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Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. A recap recap, if you will. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording . (~76mb.) If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Fuzzhead, Gatzby, AFSoccer, and the host, Nordic. (And maybe one or two more lurking. =)) Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and may represent the opinion of their community. New UI Some of you may have seen this in testing already, but for those who haven’t, there will be a complete UI overhaul. You’ll recognize it from the main menu and it now extends to the deployment (e.g. selecting kits, squad, and spawns) screen. Additionally, the first iteration of fireteams will be included in Alpha 12. >> Are coordinates still there? They weren’t visible in the screenshots Yup, coordinates are in, they were just not in the test video. Fuzzhead would also like to confirm Kornets will be coming. >> Would being able to use straight lines/arrows/simple shapes on the map ever be possible? Not necessarily for Alpha 12. We do like the idea, but want to keep it simple. Clutter and abuse are still big concerns, even with a limited implementation. It’s been a long haul to get here with the UI, so we’re likely going to keep it simple for now, but there’s room for growth in the future. >> Having a Squad Leader layer/filter could help alleviate the problem. >> Are topographical maps in for Alpha 12? No, but we have been investigating them. It’s not a top priority, but we’d like to see it especially on maps like Kohat. We’re also going to have new roads, changed roads, etc. It’d be nice to make them pop more. >> Making “create squad” a little less obvious is nice. The old version really drove people to click Create. Part of the new UI has been streamlined to get you into a squad, get you into a kit, and get running. It should help new players in that sense. >> How about improved after action reports? It would be beneficial to see where tickets are going to better inform players what’s important. (This would include flag caps, etc.) After Action Reports are something we’ve wanted for ages, and may be something we can bump up in priority. Right now it’s super basic, but we’d like to emphasize important objectives instead of just KDR. Not something for Alpha 12, but it’s on the drawing board. >> Could points be adjusted in the meantime to emphasize more of the important actions? It could help increase the speed in which new players progress. It’s possible; it’s something that can use a full pass, but it’s something we could see doing. We’d like to help new players be able to see what they should be doing and give them more tools (outside of their squad leader) to do so. Ammo Persistence When spawning anywhere besides the main base, you will spawn with whatever ammo you died with. If you died with 4 magazines, you will respawn with 4 magazines. The exceptions to this include always spawning with a minimum of 2 magazines and 2 bandages. Additionally, ammo granularity will be changing. Currently, it costs a flat amount regardless of how much you restock. In the future, the cost will be dependent on the item -- e.g. if you’ve only thrown one grenade, you’ll spend 5 ammo points to replace it, rather than 100 ammo points to restock entirely. (These are example values to illustrate the point.) >> We’re concerned that the changes will hurt the “weakest” classes first, medic and AT, and will not impact GPMG kit. In addition to that, the potential for base camping to become the primary strategy is very high. While this is a very valid concern, we intend on addressing it during testing if it happens. There’s going to be an increase to ammo in the field, so logi trucks won’t be the sole means of transporting ammo. We may have to increase some of the main base protection areas as well, such as Narva until wrecks can be removed or destroyed. Looking toward the future, choppers will also help alleviate that. That said, the goal is to increase the importance of logistics. The pace is changing a little bit too, especially with the rally points and ammo changes. We’re going to playtest it, as theorycrafting can go on indefinitely. There may be some holes in the system, but we think as a whole, bringing ammunition into a more important role will open up more strategic and tactical possibilities. We’ll look at fixing them as they come up. >> Will ammo bags refresh when spawning in? No, they will need to be resupplied like any other tool. You also cannot resupply an ammo bag from another ammo bag. >> Can you choose what you want to resupply? Not yet, but ultimately something we’d like to do. Given the production time in the future, it should get more robust. >> Will we see any changes to max load for logistics trucks? What about FOB capacity? That’s a good question. We’re hesitant to increase logistics truck loads, but we could definitely see increasing the ammo points available on a FOB. Rather than 2000, maybe 3000-4000. That has not been changed yet, but it’s a possibility. Raising some of the ammo points available in vehicles has already been done, allowing them to bring more ammo to the front. >> This system may work well with choppers, but it’s the rare person that enjoys trucking the entire round. There’s a lot of focus on supplies now, but it’s not really a fun job. Especially on maps like Kohat or Mestia. There may be some overestimation on how much restocking will be necessary. ATs will, as mentioned, feel it more acutely, but the standard rifleman won’t feel it nearly as much. The addition of ammo bags, increase ammo on vehicles, and mixing in ammo granularity has increased the ability to resupply in general. We’ll also be doing public testing too. If you find a way to break the system, be sure to message your favorite QA member and let them know! The sooner you do, the sooner it gets fixed. =) >> You may need to increase the amount of clips and bandages after some testing. Currently, medics spawn with three instead of two, and have a max of 8 bandages. While not final, they are tweaks we can make now that the system is in place. Note: At this point, we got a bit sidetracked discussing LATs/vehicle and how they will interact. The discussion briefly touches on component and positional damage. While interesting, it was not on topic. Jump to about 34:00 in the audio track to listen in. >> Will logistics trucks lose mobility with tire damage in the future? That’s a good question -- not in Alpha 12, but it’s possible in the future. We know logis are vulnerable and will take that into consideration when we’re ready to implement that. Crewman will also get the repair tool; it won’t get your vehicle up to full strength, but it should restore mobility and put out fires, probably no more than 20-25% health. It’s also slower than a repair station. >> Does the crewman need to be outside? Does he need to position himself in any way? Yes, repairs have to be outside. Currently, the vehicle just has a general hitbox, so you do not need to repair at the site of a damage component. >> Is the repair kit consumable? It’s just like the medic bag. Mapping New, big, angry, and filled with tanks. There’s going to be some new assets on Tallil, and lots of open desert fighting. Don’t worry, though, there are a couple towns that rival the size of Sumari Bala. It’s a large map and cover throughout the desert. You could have an AAS layer just in the town. The airfield itself is about 2km itself. Jensen’s Range is getting an overhaul as well. >> The collision for vegetation, especially those little Kamdesh trees, is brutal. Post Scriptum has found a way to