#Keeping BattleBit’s Fun Identity Alive Without Losing Its Core

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quick phoenix
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In my opinion, the true soul of BattleBit Remastered lies in its mix of about 80% FPS gameplay and 20% fun, unexpected moments. It’s a fast-paced and agile game by nature. While the playtest had strong points—such as sound design and explosions—I feel that the current TTK, the difficulty in spotting enemies, the heavy use of tracers, and even having everything strictly in English (for those of us playing from other countries) push the game toward a level of realism that goes beyond what many of us are actually looking for.

From my perspective, keeping the community active and engaged doesn’t necessarily require major structural changes. Simply adjusting weapon damage and fire rates from time to time would already be enough to shift the meta and keep the game feeling fresh.

That said, if the long-term vision is to lean more heavily into realism, then my ideas to strengthen that “20% fun side” of BattleBit may not fully align with that direction. Still, I’ll leave them here to see what others think.

I imagine a version of BattleBit where, during Christmas, you might see a tank wearing a Santa hat, one or two houses with Christmas decorations, a hidden Santa Claus somewhere on the map, helicopters leaving festive trails, light armored vehicles with stockings on the sides, one or two decorated Christmas trees per map, airdrops shaped like presents, the pickaxe reskinned as a candy cane, or the anti-grenade gadget shaped like a small Christmas tree, and similar touches.

Potential Benefits of These Ideas

They reinforce BattleBit’s unique identity as a game that doesn’t take itself too seriously.

They add visual variety without affecting core gameplay or balance.

Seasonal elements can create memorable moments and encourage players to log in during events.

They help differentiate BattleBit from other shooters.

Lighthearted content can make the game more welcoming to casual and international players.

Small cosmetic changes like these can refresh the experience.

gloomy yew
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I feel that the current TTK, the difficulty in spotting enemies, [...] push the game toward a level of realism that goes beyond what many of us are actually looking for.
Can you elaborate on this?

Also everything being english is just a translation thing. There are other languages available once everything is translated

quick phoenix
# gloomy yew > I feel that the current TTK, the difficulty in spotting enemies, [...] push th...

Regarding the English language issue, I’m specifically referring to the voice lines that were added during the playtest. While they certainly add realism, for non-English speakers they can actually reduce immersion. Personally, they make me feel slightly “detached” from the game, even though proximity voice chat is already mostly in English.

As for visibility, I see two main issues:

The excessive use of visual effects makes it harder to see. I have very high myopia, and BattleBit is currently the only FPS I can play comfortably to some extent. The added effects significantly impact that accessibility.

The maps feel less visually clear, possibly due to heavier shadows or graphical upgrades, which again makes visibility more difficult. In the current version of BattleBit, the graphical simplicity and clarity make it much easier to distinguish enemies and the environment.

gloomy yew
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oh yeah the voice lines, guess those stay english.

But what about ttk? how does the ttk make the game more milsim?

quick phoenix
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Regarding TTK, my concern is mainly about the game’s identity. A higher risks making BattleBit feel closer to other shooters, whereas its current pacing helps it stand out and maintain a unique identity.

barren lake
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So TTK too long in playtest?

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Im inclined to agree with that one

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It do be too long

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As far as the approach goes arcadiness with a sprinkle of realism is what i like about BBR

quick phoenix
# barren lake So TTK too long in playtest?

Yeah, the TTK was too high. I mainly play as support, and unfortunately it took too long to take someone down. On top of that, because of the increased health, I had to use two bandages to almost fully heal, which meant I spent much more time healing than actually shooting

radiant pewter
barren lake
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Not to mention the 1.1x headshot multiplier on top of that

radiant pewter