You understand the problem but your solutions suggest you don't understand why they are problems or why games like Squad and Arma are more successful at achieving the goals you want to achieve. Incentivisation does not work. If you want players to play a certain way, you have to force them into playing that sort of way. Something Squad and Arma understand fully. For me personally, the problem with the game is that there isn't much to do. You run towards the enemy, shoot them and repeat. There isn't many other avenues you can take to support the effort. Take Battlefield 4 for example. You don't just have to be the boot on the ground. You can be actual recon, laser designating enemy vehicles and aircraft for your teammates, you can use drones to spot enemy and disrupt any equipment they put on the ground. You can hang behind the front line with mortars, UCAVs and rocket artillery. You can choose from a number of anti vehicle weapons and hunt armour and helicopters, something that isn't really viable in Batltebit because of how few armoured vehicles there are and how ineffective vehicles are in general. You could hop in a teammates vehicle and support them with crew abilities and there were always interesting vehicles to choose from. In Battlebit the vehicles are too weak to actually get in the vehicle, have no crew abilities and there's so few vehicles on even the larger maps that they might as well just not be in the game. For me the game is fun for a bit. When I feel like playing a FPS but when I feel like playing a different way, the game does not facilitate it and that gets boring quickly.
26:00 One major easy way to lower the chaos, is to limit the spawn possibilities to just retry again, penalize the playe for dying. Limit the player possibilities to run'n'gun, shoot while vaulting, climbing, jumping, running, heal while doing something, reload gun while refilling magazines etc. Force player to do one task at the time. Force player to make a decision on all the time, take the risk, to make it a skill based gameplay where player needs to challenge not enemy, but himself. Example, player knows enemy is in the next room. The player needs to make a hard decision to either enter the room, or not. Just running there would be death sentence if enemy looks at the door with gun ready, no matter what. So options, like throwables needs to be a required thing. Right now you just run in and kill enemy with SMG. No skill is required. There needs to be danger and available options for player to consider to make a valid risk evaluation. "Do I climb up?" "Do I sprint over the hill?" "Do I try to peak?" "Do I hold and wait here?" "Do I reload now?" The chaos is that you can't trust your squad, nor any of your team mates. You look around and you see many friendlies in your room or just next to you. You look your direction and few seconds pass and you get shot from the side or back... And then you look the map instantly and you see that everyone else left and rushed to other objective 500 meters away! In those < 5-10 seconds you thought that you had friends next to you, but no... They just went and enemy came and saw you with your back turned toward him and you died. The same thing that you are with team members and suddenly enemy just rush in, jump around, shoot everyone with SMG as a medic and slaughter 5 guys and next 2 with a C4. The chaos was because you can sprint and shoot same time. You have perfect air control (you jump and when you are in air you can turn and change direction of your movement etc) and you can throw stuff, you can just move like a antiloop on the mountains. And that is a serious flaw in the game design that needs to be denied. If you jump forward, you can't turn, you can't change your direction! When you are in air, you can't aim, you can't shoot, you are just jumping/falling. When you sprint, you can't just stop but you need to have a momentum that requires distance to stop. When you sprint, you can't aim, you can't shoot, you can't perform quick turn. The sprinting needs to be possible, but it needs to be like a Usain Bolt kind, mostly straight forward without much changes to turn direction. Jumping is possible, as well diving from the speed, and take couple shot forward from the hip. The major chaos gets smaller and eliminated by slowing down the capabilities to aim, to recover from hit, to increase risks and punishment from dying. Like instead 6 second spawn time, you make it 20-25 seconds. Instead spawning on any squad member, you make it just for squad leader or base. Only medic can revive, no one else. So medic becomes critical for the squad, but you remove medic capability have any other weapon than sidearm (handgun) as they are saving people, not to kill. But they have handgun for self-defense. The capabilities just to jump in the room full of enemies, cause major chaos and kill everyone with SMG needs to go away. Getting hit should mean dropping ADS, to deny ADS for second or two. Drop from the sprint to walking and require to start sprinting again by releasing and pressing shift again. have penalties if player is bleeding, so they need to bandage themselves before continuing.