address it. We’re going to use the same technique that Post Scriptum uses, so that vehicles will penetrate, but people will not be able to. We’d like to experiment with it beginning as early as Alpha 12 and those pesky Kamdesh trees are a good test bed before moving into things like wooden fences. If it works, we’ll have to manually update that on every map, but it’s worth it. We’ll make Nordic do it. Server Licensing We’re aware of the general feedback that licensing is hitting some pain points, especially as communities continue to grow and new ones arise. Some of the suggestions we’ve heard are verifying admin coverage, increasing admin tools and rcon availability. We do want to foster those communities that play the game in an intelligent way and want to see that evolve. >> Addressing some of the issues with admin abuse would be helpful, such as people getting kicked for using an emplacement when an admin wants it. We do monitor it and people have lost their licenses for abusive behavior, but the server hosting community is generally quick to respond to that. >> It seems as if there are fewer and fewer people reading the licensing agreement prior to just spinning up a server. As presented currently, the servers seem approved by OWI with very disparate experiences, rulesets, and admin coverage. >> An example would be large multi-game communities creating a public server for their group on their existing infrastructure, but not having the overall Squad population to administer it. >> Any changes need to take into consideration that many of the existing Squad communities started with a small group of people, which then grew to what they are because they were able to access the licensed servers. >> The base rules of what OWI wants to be enforced could be expanded upon and better enforced. (Not just required amount of admins either.) ---- Another one in the bag! If you'd like to submit corrections or feel something important was left out of the transcript, please don't hestitate to let me know. A big thank you to everyone for attending -- I know there was a lot going on that weekend, including that badass SCL match!
Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. A recap recap, if you will. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording. (~76mb.) If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Fuzzhead, Gatzby, and the host, Nordic. Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and is cited where possible. Components Right now, ammo explosions kill vehicles outright. And yes, we know the real ammo storage is different than pictured in the recap. We’re also looking at features like blast doors for the Abrams, emulating the real life Abrams crew survival priority. The first iteration may have some temporary solutions to disable components, such as setting ammo to zero to disable the primary weapon. Component damage on smaller vehicles may not be implemented in alpha 12, but it is coming and currently working in prototyping. Priority is APCs and other armor… because tanks. Russian 30 mil ammo storage doesn’t detonate. Burning, even as long as 15 minutes, yes. - 79%toxic You can pass this sort of information to Virus.exe, our Russian military adviser. Ammo cook-off is a trial system of what we intend to do. The engine disable will be a bigger impact on gameplay and we also want to get to tracks, wheels. Engine taking hits will slow a vehicle down and if it gets damaged enough, it will not run. Although this effects the vehicle in a negative way, it does increase the overall survivability. Crew will be able to repair vehicle mobility from the outside of the vehicle. They will have some sort of tool used like the shovel, but it has not been decided what that tool will be yet. You will only be able to get it up to a “slow rolling state,” requiring a trip to a repair station for full repairs, roughly 20-25% of the vehicle’s health. This is just the first iteration - we plan to get the basics in and the expand upon them. We do plan on thermals eventually, for example. Damaging thermals would be a cool way to use the component system. It’s important to be able to disable Russian vehicle turrets (especially technicals), alongside engine, as it is in real life. -79%toxic Suppression This type of suppression isn’t very realistic. Suppression resulting from explosion is important. We need more of it. Ears ringing, too. - 79%toxic. There is some screenshake, especially from the IED, but it doesn’t impact your aim. And yeah, RPGs and grenades don’t really shake it a lot. That’s good feedback. Translating it to vehicle wrecks might be a good idea too, as there is currently very little effect/feedback in the world. Technically speaking, it may not be /too/ challenging. We’re aware of the glitch where vehicle disappears and then is replaced by the wreck, by the way. Fuzzhead just started in on the process of adding suppression on the heavier weapons, 25mm, 30mm cannons for example. Tillomaticus: Is there anything planned to add aimpunch on hit? Does it favor stationary play too much? Fuzzhead thinks it needs to be included. The first person who shoots should have the (small) advantage in the shot by shot competition, though this is more in SgtRoss’ domain. 79%toxic: My community fears it will slow down the game. GPMGs, especially with optics, are already OP. New suppression will make them unkillable.With suppression, it could still be 9 versus 1 to suppress a GPMG. One of the things we’re attempting to address with suppression is being able to suppress them back, through the use of another fireteam/squad. We do recognize the asymmetric balance could be an issue here. BigJimmy: Are suppression effects dependent on calibre? The current plan is to have four suppression types: Rifles & LMGs (545mm, 556mm, 762mm) GPMGs & HMGs (762mm, 12.5mm) Auto Cannons (14.5mm, 23mm, 25mm, 30mm) Big Guns (120mm etc) Pistols would not have a suppression effect. Pistols are pretty weak right now. -79%Toxic Tillomaticus: Will there be suppression effects from friendly fire? Right now, yes, but there is a minimum range. Through testing, we may increase the minimum range at which suppression affects you, maybe out to 25-30m. Currently 10m, which is… okay, if your squad is evenly spaced. You should expect suppression effects if you’re, say, 100m forward and being shot at from either side. Tacticool: Will the suppression weapon sway be RNG or patterned? It’s probably not going to be learnable. It will be more pushing off your aim. If Ross were here, we may have more to talk about -- we’re definitely going to be more testing before we commit to anything. We want to get players firing their weapons more and achieving fire superiority. Spawn There will now be a wave-style spawn at rally points. Rally points will now remain until taken down or replaced. Spawn waves are currently at 90 seconds. There may be a minimum time dead before being able to join a spawn wave. (e.g., 20 seconds.) No one-second spawns. It currently requires two people to take down a rally, but the radius is increased. (2 soldiers within 50m to take it down.) This does mean spawning will not be available. Why does OWI not like about the current system? -79%toxic The old system has brought us this far. It’s effective, however the new system should slow down the pace some. This is intentional. The roughly top 3-5 less than ideal things from the old system: faster gameplay, more lone wolfing (trickling in via rallies especially), players are less reliant on squad and aren’t encouraged to move together. New system is focused on keeping squads collaborating in a closer proximity; making it more fun to move with your