#Improve the Application Form for Feedback Team

1 messages · Page 1 of 1 (latest)

worthy plover
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I found the questions in no way aimed to understand what niche are we a part of, for how long have we been playing that niche, how many other niches we play.

Essentially I find that the questions were aimed at understanding the attitude of the one giving feedback, that's it.

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Improve the Application Form for Feedback Team

grave kernel
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A little late to make a suggestion for the application,

Essentially I find that the questions were aimed at understanding the attitude of the one giving feedback, that's it.

is exactly what it's for, they don't care about your 'niche' or playstyles.. that's redundant to them, you're applying to be a control group of dedicated players, near the end of the forum you can voice your niches but I do not think that will do you any favors in being picked for it.

tight heart
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That's the point notpogfish

worthy plover
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I don't get it then, what's the point on giving feedback if someone that has exactly the same profile as I do is giving the exact same redundant feedback?

tight heart
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ok so, they are trying to pick people that are actually interested in giving feedback and understand how to do so, they aren't looking for some joe schmoe that will just say "this thing bad, change thing" and not elaborating further

worthy plover
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They obviously should know how and want to give feedback

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but why the hell me as a dev wouldn't want to know the profile of those players

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how much playtime they have in certain games that interest me to get cross over on

tight heart
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ch_whatthehell they literally ask for your steam id

worthy plover
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And I'm not saying that to make playtime somehow of a winner stat that makes you the best feedback ever, but things like that help you get a dossier on the profile of that player

worthy plover
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plus Steam is not all

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none of my hundreds of Battlefield hours are on Steam

tight heart
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i assume they can just pull the stats they need from the database using your id

worthy plover
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or most other shooters in the market

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the only thing they can do is ask, plus if then they ask again in an interview they can assess even more traits of the character of the one giving feedback

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like, maybe he's a freaking liar

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Idk, I'm not an expert, but seems 101

mortal fern
# worthy plover or most other shooters in the market

I mean, in short, you ask that they be more detailed, I mean, that they ask for things like what shooters you have had experience in before, if you have any work related to what the game needs (programming, game designer, etc.), things like that, right?

worthy plover
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Oh nvm I read that wrong

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yeah I want that

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I mean, not that I want that, my OCD that forces me to scream at poorly deployed ideas does

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they can do whatever they want

mortal fern
worthy plover
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I'm not going to directly message anyone but I can have a conversation in DMs

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I'm overthinking it but I think right now as the first step we've seen, it's a bad idea

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idk how the next steps are going to be but right now I think they're not going to help much

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Interviewing everyone individually and creating a profile of each one would be so much work and if they thought of doing that and not establishing previous filtering methods I find the attempt low effort

mortal fern
worthy plover
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There's so many things that Battlebit repeats from old battlefields that I experienced personally I have a lengthy lists of things that can improve the recipe we're used to

mortal fern
worthy plover
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I remember the simplcity in Battlefield 2, I really miss it

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how maps were so simple yet created such amazing fights

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I really miss the funnels

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Strike at Karkand, so much to learn

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how a defense map should be done

mortal fern
worthy plover
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I've touched it but not more than a few dozen hours

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Battlefield 2 and 2142 are the bulk of my experience

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so, really long time ago

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from there it was mobas and counter strike

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mostly

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nowadays it's grand strategy and management games

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and to be honest I think Battlebit is really reminiscent of those games more than modern battlefields

mortal fern
# worthy plover Battlefield 2 and 2142 are the bulk of my experience

really a veteran of the Battlefield saga, and yes, Battlefield has a lot to offer in terms of gameplay, for example in maps it can be more similar to Battlefield 2, that is, capture points more spread out to make the large number of objects more dispersed. players, while the balance of weapons is like Battlefield 1, that each weapon has its pros and cons, giving a unique use to each one, giving variety in combat

mortal fern
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It's just a run and shoot

worthy plover
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when it comes to arcadey I guess

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cause maps don't enchance tactical gameplay

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at all

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like, I hate vilaskis

mortal fern
worthy plover
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I'm telling you, replicate the funnels from Strike at Karkand, backcaping stealth gameplay

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Then you'll see a completely different game imo

mortal fern
worthy plover
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I remember the struggle to break the line in Strike at Karkand, how stealthy and good a squad had to be to do it if the defense was solid

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that was amazing, then having to hold that flag, get reinforcements and swarm the backline of the enemy

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rush for the island in the corner and hold that back cap to not allow the enemy to create a solid frontline, become sieged in the island trying to hold it

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just amazing experiences

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Maps had a flow to them, a progression and they were capture the flag exactly like we have now, but the flags started under the control of one team or the other

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Everytime you played the map and was winning you got to see the same spots, you walked through the same corridors, streets

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it was easy to become attached to it

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there was no clutter/filling at all, just pure combat areas

mortal fern
worthy plover
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since maps were more simple and had just constant funnels, you had constant interaction with people

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you as a medic could be in the frontline and be ressing non stop from cover to cover

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or following a group of flankers

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Battlebit tried to be too open trying to compensate for the large playercount, it was a bad idea

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probably fearing stuff like metro

