webm[/INDENT][*] Attacker spawn last stage Trainyard
[INDENT]Heavily related to spawntimes (gosh, shut up already!), but attackers could benefit from a slight buff by having their spawns moved a little closer (perhaps inside the first building, you know the one, the one that gets smashed in by the train?)[/INDENT][*] Community Maps
[INDENT]Very needed. Be it via steam workshop or even something as dull as creators having to submit them to you directly. As the chances of us actually getting dedicated servers, on which we could run said maps/mods/others are slim to none. The default 5 maps are... linear, boring, bad, whatever other adjective you can come up with.[/INDENT][*] Unit collision…
[INDENT]Please? I see absolutely no reason against it. Are you afraid of player stacking people to get out of map ranges? Don't worry, that's happening already. [/INDENT][*] Separation of sounds, voice chat, announcer, cutscenes etc.:
[INDENT]The Dialogue volume slider bundles all of these, I'd much like to be able to turn off the in-game chat sounds as well as cutscenes and the frequent, unnecessary yelling of my character without being penalized at the loss of important objective announcers.[/INDENT][*] ZoomFov and Sensitivity: SetFovSensitivityScale is not a viable option.
[INDENT]Self explanatory. Either keep a 1:1 Sensitivity for scopes or give us an option for such. FOV can be argued an intended feature, I leave this up to you. All it takes is a secondary sensitivity slider for scopes/ironsights.[/INDENT][*] Viewmodel aka drawgun:
[INDENT]Any possibility at all to be granted a feature that removes the gun and hand models from your screen entirely? They take up way too much screen space, block important information and are otherwise just utterly obnoxious and intrusive. I understand that, given your weapon skinning and ironsights this is unlikely to happen, but... pretty please?[/INDENT][*] Video cut scenes:
[INDENT]Please. Please don't make me watch them anymore. I beg you