squad, keeping you alive. We think the game is more fun in local voip range and being able to see your squadmates is a better experience. The current system often incentivizes spawning in and running the hell away from your friendlies. Trying to incentivize players to work together more often, closer together. Another thing we didn’t really like is fob spawning in alpha 11 can be turned into a meatgrinder very easily. “Fortress of Bodies.” Spawn-camping/killing is not really what we intend, as spawning and dying, spawning and dying isn’t the most fun. Tart: Wavespawning is bad, because it’s too predictable. When someone spawns, you know when they spawn for eternity. Focus on FOBs instead to cause squads work together over rallies. Make them easier for a team to use; there is a lot of resistance in building FOBs. Players will end up further from their objectives. Reducing reliance on rallies could make FOBs more important, whereas the current plan may make squads more independent of each other. Playing rallies further out is intended; spawning in an active zone is not really intended. The changes to Medic are to help encourage players to use the revive system as the primary way of getting back on your feet. There should also be some incentive to use more than one squad, as you can help each other out. We hear you, but we do want squads to work more closely together and slow the pacing some. We do want FOBs to be easier to place. The range between them might be lowered, for example, or removing the ticket loss if a FOB is destroyed. We would also like to see FOBs used as backup positions more often, not as just one key location and forget the rest. Using them as rear spawning locations should be viable. Acidpantalones: Will rally timers persist across the round? They start when the rally is created. The entire team is not on the same timer. Medic can patch and revive in 7 seconds, non-medic will be 14 for the first iteration. Aragorn89 is concerned that too few people can disable spawning in the new system and would like to see a better balance between the HAB and rally point. Right now, both are all pretty strong. The spawn mechanics are what sets the tone of the map and right now it skews very fast with emphasis on the spawn location. In the new system, it should be more about the actions of the squad. We will test the radius which disables spawn -- it’s also possible it will vary by map size, especially as we grow to 5, 6, and 8 km maps. Some of these changes are looking ahead to when air transport is in game too. But if it plays poorly, we’ll change it. Zula: If you have more defenders, it feels like you still own the point. If the attacks had more, it would make sense that spawns were disabled and it was up to the defenders to fend off the attack. Tillomaticus: What’s the bleedout time? Can you see the rally wave timer when you’re dead? Five minutes. Right now, yes, Later, maybe. From a design side, it might be better that you don’t get to see it… we’ll see in testing. And yes, there will likely be a minimum spawn time. Interface/Fireteams Fireteams are coming! The new UI you have also seen is coming. The first iteration is restricted to the user interface, though you don’t ever have to use a fireteam. There will not be a special kit for fireteam leader. There can be up to three fireteams, with the squad leader always being the head of Alpha. Alpha will always be colored green, Bravo will be purple, and Charlie will be… something else. You can add someone to a fireteam and their color changes dynamically. (Not sure if it will change on the HUD yet.) You could group for assault and suppression, and then merge right back once you’re rallied at the objective, for example. The squad leader should be able to see all markers, but fireteam members will see less. Squad leader may be able to delete FTL markers, default to the squad marker. Much of the redesign has been geared toward helping newer players get their toes wet and help players succeed. Fireteams are also intended to give a stepping stone to squad leadership, letting players ease into it. ---- And it's Gatzby again! Hey! Just wanted to leave you with the note that the discussion ranged a bit off topic toward the end, so some of the audio content has not been transcribed. If you're really into it, be sure to listen to the full mp3 up above.
Hey Squaddies! The text you’re about to read is the minutes of a meeting hosted by Offworld Industries to gather community feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that the text represents a dialogue between the community and developers, not a planning document. OWI Attendees included Axton, StrangeZak, Fuzzhead, and the host, Nordic. Note: OP refers to Original Poster, someone from the community. Text in Italics represents responses from OWI members, or general overview text sourced from us -- not the community. Attempts to preserve the discussion as it happened between topics and questions have been made. [Introductions, Rules, and Format. Contact Nordic for further information on participation.] Localized vehicle damage model. Part of the point is to increase gameplay depth, especially for APC/IFVs. Increasing their desire to work with infantry and the rest of the team. Also, they are large, very cool vehicles, so standing next to them during a fight is awesome. The values will continue to be tweaked, as this is just the first iteration of the model. Community wants: A visible model in firing range (Being worked on. Thanks Chuc! \o/) Yep, there are lots of AT options. Ammo capacities may change with balance, including the availability of ammo on vehicles. (Not likely to be in v11, but maybe v12.) One-shot kills are not desirable. (One-shot disabling may be a different story.) Ammo Changes to the way ammo is available in the field are coming, including stashing some on vehicles. Man-portable ammo. (Planned, but likely not for v11.) Resupplying in the field should probably enough for one person, but still in testing/design. (For example, 75 points would be one LAT, or 3 rifleman, etc.) Will there ever be ammo bearer role/kit? Maybe. Inventory customization potential post-1.0. (e.g. Opting for no grenades in favor of more ammunition.) Adding more kits is delicate, since other ones may become unused in your Squad. It does make for more specialized decisions though. It would definitely have to be fun to be implemented. Interlude It was agreed by all that it would be helpful to have a larger picture, a bigger sense of the high-level plan for Squad. It’s difficult to discuss some changes, as they are so linked to everything else. (e.g., ticket bleed.) Heck yeah it is! We're looking at a couple options to expose more planning and more feedback options, such as Trello. Vehicle gameplay We expect vehicle gameplay to shift across the next couple of patches, as more armor and anti-armor options are introduced. Additionally, the updated damage model is going to impact vehicle gameplay. Ideally, the shirt will go more toward a "thinking person's game," with increased emphasis on working with vehicles as a team. Make communication between vehicle and infantry more rewarding, and easier. Less dying/ self-sacrifice. Vehicles lose their purpose too easily, especially Logistics. Try to promote more thoughtful gameplay, more risk versus reward. TOWs will be a huge threat. Emphasize vehicles working together. Two vehicles together should be way more effective as a team than solo. Still too prone to flipping. Q: How do you feel about adding manual transmission? Automatic is bad for hilly maps. Mapping and design question. We have some of the steepest roads in the world in Squad, more