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DaiaBu posted a topic in Feedback & SuggestionsHi all! Been playing this game for a couple of months now, and really enjoying it, so decided it was time to join the community, sign up on the forums and stick my two pence in The game is fantastic so far, so good that I often forget it's still in the alpha stage. And seeing the trajectory the game is taking, it's kind of hard to think of any meaningful suggestions. However, I wanted to share a couple of small things in the hope that they might get picked up. These are by no means big changes, but little things that I think might make general communication and usability easier from my personal experience. Compass Heading The compass is essential for communication in this game as we all know, for spotting enemies. My only suggestion is - can we make it so that your current heading is offset slightly above the rest of the compass bar? At the moment, the current heading is slightly larger than the rest of the bar, however in the heat of a firefight when trying to call out an enemy vector, I sometimes find it a little difficult to recall the current heading with only a quick glance. If the heading was raised up slightly, I think it would help draw the eye that little bit quicker. VOIP Indicator When someone says something over radio, or voice, then their name appears in the bottom left hand corner, so you know who's talking. The problem is, as soon as they stop transmitting, the indicator disappears. This isn't always a major concern, but a few times I have been in the situation where someone says something and by the time I've looked to see who was speaking, the indicator has disappeared from the screen. Obviously in real life, this isn't a problem, as you're likely to be able to identify your squad mates by their voice alone; but in a game where you are often playing with people you don't know, I think it would be handy to know who said something without having to ask them to repeat themselves. My suggestion is, rather than the indicator disappearing immediately, have it fade out slowly. It doesn't have to stay long - just a second or two after they've taken their finger off the transmit key, which gives you a fraction of time to flick your eyes down and check who spoke. In addition - I'd also suggest adding an indicator to the names above each player. Last night I was in a game where I was following 3 or 4 other players as we entered a compound. They were all in front of me, so when one spoke, I couldn't tell who it was without looking down. If there was also an indicator on their name, I'd be able to tell who was talking without taking my eyes off the centre of the screen. I know these might sound like trivial changes, but I often think it's the little details like this which really help with the immersion and make your interaction with the game feel a little more natural. First post, so be gentle. I go by this name in the game, so I guess I might see (or already have seen) some of you on UK servers
I could play the first 4 hours of this game fine as I just had to change the resolution and let the game crash a few times, I have been able to play games with worse problems. However after I left earlier today to grab a bite to eat the game began to act up and become unplayable. Upon launching the game all the menus are twice their normal size, however instead of going off screen they just stick on the screen where they are supposed to be but larger. The mouse was off set far to the right and down, and it was quite difficult to get to the settings, graphics, and then resolution with an invisible cursor. I could change the resolution however I can't click on around the bottom 1/3 of the screen to apply changes in full-screen, so I pressed f11 which locked my mouse in the top left 1/6 of the screen, however I could still apply changes with the off set mouse. After, "fixing," the problem I could not manage to reach the exit game button, so I alt tabbed out and restarted the game, only to find the settings had changed and I had to do it all over again, except I thought I could just join a game and at least do something, however I could not see past the map that took up half the screen and the 2 full squads taking up the other half. I could not scroll down or do almost anything so I alt tabbed out again and tried to fix the resolution yet again to no avail. I restarted my computer as sometimes games get a bit wonky if I have kept the computer on for more than about a week, which seems to keep things the way I want them for about 5 minutes, until I click something and the game minimizes and either can't be pulled up again forcing me to use task manager, or is pulled up in a higher resolution with the offset mouse problem. I am also stuck in varying stages of the process occasionally when opening the game (ie: stuck in the top left corner on launch). Note that I can only play on 2048x1552 resolution, as anything higher has a jacked hud and menu, and anything lower puts a massive black border around the game. My system is as follows: Windows 10 i7 Nvidia Geforce GTX 960M note I have nearly 400 GB of free space left, and also I only made a forums account to post this problem tha tI have been trying to resolve for over an hour now.
I couldn't find this in search, and it wouldn't surprise me; while 4:3 monitors are rare, some of us do indeed still use it, and unfortunately the GUI is not made well to facilitate this. The most egregious example is that the map overlaps with the squad interface, which is especially problematic for squad leaders as you're unable to promote people to SL or kick them. Here's an example of what I see in a training session; note that my own squad entry is underneath the map: Redesigning the GUI just for 4:3 would be pretty expensive in time. But there's an easy fix: allow us to hide the map while still having the Spawn Screen open, so that we can at least manage squads even if we have to hide the map. This could be done either with an X button on the map, or just hiding the map when we push the map button while having the spawn/squad screen open.
Are there plans for any help for the game streamer,CCFN games the highlights for troops is great, maybe Highlight(filled) for Fobs Display of flags and present captured states Causality rate team/team Recovery rate How much the medics are recovering Bleed indicate, predicted length left with bleed state. Vehicle loss Ability to do chase cam on vehicles Of course these would be for custom servers, and only for the streamer admin. Just think anything that can help publicise and give a better understanding of what happening could be useful.
