Hi there, im reposting practically my thread here cause a moderator felt it was at the wrong place, duplicate, talking about too many things etc etc, when it obviously was structured, touched on several things for obvious reasons and the title was an obvious metaphor i picked up in the actual post. So i hope by placing it here itll be alright.— you do touch the topic in the OP of better communication and feedback after all— So here go my two cents to the current state. And yes ive looked for similar threads but frankly most of them, go into the bias discussion which i actualy didnt go into, so no idea why id get a lock without any real pointers that make sense. And yes, its not touching a specific BR, vehicle or just one thing, as imho that is NOT the main issue currently at all. If i pull the post apart and scatter it in different old threads it practically says nothing coherent to a thematic that is deeply connected to every faccet of the game, If a moderator isnt fine with this id need more than just saying random things that dont apply if youve actualy read and understood my post, thank you.
Hi there, quick thing at the start. Im not gonna rant, not calling bias, not discussing it in any way. This is about fixing the right things without compromising your companies own internal views and decisions about how you spend your resources and dev cycles for whatever reason thyre taken the way they have been in the past year or so. Im one of the silent players, which is more common than youd think, but we feel the same as everyone regularly here in the forums and elsewhere.
Bring back more practical gameplay loop actions to be possible by simple design changes along the capture and map structure to ´´balance´´ out of the current one sided meta that gets only stronger as soon as certain maps, gamemode and nation matchmaking corrolate into just senseless arcade headbashing, no vehicle, module, premium etc etc will change this and it does apply to ARB in general too, they face the same issues just from a pilots perspective. Youre trying still to be a realistic, right, right?
Over the past, it was a lot more possible to influence the matches outcome with smart play and smart teamplay an awful lot more. (like a 2 vs 10 comeback nailbiter without any CAS use) Which made certain vehicle and matchmaking issues or vehicle inconsistencies a lot less impactful on the maps where anything but bashing virtual turrets into eachother at point blank was possible.
More and more you have inadvertently opted to ´´fast action gameplay´´ to quote your devs in interviews. Why? You have an arcade mode for that entire reason, its always been there for those wanting a quick headbash of a game.
From my perspective there was no reason to opt this much to promote tiny maps, urban`s and funnelling into realistic modes.
Pouring money and dev cycles into the infantry mode project and licenses didnt help the situation by the way, but thats a future proof company planning thing i dont want to go into and have certain understanding for it.
Main point:
Rebalance by giving us back play ´´options´´. Frankly i think many would concour you could leave the vehicles stats as they are for most parts if you´d just bring back the realism into realistic modes by encouraging teamplay again, be it dedicated active scouting and capping with the occasional support shot, flanking, skillful manouvering of terrain without being spotted by someone with 0 risk to him (looking at you UAV spam) which made using terrain mostly useless and promoted the just push W thing an awfull lot.
While in theory drone spotting is realistic to todays battlefields it did not help gameplay at all.
Awfull high to top tier map cycles. You changed map cycles to have more ´´fast paced action´´ in the rotation. Again pushing realism for arcade in a realism mode. While id agree that many of the bigger maps are spawn campable from afar, thats a thing id also put on the to-do list. Those need fixing for a long long time now, some you have adjusted, and that was great. But we rarely get them as it is now. However, pushing W for 30 seconds and standing in the enemy spawn isnt exactly better now either is it?
The ´´ban one map´´ option does by far not fix this, and lets be fair, the downvoting a map realy isnt meaningful to the matchmaker script now is it? And we understand that. You dont want minutes of waiting especialy when one nations que is rather full compared to others. That only strengthens the need for more quality map variety.
Much of the ´´one nation fills most of the cue´´ shift happened due to this, as it promoted strictly their biggest strenght 100% and devalued all other nations strenght most of the time.
So bottom line, give us back the gameplay options by better map design, its a lot easier fix than shuffling around a second reload, adding a spall liner, adding volumetrics, rearranging BRs and copy pasting holes in tech trees. One thing added to the other and that was imho your biggest mistake lately. You left most your hard worked and designed nations optionless in the gameplay aspects in too many situations.
Capturing:
For the love of god, can we please talk about the fact that especialy in high to top tier a 30 meter capture point makes no sense anymore? They need to be a lot bigger to encourage some half strategic value to pushing them instead of just yolo in and hope to get the first shot off and not bounce it? Also the fact that youll have a 50/50 chance of a CAS just dropping a bomb mid cap circle and cover the whole thing with one bomb? Imho Capture points need to be a LOT bigger to actualy fight about them and give options of value to clear them out, less hold W and pray, its just bland gameplay which players got tired of by now. That also is not a big thing at all to change, test em with like 100m across and go bigger from there, see what makes sense, im sure most CC´s would love to give you some PR props for meaningfull changes to the simple things back to meaningfull options and realistic gameplay.
What hese things do for you:
It gives vetarans what thyre asking for, less bland gameplay, better balancing of nation matchmaking due to being able to counter mismatches and the occasional overdesigned vehicle, by map knowledge and teamplay, more engaging battles with less roflstomps, more fun and adrenaline. Which will equal time bought for you to finish whatever other dev cycles you got going on and have those left working on the cycles for WT come up with better concepts and designs gameplay wise, instead of stopgaps that often make things worse in another way. And i wouldnt be surprised that reviews and PR light up quite a bit more as a result when people see and hear that youre opting to adjust back to the values or realism and teamplay and leave arcade headbashing to arcade mode again and balance better by design, less by stat values (often unrealistic for balance reasoning or missing data) and less stop gapping with copy paste to make trees partialy playable again artificialy.
These are all strictly my opinions and experiences, yours will perhaps differ but i reckon youd agree to a degree when lookin away from discussions about bias and the like.
Thank you for your time,
Kind Regards