so than actual roads in New Zealand. A US or Ural truck would go at walking speed, if it moved at all. Bumping up the torque would effectively make them mountain climbers up to 90 degrees. Zooooom! OP: Offroad mode (shift) doesn’t work very well right now. Noted. AAS Ticket Changes Changes to the AAS system are coming, starting in Alpha 11. It’s likely we will move towards "Static" AAS and Random AAS, as well as trying more experimental layers, but they will require testing and feedback. A lot of dynamics of the game will be changing in the next couple patches. Values may need to change, and we plan on working with the community to do so. Teams will now lose tickets when they lose a flag. Currently: +20 tickets for capturing a flag, -40 ticket for losing a flag. +20 for capturing a neutral flag. Ticket loss will be increased in v11. It will also be standardized. The values are standardized for simplicity; nobody wants to have to memorize a wiki for each flag. Squad has a transparency issue with tickets in general. Bleed is confusing, being somewhat of a background element. *Especially* for new players. The numbers are not set in stone. Some experiments with bleed time and values are being examined too. If feedback (yours and ours!) is poor, we will revert those changes. If you’d like to be involved in testing changes, reaching out to Fuzzhead might help. Bleed changes are small -- they’re not going to revolutionize AAS, but they might help you see different parts of the map and think about them differently. They aren’t expected to be a panacea. We’re still keeping an eye on the overrun changes made to FOBs. Community: Focus on tickets can turn into spreadsheet simulators, taking some of the magic out. All of these AT changes might impact AAS in unknown ways. Please be considerate of the balance between attackers and defenders, especially in terms of pacing. HUD elements for ticket changes would be nice, maybe on the map. But don’t overload the UI, please. (Fuzzhead: Squad may have too much HUD. It’s good, but there’s a lot there when you don’t need it.) Mercy Bleed OP: Does Mercy Bleed actually do anything for the community? Is it harmful? Where does the feedback come from? A: It seems to incentivize continuing attack, especially in the first five minutes. OP: Players may not be incentivized to attack over defend when bleed is active, especially with super FOBs. A: While it may not change the mentality of the average player that isn’t reading the forums, etc, this would be a change that’s going to impact player behavior. It’s a choice on map basis: part of it to get large, unused portions of the map involved. People mentioned they were never fighting in many areas of maps. OP: “We do see on general servers, a lack of motivation, or a give up mentality, when the center point is captured.” User example: It seems slightly punishing, forcing players to take all of the flags instead of setting up a solid defense with more than half the map. Different user counter-example: One of the best ways to play AAS right now, especially if you capture Papanov, is to turtle and not fire another shot for the round. You don’t attack them because you don’t have to. That sucks; it’s boring. Q: “Why should I leave the first flag super fob?” The enemy has +20 tickets for every neutral flag, they know where you’re at, and you should expect mortars and armor very soon. Someone will always want to push. We can think up a hundred scenarios, but we won’t know for sure until we test it. Admin Tools We’re aware of the frustration server administrators have with the tools and hope to improve upon them in the future. We run into them too, especially during playtest. However, they are not the top priority right now but will receive some attention. Better admin UI being looked at, for example, you may be able to ban someone from a radial menu or the scoreboard. Replay functionality is currently buggy. It can be used, but take care when skipping forward; turrets will disappear, soldiers do some weird stuff. Improvements are being made Community would love: MOTD (maybe on the loading screen, or during the queue, or a specific tab) Maybe similar to Counter-Strike HTML options -- something that allows it to be recalled when necessary. Warning messages directly to a player, before kicks/bans Visible admin indicators (optional) Improved chat logging Idle/AFK kick RCON Team management tools: move players to squads, etc. Force join squad timer. (There are problems here with locked or full squads, players that don’t want to squad lead, etc.) Access for modders and modding, please Many functions could already be made as a mod. Zak is willing to assist people working on them, but be aware that it requires a custom server. Mod support is still under continuing development too. Q: Will there be more licensing/guideline enforcement? That’s a director-level decision, but we expect some changes. Stay tuned. Patches/Optimization In the wake of getting to v10, we’re definitely aware we need to work a little harder on our patch scheduling and transparency. Currently, there are several programmers dedicated to optimization. They’re using the tests as opportunities to collect performance profiles, hunt fixes, and eke out more FPS. Further, we’re developing tests to focus explicitly on optimization. Community: Faster patches with less fixes is a-okay. (“Patch bugs asap! We don’t mind!”) Large patch size is still a concern, especially with small fixes. (i.e., you have to download another 30 gigs.) Latency feels increased. Can’t tell if it’s server issues or other. Some community members confirm some server performance boosts in 10.2. Fuzzhead: One thing can hold performance back. You may not notice the changes until we find that one thing that’s causing problems, even if other items have been optimized. I think we’re getting close. Gameplay Some of the upcoming changes include prone to stand speed adjustments, addressing gun wobble, examining sway (Yep, the m4 needed love.), recoil patterns, as well as changes to ADS timing. We’re also aware of the slight desync between first and third person views and will be tightening that up. Hopefully, this will increase responsiveness in hitting your target, especially when your target is peeking around corners. Q: Prone to stand is changing. Does stand to prone change? A: Maybe. It’s something we’re considering based on real world behavior, even among the developers. Most people WILL throw themselves down real fast… even in paintball.) The desynch between 1st and 3rd person: 3rd person view is sped up a little over it. Side effect: latency has you showing up a little sooner, but the speed compensates. If you’ve never noticed it, you should notice it even less now. It’s often a trade-off between looking a little silly and playing how people expect it. Leaning movement: Try walking while you lean. It’s hard. Especially with a weapon. Your feet don't move the same way. But we understand it’s a game too. Fuzzhead would limit crouched movement and movement while leaning would be slow. This is a preference, not an edict. Fine-tuning is an on-going process, especially looking forward to vehicles. Community: Leaning could limit stamina regen. Fuzzhead would like to see less restrictions on logistic trucks. May not happen, because of the obvious issues, but the benefits may outweigh it. Additional admin tools could help with this. Because Squad’s audience is bigger, we have to be aware that new or toxic players can impact things like this. Making sure small squads are still viable is important, especially for specialization. Occasionally mirrors real life too. FOBs and Spawns Q: FOB