Weekly International Gather :: #2 :: Saturday 4/26


(KoP) #41

I did indeed kick myself at that 8:30 part (and several more after and before). You might say I had, uh, tunnel vision? :rolleyes:
Certainly a few things to make amends for next week!

This is great means of feedback on spectating and casting, hopefully we can sort a lot of those issues out soon. Did you find the fixed team colours confusing? That really didn’t seem as something working well to me, when you went first person and saw people shooting blues.


(RasteRayzeR) #42

I ended up teamkilling twice yesterday because I could not identify friend or foe fast enough with the shotgun (sorry chump). Maybe there could be a red/blue small aura on the ground around players ? Or simply a circle on the ground at the player’s position ?


(PixelTwitch) #43

[QUOTE=4lxndr;496073]I did indeed kick myself at that 8:30 part (and several more after and before). You might say I had, uh, tunnel vision? :rolleyes:
Certainly a few things to make amends for next week!

This is great means of feedback on spectating and casting, hopefully we can sort a lot of those issues out soon. Did you find the fixed team colours confusing? That really didn’t seem as something working well to me, when you went first person and saw people shooting blues.[/QUOTE]

Well the feedback I have should be taken with a pinch of salt as I am new to all this however I do feel most of it is valid.

1, [HUD] - Name Text - I found this very hard to read as it seems to have some strange motion blur when moving and is not very defined. I would much prefer the old alpha trailers style of HUD text for the spectator mode… If I was to have my own way I would have a button on the keyboard where I could toggle the names on and off as they did seem to clutter the screen at points. A simple press shift to activate the names and tap it again to remove it would give the whole interface a much cleaner look.

2, [HUD] - Player Icons - Right now all players have that small diamond style shape in their team colour to indicate their location. I would like to see this replaced with an icon that represents their core “class” OR ability to give HP/Revive, Ammo or Recon.

3, [HUD] - Mini Map - Obviously this is not working yet but when it is I would hope to be able to scale it a little bigger (not for me but for people that stream/record/cast on lower resolutions from a native 1080p).

4, [HUD] - Location Name - The names of the locations do not update with the players location you are following (Assume this is just not yet implemented)

5, [HUD] - Ammo / Health / Ability - Have these update for the players you are following (Assume this is just not yet implemented)

6, [HUD] - Ability Icons - Show small icons for each ability next to the players face on the screen so we can see when its going to be back up.

7, [HUD] - Respawn Timer - So we can see how long before characters will respawn

8, [FEATURE] - Quick Location Switching - use F1, F2, F3 & F4 to go to points of interest on the map. ie, F1 defenders spawn and F2 for attackers spawn. You can then use F3 & F4 for current objectives and area of interest (even could go as high as F6)

9, [FEATURE] - Free Look Speed - Use the mouse wheel to set the speed for flying though the map in free look mode. This would allow for cool/smooth shots of the action as well as quick arrival at the action when needed.

10, [FEATURE] - Quick Follow - When left clicking in Free Look you will instantly follow the person closest to the centre of your screen. (allow quickly getting into the action if you see something crazy about to happen without trying to find out who it is and what button you need to press to get to view him/her)

11, [FEATURE] - Full Stats - Have a key that allows us to see all stats of a player during a match (maybe the players overall account also if possible) in order to demonstrate what this means to new players and people that do not fully understand what is going on.

12, [CHANGE] - Quick Stats - Pressing tab should really reveal more then simply the number of points a player has got while in spec mode. This would allow the caster to identify who is the “action man” of the team who they can follow for kills and who to expect to do what in game. Obviously thought the game you get an idea of this anyway but that quick info would be very usefull

13, [FIX] - Collision - Stop us from not being able to fly over certain walls due to collision volumes

14, [GAME CHANGER] - Respawn System - I would LOVE to see a respawn timer START when someone on a team dies (ie lets say 30 seconds) so the first person to die in a team fight WILL have to wait 30 seconds to respawn if not revived. However anyone that dies in the mean time will also spawn when the first person that died does. This will allow a small number of breathers for the caster to explain the game and tactics, for defenders to setup/heal and attackers to go in as a 5. More full team fights and a reason to commit to the said fights. Right now due to the short and constant spawn timers we are seeing both public and draft teams ending up going in one at a time vs 4-5. This is not fun to play and it is certainly not fun to watch. I honestly would put my whole being on the bet it would improve the feel of the game hugely and could actually speed up the game.

15, [CONCEPT] - Merc Limits - This is really hard to find a way to work it… However seeing 3-4 sawbones per team is simply not fun… It will be impossible for you to stop this happening as there will ALWAYS be one class SLIGHTLY better then all the other classes… I honestly feel the only way to prevent this from happening (and make you guys more money if you think about it) is to find a way to limit the number of identical Mercs per team.

These are just a few of the “important” things that I feel should be changed/added/fixed to make this a good game to actually watch as much as play.
Hope some of these could be considered food for thought :slight_smile:

Thanks and look forward to doing more in future :slight_smile:


(RasteRayzeR) #44

All-in-all good feedback concerning the spectator mode. The first stabs usually yield great feedback as you see the game from a fresh perspective. The spectator mode is probably not a priority tough.

Points 1-10: seems good to enhance the spectator mode.

Points 11-12: been asking for this months ago.

Point 13: yes

Point 14: could be exploited: one guy suicides straight away to provide a faster respawn. I wonder how this would work if you use this to get shorter defending waves (take proxy or bushwhacker, drop mines/turret and suicide for example). It would also make respawn time balancing a harder task than it currently is. However it could bring a tactical element, but at the expense of a player’s experience => doubt it will happen.

