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Increasing player base in WG4

Posted: Fri 8 Sep 2017 20:54
by QUAD
What can be done to increase the playerbase in WG4? My opinion:

-higher production quality-sound on par with CoH, ability to observe what a unit sees in first person w/stylized hud

-a meaty scripted campaign with proper voice acting that shows new players the ropes and is fast and fun

-make custom servers only available to players with corporal rank or above

- a fun and diverse variety of effective unit composition allowing players to make deck based on playstyle

-make firefights between vehicles last slightly longer and be more intense

-include a co-op PVE mode

-persistence for unlocking certain items (100 wins in auto match as USA and you unlock M60E3 for Rifles, but only in aforementioned PvE/custom games

Re: Increasing player base in WG4

Posted: Fri 8 Sep 2017 21:04
by Markenzwieback
QUAD wrote:-persistence for unlocking certain items (100 wins in auto match as USA and you unlock M60E3 for Rifles, but only in aforementioned PvE/custom games

Screw unlocks. I'd be mad if Eugen went back to this.

Re: Increasing player base in WG4

Posted: Fri 8 Sep 2017 21:18
by QUAD
Markenzwieback wrote:
QUAD wrote:-persistence for unlocking certain items (100 wins in auto match as USA and you unlock M60E3 for Rifles, but only in aforementioned PvE/custom games

Screw unlocks. I'd be mad if Eugen went back to this.


It would only be for unranked modes and servers could shut it off. It would get content into the game and appeal to casuals without ruining gameplay.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 01:00
by thelizardofdoom
Markenzwieback wrote:
QUAD wrote:-persistence for unlocking certain items (100 wins in auto match as USA and you unlock M60E3 for Rifles, but only in aforementioned PvE/custom games

Screw unlocks. I'd be mad if Eugen went back to this.


Just the thought of unlocks makes me feel sick

Their is no fucking point to add something like that at all.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 01:02
by captaincarnage
To hell with unlocks that benefits literally no one.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 01:35
by chykka
Well I'd think they'd help new players learn. Without just giving them nighthawks right away, so they will learn to cope with less than having access to everything at the get go.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 07:46
by DarkJakkaru
I like they way they did Steel Division in the sense that it spreads out units from beginning, middle, and late game. A lot of easy mistakes folks do is buy over priced stuff and not do anything remarkable with them like expensive artillery. With the setup of Steel Division, this minimizes folks making those mistakes and concentrates on setting up the game through phases.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 09:24
by Markenzwieback
chykka wrote:Well I'd think they'd help new players learn. Without just giving them nighthawks right away, so they will learn to cope with less than having access to everything at the get go.

That's what tutorials should be for...

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 13:10
by Fade2Gray
Markenzwieback wrote:
QUAD wrote:-persistence for unlocking certain items (100 wins in auto match as USA and you unlock M60E3 for Rifles, but only in aforementioned PvE/custom games

Screw unlocks. I'd be mad if Eugen went back to this.

I'm all for unlocks as long as it is kept to strictly cosmetic things. For instance, unlocking winter camo for your army, or division markings, and so on and so forth.

QUAD wrote:-higher production quality-sound on par with CoH, ability to observe what a unit sees in first person w/stylized hud

Sounds gimmicky, you already get pretty impressive visuals from zooming all the way in and panning around.

-a meaty scripted campaign with proper voice acting that shows new players the ropes and is fast and fun

A return to scripted campaigns would be nice. Apparently however EUGEN thinks it is a 50/50 split on that.

-make custom servers only available to players with corporal rank or above



- a fun and diverse variety of effective unit composition allowing players to make deck based on playstyle

tl;dr better balance.

-make firefights between vehicles last slightly longer and be more intense

So... nerf accuracy across the board? I hope some tweaks to artillery and air strikes come in to make them even less of an impact in how infantry brawls go.

-include a co-op PVE mode

Sure, would be good for the casual crowd.

Re: Increasing player base in WG4

Posted: Mon 11 Sep 2017 19:01
by molnibalage
Khöm...

To me at first pont if we are speaking something WG : RD derivative with upgraded IRISZOOM engine I rather have general modeling requirements...

  • No more flat ECM modifier... According to type of missile or threat different modifier should be used.
  • No more non distance dependent tube arty dispersion / CEP. It is insane the rocket arty has usage only at close to min range while tube arty can kill anyting from other side of map...
  • Even the best arty should have worse CEP than LGB or even low released dumb bombs. Currently with coor shot best arty are more accurate than bombers. This is laughably funny aspect...
  • Experience level should have effect on AC defense modifiers.
  • ECM (dispensers) for helos.
  • Qty. of combat helos should be similar to AC because as they represented in WG is simply bad. Period. In RL a whole army have some dozens of combat helos while in WG combat helos can be more numerous than tanks...
  • Larger scale of combat at least battalion size. Is simply strange where qty. of SAMs for one player is what a battalion has while comat units are representing only about 1/10 or less of a battalion...
  • SAM launch should not be located even from AC especially if we are speaking long range radar SAM. IT is unreal, in RL is quite hard to spot the launch and of course a pilot never can give such exact loactaion that an arty strike kill is able to kill blindly a SAM. This is what we can see in WG and it is very unreal and cancerous. Icons should be represent that AC detected SAM launch and maybe it can give a zone where it came. Nothing else.
  • Arty radar should be default or a unit which can be placed on field and can detect arty shots and make possible the counterarty. The current reflex based counter arty is not worth and worthy to a TACTICAL game. This should not be the challenge of reflexes...

I could give more and mor options but from my aspect such general modeling issues are cruical.