What about squad bonuses? Teammates near the squad leader get passive bonuses that scale with the number of teammates near the leader? Snipers can have a passive where they get the bonus from much greater distances, but they don’t contribute to the count unless they are in close proximity to the leader. Just off the top of my head, it could be like: Leader + 2 players : 5% speed 3 : 10% armor 4 : passive healing 5 : 10% speed 6 : 20% armor 7 : 200% faster revive
No carrots, no bonuses. Make it penalized from not being in near squad leader set objective (the flag on the terrain for attack/defend, not the objective one). When squad leader set on the ground "Defend" flag, then 30 meters diameter from that is a invisible circle, and when you are inside it, you will get XP from kills, performing healing etc as right now. When you are outside of that ring, you get nothing. No progress, no XP etc. So you need to stick to the squad leader set commands. You are free to go solo. Run away. No one is denying you. You just don't get XP, don't gain progress. You can kill, but don't benefit from it in XP. The squad leader should be the one that is required to come inside the objective and capture it. Not the squad members. So squad needs to protect the squad leader. That is the one that needs to be inside. And make it so that every player can spawn only on two places. 1) main Base. 2) Squad leader. Now the squad leader needs to take responsibility to stay alive, as they only can spawn to main base, and they need to move from there all the way to frontline. The squad needs to protect squad leader, as if he dies... So does the players change to spawn on the map. Every class as well needs to be come actually dedicated for purpose. Assault: - Has the assault weapons (AR). Nothing else. - Has the frag grenades, stun grenades, smoke grenades. - Has Medium body armor and helmet. - Is second fastest class (let's say for argument sake a 20 km/h) - The main player that 60-70% of players choose. Engineer: - Has only the SMG. - Only one capable to build anything. . Only one capable to demolish with C4, sledege hammer, pickaxe. - Only class to have mines and RPG-7/LAW. Purpose to be destroying enemy vehicles as well. - Slowest to move, let's say 10 km/h. - Class to choose to build and demolish anything anywhere. - Give a shotgun to engineer. Like a M200 but for close < 50-60 meters. 9x of 23 dmg in tight spread so you can hit a player size target at 60-70 meters with 4-6 pellets. Pellet doesn't penetrate any body armor at all. Medic: - Has access only to sidearm. They are to save lives, not to take them. Handgun is for self-defense only. They are meant to be busy to keep everyone alive! - Quickly heals others when stationary. - Only one capable to revive others. - Thirdly slowest class, 15 km/h. - class to choose for keeping squad capable to fight and hold grounds. Support: - Has access only to LMG. They are to have squad most powerful weapon. To dedicate themselves to suppress and hold enemy away from their sector they have dedicated to guard. - Heavily armored, the heavy armor only for support. They are like a tanks. - When engineer builds a firing nest, support is difficult to be get out from it. - second slowest to move, 12-13 km/h. - Class to choose to really control the territory and dominate, but not for assaulting. Recon: - Fastest class ever. Let's say 30 km/h. - No armor, no protection. - Access to normal ghillie suit, that renders player semi-transparent when stationary for a few seconds. Past grass drawing distance the recon becomes completely transparent if stationary on ground. So you can't find them on the ground, but you can on buildings and like. - Access to only three firearms. Handguns, DMR and SR. - Access to advanced binoculars and drone. The advanced binoculars required to measure range. No gun attacment for that, but the binoculars does it, and only binoculars or drone can ping. - Only one access for a high magnification scopes. - Pinging enemy is a "live ping" aka "3D ping". No other class than recon or squad leader can ping objects/terrain, and recon can do the live pings. - Can't call supply boxes, can't build. - Give a recon special weapon, a knife. That will instantly kill a target. Make recon foot steps extremely silent when walking normally indoors, so they can sneak a individual enemies somewhere hidden. - Special skill to become 50% transparent on any surface when totally still for 5 seconds. So no mouse movement, no turning, nothing... Doesn't make weapon transparent, just itself. - Special item is a honeycomb cover for medium/long range scopes, so there is no glint. - Remove the trails. - Turn the gadget "blinker" as a laser turret, that will blind any scope that aims at its direction longer than 100 ms, by firing a laser to it. It is like a long range instant stun grenade to any scope. Protecting anyone in 10-15 meters radius of it. So recon can protect everyone else from enemy snipers. Like engineer can from grenades. Squad Leader: - Can order supply boxes. - Can see where every squad member is. - Can see where other squad leaders are. - Access same weapons as assault. - Can command areas to defend/attack on ground. - can draw on map 8-10 lines, for defense, route, etc. - can ping on terran, but not on players (like recon). - Generate XP and progression when squad members are close to it. - Only one capable to capture objectives. - Only one to be spawned on by other squad members. Add new class: Pilot: - Only one capable to drive a MBT or fly helicopter. - Access to only SMG. And then common changes, like example remove hit direction arch. remove sniper trails. When weapon has suppressor, remove tracer bullets from all guns, as well muzzle flash. NVG to make blind by muzzle flash, flashlight, stun grenade or flare.
