Jump to content

Zylfrax791

Member
  • Content count

    1,011
  • Joined

  • Last visited

About Zylfrax791

  • Rank
    Company Commander

Profile Information

Recent Profile Visitors

1,564 profile views
  1. Logi Truck and Supply Suggestions

    The most disconcerting part of Squad is the game itself is forever in this "work-in-progress" state where new features, classes and weapons are constantly in this odd state of ebb & flow. This piecemeal game design method is in complete opposition to the original vertical slice method where a complete game is created and released with it's main core of factions, weapons and functionality intact and then expansion packs are released later. Needless to say, until the game is actually finished with all the content included then and only then can people actually sit down and figure out how the entire system itself can be balanced. I've said it before but it bears repeating that in my opinion Enemy Territory: Quake Wars was the most perfectly designed objective based fps game ever created and it addressed many of the issues of Squad that have been talked to death here over the last 3 years perfectly.
  2. [Suggestion] Dynamic Weather

    In theory that sounds awesome however such things are performance killers.
  3. graphic settings are getting abused hard

    "Seeing" an opposing player or vehicle at a particular distance due to LOD's is one thing. Being able to get an actual projectile to contact them is another issue entirely as the blocking collision of the mesh that's in front of them but invisible from your viewpoint still exists. At the close to medium ranges where most engagements occur in Squad the differences of what a player sees regarding foliage and other objects from Low to Epic is negligible in my opinion.
  4. Map streaming could Squad use it.

    Squad already uses some flavors of level streaming from what Axton said in one of the Kamdesh Twitch streams. Just not related to the actual landscape though I'm pretty sure. That said, as far as using Unreal Engines World Composition tools to stream in entire 8k terrains full of foliage and supporting 80 multiplayers in vehicles I've read there's real issues with replication etc.
  5. Current Map Problems

    Squad maps in general simulate challenges vehicles would face in real world conditions. I myself appreciate that. Both Chora and Sumari have room for future expansion that would enchance vehicular gameplay.
  6. Logi Truck and Supply Suggestions

    Looking at many of Tartantyco's observations over time about the flaws in the logistics & role selection system as they relate to the real world behavior of typical Squad player I've seen they're usually spot on. However, I would take it one step further and again make the point that all of these issues are directly tied to the fact that Squad can't decide whether it's a MilSim or an Arcade style game. In it's attempt to be this hybrid it has effectively weakened and cancelled out each sub-genre making the game into some kind of homogenized mess where every patch attempts to re-balance the previous balance. So for example let's say that Squad was a full MilSim game that was going to simulate a 40 vs.40 engagement of some fashion or another and also btw there aren't any Star Trek teleportation devices like HAB's or Rally Points so you either wait for a Medic or go back to the main base and wait to form up into a new squad (remember you died and are now a "reinforcement") and wait for a vehicle to come back and get you or run 2 kilometers. First of all the overly restrictive role selection system would seem to roughly meet the MilSim criteria except it's still missing a Commander and Engineer. Add this roles and give the Commander the ability to boot S/L's. Next let's look at the 4-5 vehicles you'll be utilizing. These are all the vehicles you're going to ever get in the match because remember, no Arcade magic here. You would have a full selection to choose from so you'd need to pick them wisely. Now you'll need to actually load the trucks from the armory with what weapons and ammunition you're going to want to use and remember there is a weight limit and what you take with you is very specific as well. And when you arrive at your destination you don't need to beat a shovel against a MG anybody can simply unload a weapon and place it on the ground whereupon it can be picked up and moved or placed back in the truck at a later time. Now to the actual combat. Because you've got no Arcade Rally Points or Magic HAB's the fighting will be much more cautious and reliant on medics. So analyzing this gameplay the matches will be quite short because there won't be any of these fake "tickets", instead matches will simply end based on attrition and who had the most flags. Now funtime Arcade Squad! Pick any class you want as S/L and then choose whatever you want the makeup of your squad to be. You want a full squad of Rocketeer's then go for it but just know that you'll be shit at capturing a flag against Rifleman. Remember, now your Rally Points are unlimited as well! Now for the Vic's. They have no ticket value so choose as many or few as you want and anyone can claim them because when the get destroyed who cares! But again, choose wisely because player in Vic's can't capture flags remember? So now to the Squad Arcade combat which actually wouldn't be that much different than the current gameplay just a little more chaotic because of the unlimited Rally Points with no timers. That said, Squad needs to choose one or the other instead of this hybrid that makes little sense for most players coming from other games.
  7. Separate Tickets Armour

