Right, #MONSTERPOSTINCOMING!
I guess it’s a complete compilation of all the feedback I have given and can give right now. Sorry for the gigantic post, but with exams coming up I guess I will spend less time here so getting all my feedback across that has accumulated in one post is probably the best idea for me rather than waiting for individual appropriate ones to pop up. This is entirely aimed at the dev’s but if others want to read then go ahead but I apologize for the length!
Spawn System
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[li]Use the spawn wave system on Veteran server and transfer to Objective server as well.[/li][li]Display own teams spawn times on the HUD.[/li][li]Balance the spawn times through testing on each map.[/li][li]If player doesn’t respawn in time then they miss the spawn wave and have to wait for next one rather than spawn whenever they like.[/ul][/li]
Maps in General
- They are too restrictive, narrow, closed (LB/WC/WT) – whatever class you play you are still forced to go the same route rather than choose a route that benefits your role; such as a narrow corridor as soldier, and an open space when recon (for example). [/li][li]Follow Camden style in terms of openness where the player has so much freedom to choose where they want to go and which route to take, not constrained through narrow buildings, and narrow stairs/escalators.[/li][li]De-clutter a lot of the maps, this is the reason why Camden is so nice, its open, clutter free and allows the players to move where they want to.[/li][li]Priority of fixing map layouts and objectives = 1st: Waterloo Terminus, 2nd White Chapel, and 3rd London Bridge. [/li][li]Waterloo Terminus suggestions. – maybe I will get round to others but in general just apply similar layouts & principles to the favourite maps found in ETQW / ET / RTCW, you already have the blue prints to perfect maps, just alter them slightly/reskin them to DB without claiming they are direct replica’s and you won’t get comparisons complaining but more compliments saying they play similar to X or Y from blablabla that you know players enjoy.
Implement & Improve Forward Spawns
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[li]Forward Spawns -> they need implementing on most of the maps. The progression throughout a map should be for the attacking team: Spawn -> capture forward spawn -> do objective -> capture forward spawn -> do objective -> do next objective = game over.[/li][li]At the very least all maps should have 1 forward spawn to capture.[/li][li]Location of forward spawns shouldn’t be infront of the objective in the open like in WT. They should be to the side in a location captureable via both teams. It should act as a stage towards the objective, so attackers mind set is to cap forward spawn then do objectives & defenders should think capping the spawn will give them more time to set up a defense.[/li][li]Capturing the forward spawns should require interaction (Use Key) and a measure on the HUD of capturing % - if you don’t capture it in one go, all progress is lost & more people capturing at same time = quicker capture. [/li][/ul]
Objectives
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[li]Carry objective mechanics can be seen here - detailed explanation of the issues & solutions[/li][li]C4 Objectives – Need to be able to select C4 before the location, also should be able to arm C4 anywhere around the map like a HE Charge in ETQW – generally not too bad though compared to the others.[/li][li]Constructing/Repairing – need freedom of movement like in ETQW, mining lasers are a prime example where you can construct but strafe while doing it to avoid taking damage as easily. Also feels like you aren’t “locked” in while doing the objective and you could react at any moment. Repairing the E.V should be able to strafe while repairing it to avoid taking fire.[/li][li]PDA Objectives – Make them recon only, so a hack objective specific to recon class. Same as above in terms of allowing movement while hacking. Be able to select the PDA before getting to the objectives. Smoother transition between hacking and changing to weapon to defend self. Often find myself turning away to shoot then get switched back to PDA for some reason and die = FRUSTRATING.[/li][li]E.V. – Terrible objective right now. Possible suggestions – speed it up, allow a player to drive the E.V and follow the route (requiring interaction = more interesting). More players near it the faster it travels. The opportunity to repair the E.V if damaged but not disabled. Provide more ways for players to disable the E.V. – wasting grenades/bullets does nothing so unless you play FOPS there is no real way of contributing to damaging the E.V – Anti vehicle Turrets / Lock on Vehicle Rocket Launchers / Mines that do more damage to vehicles than players / EMP Nades for temporary disable – Give it flares to avoid some of the rockets heading its way -> controllable via the driver (further interaction for the player). [/li][/ul]
Movement System
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[li]Need a more complex and responsive movement system.[/li][li]Introduce the Battlefield style strafe jump that keeps momentum going – can’t find my original post with this but here’s the video.[/li][li]Implement Trick Jumps[/li][li]Implement Jump + Crouch[/li][li]Implement Sprint + Reload[/li][li]Implement Sprint + Shooting (After playing ETQWPro this game feels sooo slow in firefights – the variation in strafe patterns is very limited). [/li][/ul]
Weapon Handling / TTK
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[li]Find a middle ground between current TTK and previous TTK[/li][li]Have movement stances impact the spread of weapons more (Crouching = reduced, jumping = increase spread etc). [/li][li]Either remove ironsights or make them way more useable & useful, right now there is no point using them, hip spraying functions just as accurate, allows greater movement and vision of the surrounding area so why use ironsights at all right now? [/li][li] Reduce ROF slightly, still to fast emptying an entire clip, reloading way to often at the moment. [/li][/ul]