11:45 Why players don't stick together? Because they get all the benefits from going solo. - They gain XP as others. - They gain kills as others. - They can spawn on everywhere like others. - They progress like others. In the games the "danger if not in group" argument doesn't work like in real world. In reality humans are grouping exactly for that reason, but in reality - we have one life. - getting injured hurts. - being scared for nothing is same as being scared of something. - you benefit from being a group. In games we don't: - Fear death - Fear getting injured - Fear a bear (because there isn't one) - Have any benefits from being together (look first part). The squad system becomes obsolete when the players are not forced to work as a squad, example: - Every class have very exact specific purposes, like medic is only one to revive but can't kill, but others can't revive but can kill. A engineer can demolish and construct stuff, buildings, cover etc, but others can't destroy or build. A recon can fight to far or do reconnaissance and do live ping, but can't fight close and others can't ping enemies at all. Squad leader can issue commands, call supply boxes near them, be a spawn point for squad members, where other squad members can't be spawned to. Support is only one with LMG and capability actually supply others. - Being too far from squad leader player can't receive any XP, get any kill points, have any progression for unlocking stuff. - Remove the team member flags from all other than squad members (red/blue) and have only squad members symbols be shown, and only squad leader knows where other squad leaders are. - Add a new class "pilot" that can fly and drive complex (MBT/APC) vehicles, restricted to SMG weapons, require every vehicle have a separate driver, gunner and commander. So one player can't drive and shoot same time, they need to get in/out and switch positions by going outside. You need a crew to operate large vehicles. And if you want to make squad even more effective, you need to slow down the individual player capability to handle multiple threats and targets alone. That they need others. That they need to concentrate their own tasking, sector and purpose. So when a enemy pop on the right, they can't just turn around and spray with SMG, they need other player to be looking that direction. Same thing is that you can't just run inside a room and spray other inside. You need to use utilities like flashbang to blind enemy and only then get in, as enemy being inside and aiming that doorway will get you killed no matter what speed or aiming you would use!
Please add the TAR-21, I’d love you forever. Personally I think the game needs new guns and gadgets relatively frequently, makes the game fresh and adds some new fun things to try out
Really hoping for more team work and less BLOB game play. Being able to give up and re-spawn on any Squadmate (in a few seconds) is not very rewarding for the enemy, it makes each life feel meaningless. Same goes for Instant re-spawn vehicles. Also being able to shoot out of main is a bad choice. Vehicles and snipers untouchable for entire matches.
I would make spawning possible only on squad leader. 1) Squad leader has real purpose. 2) Squad leader needs to be protected. 3) Squad leader needs to become separate automatic class that is set for the squad leader. 4) Enemy has purpose to VID the squad leader and take him out. As well make that squad leader is surrounded by a area (example 50 meters radius) that squad members needs to be inside to get XP and points, generate points for the squad as well. The Squad Leader set offensive/defensive positions as well act as such, where squad leader dedicate an commanded position to be possible scored by killing from the area, or while being in that area. This will require squad leader still be close to the squad members. So those who do not follow squad leader will not receive XP or other points. Now you have a squad based game for progression. 5) Recon should be restricted to two man squads, what needs to work as a pair. Stick together, and be somewhere else than on objectives or friendly areas etc. The medic sould be only class capable to revive other players. To make medic more important, increase spawn timer from 5 seconds to somethiong punishing like 15-25 seconds, so you need to have that one medic in squad to do his job. And to make medic realistic kind, limit it to only have a sidearm, no SMG, no AR, no grenades, no C4 etc. The medic purpose is to heal fast, and revive players so squad will work effectively. Now you have reason to drag and stop bleeding to get fallen members on medic. Same way engineer should be only class to build and demolish stuff with C4 and hammer. The new class is required to be created, a pilot. That is only capable class to drive and command heavy vehicles and fly vehicles. Quad-bikes are available for everyone, and as is trucks. But MBT, APC etc are only for pilots. And pilots can only have a PDW as their weapon or sidearm when in APC. All the heavy vehicles needs to be changed so that one player can't drive and shoot same time. There needs to be two at least, a driver and gunner. And likely third as well, a commander. So this opens option to make a MBT and APC more effective when those requires multiple players to operate.