changes? What’s the ideal version? Are you happy with spawning now? Fuzzhead: Oh no, it’s going to change. The drasticness of the changes is up for debate. Definitely, it’s not in its final form. Rally points definitely need a pass. A hard overhaul to how they work and their relationship to the pacing of the game. There’s a fine balance; you want a game that is accessible and squad leaders have this ability to keep their squads together, having fun, in the action. Too much reliance on rally points creates a game more about placing spawn points. The overrun mechanic on the FOB is subtle, but it changed the pacing a lot. We have to be careful when changing spawn mechanics, even small changes. We have lots of feedback coming in for spawning. We have our own takes. And there’s a lot of ways to go; Fuzzhead would like to trial a couple of them. the PR system (rally expires in x seconds, can’t place again until y.) might not work for Squad. A wave spawning system for RP’s, e.g. every 90-second rolling wave, the whole squad can spawn on RP, keeping them together. However, it doesn’t impact pacing, it would change squad movement. Incentives could be introduced to reduce spawn time, for example. (Community: Remember, nobody likes waiting.) Fuzzhead understands the limitations of rally points may have been implemented as temporary measures to adjust the pacing of rallies. Needs to be re-examined, as it feels outdated. Fuzzhead would really like to try some changes in testing, especially to see how it impacts pacing. It could add some depth, opens up more roles for people, and increases the importance of logistics. Game Mode Intent First flag is always neutral on Invasion. We know… it’s not ideal, may change. If you’re seeing back caps lost in other ways, it may be a bug -- tell us. =) Some Invasion flags had issues in the v9 -> v10 merge. Many issues (e.g., loss of flag lock) were caught, but some did get through, especially on older maps with more layers. They will get looked at though; we’ve learned from our mistakes there. Respawn resources have been tossed around as an idea, but generally seems pretty “gamey” and silly. It could have merit if it worked, though. (e.g., If a rally had no reloading capabilities, you’d need a supply truck with ammo, or more respawn, etc.) AAS isn’t necessarily the right mode for irregular forces, and we'd like to showcase them more/make them more fun. Q: What’s the motivation for game modes? We need more content! Is AAS supposed to be the primary, one-trick pony? Random AAS will likely be a topic for the next roundtable. AAS was the primary mode for PR, because it was easy to modify. It was a good start for Squad, but isn’t necessarily the “flagship.” Like Fortnite experimented with modes, one game mode may rise organically. The problem right now is the other game modes haven’t gotten as much polish, but that will be changing. Smaller, shorter seeding game modes to get people into servers might be an example. You might not want a two hour AAS session mid-week, so offering other options is important. Additionally, we've previewed the territory control mode, and briefly discussed the potential for Fog of War mechanics, especially in Random AAS. Crewman Kit Beef up the driver capabilities a bit, give them a periscope. Every APC, IFV, tank, and helicopter will have a Crewman kit requirement. As a squad leader, you may need to have a crewman, or it may be allowed to drive as a SL, work as “vehicle commander” setting points, etc. The first iteration of the Crewman Kit may not have any special toys, other than meeting the requirements for driving some vehicles. More abilities are still up for discussion. We’d really love to see more combined arms, especially when 50v50 platoon-scale combat is an option. Closing Thoughts A big thank you to everyone that took time to join us for the roundtable. We look forward to seeing you again after the next Recap! Your feedback is invaluable to us and we're looking forward to building a better Squad with your help! And yeah, we're working on improving the roundtable format too.
Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording. If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Assi (the Silent), StrangeZak, Fuzzhead, Gatzby, ChanceBrahh, and the host, Nordic. SquadWiki: It’s in need of some updating. If you can lend a hand, or know someone who would, it would be much appreciated. Usgu and Sweez are champions, but can’t do it alone. We all have knowledge that could be out there: It took 1300 hours for Nordic to figure out you could capture a neutral flag with one guy. While the groundwork for the mechanics is being laid, so should the groundwork for documentation. It would benefit from more meta knowledge of the game. Things like what to expect when you join a server, how different game modes are set up, or other meta basics. (Much of this should be in the game, too.) Reach out to Usgu if you’d like to assist! RIP members have made an announcement and have shown interest. (Thanks RIP!) One suggestion would be to have an organized wiki day with QA members and developers on hand to verify the data, answer questions, and assist in editing. Wikipedia style writing prompts may be another avenue. Adding some breadcrumbs to the wiki from the in-game message of the day might help as well. Squad could still use more tutorialization, especially video content. We’re looking into it, but due to the number of changes coming to UI and systems, it’ll make more sense to make that sort of content when it is done. In the meantime, the wiki is a good resource for that information. Server Experience It would be nice to have a section in the server browser/client for training servers. Effectively, having some sort of tagging system for server admins to self-identify server type might work. In addition to that, some sort of way to present rules and information when joining a server would help manage expectations and experience. Some suggested tags: “Regular, Competitive, Training.” “Training, Casual, Competitive” StrangeZak: We frequently debate server browser. No one can quite decide which way to go. We don’t want to split a whole community. Admin Tools They’re getting a little higher in priority, but still have to wait for other systems. We’ve heard your suggestions and want them too. (See previous roundtables.) Unreal Engine Versions We’re keeping an eye on the improvements in each engine update and we’re especially excited about the features being developed for Fortnite. We have everything we need to launch in the current release, but will continue to evaluate engine updates. They are a lot of work, especially making sure all previous code is compatible. RAAS Fog of war (i.e., Not being sure which flag will unlock next.) isn’t confirmed at the moment, but it is something we’d like to see. It may not make it into alpha 12, however. There will be randomized flags so you don’t play the same configuration every time. It’s being built with reducing overhead on building layers in mind, benefitting both our designers and modders. You should be able to select a specific layer with AdminChangeMap at least. Main bases will not be randomized in Alpha 12, but that’s something that could be possible in the future. It’s also possible to specify whether a flag will be randomized or not, as the randomizer is modular. One of the main difficulties with main bases are the vehicle spawns, but the future might have some solutions for that. As the designer still picks the flow, there will still be logic to the layer design. It should be similar to Destruction; it will pick a cluster or area of the map, and then pick a point within that