Posts by DollaDollaBillYall

    Part of the thing is that there really aren't that many COD clones, while there are a lot, lot more BF and CS clones. Being a COD clone is actually unique.

    And yeah...go cry to mommy because SRs , instead you ask AR and SMG/AR-57 to be buffed because you like them more , because you have no skill to play SR , because you hate to see a bad score while you learn to play SR , i know ive been there , everybody is loving big numbers on those kill scores.

    There's a difference between "AR-57 outperforms many other weapons, allowing reducing the skill required to win direct gunfights" and "SRs dominate other weapon classes at the highest levels of play." These are two qualitatively different statements; with that said, neither is good for game balance.

    Dolla: What Aadi said. Point defense. The Heavy MG's would be used for that while the L129A1, and LSAT LMG would be more of a run and gun. While the L129A1 and LSAT could do it as well, it's not what I had in mind when I suggested they be added

    With snipers as a soft counter to MGs, since all they need to do is peak and get one hit? Although I think map design still doesn't favor that sort of lane control.


    So, what niche would your run-and-gun LMGs have vis-a-vis the ARs?

    No. thats not how bipods work. They are basically a stand for a heavy gun. It removes almost all recoil and can only be used while proning.

    As a niche, I makes them useful for point defense.

    I know what a bipod is. I guess I should have been more specific with respect to its game mechanic impact. So, when you say "recoil", do you mean reducing the angular measurement of the spray pattern, or removing/lessening upwards or side-to-side climb during extended automatic fire?

    It would give them better recoil control than they do now

    Is this "holding breath" for MGs? What niche do you think this gives them?


    How about we increase the bolt draw time, and recoil. I am not talking about increasing it to un-useable levels.. Only enough so it forces them to be crouched or proned. You could give them a bipod/deploy function like the MG's as well. Unlike the MG's it is beyond possible to fire without the bipod though. The bipod just makes it easier

    Like you said, you have to heavily rework the soft stats of these weapons. However, I'm not sure those soft stat nerfs really make up for 1-hit center mass kills, given that iirc quickscoping is a quirk of how ADSing is coded to work.


    Part of it is map design. There are so many flanking routes in most maps that locking down a corridor doesn't have as much value, so even the heavy immobile guns need a certain degree of movement to compete.

    It was immaturity and a lack of parental supervision on you and your parent's part (respectfully) that caused you to spend what I assume is a decent amount of money.

    That guy is probably a dumbass, but you're the real fool if you think that people are perfectly rational "homo economicus" and that the psychological tricks of gambling don't work. You might call it a sin tax, but there's a pretty good reason most of the world regulates and discourages minors from gambling. And I say this as someone that enjoys going to casinos to play some blackjack or slots every so often.

    The health regen skill shouldn't be a skill at all, but rather the standard regen system

    It limits the SMG rampages of COD. Giving back that power at the cost of the very valuable anti-grenade perk is a meaningful and interesting tradeoff in loadout creation.

    i mean one that does not hamper player movement,

    Tbqh I feel like the movement system could do with a few tweaks to feel more fluid. I like vaulting and a wish that it could be done over more surfaces, although I understand why this might be problematic for balance. I think the biggest change for more fluid gameplay would be for jumping while sprinting to not kill your momentum (i.e have a longer jump when sprinting) and similarly being able to go into a sprint from prone without releasing prone first (i.e shift + forward from crouching automatically uncrouches you to start sprinting).


    In general, I would prefer a more hardscoping style emphasized rather than quickscoping, locking down a corridor unless rushed or flanked (but trading situational awareness). Rolling the dice if one will get quickscoped while trying to pump smg or ar rounds into a sniper in cqc is frustrating; you really need to be at barrel stuffing range to get shotgunned reliably, so that doesn't bother me.

    I'm sure they're trying their hardest with the team and resources they have, but if this pace keeps up, I'm not sure we will see much of an increase in playerbase

    BO4 is probably going to kill its momentum. Imo, they have an opportunity if they can get it in a releasable state (and on Steam - that is a big, big one) a month or two before Blops4. However, given the glacial place it took for Ironworks to come out, I'm not optimistic. They probably could put it on Steam now if content (ie - maps, balance changes, more drones, etc) were released at a regular pace, but it isn't.

    PrimalPayn wrote:

    I dont claim it to be easy. However if you know it will not succeed, why do it anyways? That's my point.