All of the major game changes do make sense for your vision for the game. Mostly I feel that the faster you can implement some version of your milsim mode, a lot of these problems might clear up. Personally I do have loads of fun with what the game is right now and I love the mixing of battlefield esc elements and with milsim stuff like bleeding and dynamic armor stuff. However, as far as teamwork goes, perhaps you can save some of those solutions for the milsim mode, and keep the arcade/casual mode similar to battlefield. Maybe you could even add a new mode separate from arcade and milsim that blends both elements together just as it is now? This is because I really do like that mix of features without having to communicate constantly with your team. I understand that this game is not intended to appeal to everyone, but I also think that the more variation of stuff you add (not just cosmetic or content wise) and the more options you offer people, the farther this game will go. With that being said, I honestly believe this can be the best pvp shooter out there, and I know it will, and personally I already think it is. The main problem is presenting solutions and changes to the game without people getting so pissy about it (specifically all the sweats that think you are trying to nerf them). Everyone has something to complain about it seems, and they just want to ruin everything you have built because it does not completely align with what they want. Please do not hold back with whatever changes need to be made, because in the end, change is good as long as we all are learning and using it to improve. And remember to think about ideas that the community has as well. I do love coming up with ideas that make sense and posting them in the discord, but have no idea if they are being thought about, such as a new weapon/gadget unlock system similar to battlefields that I thought would be more rewarding for progressions sake. But thats all for now I think, keep up the good work!
If you want a longer TTK then try improving the armour system so that it's not a punishment to take. Make it better and able to be fixed at bigger/support resupply boxes.
19:30 That is not either one of the game types. First of all, in BR games there is two kind game types. Either a hotdrop, where there might be a 40 players jumping to one location and kill each others for 5-10 minutes time. Then winner takes it all and moves on. Or you can jump to somewhere remote, loot for a good 10-15 minutes from 30 min round, and then get to action, that last 3-5 minutes, and then if you survive you get to minute or two peace and then again action. And longer you go, more action you get. If you are a good player, you seek action, you are in the action all the time. It is not with huge amount of people, but it can be anywhere one to three squads at the time. And the action can be as little as being either shot and just taking cover, or shooting and killing someone here and there. And that is when you have action all the time, and all the time you need to think the strategy, where you are in the nex 2 rings... Next 10 minutes. In Battebit it is just opposite. You can either go and run like idiot from point to point that enemy is holding. So you end up like A to B to C to A to B to A to C to A to B to C... And you die a lot all the time as someone kills you without you even realizing it, or you just have high action for a second or two and then spawn again. Or you can go to gamestyle as should, your squad holds A, and it sticks on the A. It defends it and then deny enemy to capture it. If it gets captured, you fight to recapture it and back to defense. And in that gameplay you have action -> no action for a minute or two -> action for a minute -> no action for few minutes... And that will repeat through the game. There is no requirement to have constant action. You can even be a sniper and just chill most of the game, having action once or twice when someone come to annoy you nearby.
Although I do very well every match as a max-kills-per-game trihard, the game has been feeling very repetitive for me, so these changes do sound well-founded imo and will probably be the perfect change of pace. Can't wait to try out the new gameplay!
Damn, the longer I listened to the podcast, the more I've been like "damn these guys are cooking". You guys really did a great job with analyzing the current issues and coming up with these overhauls
What I have heard from half a dozen new players that has < 5 hours in now, is that the TTK is way too short in the game, and the lack of limitations it is to players to just unload everything on other players around them. The speed to just run across the map is way too high, making vehicles obsolete for their transportation purpose. And what every mentioned player agrees, is that you get constantly shot from multiple locations, where there wasn't no one just a couple seconds earlier. So the mobility needs to go down. No such speed sprinting. No quick stopping, no quick shooting, no quick aiming. The methods to get quickly somewhere and just shoot others on their flank or to their backs is not a fun game. It becomes boring and annoying very quickly. It is like thousand mosquitos trying to eat you, and you just don't want to run away. But this will never change, as the developer protects his own interests to be a super speeded medic with SMG that needs to be best weapon of all. And when this tactic is played in the game, being super fast SMG shooter, you can kill 5-6 players easily just b sprinting around them where ever they are, and then eventually die because you are out of ammunition. Just don't stop, keep rushing and jumping and annoying others and you can have "fun" by annoying everyone.
i think weapongs variaty are not the problem. we have a lot of problems with sound and the "reading" of the game. if i get hit, i dont know how much hp i have left etc. the focus has to be on the mainfeatures from a game. 120hz server are nice, but dont help me, if i dont get any information about my character
If you want to change core designs then please add them as a game mode rather than delete the game modes and designs made thus far or else the core player base might leave for the struggle to get new players in.
You understand the problem but your solutions suggest you don't understand why they are problems or why games like Squad and Arma are more successful at achieving the goals you want to achieve. Incentivisation does not work. If you want players to play a certain way, you have to force them into playing that sort of way. Something Squad and Arma understand fully.
