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Assifuah

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Everything posted by Assifuah

  1. The Wrench - July 2017 Edition

    The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!
  2. "Ammo FOBs" Promote Unhealthy Gameplay

    Most logical explanation to it being present is the fact that the community might need time to adjust to the changes. Not everyone knows the ins and outs of mechanics or how important certain aspects of the game are, so they need an adjustment period. Changing the FOB mechanics from starting with ammo resources and not losing them to flat out starting with 0 and using them at a decent rate would turn most public servers into chaos with FOBs that have no ammo resources to use at all and people having nowhere to resupply. Just endure it, it's well known to the developers and it will change.
  3. FOB Mechanics Too Harsh

    Set up security/have 2 guys guard main then. There's always a player counter to another player's actions. If you don't want to do that because it's not the "meta" then you're just making life hard for yourself. Complaining about something you can prevent is useless.
  4. "Rank" For Squad Lead

    So what happens on a server where there isn't any significantly experienced players online? You expect everyone to play an AAS layer without heavy assets because people haven't played X amount in transport/logistics vehicles? You expect people to run around like headless chickens without an SL kit because they didn't play X amount of hours in a support role? You're presenting a real life catch 22 there. You need experience/time spent in a certain role, yet you can't get it because it's locked away and already filled with people who have it. The whole point is that everyone can do everything. The only difference is, you need experience to get good at it.. so locking people away and forcing them to do something else first just makes that process even longer. I'm not going to bend the knee to someone who has 1000 hours more than me in the game if I have the knowledge and understanding of the situation at hand. That's ridiculous and would only end up in elitism, people fighting and getting kicked or banned from servers. Hell, there ARE people out there with 1000 hours more than me and I make better calls and perform better out on the field. A system to distinguish "veteran" players through hours played would just increase chances of noobs being locked away, again. Elitism. "Shoo, you can't be in this squad because we only want rank X/hours X players in this squad". Another question is, tracking hours. I can jump on an empty "official" server and rack up hours without playing the game. How would you propose this is handled? Systems like that only really work in games with proper matchmaking. If you're an SL and you don't want a Marksman in your squad, you say it. If someone ignores you, you kick them. You're going to do the same for everything, if they're being plain ignorant you're going to kick them, there's no of avoiding squad management in the game. Marksman will be getting higher powered optics when optics are worked out. The current ACOG is a placeholder because.. well, Alpha.
  5. Tickets, the game mechanic

    Why? You can still check it by hitting TAB, it's relevant information to people who are in charge - not everyone should have to have the tickets visible on their HUD and to be honest, the game looks a hundred times better without numbers on the screen. It's one button, a button that displays ALL relevant information together, there's no need to extract that and add clutter. Even if your angle is "new players", it makes no sense at all. Also, adding ticket loss/gain widgets? What's the point when by your idea you're forcing the tickets to be displayed on screen anyway. You don't need to see the maths behind it nor be informed of the amount of tickets you lost. At that point you might as well add a kill message once someone gives up or dies to you, it's irrelevant information that detracts from the teamwork experience Squad is promoting and you can check for it by hitting TAB, when it's required. Again, bleed. This could be seen as a decent idea because it's difficult to figure out what flag starts bleed, or what it multiplies by etc but that's not relevant information unless you look it up. If you're getting beat past the middle flag, or getting pushed to your last flag, you already know you're screwed and there's no amount of information showing you just how much you're bleeding tickets that's going to chance your gameplay performance or make your team decide "oh wow guys, we should push them back!". It's apparent through gameplay. Bleed information should be present on all maps, I can get behind that concept. Be it on a loading screen or addition information screen alongside the map, but in no way should it be in-game cluttering up the HUD. It doesn't change anything at all, just adds more elements to an SLs screen. If you're losing, you're losing. If you're winning, you're winning. It's apparent through gameplay. Not to mention all of this extra information kills off the excitement of knowing you're having a close and tense game that ends up in that sweetspot of like 10 ticket differences. You haven't even given a reason behind it being a "bad idea"...
  6. Cookers

