The game is painfully unfun for me for several reasons, but the most damning ones are just how inconsistent the game's design is, I legitemately can't tell what this is supposed to be, it has ultra fast movement with no stamina limit and gunplay with zero penalties to it, but it has ultra slow squad like reload system and bandaging system with mega fast TTK, the objectives are insanely far apart and it takes ages to run there, yet there are no FOB's or Garrisons, objectives can be capped and spawned on but all it takes is one enemy on a fully capped friendly objective with as much as half the team on it for the objective to no longer be spawnable on, the progression is insanely grindy and the map design is very questionable, with an insane amount of angles and not enough time to react to anything, the game demands organization and coordination people are not interested in giving, then there's enemy ID'ing, there's permanent, full opacity and unlimited range teammate icons on your screen cluttering everything, but there is no minimap or spotting or icons on enemy's heads, couple this with the enemy HAVING LITERALLY THE SAME UNIFORM COLOR WITH JUST A PATCH ON THE SIDE visibility is insanely bad.
What is this game meant to be? Why are all these issues present? And considering they are present, why is nobody talking about them?
I'll be honest, all these issues demand a pretty big overhaul at some point and some sort of shift in design or at least DECIDING the design direction because these are all contrasting design decisions that make it hard to explain if this is an arcade shooter or a realistic shooter
What is the reasoning behind these issues not being addressed or talked about by anyone?
#Why is the game so inconsistent in all of its design decisions?
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If this is meant to be a realistic shooter, why do the uniforms look the same with no way to tell enemy from friendly other than the cluttery icons? if this is meant to be arcady, why ARE there permanent icons in the first place? why not make them show up only when looking at teammates? if this is meant to be realistic, why do we run so fast with no stamina limit and have COD gunplay?
Whenever I try to bring these issues up ANYWHERE I just get called a clown or brushed off for no reason
Probabbly cause youre a clown
I think you're getting called a clown because you are basing your entire argument off of how YOU feel the game should be catering to you.
This game is the best of both worlds when it comes to games like Squad and Battlefield.
The progression shouldn't be tailored to people who want everything to be unlocked from the start or so fast that you can unlock everything in a weekend. Those are the same people that will make a new post the next day saying the game is boring because there is not enough unlocks/content.
I pray that the Devs do not listen to the vocal minority. There's finally a game that offers hundreds of hours of content and unlocks and I am all for it. Should it be toned down maybe a smidge, sure, but all the QQing I am seeing comes from people that come off as pompous and entitled.
If the game is that rough for you and you are so unhappy with the progression/systems/etc, maybe the game isn't for you and you should move on to something else.
people shouldn't be forced to grind hours and hours for things
the progression is a genuine problem for anyone that doesn't wanna dedicate their entire time to playing the game
and the issues i pointed out are very real, any squad that tries to get a tactical position is wiped out in a few seconds by just one guy that is bunny hopping around the corner with an AR that melts in mere MS
the slow healing, bandaging, and reloading, exacerbate this issue as most of the time, nobody will have time to react as they'll be doing one of these VERY SLOW activities
So why don't you go play Call of Duty.. because that's what is sounds like you want to be playing? I haven't encountered a single-person bunny hopping around corners.
The "grind" isn't an issue for long-term players. Your point is mute. It only caters to the weekend warrior and people who spend limited hours a week playing the game. I understand that some people only have limited hours. I am one of them. I have a family and a job. If you allow people to unlock the full contents a game has to offer the way you are stating it should be, there is no lasting appeal to work towards anything. Again, you'll be coming back in less than a week complaining that there is nothing to do in the game and its boring.
You are not the only one, the game can't decide what it want to be. The movements is fast, everything else is slow, some guns are Arcady lazer beams, some climb to the cealing while having the same ttk. Its super fking weird
I agree, but I am also keeping in mind this game is still in EARLY ACCESS and was made by 3 dudes. There are bound to be some flaws. I will say, the overall feel of the game is battlefield, but has Squad mixed in? I dont really think that works. Squad is a slow paced, tactical shooter, and battlefield is the opposite. I think the devs should focus on the fast paced FPS battlefield style game, rather than reinventing the wheel here.
i already think the mix is pretty good, some things could get fleshed out and some more things can be added.. but overall having the mix is threading the line between brain dead battlefield playstyle and an actual though process squad type gameplay. im interested in seeing the future changes
I think with the addition of a hardcore mode things will start to get very distinct to each mode with more squad and hell let loose styled features being added to that mode and casual being a more arcadey battlefield style game. I personally like the squad mechanics mixed in with the arcade style stuff, but I've always been more drawn towards Arma and Squad realism.