Point 15 is interesting but will lead to situations like in league of legend where is a kiddo cannot have his sawbones, he will cry, annoy everyone and leave just when the match started. In ranked or SW this could become a plague.


(PixelTwitch) #45

[QUOTE=RasteRayzeR;496081]All-in-all good feedback concerning the spectator mode. The first stabs usually yield great feedback as you see the game from a fresh perspective. The spectator mode is probably not a priority tough.

Points 1-10: seems good to enhance the spectator mode.

Points 11-12: been asking for this months ago.

Point 13: yes

Point 14: could be exploited: one guy suicides straight away to provide a faster respawn. I wonder how this would work if you use this to get shorter defending waves (take proxy or bushwhacker, drop mines/turret and suicide for example). It would also make respawn time balancing a harder task than it currently is. However it could bring a tactical element, but at the expense of a player’s experience => doubt it will happen.

Point 15 is interesting but will lead to situations like in league of legend where is a kiddo cannot have his sawbones, he will cry, annoy everyone and leave just when the match started. In ranked or SW this could become a plague.[/QUOTE]

When it comes to point 14 I understand what you are saying can be exploited but lets be honest… most the time what? You will end up with MAYBE 10 seconds to respawn a little more if your unlucky due to the way it currently works (its actually the same) would you really want to (in a competative match) want to sacrifice a player and risk 30 seconds as 4vs5?

I see no reason why this would impact a players experience at all? instead of spawning alone and running to certain death (in public) you spawn with the majority of your team and make a push. It would make the game better to watch due to the fact its not just a none stop action play by play with no time to explain what is ACTUALLY happening without breaking it up over a few min into tiny 5 second chunks where something is “not” happening.

I don’t actually care what happens to the spawn system but as it stands its far from optimal from many aspects.

with Point 15… I honestly do not care about them kids… If that means I do not roll against 6 friends (4 sawbones, 1 skyhammer and 1 sparks) to the point I was nearly in tears with frustration. from a “esports” point of view… sure it may be “fun” to play like that but I really doubt that people would continue to tune into a revive fest every week :smiley:

I do understand what you are saying and that I just think very strongly that both points 14 and 15 that I made are the 2 biggest roadblocks in the way of this game being fun to watch for a none competitive player :slight_smile:


(RasteRayzeR) #46

If it brings an insta revive to the whole team, yes.

Problem is that this improves the spectating mode since it gives you more time to describe and comment on the action at the expense of the gaming experience. As a player I want to be on the frontline as much as possible, even more in a game where you can die so quickly. When I meant it would impact on user experience, I meant for the guys who will have to suicide to help his team getting faster respawns: meanwhile he is dead and not playing …

Agreed, and it’s on the list of things devs. will work on more. I hope new maps will help a lot for this.

I think the liberal approach must be taken here: allow any number or whatever merc in teams. The reason is simple: you have only medics => lack fire power and crowd control. You have only soldiers => no one to revive you, no ammo refill and snipers can bring you down easily. Only field ops => same as soldiers. Only engineers => no revives, big control on objectives but lack the firepower. You need a good synergy of each classes, and each class has multiple unique abilities.

Ofc there will be team configurations that work best, but with proper balancing of the mercs, more uniqueness in the abilities and depending on the maps/ type of objective your teams will automatically have to adapt. The" 4 sawbones, 1 skyhammer" is far from perfect and not suited to all situations … imo in the final game it will naturally work itself out.

From this point of view I agree with you. I’m not much of a watcher myself (except to improve my skills and review games) and could not give a very good insight on this, but as I said it gets in the way of the action’s pace to allow better commenting/watching. The gaming experience should remain the #1 focus.

But don’t mistaken me, I’m all in for better spectator modes and relevant features :smiley:


(BAMFana) #47

14: I agree that the current respawn system is no good, I disagree with your proposed solution.

15: Agree. Different merc selection limitations have been proposed multiple times on here, but the devs haven’t really commented on any of them as far as I can remember.


(k0k0nat) #48

This is SO true.

Almost everything in this game looks grey.


(PixelTwitch) #49

[QUOTE=RasteRayzeR;496088]If it brings an insta revive to the whole team, yes.
[/QUOTE]

I do not know where you get this idea?

So lets say… both teams just spawned in head towards to objective…
Do I kill myself now?

We can now see the enemy and a fight is about to kick of…
Do I kill myself now?

A team mate has just been picked off from a distance…
Do I kill myself now?

With a limited time frame for the respawn lets say as an example like I mentioned 30sec from when someone dies… Do we wait till hes been dead for 20 seconds before running in like a headless chicken and hoping we all die within the next ten seconds? because if one guy dies at 11 seconds that 4 people respawning and 30 more seconds to wait.

The risk in a real game situation for getting yourself on a 4 man cycle is to great by doing this sacrifice strat you are thinking of.
Also unless the spawn is literally RIGHT ONTOP of where you are fighting the travel time would negate any advantage in the majority of circumstances.

You also seem to think that it gets in the way of the players experience… well yea IF you are the first person to die every single time…
However, with an average stand-off lasting around 10-15 seconds and revive time… There is a good chance that the vast majority of players with this system will actually spend LESS time waiting to spawn. Even if there was a couple of times where you do have to sit out for 30seconds (including the time your waiting to be revived).

I understand your concern… however what is different to right now? I can die… see I have a 18 seconds time till respawn… pass that onto my team and they all die within the next 18 seconds they are back up with me at the same time. also now spawns are on a constant timer so just by looking at clock you know exactly when your respawns would be up anyway…