cluster. Static/Normal AAS will continue to be developed where it makes sense to do so. We want the competitive community to have strong layers, but we will likely not create hundreds of static layers for maps in the future -- randomized AAS is to help address that. Hopefully, we can find some more competitive-friendly game modes too. =) Oni Shinobi believes the fog of war will be very important, as it will impact the ability to rush the next flag. truthRealm is into the fog of war, and suggests that it might be a server or layer variable. Related to that, they wonder if there are any plans to standardize factions by layers. There will be some way of knowing which factions are playing, ideally in the server browser, but there will still be variations by map. Vehicle Damage The next iteration will have vehicle component damage, as illustrated in the recap with the exploding text fuel tanks. Along with mobility kills, there will be the ability to field repair, probably no more than 25% health. To fully repair, you will have to leave the field and return to a repair station. Hitting specific components will have some chance to cause a catastrophic failure, but it will not happen every time you hit that spot. E.g., ammo might explode occasionally, but aiming directly for the ammo container will not cause a kill every time. “Vehicles should be more survivable on the field, not necessarily more healthy.” - Fuzzhead Armor penetration (i.e., crew kills) may be possible in the future but are not currently being implemented. “It would be cool to shoot the back of a Stryker and kill everyone inside it, but it was difficult enough to get small arms working.” It would be cool, but don’t count on it soon, as it’s both design and programmatically complex -- we don’t want vehicles to be rendered useless immediately. Designers are investigating reactive armor blocks on tanks, based on the component damage tests. Another example might be slat armor for IFVs. Some vehicle suggestions include making infantry able to disable a vehicle, but not destroy a vehicle. Adding thermals may not have made sense in the past, but with HAT/TOW being lethal, it might balance the field especially if it could be disabled with component damage. We’re still looking into deflating tires or having them fall off, but we’re not yet sure if it’s possible with the physics engine. There will still be mobility kills, however. The team is currently focused on armored vehicles primarily though. Currently, vehicles are often too risky to use on an assault, based on their relative ticket value. Too risky to pile your troops into a Stryker. Sometimes assigning 2-3 people to a vehicle feels like a waste of resources. More counters against infantry with AT would be appreciated, as it feels like smoke is the only option now. Turret Stabilization It’s still a little rough right now, but it’s coming along. The input delay feels rough. Currently, it functions by holding your bearing while the vehicle moves. Lazing isn’t being developed at the moment, but it’s something we’d like to have. The baseline is that tanks need some sort of stabilization. We’re considering some sort of system for the gunner to adjust directly to a Commander’s target; some way for the commander and gunner can communicate (that isn’t VoIP), with the gunner still in command of their role. Modding 2.0 Linux server mod support! Whitelisting mods is something we’re considering, but it’s very difficult to run a mod at this point -- the system needs to mature some first. We’ve had some volunteers to QA/test community mods to this end, so stay tuned. Tanks/At We’ve shown the M1A2 (though it was mislabeled -- oops.) and the T72. We talked a bit about reactive armor above, but again, that’s not confirmed. We’d like to have as many assets as PR did; choices are great. Likely the driver will be a seat, the gunner will be a seat, and the commander will be a seat. You should be able to get away with a driver and a gunner, but running a full vehicle will be more efficient. It’s unlikely there will be four-person tanks. Don’t expect one man tanking to be a thing. There will be maps designed for tanks. (Not Sumari! Don’t worry!) Current maps will receive them too, but they’ll likely be balanced by similar vehicles on the other faction. (e.g., USA versus RUS) The ubiquity of the t72 means you’ll see more than just conventional forces using tanks. Future Regarding factions and other tools/vehicles/toys, post-launch content will be a thing; if you watched the recent SquadChat , Irontaxi lays it out a bit. We want to do as much as we can, for as long as we can, but we’re also very excited to see what the modding community comes up with. As we’ve shown with maps, we’re very open to adding community content to vanilla Squad. Belaya It’s a bit scope heaven right now; the mapping team has already made a lot of changes. It’s losing a lot of roads, gaining some foliage, ruined fortifications, and more space to capture in, hopefully giving people the cover they need to make the map more fun. Paired with the previous FOB changes, there should be a lot less meat grinder going on. There are also some layers that don’t include the train tunnel. Some feel that Kamdesh and Belaya feel really similar, from a design standpoint. They’re cosmetically beautiful, but lack some unique locations and points of interest. They can feel a bit repetitive. Some of that was due to the timeline (2-4 month) on which they were created, some of that was based on the philosophy; trying to make them as fun as possible within the constraints. We acknowledge that it does feel a little stagnant and gamey. Though there’s danger in asymmetric locations causing people to dislike the map entirely. The mapping team is split on increasing the size of the villages versus more open-ground fighting but are considering options to improve the experience. Adding more to the maps is entirely possible, especially as things like Yeho get revamped too. Kamdesh was conceived as similar to Operation First Light, but on the side of a mountain slope as well. Technical limitations with draw distance caused the design to change.
Hey Squaddies! The text you’re about to read is the minutes of a meeting hosted by Offworld Industries to gather community feedback. Roundtable topics are based on the most recent recap or patch; in this case, we focused on the changes in Alpha 11. You can review the audio of the event here: Please note that the text represents a dialogue between the community and developers, not a planning document. OWI Attendees included Axton, StrangeZak, Fuzzhead, Gatzby, Nordic, and Merlin. (Apologies if I missed anyone! Thank you for coming!) Note: Text in Italics represents responses from OWI members or general overview text sourced from OWI. Attempts to preserve the discussion as it happened between topics and questions have been made, but may be edited for readability. Pre-Event Armor system Longer, more intense. Maybe too long in some cases, especially if teams stalemate. Fuzzhead: Vehicle interiors are worth doing, it impacts all vehicles. Turning out is almost like adding another weapon/ability to vehicles. Virus: Tons of little bugs, very annoying. Royvas: More intense. StrangeZak: Internally, we're pretty happy with patch, best we've shipped in a while. But that’s not saying much as we haven’t patched very much lately. =) Wicks: People can still play fast; speed is now a tactical choice, not the default. People are more willing to move tactically, set up ambushes. Choice, not a sprint up the map. Fuzz: Could have spent another two weeks polishing, but we wanted to get this out. There were no major, major