    I'd rather not have cooker FOBs back. You just need to settle in and adapt to the direction the game is taking, I highly doubt something that was introduced as a result of development needs (back when we didn't have vehicles, or the means to supply FOBs) would stay until the final version of the game. Hell, I'd have the FOBs start with 0 points but the community needs to be eased into the aspect of logistics becoming essential in the whole process. The game would grind to a halt on public servers if the devs made the change from cooker FOBs to absolutely no supplies when you drop a FOB. That aside, I would also support the method of having to drop a physical crate and then leave the SLs to pop the FOBs up. Basically PR style, I feel like that keeps logistics more fun for players because they have to communicate that extra bit with other SLs to ensure they drop the supplies in the right spot (be it through comms or just an SL marking it on the map) instead of just instantly driving towards an existing one in the map. That and it's a lot more fun dealing with physical crates than virtual values. Anyway, cooker meta should stay dead. More teamwork and having to rely on teammates is only better for the game.
  7. I think this should have been mentioned (and it has several times actually) before the mocap sessions.. Anyway, SgtRoss did hint towards something similar to faction specific animations but whether we'll see it in-game is a different story. The devs have definitely considered it though, so it's nothing that they haven't thought of.
  8. Devblog: Squad Motion Capture Session

    SgtRoss definitely had weights in his rig, he confirmed that much! Maybe, just maybe, they could be faction specific actors. Oooh yes, can't wait to see everyone looking smooth and natural!
  9. Devblog: Squad Motion Capture Session

    Always pushing it further peeps! I find myself thinking the same thing I did before the CPA days: I can't wait to run around in Squad.
  10. [M] MUMBLERINES TEAMWORK [ENG ONLY]

    As I understand, you have been banned from this server and your appeal was denied. What you posted doesn't quality as Game Server Feedback, and it's only convenient that you're posting after being banned from this particular server. Although many try, this section of the forums isn't for "shaming" or "calling out" servers and server admins after they already denied ban appeals. Unless you have valid, constructive feedback for this server, don't post in this thread. I would suggest you just let the ban go and play on the dozens of other popular servers where hopefully you'll follow the rules and avoid getting banned there. Reading and understanding server rules is important, as is information on forums: http://forums.joinsquad.com/topic/26024-psa-ban-appeals/
  11. Well, baked lighting/shadows require a bunch of prep stuff, one of which is decent lightmap UV's. That means pretty much every single asset will need a separate UV set for the lightmaps. I'm not sure if the devs did this or not, but if they haven't that a huge bit of work for essentially "nothing" to the standard player. For example, it would be the same as reworking a system so it's more flexible but to a player there would be no obvious improvement. There's a lot of back end work, it's not as simple as flicking from Movable to Static/Stationary on the light source. Additionally, I don't want to imagine how long building the lighting on a Squad map would take. CPU CPU CPU! Honestly, that could just be a setting on the map itself that may have been overlooked if you say different layers look better. Personally, I play on Tournament settings (med Shadows, high View Distance) so I don't notice it but when I play regular pub matches I enjoy pumping everything up because the game feels better overall.
  12. The lighting and shadows might get another pass eventually, but it's not as important as other aspects. The devs most likely want to lock down performance first so that they can spend any "free" FPS on improving the visual fidelity of Squad. You can't just crank up the shadow quality without working somewhere else first, otherwise we'll go back to most players having really bad performance. Additionally, the grass in Chora feels like it doesn't fit because of the colour and density. Chora itself (irl) has some pretty green, lush areas that provide a nice contrast to the general arid environment like here: http://www.cadg.com/images/slideshows/Municipal-Infrastructure-Program-Chora-Uruzgan-Province-Afghanistan/Municipal-Infrastructure-Program-Chora-Uruzgan-Province-Afghanistan3.jpg For obvious reasons, this is extremely difficult to pull of in Squad. You would need some pretty dense level of foliage to get that kind of look to feel right and most likely an additional material in the Landscape Material that looks like a different, more saturated ground so it blends with the grass to make it appear more dense (grass doesn't feel dense if you can see bright sand through the gaps). To the average player it looks wrong, even if they might not know why. Little to no green grass sprinkled over what is 99% a sand/arid ground can set some alarm bells off for people. Shadows do help "ground" assets into place though, no matter what they are. Personally, I feel like the grass is too large in terms of scale, but the smaller you have the grass mesh the more dense you need to lay it out to cover the same space.. so there's nothing that can be done there really. I wouldn't worry too much about it. They'll either do a pass on them again in the future or they'll have to remain because of performance reasons. It wouldn't be that much of an issue if the majority of players had beefier PC's but that's what the devs have to deal with, so they had to cut back somewhere and shadows was one of the big killers. The devs are most certainly aware of this though, they just have other priorities and have to look elsewhere first!
  13. ParaPlays Squad ► Videos and Tutorials

