#Battlebit currently has severe pacing issues

1 messages · Page 1 of 1 (latest)

winter zinc
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Currently the game has a very fast movement and time to kill. It also has a large number of players that commonly come from all directions and can kill you from far range. This means you're very rarely safe and are encouraged to constantly keep moving to stay alive and play effectively.

The game also has tons of mechanics that leave you extremely vulnerable. Gadgets and grenades require a decent amount of downtime to use. Most engagements result in bleeding which forces the player to be vulnerable to bandage and heal. Reloads are slow and combining magazines does not allow the player to sprint. Players are expected to revive each other with a long, immobile revive process.

The result is not a slow and team focused game, but a very fast paced gameplay that repeatedly comes to a screeching halt before snapping back to a fast paced game as soon as possible. There is no safe downtime, there is only forced downtime in dangerous situations.

Possible solutions:

  • Lean into the slower side of the game. A stamina system of some kind could limit how easily players can flank eachother, and turn sprinting from a constant to a deliberate choice. Doing so could lead to a slower paced game without as many screeching halts, result in more safe downtime, and possibly encourage teamwork and interaction with players.

  • Lean into the faster side of the game. Reduce the necessity for screeching halts. Consider limiting bandage mechanics to the planned milsim mode, or change the conditions where bleeding occurs. Consider instant melee and grenade buttons or speeding up the bandaging process. Allow players to choose a time to stop and organize themselves before going back into the fray, rather than forcing them to stop every few minutes.

smoky acorn
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what is the issue with how it works rn?

winter zinc
# smoky acorn what is the issue with how it works rn?

In most games we see a gradual raising and lowering of the pacing. You go from safer (not safe, but safer) down time to moments of excitement that reside back to down time. Think how games like counter strike or older battlefields play out. Too much down time, the game is boring. Too much excitement, players burn out and don't have time to toy with stuff.
Currently Battlebit is the latter. The mechanics that are intended to slow it down dont do so with a natural down time, but a time sensitive halts to combat that make you vulnerable to attack. This means the game burns out players and gives them little breathing room to get creative with the games sandbox.

smoky acorn
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don't really see an issue with it

undone perch
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Oki talked about this on the recent devcast, he feels that the game is only fun for people for a couple of hours a week due to having no long term rewarding elements

winter zinc
undone perch
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Getting kills by out aiming or flanking and enemy is only fun for so long before it becomes stale and you burn out

winter zinc
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Very reassuring if the devs already see the issue

amber storm
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Game seems fine to me

winter zinc
undone perch
undone perch
amber storm
winter zinc
amber storm
smoky acorn
winter zinc
undone perch
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Of course you can't point finger on one issue and blame it for everything

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But he certainly feels its a part of it from what I listened to

winter zinc
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From your description its a bit less clear if he thinks the issue I laid out is the reason for the burn out

smoky acorn
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I mean the game is out for a while now and had no major update so far. Ye we got new guns, maps and some gameplay changes but nothing really major.
Beside except skins there is nothing to grind for and honestly I don't think most skins look good

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/ are worth the grind to get them

winter zinc
hidden path
winter zinc
hidden path
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squad* I mean lol

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since you can spawn on squadmates fairly quickly. the only reliable way to get rid of a group of players is wipe the whole squad or run them off. Rarely happens when the guy you just killed comes back 10 seconds later with full ammo, armor, and fairly close to the front line

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Can't find the specific messages bevause they butchered discord mobile and I can't search in threads 😒 but user '_disciple' mentioned some other games with wave-based spawning mechanics that gave players bresthing room after getting some kills

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I'll look around tor it but can't promise anything with the janky searching

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#1180199257333059584 message

While I don't think this would mesh well with Battlebit as a whole, I think the ability to properly put enemies out of commission without having them respawn shortly after nearby can be a part of the issue

solemn pond
hidden path
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not game as a whole

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It really is an issue, the divide here though. Ik Oki talked about adding ingame polling so fingers crossed on that

winter zinc
willow spade
solemn pond
willow spade
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So fuck them even though they're also casual players?

undone perch
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I don't want to see this game end up like the majority of indie successes where the developer didn't learn anything form making the game a hit

willow spade
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The issue isn't pacing imo, the issue has been player awareness which they're actively trying to remedy (from what I've seen maybe a bit too well KEKW )

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Game's pace feels plenty fine, it's more that some classes just cant match it like recon and support.

undone perch
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People disagree what the issue is, Oki needs to decide what he think its best and stick with it

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If he takes the middle ground, it will just piss of everyone and nobody will like it

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He doesn't want it to be a full arcade shooter

willow spade
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Id rather him that than lean hard into one side, which always results in worse outcomes

undone perch
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But it reamains to be seen what other "milsim" aspects he wants to put it

undone perch
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The games disconect is the main issue in my eyes

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Some elements just seem completly out of place from others

willow spade
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Only mechanic I've felt that way about is bleeding tbh

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Not even because it exists, but because its HP and not shot received based

willow spade
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Apex does the "flip flop" shit which makes the community as toxic as it is now to each other, when a lot of patches could have been middle-grounds that could have been easy to do.

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And Halo listened to nothing BUT pro players, completely foregoing the casual audience

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Though halo infinite is starting to come back after realizing what they did was dumb

undone perch
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I cant say anything about Apex

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Since I never even touched that game once

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The issue in my eyes is that the best strategy in this game is to ambush and flank

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Nothing else is even comparable

willow spade
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Because people don't spread the fuck out KEKW

undone perch
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Squad gameplay is pointless except rally points

vital tusk
undone perch
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SMGs are hands down best weapons in most situations

vital tusk
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There is a lot of issues in the game for starters

undone perch
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And other features like destruction is a situational gimmick

vital tusk
willow spade
vital tusk
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Maybe update the game

willow spade
undone perch
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And its marketing

willow spade
undone perch
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Because SMGs are definetly the things I die to the most

willow spade
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And the only thing that changes is that steamrolls will still happen, just much slower

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Which will still make people want to leave

vital tusk
willow spade
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Yeah DMRs rip everything apart

vital tusk
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Dmr on Assault not ok recon

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Or eng

willow spade
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Whereas if milsim mode is still coming, it can build more mechanics around that other than transforming the base game

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Because despite what a lot of people think, milsim type experiences aren't popular by any stretch.

winter zinc
willow spade
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And I also think slowing the game down is unlikely to bring many players back.

undone perch
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This is not about bringing people back

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I have never seen a time that actually worked

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This is more of a question how to make sure new players dont leave

winter zinc
willow spade
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So every match since release has been just players chasing each other's tails

winter zinc
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Hmmm. I'm not sure how less open space will make it harder to flank

willow spade
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They'd risk being spotted more easily

winter zinc
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Isn't it harder to be spotted when there is open space?

willow spade
winter zinc
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But surely it is easier when there are less buildings blocking line of sight, no?

willow spade
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Depends, trees and bushes are also a factor.

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If it's just flat land then no, but most maps aren't gonna be flat land

gilded jasper
willow spade
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Static spawns would be nice, idk about destroyable, but capturable yeah

winter zinc
willow spade
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Little forward bases independent of flags would be interesting

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Would encourage players to spread the fuck out too

gilded jasper
willow spade
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Plus it doesn't hard nerf flanking because you literally would just have to work for it a smidge bit harder

winter zinc
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It's not that flanking should be weak, but that it shouldn't be so common that you're attacked from all directions all the time

willow spade
winter zinc
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Especially with team sizes so large