#The reason why any changes you make won't any dent to playerbase.

1 messages · Page 1 of 1 (latest)

grave robin
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I hope you already noticed it in charts. The peak value might gain sometimes but the baseline will always be the same.
The basic reason is this - The game world is far apart from the gameplay. It doesn't follow the basic laws of the game design. You might wonder why I am saying this.

You show huge extraordinary explosions and effects, but the world around it is absolutely constant.
You want to make a 'Realistic' game (as Simulation is based on Realism rather than Fiction), yet the world has no realism in it.
There is no wind, no ambient sound, no changes in weather, no terrain displacement, no damages to building.

Everything is just phony. You had enough time to furnish the buildings with furniture or props, yet nothing happened.
Mark my word. It's not the gameplay changes, would kill your game, it's the laziness to make the actual improvement into the game world itself.

Look at other titles for instance. Do you think they have the best gunplay in the world. Yet they sell like hot cakes and have a persistent playerbase. Only because the game world feels right.
If your players need to be depended on mods to enjoy your game, I have to say you are doing it wrong.

shrewd tide
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This is a bad take

compact tide
cerulean anchor
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I must say I partially do agree.
Squad lacks depth in the world the soldiers feel out of place almost with how bland and blank the maps tend to feel.

Buildings being completely empty is especially true for that.
Now destruction may be out of the scope but a couch...?
Explosions also dont feel like they do much as there isnt even a png of black sut after a 155mm strike something which has been done by much older games.

The forests feel dead and uninspired
I feel like making the world of squad feels alive is a crucial step for its growth especially with the infantry system being so much deeper than anything else around you that it feels out of place.

hybrid steeple
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In my opinion, the problem is much deeper - owi does not know how to monetize the existing player base. 90% of earnings (maybe more) come from the sale of the game. The last attempt to change this was the introduction of paid missions for "fireteam" and skins for weapons. But it seems that this did not give the expected result, so we see updates that are aimed at expanding the audience, which from a financial point of view is the right decision.

shut wasp
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I kinda agree certain interiors and maps should be updated to feel more lived in, but even if the devs did all that it still wont provide a significant increase to the playercount that you might think.

Squad in itself is already a pretty niche title in its category, and its playercounts are far above average for games of its type, with only Arma titles matching closely to it. Unless if Squad suddenly casualified itself to cater to a wider playerbase then the playercounts you see currently are pretty much the peak of what Squad can realistically achieve, and no amount of lived in interiors and environment destruction will change that assuming it doesnt simply lead to more performance issues

hybrid steeple
# shut wasp I kinda agree certain interiors and maps should be updated to feel more lived in...

It all looks like things are moving in this direction. Planned updates: Steam Deck release, gamepad support, optimization for PCs with low memory (most likely there are plans to port the game to the PS5/Xbox console).

Also released updates: the game has become available on the Epic Games Store, and an update with shooting updates is also being prepared to make it more similar to other FPSs.

shut wasp
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i wouldn't really consider most of those changes casualified with exception to the gunplay changes, but calling the 10.4 gunplay changes a casualification of Squad is a stretch.

undone locust
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"Look at other titles for instance"

Yeah, what titles. Claims without citations are invalid.

gaunt mason
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Re. sound, the game actually does have ambient noise... It's just extremely map specific. Kamdesh for example actually has quite nice ambient sounds. On many other maps they are quite limited.

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I agree that ambient noise is a very significant factor in immersion

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And it definitely is an area where this game could improve

hybrid steeple
shut wasp
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from the way you worded things i assumed it was implied, regardless Squad as a whole isnt being casualified, moreso being expanded to different platforms

hybrid steeple
strange talon
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blank empty rooms always feel awkaward and out of place in squad

mild depot
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bro absolutely right!