    For the sake of not spreading misinformation to other people in the community and trying to put the developers in a bad light I'm going to make a minor correction there: kicked for not following the rules and leaking information you shouldn't have. Simple. Doesn't matter what you do for the game, there's no special treatment.
  14. Are there any bot mods yet?

    Guys, relax. No need to butcher people over such a simple question/idea. Please stop posting OT content for the sake of trying to be funny, if you aren't going to be discussing the topic properly, don't post in the thread at all.
  15. Assets and FOB Costs

    Wouldn't be surprised if something like this already in the works, planned or already been discussed by the designers on the team. It's a decent thought and coupled with resupplying and repairing costing resources per use it would definitely put more emphasis on FOBs being actual bases instead of a spawn point. Even mortars made FOBs feel more persistent than before, as opposed to it feeling like a glorified rally point for the team to just drop down and run from. However, the end result will most likely be the same in terms of current gameplay. FOBs are still a priority to take out, purely because of the power they hold when it comes to attacking and defending objectives through respawns, resupplies and repairs. Adding more ticket value to them will just shorten the duration of matches, so just take that into account when thinking of such an idea.
  16. How/Where did you discover Squad?

    PR forums here as well! Was a no brainer for me.
  17. The Wrench - May 2017 Edition

    Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  18. Squad Not In Steam Sale

    Best to just chill for a few hours or leave it until tomorrow. It won't disappear and it'll save you the headache from Steam pages not loading or even transactions messing up.
  19. The Wrench - April 2017 Edition

    Check out the April 2017 edition of The Wrench right here! http://joinsquad.com/readArticle?articleId=167
  20. The Wrench - March 2017 Edition

    Read all about it here!
  21. Al Basrah feels Somewhat Empty?

    Performance performance performance. Could easily add props and dress building interiors, could easily make a vertex paint material for the buildings to add more detail as well.. but that would definitely impact performance! That's a lot of buildings.. and even more props and material elements. Personally, having made some of the buildings, I now know what I can push further in the future. They're pretty simple buildings, but that's where you have to start if you don't know how much it would affect performance at such large quantities for so many players. The devs are pulling it off with Narva and the Eastern European kits though, so there's a lot to be learned from them as well. Maps will improve more and more. Although the tech is far ahead as FelipeFritschF mentioned, the general design might not be because there's a lot of unexplored territory with this kind of game. You have to make maps and buildings to learn what you can and can't do and what you can push further, only then can you improve upon it. Go look at earlier versions of Logar, you'll see exactly what I mean.
  22. Please no shovel melee

    What's the deal? Don't like it, don't use it. Don't like other people using it? Find a server with like minded individuals. Join a clan, be a part of the community. Problem solved. If people want to break teamplaying, be trolls or a nuisance on the server they'll do that any way they can find. Can't develop a game in fear of people misbehaving.
  23. Maybe instead of clicking a button you could contribute to the thread and expand on what the person said leading to a deeper discussion that could help the devs see things from a player/consumer perspective. We had it, in different variations. It's gone now, that's the end of the story. Speaking of laziness, we would all appreciate it if you used the search function instead of creating a duplicate thread.
  24. Squad sale on summer sales

    Nothing has been announced or confirmed by the developers as far as I'm aware. You'll just have to play the waiting game if you don't want to play full price.
  25. Get rid of the conquest game mode entirely

    Squad is not a tactical simulator. Conquest is in because the developers wanted to experiment and try something different, the game is in active development after all. Additionally, it's optional. You're not forced to put it into server rotation and you're not forced to play on those servers either. Got to keep your mind open during development and try other things for various reasons.
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