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The fact that there were Defend and Attack maps created a meta, a most optimal way to get the job done so that created a movement from players that was to be expected

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and you could follow without interaction

mortal fern
worthy plover
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And I'd say it's utterly missleading when talking about 2142

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cause I played it as a lone wolf for a long time and I was wining games having plays with randoms destroying titans

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sometimes pretty swiftly with completely random people

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I guess I carried those plays if he didn't experience the same

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And the defenses we endured in Titan mode as well, amazing, with complete randoms

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sometimes it is a walk in the park cause there's an obvious imbalance of skills in the squads invovled in the match

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but that has nothing to do with the game

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Map design indeed made key decision taking more impactful but that's not a negative imho

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Saying you get no teamwork and mention 2142 in the same sentence is hands down heresy

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Titan mode is the most teamwork demanding mode I've ever experienced and it was enjoyable

mortal fern
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@prisma wing brother check this

worthy plover
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How old is Vilaskis

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cause I was a fucking kid when playing those games

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albeit a pretty gamer kid

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If he's younger than 30 right now he didn't play BF2 or 2142 in any mental capacity to say such things

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29 I can pass

mortal fern
# worthy plover Titan mode is the most teamwork demanding mode I've ever experienced and it was ...

Well, I already knew that in the previous Battlefields there was more teamwork, but I also wanted to hear it from a veteran hehe, at the end of the day they are all based on the fact that the Battlefield saga is not a team game because of Battlefield 4 and its movement broken, and Battlefield 2042, when in reality the saga in general to a greater or lesser extent is based on that, I play as a team without leaving the arcade and nor exaggerating in the arcade

worthy plover
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Battlefield had a commander role for a reason.

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It worked and it helped organize matches, change my mind

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It was the most coordinated a war game has ever been

mortal fern
worthy plover
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without being a milsim

worthy plover
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Or was it the aircraft carrier mode

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I can't remember now

worthy plover
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unless the priorities aren't properly aligned

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or something is confusing them

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we didn't really type much

mortal fern
worthy plover
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Everything comes down to map design if you ask me

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that is the deciding factor that will mold how your player behaves

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respawn mechanics too but that's more layer two

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If the map is too open, you'll see people dying alone in the middle of the field

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like it was a milsim

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minus the fun parts

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if it's too closed, you have metro

mortal fern
worthy plover
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right now we have milsim maps

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One thinig I really want, Armored Assault

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12 tanks per side

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big dune desert

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fight it out

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maybe more than 12 tanks

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but for sure more than 12 vehicles

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And uh...fix the physics when it comes to vehicles, my half a hundred ton vehicle shouldn't fly around when it gets hit by something

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makes fighting in a vehicle the dumbest thing I've experienced in a long time

mortal fern
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For my part I just want them to fix the game xd, they offered a Battlefield and we received a Warzone with few resources

worthy plover
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I think the game as it is is "okay" as a base, again the physics of things impacting vehicles is dumb beyond measure, but I'd like gameplay changes more than anything

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improvements on the Battlefield recipe they use that makes the same mistakes

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like how vehicles are assigned, how many vehicles per match are there, how many vehicles are there at the same time, having maps that enhance tactical gameplay at a large scale

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being able to lock the freaking doors of your vehicle so nobody enters it or spawns in it and freaking ninja your gunner seat or move your vehicle head on towards death

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respawn mechanics, who the heck thought it was a good idea that a single random enemy in the area of the flag should forbid the entire team from spawning in that flag

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why am I forced to play such a mode

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You fight in the flag and you neutralize it by having superior numbers, then the enemy team cant' spawn, if you completely remove the before neutralize stage then there's no flag defenses, ever

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just jumping from one flag to the other

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being constantly overrun

mortal fern
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yup :/, of course they would be things that could be solved in a more team game, but here the majority goes for the kills only

worthy plover
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Biiig foooken braaain amirite

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no more leaving a vehicle for your squad to spawn or use and have a random just drive away with it

mortal fern
slim mango
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500 meters is a massive chunk of a map.

mortal fern
worthy plover
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better if it unlocks, it's always been meh when things randomly explode just cause they've been there for too long

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but I get the logic

mortal fern
# worthy plover but I get the logic

It is something simple but quite effective when it comes to vehicles, because there is never a lack of little Timmy who takes a car and leaves it abandoned there.

worthy plover
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and I find it sad that we still have the same problems

mortal fern
worthy plover
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I have to say, the big things I've advocated for have always come true in this project, starting with "if this game doesn't launch at 15 bucks it will be over cause you need to launch with community servers", going through showing ammo for support like we show HP, ending in this

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And hopefully oki will see reason one day and add a freaking minimap

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for goodness gracious

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for really real, I can put down at least 100 hours of just typing down and explaining many things that I think should see change

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that's just a thousand or so dollars with enough time for the job, cmon

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let someone else work with guns and inertia and whatnot, I can help with gameplay

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he doesn't need people doing this for free in my humble opinion, he needs people that can bring good ideas and help implement it and then be gone until they have further ideas

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for a salary, obviously

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if he needs part time game designers he should start the process