I saw a lot of FOB construction threads, but none quite as specific as this. As part of making the game a little less harsh on new players I feel that e-tool feedback needs a lot of improvement. The problem is that it's difficult to tell exactly what the e-tool is for, and how to use it. There's no real explanation as to what left and right click do, and where you need to aim at something to start digging; this can be the difference between your squad digging up an enemy FOB or not. GUI elements that indicate structures when 1) in close proximity and 2) having the e-tool out would be quite nice, as well as progress bars that hover over specific objects so you can be certain what you're digging up. This would also help new players when aiding construction of FOBs. Differentiating what left and right click do can be done as easily as putting their functions on the "Quick start screen" shown while loading; telling players that left click builds and right click debuilds. At least, I assume that's what they do, I'm still not that clear on what they do myself!
The current #1 priority I've heard from OWI is getting the player count up to 100 players. None of the following will help OWI achieve that goal so these are not being given with the mindset that they need to be accomplished immediately. If you know of another thread that would be of value to link please go ahead and do so. Here are some suggestions I have to improve the quality of life of players. Most of my in-game experience is as a Medic so most of my suggestions will relate to that class. Medic Specific: 1. When the injury overlay pops up on a player showing how hurt they are their name should be included in that overlay in large easy to read print. Currently medics have to chase after players as they run away trying to read some absurd mix of letters while yelling out the person approximations of that person's name in local chat. I've gotten myself killed many many times because of this. This solution isn't "realistic" but neither is the idea of someone shot in the chest and bleeding out continuing to run up a hill toward the enemy who just shot him. 2. Incapacitated players should have a different color on the map for medics only. The red dots for nearby injured players are not enough. Yes I know "Communicate, Coordinate, Conquer" and I'm absolutely 100% behind this and against almost anything that messes with this formula. However the reality is that most medics are not currently playing the role of Medic when they choose this class. When I'm the only guy doing it for two or more squads it is just an exercise is frustration. It is (seemingly) currently too complicated and dangerous for the average player to play that role which is not true for any of the other roles. It takes a a few minutes of practice to get good with the Grenadier but it is obvious how to do it. All the other roles are easy to pick up and just play. Being a SL is the only thing more complicated than being a Medic. I'm happy, for myself, for it to be complicated and challenging because that is what I find rewarding. BUT currently most Medics aren't stepping up and I think it is because it is just too much of a pain. For example yesterday I was playing with a nice guy as the second medic. The only time I saw him using his medical kit was when he was trying to heal the same person I was. I went 5&12 but had a huge score. He went very positive in his KDR. KDR doesn't matter to me but I know the shit storm we were fighting in and how many dead bodies were on the ground all around me all the time. So our KDRs show fairly objectively that one of us wasn't playing the class. This guy seemed like a great guy! He was not being a dick it was just easier for him to be effective for the squad (personally) in his mind to shoot people instead of revive and heal people. We suffered because of this but I can definitely see it from his point of view. 3. This may not be Medic specific but it is medical. The animation for bandaging currently has to play all the way through and then restart in order for the bandage to work. I keep getting fooled by this even though I know I have to keep holding through the beginning of the next animation. It'd be nice if they synced up. 4. Add a ticket or score penalty for those who give up after having been bandaged. This happens fairly often. I use a valuable bandage on someone on the ground and they give up before I can finish healing them. There are already visual cues, and I always tell the person what I'm doing in Local Chat but it still happens often. Perhaps if it cost people (and the team) something it would happen less often. General Suggestions 5. User selectable map for the local game function. I sent my first nasty (Sorry! I am actually sorry.) feedback about Squad to OWI after spawning into the firing range map and being TK'd 4 times in a row while I was trying to use the range. The range is only worth using if it can be used. If it is set decoration for a tiny fighting map then what is the point? Lots of us have been waiting for a range so that we can practice with the various weapons. Now that it is here let us use it in peace if we want to. 6. Audio Ducking for higher priority communications. Let the user set a priority for communications and have the others duck (get much lower in volume) when a higher priority communication comes on. ie Command Chat might have the highest priority so that when you receive Command communications from other Squads you don't have to ask them to repeat it over and over because your own Squad is yelling Squad Chat, or the people around you yelling in Local Chat about how cool their new monitor is. Noise cancelling headphones explain how you can lower local chat. Audio Ducking is a feature for communications and audio production everywhere. We have it on the 50 year old CH124 Sea King so I'm pretty sure we could have it for soldiers' radios. :) It would be best if I could select which were priority, and maybe even mute individual players. So that different situations could be take advantage of or mitigated against. 7. Have one key that ALWAYS gets you back to your player's view no matter how you got to the map or the Squad menus. It can be a pain to figure out how to get back sometimes. 8. Have the map cursor always available. Hitting M or Enter should do the same thing. That's all for now.
Kudos for the great stuff in Progress Update #6 and can't wait for some Fallujah Eye Candy! Now, in some recent threads I was stalking over convos on the HUD interface. And I think minimalism is the perfect fit for squad. So my suggestion is keep it down to 0, there's no need for a ShacTac compass (2) nor even a stamina bar (1). Just improvise with cardio fatigue (preferably ear candy respiration)  and leave it to the squad mate's common sense. And for ammo you could even yell out how many mags you have left. I think audio immersion beats HUD eye candy and it's proven in the suppressive bullet snaps. So here's to a busy summer for Anders! WHOOO ANDERS 2K15!!!