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Showing results for tags 'experience'.
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quru posted a topic in General DiscussionIs it worth sacrificing the quality of the player base (my only experience been Australian and West Coast US servers) for the sake of an extra 1000 or so of what I would assume are likely temporary concurrent players? https://steamcharts.com/app/393380#3m If a player considering how long this game has been out before has not purchased this game until now its likely they generally are not familiar or prior fans of the more sim/tactical shooter. The quality of experience on all public servers has dropped due to new players unfamiliar all flooding the servers within a similar time frame. If you're new to a title like this, what a mess of a first experience you'll have. ~16000 players towards the end of July back down to approx ~6500. All this does is turn players away from the game and I've noticed a lot of what are/would have been regular players (especially due to the smaller size of the AUS/NZ player base you saw the same names often) have seem to taken a break from the game due to the reduction in quality of any given game. I think a model of slower longer duration growth, maybe free weekends or so after every significant update that involves new assets or maps is simply smarter and retains a better average experience level within the player base (which is what new players need to understand this game).
Anyone ever played ''Operation Flashpoint: Dragon Rising'' or ''Operation Flashpoint: Red River'' it's quite great and amazing for Squad players, it's quite realistic and fun, it's great for squad leaders or anyone that's a fan of action/military games really, anyone ever tried it? Leave a comment!
At the present everyone looks the same with the plain white names in scoreboard and squad menu. I would like to suggest a progressive colour change with a hours of play. 0hr New 24 hrs Regular 48 hrs 72 hrs Veteran 144 hrs Squadie It shouldn't be hard to get basic knowledge of playing the game. You could give it for squad leader experience too of playing as SL. Squdie 300 hrs Corpral 400 hrs Sargent 500 hrs lieutenant This would help to instantly tell your squad members experience for public games, maybe have a admin option to turn off for clan matches .
RaTzo posted a topic in General DiscussionI haven't had a lot of play time in over the last nearly 2 months. I've been busy, and when I could play I didn't have lots of time to go looking for people I know in the servers. It's easier to find people now because we can join on friends through Steam. Yay! It seems I've had tones of time in the day to pop on to the forums here and discuss the game but not a lot of time to play it. Last night I finally had some real free time and found DrBigMoney & DocEast online. Joined on Money and found they even had room in their squad. It was surely destined to be a good evening. Without going through a play by play my impression that who you play with and how you (and they) play is the primary factor in how enjoyable Squad is was yet again confirmed. It isn't about features, or game modes, or animations... The game is transparent in a way. It falls away and suddenly you aren't playing Squad you're just playing with a group of friends. Let that sink in if you will. I've had moments, even days, like that in other games when the situation was just right and the group of people were just right... but this is normal in Squad. Last night we didn't have the tightest ship, and there were moments when the only way I knew I would soon be running East was because Doc had just ordered us to run West. hehehehe but we worked together and each person did their job and I stopped thinking about how the other people were doing their job and I just did mine. For most of the time I was there I also had another excellent medic; Z-Trooper. For a while I kept crossing paths with him because I am not used to having a another medic that is so on the ball. I've played with a bunch of great medics (Parabellum I'm thinking of you) but normally they are hard to find. It was great. I wasn't thinking about the game I was just doing stuff with friends and I don't know of another game that does this so well right now.
omoplata posted a topic in Feedback & SuggestionsHi, So, even though PR is very realistic, people would still take in game risks that they probably wouldn't take in real life. To make them behave more like real people, I suggest giving players more to lose if they sacrifice their lives. Such as experience points. The more you play (or win), the more points you get, and you become a more effective soldier. For example, your firing may becomes more accurate, you have more sprint, etc. Maybe certain kits and positions are available only to people who have a certain number of experience points. If two players want the same kit, or a certain position, the player with the most experience points gets it. If you die, your experience points go down, or go to zero and you have to start all over again. I understand that this is a big step, since this might affect gameplay significantly. So the devs can give servers the option to implement the experince point system or not. What do you guys think?