    Honestly, besides a few differences like the overly restrictive role selections Squad seems to be moving closer and closer to the arcadey nature of Novalogic Joint Ops especially when it comes to vehicles. That aspect seems more fun to me actually. On the other hand, I'll never understand why Squad trys to sit on the fence between milsim and arcade and yet does neither well because both modes effectively dilute each other.
  8. New Maps

    That's the whole point. Over the last 2.5 years the playerbase has overwhelming spoken by simply not playing the game past a few hours. Player retention has been a complete failure. Before the plug got pulled on SteamSpy in May it showed close to 3/4 million unique keys. Yet besides the peaks associated with version releases average daily player numbers stay between 2-3 thousand with literally hundreds of empty servers. First impressions are important. Everyone knows that. That's why it's always boggled my mind that Squad hasn't ever had a legitimate corporate front end where new players can have an unbiased and balanced gameplay experience untainted by clan cronyism, pro-stacking and blatant admin abuse. The numbers themselves don't lie. Squad playership is slowly dwindling and there is zero average player growth across the entire timeline.
  9. New Maps

    Interesting responses. However, wouldn't this be all the more reason for the company that took all the time and energy to create these supposedly "unliked" layers and showcase them all on their own official servers instead of relying on the heavily biased opinions of private individuals? I mean did anyone ever consider for a moment the fact that this lack of variation of layers and gamemodes might just be one of the main casual factors of the playership being so low? So essentially what we're saying here is over the course of the last 2 1/2 years not only has the average new players experience been often times guided by unprofessional administration such as clan stacking and cronyism but it's also been a shallow affair in which private individuals run map rotations based on their "gut" instincts?
  10. Variation of Squad Types

    Or you could just treat people like adults by removing the overly complicated class restrictions all together and let the squad leader delegate the composition of his/her squad.
  11. separate the servers is an error

    I couldn't disagree more. My position has always been that there should be an official "front end" to Squad that consists of around 20-30 balanced and fairplay servers hosted and staffed by OWI that showcase "all" the layers and that all the other private clan & mod servers should reside in the custom browser.
  12. Development - Submit your vote now!

    Yelp in Squad? No thank you. The positive reinforcement paradigm with grade school brownie buttons, gold stars, smiley faces and everyone gets a trophy has no place in a fps game. Brigading would quickly result in clans full of nothing but 5 star generals with oak clusters. As far as stats and ranking goes, after 2+ years it's really a little late to implement that. Instead, my idea is for a punishment system built into Squad where the majority of a team can vote kick people (including squad leaders) out of the match which would go a long ways towards fixing the typical nonsense that periodically crops up. I understand the typical criticisms of vote kick systems but I feel like given the length of time most matches last a balanced vote kick system would be much less of a distraction than the hindering that's occurring now in many cases. That and also bring the auto kick for TK's down to 5. Btw, map is perfect just the way it is.
  13. "Believability" of maps, realism

    Until something better comes along Kohat will always be my favorite map. That said, I don't think Kamdesh is a bad map necessarily but what I've noticed so far is all the layers have this weird linear flag layout that doesn't utilize the expansive nature of the map. Also I feel like there are far too many trees spaced way to evenly throughout the map with very little clearings or open areas. Also the sky and lighting of all the various layers seems very "off" so to speak. Couple that with the ridiculous plaid shirts and it simply feels like some area my Dad used to log in as opposed to some random place in SW Asia.
  14. Ticket Bleed

    OP and others make the point that v11 AAS matches are nothing more than TDM battles of attrition that can run the full 2 hour duration. Meanwhile, in contrast during v10 it was a whole nother crowd (myself included) pointing out that AAS was nothing but a linear drag race to the central point culminating in a decisive engagement where the winner typically steamrolled the match sometimes in less than 15 minutes. Then rewind to v9 where another group complained endlessly about the "Rush". Instead of trying to present some new unique opinion I instead offer an extremely simple solution that would require very little effort on the part of OWI and would satisfy all parties. And that solution is to include all the previous layers of each iteration in the "official" map pool, name them accordingly and then let individual servers host the map of their choosing. This could apply to the new layers as well with simple parameter changes on the flags to adjust the rush/bleed etc. Then players would have more choices of what type of match they'd want to play. Tell me I'm wrong here...
  15. There are quite a few previous threads regarding the subject of hiding ticket counts because of players on either side mentioning the numbers and ruining other people's immersion. If I recall correctly the general consensus everyone came to was switching it over to a color graduated bar HUD that would dwindle or rise over the course of the game and show red when you were down to say 20 tickets. My original position on the matter was to entirely hide the tickets and instead show a running K/D however that went over like a fart in church around here so I've evolved my opinion to the color graduated progression bar.
×