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Gatzby

July Community Roundtable

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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, 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.

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Thanks for putting this down into words, Gatzby! Cool roundtable discussion!

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Thank you guys! It sounds very good as you want to slow down the flow of the game to make it more tactical and cohesive between the team.

All this wonder ... before September?:)

Edited by Tmac

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On 2018/7/13 at 3:50 AM, Gatzby said:

There will now be a wave-style spawn at rally points. Rally points will now remain until taken down or replaced.

Thank you!! Having to reset the rally constantly and tell your squad not to spawn when there are only 1-2 respawns is just annoying busywork (and then inexperienced players or those who don’t pay attention will spawn anyway).

 

It’s also great to hear that you guys want to slow down the gameplay and encourage squad cohesion. Really looking forward to all of these changes.

Edited by fatalsushi

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On 7/14/2018 at 12:14 PM, Guan_Yu007 said:

I'm more a fan of rallies staying for about 30 seconds, but tbh this system could be good.

what exactly could be good about it? rallies now mostly are used as primary spawns, imagine when they can stay there forever - FOBs are even more obsolete.  and i doubt it will slow down anyting (not with this tiny 90s timer), in fact it can take more than 90s to reset rally with current system so they're just making it faster, now instead of 1-2 guys contributing to meatgrinder continuously you'll have the whole squad. tl;dr looks like worst decision so far.

Edited by rincewind

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On 12/7/2018 at 8:50 PM, Gatzby said:

 There may be a minimum time dead before being able to join a spawn wave. (e.g., 20 seconds.) No one-second spawns. (2 soldiers within 50m to take it down.)

Well this is the big changer. If you give up and the timer on the rally says "10 second for the next wave" you cannot spawn, so you must wait for other 90 seconds. Furthemore 50m to destroy a rally is a huge change!

Keep in mind that this will see a change when Helos will come on the ground (better to say air :D), so moving around the map will be much faster. And i suspect that the rally mechanic will change again.

 

On 12/7/2018 at 8:50 PM, Gatzby said:

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.

And this change on the FoB mecanic is a great one. Right now you place it inside a place that can be easly defend, since the radio destruction cost ticket for your team. By removing that cost, and reduce the distance beetwen two radios means that you can place theme and don't waste preciuos ticket, so it will be better to place theme outside of a flag, and place a lot of theme.

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1 hour ago, rincewind said:

what exactly could be good about it? rallies now mostly are used as primary spawns, imagine when they can stay there forever - FOBs are even more obsolete.  and i doubt it will slow down anyting (not with this tiny 90s timer), in fact it can take more than 90s to reset rally with current system so they're just making it faster, now instead of 1-2 guys contributing to meatgrinder continuously you'll have the whole squad. tl;dr looks like worst decision so far.

I agree that FOBs should be the single main spawn points on the map. And rallies should be a backup that stay temporarily (30 seconds at most), with a reset timer of about 5-10 minutes.

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