For me personally, the problem with the game is that there isn't much to do. You run towards the enemy, shoot them and repeat. There isn't many other avenues you can take to support the effort. Take Battlefield 4 for example. You don't just have to be the boot on the ground. You can be actual recon, laser designating enemy vehicles and aircraft for your teammates, you can use drones to spot enemy and disrupt any equipment they put on the ground. You can hang behind the front line with mortars, UCAVs and rocket artillery. You can choose from a number of anti vehicle weapons and hunt armour and helicopters, something that isn't really viable in Batltebit because of how few armoured vehicles there are and how ineffective vehicles are in general. You could hop in a teammates vehicle and support them with crew abilities and there were always interesting vehicles to choose from. In Battlebit the vehicles are too weak to actually get in the vehicle, have no crew abilities and there's so few vehicles on even the larger maps that they might as well just not be in the game.
For me the game is fun for a bit. When I feel like playing a FPS but when I feel like playing a different way, the game does not facilitate it and that gets boring quickly.
26:00 One major easy way to lower the chaos, is to limit the spawn possibilities to just retry again, penalize the playe for dying. Limit the player possibilities to run'n'gun, shoot while vaulting, climbing, jumping, running, heal while doing something, reload gun while refilling magazines etc.
Force player to do one task at the time. Force player to make a decision on all the time, take the risk, to make it a skill based gameplay where player needs to challenge not enemy, but himself.
Example, player knows enemy is in the next room. The player needs to make a hard decision to either enter the room, or not. Just running there would be death sentence if enemy looks at the door with gun ready, no matter what.
So options, like throwables needs to be a required thing.
Right now you just run in and kill enemy with SMG. No skill is required.
There needs to be danger and available options for player to consider to make a valid risk evaluation.
"Do I climb up?"
"Do I sprint over the hill?"
"Do I try to peak?"
"Do I hold and wait here?"
"Do I reload now?"
The chaos is that you can't trust your squad, nor any of your team mates.
You look around and you see many friendlies in your room or just next to you. You look your direction and few seconds pass and you get shot from the side or back... And then you look the map instantly and you see that everyone else left and rushed to other objective 500 meters away!
In those < 5-10 seconds you thought that you had friends next to you, but no... They just went and enemy came and saw you with your back turned toward him and you died.
The same thing that you are with team members and suddenly enemy just rush in, jump around, shoot everyone with SMG as a medic and slaughter 5 guys and next 2 with a C4.
The chaos was because you can sprint and shoot same time. You have perfect air control (you jump and when you are in air you can turn and change direction of your movement etc) and you can throw stuff, you can just move like a antiloop on the mountains. And that is a serious flaw in the game design that needs to be denied.
If you jump forward, you can't turn, you can't change your direction!
When you are in air, you can't aim, you can't shoot, you are just jumping/falling.
When you sprint, you can't just stop but you need to have a momentum that requires distance to stop.
When you sprint, you can't aim, you can't shoot, you can't perform quick turn.
The sprinting needs to be possible, but it needs to be like a Usain Bolt kind, mostly straight forward without much changes to turn direction.
Jumping is possible, as well diving from the speed, and take couple shot forward from the hip.
The major chaos gets smaller and eliminated by slowing down the capabilities to aim, to recover from hit, to increase risks and punishment from dying. Like instead 6 second spawn time, you make it 20-25 seconds.
Instead spawning on any squad member, you make it just for squad leader or base.
Only medic can revive, no one else. So medic becomes critical for the squad, but you remove medic capability have any other weapon than sidearm (handgun) as they are saving people, not to kill. But they have handgun for self-defense.
The capabilities just to jump in the room full of enemies, cause major chaos and kill everyone with SMG needs to go away.
Getting hit should mean dropping ADS, to deny ADS for second or two. Drop from the sprint to walking and require to start sprinting again by releasing and pressing shift again.
have penalties if player is bleeding, so they need to bandage themselves before continuing.
Thank you guys for the game! keep up the good work!
woah new sound engine?!
I think your guys would really benefit from hiring a CEO type that could organize your efforts and plans into more cohesive timelines and objectives.
What about squad bonuses?
Teammates near the squad leader get passive bonuses that scale with the number of teammates near the leader?
Snipers can have a passive where they get the bonus from much greater distances, but they don’t contribute to the count unless they are in close proximity to the leader.
Just off the top of my head, it could be like:
Leader + 2 players : 5% speed
3 : 10% armor
4 : passive healing
5 : 10% speed
6 : 20% armor
7 : 200% faster revive
No carrots, no bonuses.
Make it penalized from not being in near squad leader set objective (the flag on the terrain for attack/defend, not the objective one).
When squad leader set on the ground "Defend" flag, then 30 meters diameter from that is a invisible circle, and when you are inside it, you will get XP from kills, performing healing etc as right now.
When you are outside of that ring, you get nothing. No progress, no XP etc. So you need to stick to the squad leader set commands.
You are free to go solo. Run away. No one is denying you.