All in all, it'll come down to "trust the process". As you mentioned, it's three guys so the fact we are getting updates so rapidly (even for an EA), I'm really impressed with.
I do not see how the game mixing features primarily found in different archetypes of shooters is a bad thing nor lacking identity or inconsistent, they're just rules in the gamespace. Rules don't necessarily have a theme to them it's just the games they are associated with. The game flows fantastically when you play to the rules, the game is fast and feels good to shoot, but if you overheat you'll be punished, you can pull a lot of weight but rarely one-man-army the entire other team, it's a healthy balance that allows freedom and expression without being overly dominating, and it's just as viable as taking it slow and holding angles, this game offers a wide range of playstyles that are all worth playing.
Not to mention, this is the dev's game not yours, what they have isn't bad, the amount of praise and playerbase this game gets is proof of that, this is a mashup that works for a lot of people and it just sounds like you're wanting this to be a game the devs, nor the communtiy want it to be.
Kinda late to this, but a lot of these criticisms are not all necessarily negative design decisions, but choices you simply don't agree with. I've seen a couple of people find issue with design consistency, but the argument I see, although not common in posts such as these for obvious reasons, is that a majority of players don't agree. How do I know? Because this game is exploding, surpassing stats that even Battlefield: 2042 failed to reach. If the gameplay was truly terrible, then the game wouldn't be popular, simple as that.
Might make some people angry, but results speak for themselves. I could also make a long list on how most of these criticisms are not even factually true, such as the "identical uniforms", which is odd since RUS is warm red while US is colder colors like green and blue. Furthermore, enemies have red lights and also lack a big blue arrow above their heads.
To me, it sounds like visibility problems, and you can solve those by a trip to Gameplay Settings.
Pretty sure this won't be liked either, but it's clear you're very emotional writing this post. Irrationality can hurt you a lot, so I suggest taking a breather then returning to this topic with a logical, reasonable mind.
If Battlefield 2042 wasn't dogshit this game would not be eclipsing it in such numbers, this is a good game but don't get me wrong but it's only blowing up because it's filling a void in the market
I agree, but also kinda disagree. I do believe that Battlefield’s currently failure is helping BattleBit blow up, but I also think the game would have been very successful even if 2042 was a more successful game.
Bit has multiple unique selling points, such as fully destructible environments and big ass lobbies, which is tied together by different gunplay. In my opinion, I think it has enough to survive without taking advantage of other franchise’s failures.
We have very similar sentiments though, so this is more of an expression of slightly differing opinion rather than a debate per say.
No he has a point this game is a land of double standards and conflicting game design philosophies. The super low TTK paired with no health regen mechanics to speak of make it very frustrating to play. You can drop shot people while being ADS'd from a full sprint but thermals for vehicles and health regen is a step to far?
As for what is a good game it depends on each person's preference. Like some like CoD arcade style. Some like Squad mil-sims. For me I don't like to communicate too much with other and don't have to walk 5 mins just to reach combat zones like Squad. But I don't like the movement (slide shot and stuff) and the small map of typical CoD game. This scratch the itch just right for me.
Deadline is an example of a good game and it unironically is made on the shitty roblox engine
it knows it's a slow pace game and acts as such high TTK's lower movement speed weapons have serious heft and weight and you need to seriously aim the weapon yourself and take your time clearing
not to mention the absolutely amazing weapons customization
I agree with the topic starter. The design DOES frustrate me, because it is trying to be two things at once, which are opposite of one another.
- On the one, arcady hand-side we've got:
- A lightning-fast TTK, bonkers movement potential, and ability to manipulate the engine to become nigh unhittable (i.e. crazy jumping)
- Lack of teamplay, fanning out or angle covering, since it is ineffective from the point-scoring standpoint. Just rushing to get into the enemy crowd first.
- Fast paced gameplay with little potential or necessity for extended, teamplay-oriented player interaction.
- On the other, more tactical one:
- Bleed from slightest damage and long time bandaging.
- Manual healing and resupplying mechanics which break the flow, make you defenseless and are a requirement after EVERY encounter (healing)
- Long reloads incentivizing teamplay and staying near the team.
- Manageble mag system with magazine combining - again, slowing the flow to a crawl for no reason, if taking the fast movement gameplay as a baseline.
- Support. Just support.
- (Conquest) Vehicles only available at spawn - no vehicle spawn points/repair sites on points upon capture.
TL;DR: the game is trying to be both fast and arcady as well as deep and tactical, with the former elements intervening with the latter.
Aged well