HUD
[ul]
[li]Clean it up.[/li][li]Move objective status to the side of the HUD, we don’t need all three objective bars at the top all of the time, only the objective that is currently the focus. [/li][li]Provide a more detailed minimap graphically – i.e like adding terrain textures rather than black paths to the minimap so more visually enjoyable and useable – also personally prefer a circle minimap rather than square.[/li][li]Get rid of the black boxes around EVERY LABEL, such a dark miserable mood to the HUD, lighten it up, use lighter colours in DB White + yellow theme to lighten the mood and make it pleasant to look at.[/li][li]Provide a HP value next to the HP bar so we know exactly how much health we have. [/li][li]Get rid of all the progress bars above all the objectives, these should be displayed down the side of the screen with the progress. All the icons scale them down to smaller value and visible when looking at them. [/li][li]When facing opponents display the same information / layout ETQW does during a firefight.[/li][li]Crosshairs – Much greater depth in customizing the size / style – option to choose shading behind the crosshair to allow it to further stand out. Current dot is too small/hard to see to use so no benefit for me through that implementation so far. [/li][li]Introduce Fireteams -> create own fireteam, add FT name, invite/make public for players on your team to join, separate fireteam chat. Displays players class + HP in the fireteam info box. [/li][li]Obituary could be more interesting, instead of using white silhouette outlines for each kill, make a small graphic of the actual weapon and replace the silhouette’s – would be more visually pleasing and give a “polished” look to the obituary. [/li][li]Allow colour in players names/clan tags – gives individual personality & aesthetically pleasing. [/li][/ul]
Player Models
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[li]Remove the lighting system on player models[/li][li]Distinguish two distinct light and dark colours for each team. Like GDF recognisable through light colours, strogg recognisable through dark -> follow and emphasise this in DB so you can recognise if enemy or not solely on player outfit. [/li][li]Use arrow icons above player models to distinguish between team/enemy with server option to remove arrows. [/li][/ul]
Graphics
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[li]Give the maps more distinct colour, right now they all blend together creating a blue (insert general map colour) washed out dull haze that makes it very hard to spot players, also isn’t very appealing at all like the game is blurry. [/li][li]Look at CS:GO visually, the textures are very crisp, clearly see the colours contrasting with each other, the general digital vibrancies is much greater there and it allows player models to stand out clearly and its actually pleasant to just look at the environment – it isn’t over complicated with thousands of lighting and shadow effects. We are playing an FPS game yes realistic graphics is nice to an extent but the second it intrudes on gameplay it is one of the worst things ever. Gameplay should always take priority over graphics in an FPS game. [/li][/ul]
Rewarding Players / Stats / Awards / Scoreboard
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[li]Been stuck on same XP/Rank level for what seems like years, reset the stats on every main patch update just for the sake of us Alpha testers feeling like some progress is made after playing a map even if by release it is meaningless.[/li][li]Provide visual badges relating to what rank you are like in ETQW on the scoreboard next to each players name [/li][li]Introduce a ranking system based on getting XP for specific activities rather than just getting a lot of general XP – this spreads the playtime between classes and stops players playing one role in the game that gets the most XP in the fastest time. ETQW did this and so did CS:GO it works really nicely encouraging players to take up all aspects of the game. [/li][li]Scoreboard – Keep the current personal stat tracking at the bottom, but end of game remove the kills/deaths/assists for each player shown to the server. [/li][li]End Game Awards Tab – DISPLAY VALUES NEXT TO EACH CATEGORY. Such as “Most Accurate : Player X – 35%” “Most Kills: Player Y – 50 Kills” – the number of times I’ve typed this out in these forums is frustrating. To see your own value, hover mouse of the category.[/li][li]Fix the bug that still means you can’t interact with the scoreboard/awards page. [/li][/ul]
Ammo
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[li]Bring back gibbing enemy players dropped ammo – when I first arrived in this alpha it was so awesome, refreshing and actually encouraged me to use good competitive tactics (gibbing players) in everyday public play. I thought you wanted to blur the lines between comp and pub -> bring back this as it’s a key aspect of competitive play and getting pub players used to such a simple mechanic would help them transfer to comp easier. This was a feature that ETQW never had that I wish it did.[/li][/ul]
1on1 Map for Alpha Testers
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[li]There was some positive response about this from one of the dev’s but I haven’t heard about any progress since. With the current state of playtime these kinds of servers provide a nice meeting point to start up a server as well as provide a controlled environment test out classes/weapons vs each other. [/li][/ul]
Jeez that took longer than I expected, and more words than the assignment I am meant to be doing right now… I hope the dev’s read this and take it on board and actually implement the majority of features I’ve suggested. I’ll be around posting every now and then but probably won’t be doing too many more monster posts like this for a while (probably for the best for everyone haha).
I bet you regret this now 