things, but a hotfix should come out to polish things. AAS/Bleed changes Virus.exe: My clan is not very happy. The game became more interesting in tactical ways, can make comebacks, especially after just entering server. However, on public games, it makes game boring - no incentive to attack flags. “Sit, superfob, and that’s it.” Currently lacking a strategic reward. Vehicle costs are comparable to the gain of a successful capture. If you lose BTR, all profit is lost. Vehicle cost should be lowered. Maybe standardize vehicle cost by vehicle class. Fuzz: AAS, based on conquest was intended to concentrate the fighting, but it’s ultimately flawed. It’s solid, it works, but it is limited. We’re actively working diligently on game mode to supplement AAS with more strategic depth and meta. We want a game mode that has more strategy, not as simple as things currently are. Fuzzhead has been thinking about Total War and they way they introduce non-binary win/loss conditions. A more nuanced approach would allow terrific victories, terrific defeats, draws, and less wins. Players want to be entertained and immersed with good game flow regardless of winning or losing. Territory Control is going to be where the strategy lies. Squad currently has three resources: spawns, construction, and ammunition. Hoping to introduce vehicle supply points, lifting the burden of balancing ticket amounts. Some of the team would like to see a system to request vehicles rather than having a map shit them out, but there has to be a reason not to choose the tank every time. Giving nuances for each vehicle and giving players more choice on that front. Tickets would be strictly for player spawns. “The more we **** with the tickets, the more we take it off the flags...the more an individual death means little to nothing.” Merlin: What are your thoughts on the solution of increasing ticket gain/loss on captures? Fuzzhead: The values that are set right now are initial values. That impacts the way players are going to think of value and spawning. Wicks: The weight of a heavy asset is its use, divorce tickets and vehicles. If you assign everything a ticket value, you run the risk of turning the game into a spreadsheet. Making the tickets tied to spawns only makes giving up a bigger risk. Steez: I agree with virus.exe. It’s stopped the need to suicidally rush at the middle of the flag if it’s not good for that faction. Games are running a little long. Ideal round time should be about an hour, or just under. Currently, games are running over an hour, which would be okay if the gameplay remained dynamic -- otherwise it just becomes a slog. Regardless of map size, with some leeway. More incentive to push is something salt. Feels strongly about. It’s generally hard to attack and not strongly incentivized, especially in public play where it’s much more difficult to play as an entire team. SWC is working on a mod to experiment with features such as increasing swing tickets incrementally and more tickets as you keep attacking. Fuzzhead: A big part of v12 UI is getting squads to work together more easily. Doc: Changes are great. Opens up more versatility out of the gate. Spawn mechanics could make life feel more valuable. I agree with lowering vehicle ticket values, but I’m not sure about eliminating them entirely. I think your incentive to attack is clear: being low on tickets forces attacking. TOWs are a good change; vehicle play is fun and versatile with the AAS bleed changes. You guys should look to PR a lot; it’s been around for years. V11 allows slower/more methodical play. 60-70 min games feels good, like an invasion, allows some sense of scale, moments of peace and violence, not just constant shooting, go go go. Slight adjustments to starting tickets (-40) could be good. Fuzzhead: We need to define layers for people who love long rounds versus layers for people who want to play for 30 minutes. Sometimes you’re in the mood for one, sometimes you’re in the mood for another. Vehicle and Armor Virus: Vehicles feel fantastic. Armor system feels great. Vehicles costs need to be lower. Standarding vehicles costs by vehicle class would be helpful. Some issues with people understanding where a vehicle can be hit for damage, as they were not consistent with Jensen’s Range. (“Can Bradley be damaged with x…”) TOWs “right what was needed to limit vehicle free-action on the map.” Scopes getting unzoomed constantly. Russian unlimited TOW bug. Soulzz: The Bradley is very loud. Pea$e: Vehicles are good. Will vehicle penetration happen? Will the Warrior take damage from the front? Nordic: Warrior front being very resilient is intention -- it’s got thick armor. Fuzz: The angle also matters, but it’s hard to illustrate in Jensen’s. Richochets. The sloped front armor of the Warrior is, by design, to increase survivability. The idea that vehicles aren’t just a box is new to the player base as well. Axton: People are going to learn what penetrates what, so the knowledge will trickle out to the community. We’d also like to update some of the old tutorials. Wicks: I like that people haven’t figured out the penetration values to the nth degree. Adds a little unknown into the simulation, not perfect every time. I like that it can’t be perfect every time. (truthrealm agrees) Aragorn: Love the changes. Make me think more. First and only problem, Bradley can shoot a very, very long distance. 3+k seems too strong, especially with optics and there isn’t a RUS counterpart. (TOW feedback seemed okay after Nordic explained.) TOW activation on Bradley seems fast, don’t need to be stationary. After a certain distance, you could introduce some delay/feedback into the controls. Nordic: TOW is 1500 m limit, after that it disappears. Playtest had 4km, was reduced. Fuzz: I would like to see the TOW carry over “some spiral” from PR which added a skillcap, something that varied by ATGMs. Shrinking the TOW range is still possible. Would like to get the Bradley to be stationary while firing TOW. Unlimited TOW exploit will be fixed and change prevalence on maps, of course. Merlin: It does raise the question if the Bradley should have that high powered of an optic in the TOW. Doc Hammer: I think TOWs are a good change for vehicles, since you can’t just run free now. Same with LATs. TOWs feel a little spammy, like on Kohat. Increasing the cost of the ammo they use would cause people to rely on logi more. Perhaps increasing the build cost would help limit spamming. Infantry has not necessarily seen the importance of taking out a TOW fob, so it could get better naturally. Axton/fuzz: Ammo bags for things like mortars and TOWs, rather than just relying on FOB, to create a supply chain could be possible, a la PR. Hopefully we can put that as a priority at some point, making ammo and logistics a little less abstract. Merlin: Fun fact: One of my first coding tasks on PR was doing ammo bag runs. Virus: Will vehicles get the ability to zero their weapons? Fuzzhead: We have an early prototype of a stabilized targeting system which only certain vehicles would have it. Not necessarily going to happen, but it would be great to have working sights. Nordic: Ranging is planned, but unknown status. Merlin: Nothing specific right now. Layers This was one of the largest changes to layers we’ve done. There were new layers introduced, something like 40+ layers were adjusted. Hang in there, we’re working as hard as we can. CCFN Tillomaticus: Thanks for changes to conquest. My biggest concerns from my clan reps: imbalance of factions, especially on Kamdesh (competitive viewpoint) isn’t great from a competitive viewpoint. It can be an extreme blow to morale, even if they know