You just don't get XP, don't gain progress. You can kill, but don't benefit from it in XP.
The squad leader should be the one that is required to come inside the objective and capture it. Not the squad members. So squad needs to protect the squad leader. That is the one that needs to be inside.
And make it so that every player can spawn only on two places.
1) main Base.
2) Squad leader.
Now the squad leader needs to take responsibility to stay alive, as they only can spawn to main base, and they need to move from there all the way to frontline.
The squad needs to protect squad leader, as if he dies... So does the players change to spawn on the map.
Every class as well needs to be come actually dedicated for purpose.
Assault:
- Has the assault weapons (AR). Nothing else.
- Has the frag grenades, stun grenades, smoke grenades.
- Has Medium body armor and helmet.
- Is second fastest class (let's say for argument sake a 20 km/h)
- The main player that 60-70% of players choose.
Engineer:
- Has only the SMG.
- Only one capable to build anything.
. Only one capable to demolish with C4, sledege hammer, pickaxe.
- Only class to have mines and RPG-7/LAW. Purpose to be destroying enemy vehicles as well.
- Slowest to move, let's say 10 km/h.
- Class to choose to build and demolish anything anywhere.
- Give a shotgun to engineer. Like a M200 but for close < 50-60 meters. 9x of 23 dmg in tight spread so you can hit a player size target at 60-70 meters with 4-6 pellets. Pellet doesn't penetrate any body armor at all.
Medic:
- Has access only to sidearm. They are to save lives, not to take them. Handgun is for self-defense only. They are meant to be busy to keep everyone alive!
- Quickly heals others when stationary.
- Only one capable to revive others.
- Thirdly slowest class, 15 km/h.
- class to choose for keeping squad capable to fight and hold grounds.
Support:
- Has access only to LMG. They are to have squad most powerful weapon. To dedicate themselves to suppress and hold enemy away from their sector they have dedicated to guard.
- Heavily armored, the heavy armor only for support. They are like a tanks.
- When engineer builds a firing nest, support is difficult to be get out from it.
- second slowest to move, 12-13 km/h.
- Class to choose to really control the territory and dominate, but not for assaulting.
Recon:
- Fastest class ever. Let's say 30 km/h.
- No armor, no protection.
- Access to normal ghillie suit, that renders player semi-transparent when stationary for a few seconds. Past grass drawing distance the recon becomes completely transparent if stationary on ground. So you can't find them on the ground, but you can on buildings and like.
- Access to only three firearms. Handguns, DMR and SR.
- Access to advanced binoculars and drone. The advanced binoculars required to measure range. No gun attacment for that, but the binoculars does it, and only binoculars or drone can ping.
- Only one access for a high magnification scopes.
- Pinging enemy is a "live ping" aka "3D ping". No other class than recon or squad leader can ping objects/terrain, and recon can do the live pings.
- Can't call supply boxes, can't build.
- Give a recon special weapon, a knife. That will instantly kill a target. Make recon foot steps extremely silent when walking normally indoors, so they can sneak a individual enemies somewhere hidden.
- Special skill to become 50% transparent on any surface when totally still for 5 seconds. So no mouse movement, no turning, nothing... Doesn't make weapon transparent, just itself.
- Special item is a honeycomb cover for medium/long range scopes, so there is no glint.
- Remove the trails.
- Turn the gadget "blinker" as a laser turret, that will blind any scope that aims at its direction longer than 100 ms, by firing a laser to it. It is like a long range instant stun grenade to any scope. Protecting anyone in 10-15 meters radius of it. So recon can protect everyone else from enemy snipers. Like engineer can from grenades.
Squad Leader:
- Can order supply boxes.
- Can see where every squad member is.
- Can see where other squad leaders are.
- Access same weapons as assault.
- Can command areas to defend/attack on ground.
- can draw on map 8-10 lines, for defense, route, etc.
- can ping on terran, but not on players (like recon).
- Generate XP and progression when squad members are close to it.
- Only one capable to capture objectives.
- Only one to be spawned on by other squad members.
Add new class:
Pilot:
- Only one capable to drive a MBT or fly helicopter.
- Access to only SMG.
And then common changes, like example remove hit direction arch. remove sniper trails.
When weapon has suppressor, remove tracer bullets from all guns, as well muzzle flash.
NVG to make blind by muzzle flash, flashlight, stun grenade or flare.
11:45 Why players don't stick together?
Because they get all the benefits from going solo.
- They gain XP as others.
- They gain kills as others.
- They can spawn on everywhere like others.
- They progress like others.
In the games the "danger if not in group" argument doesn't work like in real world.
In reality humans are grouping exactly for that reason, but in reality
- we have one life.
- getting injured hurts.
