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Squad Fox

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About Squad Fox

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    Fireteam Leader
  1. Limited Alpha 12 Test Oct 10th

    I think that when you are developing a game and have a certain fan base that you need to consider not only your needs but also the fans. Without players supporting your product you may find it harder to make your budget go around. Even if a lot of us all ready own a copy of the game, if player feel the developer isn't really appreciating you then you may stop playing and the total player base lowers and server becomes less populated. The smaller the player base may be the harder it can be to market the game to new players. We live on earth and not everyone have the same time zones. It couldn't have harmed Offworld to at least have it available for 48h so all of its fans across the globe to had a chance to feel that their feedback in this test would matter too. Its all about PR/fan service as well as getting feedback. I'm in Europe so I also got the chance to test it out, but i'm not thinking about myself here.
  2. Limited Alpha 12 Test Oct 10th

    Its kinda unfair towards some of the western time zones players of this game...
  3. Limited Alpha 12 Test Oct 10th

    Many problem may be due to the game cache not being clearad Check this link for instructions https://offworldindustries.zendesk.com/hc/en-us/articles/115002768887-How-to-manually-clear-your-user-settings-cache Also as previous posters try verifying integrity of game files. instructions here https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
  4. Limited Alpha 12 Test Oct 10th

    Try verifying integrity of game cache
  5. Limited Alpha 12 Test Oct 10th

    W+Shift = Sprint W = Run W + Push-to-walk (it may actually have been caps-lock by default) = Walk Check it out in the V11 version
  6. Limited Alpha 12 Test Oct 10th

    You could bind a key to hold down to slow your characters speed. in other words, walk. You could combine it with standing, crouching and proning. it allowed you to move slower than just holding W preventing players eye detecting you as it is easier to see a faster moving target than slower. Check it out in the V11
  7. Limited Alpha 12 Test Oct 10th

    Don't take away the feature to hold to walk. Its really useful if you know when to use it! (While many player may not perhaps use it, it could be perhaps because people didn't realize it was there or people maybe didn't apprechiate how useful it can be if you require the extra finess during stealth. The walk is really useful when you wanna still move but get more time to scan your surrounding. ADS is not the same as it forces you to look through your optics and not get the wider perspective) Make the tabs: TEAM SELECTION, ROLE LOADOUT & DEPLOY remain when you are in the TEAM SELECTION (if you accidentally or intentionally click/flip through the tabs you have to move the mouse across the entire screen pretty much to move into role) Make the weapon icons when viewing your squad members in the squad list smaller/toggleable/scaleable (The info it provides vs the space it takes up its disproportional) Don't use exponential scrolling sensitivity for map zoom. if any make it an option to change it in settings to linear or exponential You cannot exit the spawn menu without it auto assigning spawn point in the start of the round thus preventing you from reading chat and server messages Why is there 4 dots around the order marker? its just adds clutter. (The more clutter around a symbol only makes the clarity of the symbol diminished) Its a lot harder to see how many of the support roles are taken. Can we get the summary back? (example 2/3) More feedback may come.
  8. Community Clan Fight Night

    SRA out
  9. Community Clan Fight Night

    SRA in
  10. June 2018 Recap

    I agree that this system they wanna introduce is adding more problems, but i do not think the area of effect should be centered around the HAB. I believe its good the way it is right now as it gives the SLs a challenging decision were they have to weigh the risk of the radio going down while being hidden outside the cap-zone and the HAB inside have better more reliable re-spawn ability or go for the more safer and easier to protect solution of joining the FOB and HAB at the same position to have greater security at the risk of not being able to reliable re-spawn. My issue with the new system is that I think its going to reduce the effort of destroying a actively used FOB. Right now if you for example know there is an attack FOB in an area that the enemy is actively spawning from and you wanna destroy it you today really need to it as a team effort. You would need people camping the FOB to prevent the enemy from spawning in and you would need someone to dig. if you have extra you could have them watching the surroundings (however most of the times you can effectively kill a FOB with 2 people one camping and one digging.). With the new update you would be able to do both digging and preventing people form spawning meaning you will see a lot more solo FOB hunters going about. Im not sure this is the direction you (Offworld) wanna go with this game. From my perception you been going towards the direction of stimulating teamwork and not stimulating lone-wolfing. Perhaps use the system you all-ready have in place with the spawn-timer for the spawn waves going up dependent on the amount of enemies in range of the FOB. You can rather make a more significant time increase over completely blocking the spawn ability. Also perhaps using a que/slot-based system with an certain amount of people that can be spawned in at once to not overcrowd the HAB and you can also use that system too when enemies are near that the more enemies are within range of the FOB the amount of slot to spawn in the way gets reduced too. If you gradually increases the time in between re-spawn waves on FOBs you will reduce the "meat grind" effect and stimulate more coordinated attack strategies to both take out FOBs used for deference aswell an FOBs used for attack. More coordination for attack -> more teamwork -> more "squad"
  11. Community Clan Fight Night

    SRA in
  12. Community Clan Fight Night

    SRA In Gorodok AAS v3
  13. Community Clan Fight Night

    SRA In
  14. July 2018 Recap

    I don't feel I elaborated my idea enough. I think you should get your kit automatically rearm when spawning on the FOB because I see it otherwise being a tedious un-enjoyable experience that will lead to a lot of frustration with the game. If you have spawn in and run around and look in the FOB area where an SL might have placed a ammo box in a multi story building, tunnel/bunker system/complex is gonna make you wanna rage and be toxic towards the SL who did it. If you are spawning from the HAB from thin air, you might as well spawn in fully re-arm assuming it have ammo stored for you (It it still doesn't make any sense then maybe the condition to get auto rearm will only work if the FOB have a ammo box built up anywhere within that FOB build influence). It makes sense that if you spawn on the rally (to prevent the "im out of ammo so im just gonna respawn" attitude) you have a system where the squad members spawns with what they had when they died but if you are around an FOB with a HAB and it have ammo and you re spawn, the process of running around finding a ammobox becomes an annoyance. Also i can see a lot of player having issued with if they spawn in on a FOB and having to look for ammo so going with my idea would allow for a smoother transition of our existing playerbase where players would not really experience of being ammo deprived unless they only spawn on the rally. This allows you to test the functionality of the system and feel out the players reactions to it. If you see it works then you can go for removing the function of automatically rearming from a FOB on spawn. What is your thoughts?
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