#Improve the Application Form for Feedback Team
1 messages · Page 1 of 1 (latest)
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.
That's the point 
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?
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
I totally understand that, I don't think they understand that they could be doing more when filtering for that feedback
They obviously should know how and want to give feedback
but why the hell me as a dev wouldn't want to know the profile of those players
how much playtime they have in certain games that interest me to get cross over on
they literally ask for your steam id
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
but that stuff isn't public or is it
plus Steam is not all
none of my hundreds of Battlefield hours are on Steam
i assume they can just pull the stats they need from the database using your id
or most other shooters in the market
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
like, maybe he's a freaking liar
Idk, I'm not an expert, but seems 101
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?
I don't think they do
Oh nvm I read that wrong
yeah I want that
I mean, not that I want that, my OCD that forces me to scream at poorly deployed ideas does
they can do whatever they want
You could ask TerminalIntel if they can add more detailed questions to the feedback request perhaps, because I also don't think they can do a type of "interview" because they are busy, besides, we just have to wait and see who they choose as the first feedback group , maybe they will only choose those who defend them with shield and sword, or maybe not, we just have to wait and see
If I was a paranoid guy I'd be careful with how much power whoever handles such "feedback group" can have when influencing the game, being fed a questionaire that essentially defines my attitude and no other trait tells me someone wants yes men
I'm not going to directly message anyone but I can have a conversation in DMs
I'm overthinking it but I think right now as the first step we've seen, it's a bad idea
idk how the next steps are going to be but right now I think they're not going to help much
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
Well, I keep saying it, and I will continue to do it, lower movement speed and inertia, class balance and weapon balance, improvement in vehicles and improvement in map design, those are the only things the game needs to improve , now that Oki continues looking to do things that are not for the current state of the game, such as adding skins, or doors, it is something else.
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
I say the same haha, although I mostly use Battlefield 1 as an example because it is the one that best uses DICE's "Rock, Paper and Scissors" ideology
I remember the simplcity in Battlefield 2, I really miss it
how maps were so simple yet created such amazing fights
I really miss the funnels
Strike at Karkand, so much to learn
how a defense map should be done
have you tried Battlefield 1 brother? Or do you not like it because of the theme?
I've touched it but not more than a few dozen hours
Battlefield 2 and 2142 are the bulk of my experience
so, really long time ago
from there it was mobas and counter strike
mostly
nowadays it's grand strategy and management games
and to be honest I think Battlebit is really reminiscent of those games more than modern battlefields
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
Remember, but unfortunately it's more like Battlefield 2042
It's just a run and shoot
when it comes to arcadey I guess
cause maps don't enchance tactical gameplay
at all
like, I hate vilaskis
Of course, it became arcade, but much more arcade than even the Battlefield saga.
I'm telling you, replicate the funnels from Strike at Karkand, backcaping stealth gameplay
Then you'll see a completely different game imo
The maps have too centralized objectives, it works in Battlefield 1 because of the First World War theme, but in a modern themed game it doesn't.
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
that was amazing, then having to hold that flag, get reinforcements and swarm the backline of the enemy
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
just amazing experiences
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
Everytime you played the map and was winning you got to see the same spots, you walked through the same corridors, streets
it was easy to become attached to it
there was no clutter/filling at all, just pure combat areas
Question brother, so Battlefield 2 did have teamwork with random people?
Incredibly more than modern battlefields
since maps were more simple and had just constant funnels, you had constant interaction with people
you as a medic could be in the frontline and be ressing non stop from cover to cover
or following a group of flankers
Battlebit tried to be too open trying to compensate for the large playercount, it was a bad idea
probably fearing stuff like metro
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
and you could follow without interaction
So what do you think about what Vilaskis said here?
I'd say that's a skewed argumentation
And I'd say it's utterly missleading when talking about 2142
cause I played it as a lone wolf for a long time and I was wining games having plays with randoms destroying titans
sometimes pretty swiftly with completely random people
I guess I carried those plays if he didn't experience the same
And the defenses we endured in Titan mode as well, amazing, with complete randoms
sometimes it is a walk in the park cause there's an obvious imbalance of skills in the squads invovled in the match
but that has nothing to do with the game
Map design indeed made key decision taking more impactful but that's not a negative imho
Saying you get no teamwork and mention 2142 in the same sentence is hands down heresy
Titan mode is the most teamwork demanding mode I've ever experienced and it was enjoyable
@prisma wing brother check this
How old is Vilaskis
cause I was a fucking kid when playing those games
albeit a pretty gamer kid
If he's younger than 30 right now he didn't play BF2 or 2142 in any mental capacity to say such things
29 I can pass
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
Battlefield had a commander role for a reason.
It worked and it helped organize matches, change my mind
It was the most coordinated a war game has ever been
With what you said about the titans, you reminded me of the "behemoths" (vehicles like zeppelins, trains, etc.) from Battlefield 1, where the team comes together and coordinates attacks against these vehicles, all fulfilling their role and communicating. via in-game chat
without being a milsim
They based the Behemoth mode on it yeah
Or was it the aircraft carrier mode
I can't remember now
It's mostly a matter of wanting to win the game, if you see every squad of your team is going to the same flag and getting backcapped constantly people tended to reorganize priorities quick or lose
unless the priorities aren't properly aligned
or something is confusing them
we didn't really type much
Of course, Battlefield 1 may not be as team-oriented as 2, but the teamwork of this game is still very noticeable, and that's why I like it, because as you also commented, it doesn't have to be a misilm to have teamplay
Everything comes down to map design if you ask me
that is the deciding factor that will mold how your player behaves
respawn mechanics too but that's more layer two
If the map is too open, you'll see people dying alone in the middle of the field
like it was a milsim
minus the fun parts
if it's too closed, you have metro
Well, apart from a few balances, I also find the main thing to be the map design. Battlefield 1 demonstrated this with map designs in which all classes and strategies could be carried out regardless of the map.
right now we have milsim maps
One thinig I really want, Armored Assault
12 tanks per side
big dune desert
fight it out
maybe more than 12 tanks
but for sure more than 12 vehicles
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
makes fighting in a vehicle the dumbest thing I've experienced in a long time
For my part I just want them to fix the game xd, they offered a Battlefield and we received a Warzone with few resources
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
improvements on the Battlefield recipe they use that makes the same mistakes
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
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
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
why am I forced to play such a mode
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
just jumping from one flag to the other
being constantly overrun
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
Imagine being able to lock vehicle for everyone or allow your squad to spawn and enter
Biiig foooken braaain amirite
no more leaving a vehicle for your squad to spawn or use and have a random just drive away with it
Yes, in fact I had that same idea two nights ago haha, and put a type of distance limit on it, for example if you go 500 meters away it will be unlocked for the use of any other patrol, so as not to have vehicles blocked by the map
500 meters is a massive chunk of a map.
yes my mistake haha, but you get the idea hehe
unlocked or slowly destroyed on its own yeah
better if it unlocks, it's always been meh when things randomly explode just cause they've been there for too long
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.
that's another issue with battlefield type shooters that has never been solved
and I find it sad that we still have the same problems
In fact, World War 3 added this mechanic of blocking vehicles hehe
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
And hopefully oki will see reason one day and add a freaking minimap
for goodness gracious
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
that's just a thousand or so dollars with enough time for the job, cmon
let someone else work with guns and inertia and whatnot, I can help with gameplay
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
for a salary, obviously
if he needs part time game designers he should start the process