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Gatzby

August Community Feedback 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, 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!

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Thanks for typing up another one of these!

 

I'm concerned about the ammo changes and how gameplay will be altered. Hopeful persistent ammo will make transport trucks more viable for resupplying a fight with fresh soldiers.

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Posted (edited)

What we need with vehicles is being able to go uphill much faster while on a road.

 

On Kohat it's mostly a pain to do logi runs because of how slow the truck goes uphill.

Edited by Guan_Yu007

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Posted (edited)

Concerning the ammo supply at FOB, especially talking about the risk of having the heavy assets (mortars/ 50cals) wasting the precious ammunition points too quickly: You should think about splitting up the ammo resupply points in small-arms(including ammo bags and rpgs) and heavy-weapon ammunition (emplacements and vehicles). Thus, the regular infantry should be in less danger of not being able to even get a couple of magazines at a FOB.

 

+ one more question: In case you go winchester on your mags and head over to an ammo crate without having supplies left, will you be able to restock ammo to the new respawn minimum? Should be reasonable enough, right?

Edited by Dr.Kompakt
Clarity

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4 hours ago, Dr.Kompakt said:

Concerning the ammo supply at FOB, especially talking about the risk of having the heavy assets (mortars/ 50cals) wasting the precious ammunition points too quickly: You should think about splitting up the ammo resupply points in small-arms(including ammo bags and rpgs) and heavy-weapon ammunition (emplacements and vehicles). Thus, the regular infantry should be in less danger of not being able to even get a couple of magazines at a FOB.

 

+ one more question: In case you go winchester on your mags and head over to an ammo crate without having supplies left, will you be able to restock ammo to the new respawn minimum? Should be reasonable enough, right?

Yes diff ammo types is a possibilitiy, also physical ammo crates.

 

Rifle mags will have a really low ammo cost, it should not be hard to find ammo to restock them, however No, we wont likely be giving infinite ammo sources in the field (another way to phrase what your requesting)

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I like all the new changes should slow the gameplay and make for more tactics on the field

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Posted (edited)

Semi-related ammo question: Why doesn't the ACOG rifleman get a sidearm? Most other kits get a sidearm, including the marksman. Was there any particular driver for deciding not provide a sidearm for this kit. Just curious... as rearms become more critical. You would think this limitation would be on the Marksman as opposed to the rifleman. 

Edited by PROTOCOL
punctuation

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