- being scared for nothing is same as being scared of something.
- you benefit from being a group.
In games we don't:
- Fear death
- Fear getting injured
- Fear a bear (because there isn't one)
- Have any benefits from being together (look first part).
The squad system becomes obsolete when the players are not forced to work as a squad, example:
- Every class have very exact specific purposes, like medic is only one to revive but can't kill, but others can't revive but can kill. A engineer can demolish and construct stuff, buildings, cover etc, but others can't destroy or build. A recon can fight to far or do reconnaissance and do live ping, but can't fight close and others can't ping enemies at all. Squad leader can issue commands, call supply boxes near them, be a spawn point for squad members, where other squad members can't be spawned to. Support is only one with LMG and capability actually supply others.
- Being too far from squad leader player can't receive any XP, get any kill points, have any progression for unlocking stuff.
- Remove the team member flags from all other than squad members (red/blue) and have only squad members symbols be shown, and only squad leader knows where other squad leaders are.
- Add a new class "pilot" that can fly and drive complex (MBT/APC) vehicles, restricted to SMG weapons, require every vehicle have a separate driver, gunner and commander. So one player can't drive and shoot same time, they need to get in/out and switch positions by going outside. You need a crew to operate large vehicles.
And if you want to make squad even more effective, you need to slow down the individual player capability to handle multiple threats and targets alone. That they need others. That they need to concentrate their own tasking, sector and purpose. So when a enemy pop on the right, they can't just turn around and spray with SMG, they need other player to be looking that direction. Same thing is that you can't just run inside a room and spray other inside. You need to use utilities like flashbang to blind enemy and only then get in, as enemy being inside and aiming that doorway will get you killed no matter what speed or aiming you would use!
Hm.. the game that they are talking about wanting to make, sounds like an entirely different game
Please add the TAR-21, I’d love you forever. Personally I think the game needs new guns and gadgets relatively frequently, makes the game fresh and adds some new fun things to try out
Really hoping for more team work and less BLOB game play. Being able to give up and re-spawn on any Squadmate (in a few seconds) is not very rewarding for the enemy, it makes each life feel meaningless. Same goes for Instant re-spawn vehicles.
Also being able to shoot out of main is a bad choice. Vehicles and snipers untouchable for entire matches.
I would make spawning possible only on squad leader.
1) Squad leader has real purpose.
2) Squad leader needs to be protected.
3) Squad leader needs to become separate automatic class that is set for the squad leader.
4) Enemy has purpose to VID the squad leader and take him out.
As well make that squad leader is surrounded by a area (example 50 meters radius) that squad members needs to be inside to get XP and points, generate points for the squad as well. The Squad Leader set offensive/defensive positions as well act as such, where squad leader dedicate an commanded position to be possible scored by killing from the area, or while being in that area. This will require squad leader still be close to the squad members. So those who do not follow squad leader will not receive XP or other points.
Now you have a squad based game for progression.
5) Recon should be restricted to two man squads, what needs to work as a pair. Stick together, and be somewhere else than on objectives or friendly areas etc.
The medic sould be only class capable to revive other players.
To make medic more important, increase spawn timer from 5 seconds to somethiong punishing like 15-25 seconds, so you need to have that one medic in squad to do his job.
And to make medic realistic kind, limit it to only have a sidearm, no SMG, no AR, no grenades, no C4 etc. The medic purpose is to heal fast, and revive players so squad will work effectively. Now you have reason to drag and stop bleeding to get fallen members on medic.
Same way engineer should be only class to build and demolish stuff with C4 and hammer.
The new class is required to be created, a pilot. That is only capable class to drive and command heavy vehicles and fly vehicles. Quad-bikes are available for everyone, and as is trucks. But MBT, APC etc are only for pilots. And pilots can only have a PDW as their weapon or sidearm when in APC.
All the heavy vehicles needs to be changed so that one player can't drive and shoot same time. There needs to be two at least, a driver and gunner. And likely third as well, a commander. So this opens option to make a MBT and APC more effective when those requires multiple players to operate.