they’re switching next round. City fighting like Basra works well for INS. Brits or US going to be 2-3:1 kill ratio, which is a morale killer for the other team. 4 warriors isn’t that fun. Fuzz: More tickets just means dying more, not that you’re making the game more fun. One solution would be to not include INS on asymmetric layers. For invasion, especially a map like Kamdesh where there’s nowhere to hide, where they have no optics could limit them too much. But it is early. The idea behind some of the changes was to get people playing in parts of old maps they’ve never been in before. Axton: We already have plans to make Kamdesh less monotone and more INS friendly. The bug with beards showing through the fog will be fixed as well. (Edit: Fix has been merged.) Delta: 4 warriors is imbalanced. V3 layer. Finding problems like these on layers before going live would be nice. Fuzz: Maaaybe a bug. I should delete one warrior. Good feedback. There were a lot of layers, but it could use some more oversight. Did some changes before the warrior was working. Hotfix’ll fix. DocHammer: Biggest imbalance in layers is INS vs USA/GB factions. Not fun to play. INS need “special ability” like placing a FOB without supplies. (Hideouts.) Something to balance out optics. You can’t engage and you end up getting outshot constantly. “Militia with worse weapons.” Too much firing over long distance and unable to fire back effectively. More armor technicals? Basra runs great with GB versus INS, well designed. Keep changes small; don’t overcompensate. Fuzz: Looking at giving INS different tools. If it’s going to be asymmetric, there needs to be asymmetric tools. Hoping with Kohat (or similar) that we can dial the tickets in so there can be a planned retreat. As it is, you can be dying a lot, still winning, and it feels spammy. Wicks: Can’t have INS on maps that don’t make sense. INS wouldn’t pick fights in that terrain without some sort of change to the meta. e.g. Maybe some asymmetric spawning. Watching the RUS steamroller approach is tedious. Bombcars would allow INS to cover more open ground that isn’t normally accessible. VBIEDs are huge for instilling some doubt, offering more options, and they require the enemy to pay attention and use caution when moving into new areas. Fuzz: If the development cost as low, we can look at adding more civilian cars to help them stay mobile. That was the idea behind all the bikes. DocHammer: More layers that don’t make sense would be okay. I.e., INS/MIL, GB v. US. It is just a game. Axton: Did that a little with GB/USA on Kamdesh. Fun layer. I do believe we have a bigger selection of IEDs/tools for INS to use should help already planned. Fuzz: If that was well received, hell yeah. My point of view is to do more layers like that. Virus: Logar ins, RUS/INS. Kokan RUS/INS. POV: worked very well. Russians don’t feel OP, especially with optics, because RUS relies on vehicle, INS great against vehicle. Steez: Agree. Apart from imbalances, one really good thing is that all layers that were unbalanced because of timing at rollout are fixed. Better as a whole. Fuzz: Messing with bleed had that as a major consideration. Wicks: don’t mind massively stacked layers, conditions set for a struggle. Some hugely adverse maps. “Up against it a touch.” INS should be that way once in awhile. Invasion: haven’t played it enough. Maps with multiple flags, objective based. E.g. flags you take on an island control your assets. Take airfield, get helo spawns. Flags that are radar towers, which might spot anything in radius. Something to fight for even if you can’t take all the flags. Nordic: Invasion is cool, because even if you lose, you can still measure progress. Cache game mode by Virus.exe is a good example of incremental progress as a team. Weapon Changes DocHammer: Good changes. Step in the right direction. Issues: INS still feel really bad. Recoil on SL rifles prevents keeping eye on target. Can’t engage at long distance. Sway is still high for stamina cost required to run across map. Handling is fantastic. Like reduced sway. Recoil RNG side to side should be reduced. Wants players to be able to learn their weapon. Sometimes feels like fighting the game. Sway for brits seems increased. Nordic: I have told Ross the SL assault is so bad. He said both guns fire 7.62, reducing it more would make it a 5.56 rifle with more damage. Some stuff in the works for that. INS aren’t necessarily supposed to be the best shooters, though. We hear you, but there wasn’t a perfect solution for v11. Virus.exe: Not everyone is happy that regular rifle and medic get obzer on RUS. Many love ironsights instead. The choice would be nice. Wicks: Liking it. Not 100%. Happy medium; v9 was too easy. British FOV: SUSAT as a beautiful rendition of how shit it was, but I like it. It added flavor. Would like to see more differences in factions. Nordic: Removing SUSAT was a balance decision. Everyone had a scope. Balance is going to continue to change AK w/ scope still feels wonky. 545. Classic Russian one. Feels worse than v10, flies up, is floaty. Feels like the gun is coming apart. Feels like it doesn’t respond to mouse movements like any other game. Wicks: It feels loose. Feels rattly/lose. Maybe a frame pacing issue with recoil. Jerks and stutters, pulls up. Assi: Feels like you don’t have it shouldered properly. Nordic: US ACOG horizontal recoil reduced. Pea$e: Why was AT grenade removed? Nordic: because it wasn’t replicating. (It didn’t work.) Still needs work, works badly in different ways each patch. Motherdear may have fixed it, may be coming in 11.x Not gone, just broken af. Steez: I agree with AK finicky. Optic seems to compound it. AK optic does unused. Everything about way is better. Sideways recoil needs reduced more. It just doesn’t feel good and takes away from the tightness; not fun. Not tight. All movement/sway animations feel a little fast and exaggerated atm. Doesn’t have the weighted smoothness. Love the new linearity to the scale of the zoom sensitivity, but feels broken. Used British Acog, but then US was insane. DocHammer: Biggest thing is what is the reason for weapon sway. To extend firefights? Lower skillgap? Maybe look at spawn mechanics instead. Weapon play is on a good track. Truthrealm: One big difference between recoil and other parameters. Recoil is a cause and effect, player intuition plays into it. If I fire my weapon once, it’s understood that recoil is low. Side sway feels like fighting a game. “Why the hell can’t my character hold a gun and why can’t I do anything about it?” Misc [D-K] Delta | Alex-T: 3D UI: I want the damn Squad Leader Number out of my face. I don't need to be reminded who and where my SL is. At least make it optional. (boolean value and we are all happy.) The missing tag names are horrible on public but ppl get used to it and i like it acutally. BUT I want to see the name of my mates if I'm close to it. I can't even talk to them because I can't see their name Minimap Hover on vehicles and such is awesome, finally I can see who is in the vehicle. But it's missing for emplacements. Please add this as well [prog] Virus.exe Adding to 3D UI topic: may be add option to disable nametag text and leave role icon for players out of ur squad. Like, I want to be able to identify which squad mate i'm looking at 200m out when enemy sneaking up on him, but i have no use in blueberry nametag cluttering my screen in same situation, leave only role icon for em. ---- And we're done! Please feel free to let me know if there are any corrections needed. A huge thank you to everyone that attended, shared feedback, or otherwise listened along. You help make Squad great. =)