@@paristothese are all great ideas
All of the major game changes do make sense for your vision for the game. Mostly I feel that the faster you can implement some version of your milsim mode, a lot of these problems might clear up. Personally I do have loads of fun with what the game is right now and I love the mixing of battlefield esc elements and with milsim stuff like bleeding and dynamic armor stuff. However, as far as teamwork goes, perhaps you can save some of those solutions for the milsim mode, and keep the arcade/casual mode similar to battlefield. Maybe you could even add a new mode separate from arcade and milsim that blends both elements together just as it is now? This is because I really do like that mix of features without having to communicate constantly with your team. I understand that this game is not intended to appeal to everyone, but I also think that the more variation of stuff you add (not just cosmetic or content wise) and the more options you offer people, the farther this game will go. With that being said, I honestly believe this can be the best pvp shooter out there, and I know it will, and personally I already think it is. The main problem is presenting solutions and changes to the game without people getting so pissy about it (specifically all the sweats that think you are trying to nerf them). Everyone has something to complain about it seems, and they just want to ruin everything you have built because it does not completely align with what they want. Please do not hold back with whatever changes need to be made, because in the end, change is good as long as we all are learning and using it to improve. And remember to think about ideas that the community has as well. I do love coming up with ideas that make sense and posting them in the discord, but have no idea if they are being thought about, such as a new weapon/gadget unlock system similar to battlefields that I thought would be more rewarding for progressions sake. But thats all for now I think, keep up the good work!
If you want a longer TTK then try improving the armour system so that it's not a punishment to take.
Make it better and able to be fixed at bigger/support resupply boxes.
19:30 That is not either one of the game types.
First of all, in BR games there is two kind game types. Either a hotdrop, where there might be a 40 players jumping to one location and kill each others for 5-10 minutes time. Then winner takes it all and moves on.
Or you can jump to somewhere remote, loot for a good 10-15 minutes from 30 min round, and then get to action, that last 3-5 minutes, and then if you survive you get to minute or two peace and then again action. And longer you go, more action you get.
If you are a good player, you seek action, you are in the action all the time. It is not with huge amount of people, but it can be anywhere one to three squads at the time. And the action can be as little as being either shot and just taking cover, or shooting and killing someone here and there. And that is when you have action all the time, and all the time you need to think the strategy, where you are in the nex 2 rings... Next 10 minutes.
In Battebit it is just opposite.
You can either go and run like idiot from point to point that enemy is holding. So you end up like A to B to C to A to B to A to C to A to B to C... And you die a lot all the time as someone kills you without you even realizing it, or you just have high action for a second or two and then spawn again.
Or you can go to gamestyle as should, your squad holds A, and it sticks on the A. It defends it and then deny enemy to capture it. If it gets captured, you fight to recapture it and back to defense.
And in that gameplay you have action -> no action for a minute or two -> action for a minute -> no action for few minutes... And that will repeat through the game.
There is no requirement to have constant action. You can even be a sniper and just chill most of the game, having action once or twice when someone come to annoy you nearby.
Although I do very well every match as a max-kills-per-game trihard, the game has been feeling very repetitive for me, so these changes do sound well-founded imo and will probably be the perfect change of pace. Can't wait to try out the new gameplay!
Damn, the longer I listened to the podcast, the more I've been like "damn these guys are cooking". You guys really did a great job with analyzing the current issues and coming up with these overhauls
What I have heard from half a dozen new players that has < 5 hours in now, is that the TTK is way too short in the game, and the lack of limitations it is to players to just unload everything on other players around them. The speed to just run across the map is way too high, making vehicles obsolete for their transportation purpose.
And what every mentioned player agrees, is that you get constantly shot from multiple locations, where there wasn't no one just a couple seconds earlier. So the mobility needs to go down. No such speed sprinting. No quick stopping, no quick shooting, no quick aiming.
The methods to get quickly somewhere and just shoot others on their flank or to their backs is not a fun game. It becomes boring and annoying very quickly.
It is like thousand mosquitos trying to eat you, and you just don't want to run away.
But this will never change, as the developer protects his own interests to be a super speeded medic with SMG that needs to be best weapon of all.
And when this tactic is played in the game, being super fast SMG shooter, you can kill 5-6 players easily just b sprinting around them where ever they are, and then eventually die because you are out of ammunition. Just don't stop, keep rushing and jumping and annoying others and you can have "fun" by annoying everyone.
i think weapongs variaty are not the problem. we have a lot of problems with sound and the "reading" of the game. if i get hit, i dont know how much hp i have left etc. the focus has to be on the mainfeatures from a game. 120hz server are nice, but dont help me, if i dont get any information about my character
Love the game but by the time you guys release an update the game will die.
Seems accurate honestly, especially with all the recent network issues caused by the anticheat.
this game is a masterpiece and btw is there a chance that you'll add a campaign once?
Why you won't add jets in game??? please reply
If you want to change core designs then please add them as a game mode rather than delete the game modes and designs made thus far or else the core player base might leave for the struggle to get new players in.
free weekend again?
maid skin when?
give all skins of twitch and streamer back, I dont like to play a videogame I cant have all skins collection
Будет режим с одной жизнью? И когда откроют моды в мастерской Стим?)
Free The Game 🙂🙂
2 месяца делают карту. Нет новых механик, оружия, техники вообще нихуя