    I guess I took the opposite lesson from GITS:FAO. I thought that a big reason the game failed because they were "working on the netcode" at the expense other aspects of the game for while.

    I cannot understand why studios launch games with netcode issues. It has already been proven that people will not play them. GITS FAO is a example.Just like this game, hype, population high, netcode hitbox issues. It does not matter whatever changes you will produce on your game, if people dont feel that they are having a fair chance vs someone in a match they will just close the match, and happening this a couple of times in a gaming session, they will just close the game. After closing the game a few times, they will just play something else. All other changes/fixes are like discussing a blue or pink bandage to fix a heart attack.Kinda obvious to me :3

    I don't know if you've ever worked with networking, but it is pretty complex with a lot of tradeoffs. Plenty of games take a while to perfect their netcode. And as much as I like the slow regen for the above issues, I think it also exacerbates the netcode issues because it's a lot more difficult to disengage from an engagement without getting mopped up. Netcode is really noticeable in an arcadey twitch shooter like this.

    Helix wrote:

    because we got a different priority at the moment that doesn't always involve to release content patch

    Community updates, Ironworks, etc. say that Wiple is fixing bugs. Why not put bug fixes in a biweekly or monthly patch/update to let the community know what is going on?


    Helix wrote:

    The main focus right now is make stable servers to guarantee a good gameplay

    Yes, and as someone with IT experience; networking isn't the only thing everybody does.

    Due to that other stuff may have gotten delayed but will be returned to definitely.

    But that doesn't explain why this game doesn't have regular updates (even if it's just minor bugfixes), especially in a beta.


    Also, every game has other needs and it might differ from game to game.

    I don't see why consistent updates aren't something multiplayer games which expect to run for a few years need, especially in a beta.

    The Paladins open beta (another f2p shooter) had 37 patches, with roughly biweekly patch notes. Similarly, in 2009, the League of Legends closed beta had weekly or biweekly patches from April to October.


    With all due respect, it is unusual that there are not regular patches during an extended beta. Plenty of other games adopt regular patch schedules during extended betas. Why not Ironsight?

    So why aren't there regular patches? Most pvp games have a regular patching schedule, instead of months of radio silence. CS:GO, League of Legends, Paladins, etc. - the list goes on. Regular communication and updates boost the confidence of the playerbase in the game, especially in the f2p space.


    I get that working on netcode is complex; but changing weapon stats that might be overtuned or maybe moving power positions on maps are not so complex. Perhaps I am missing things, but since OBT, there seems to have been one content update: Ironworks (which took about 3 months). This opacity and silence on changes and lack of an update schedule is concerning because it is the sort of thing that is a possible indicator that the game is abandoned (and that company will change the monetization model to squeeze a dwindling playerbase from money at the end of the game's life).

    So, having downloaded this game as something that's an actually polished F2P shooter, I've got to say that I'm impressed. Movement feels nice, gunplay in general feels good, and slow regen mitigates some of COD's SMG rampages. As far as the F2P elements are concerned, the progression system and unlocking seems fair. I really enjoy how the maps have their own gimmicks - like Airport's conveyer belts and Dam's ramp. Like others have pointed out, microtransactions are expensive - but that's not really the thrust of some of my issues and concerns, especially in the long term, that I'd like to pose to the community.


    Loadout Balance


    The AR-57 is overtuned. LMGs seem to lack an effective niche. Bolt action snipers overshadow their semi-automatic counterparts. All this does is reduce loadout diversity. With that said, outside of a few overtuned guns and LMGs, the rest of the roster seems balanced in the sense of having distinct niches, with the ARs standing out in this respect imo - like the MSBS as a medium-range laser, SA58 as a high risk, high reward gun, etc. At the moment, perks seem fairly bland and only a handful see regular use. I would prefer more asymmetry in the perks for greater loadout diversity.


    EDIT: more "gadget" type attachments could give more asymmetrical and interesting play


    Boring Premise/Poor Visibility

    While the gameplay is engaging, the premise really is not. It's blue near future military dudes shooting tan near future military dudes. If you read the different character bios, there is an inkling of a personality and plot - with stuff like the character that we customize evidently being a bit of a dork. I think that developing that aspect can further give Ironsight its own distinct identity. As it is, blue sci fi dudes shooting their tan counterparts in a resource conflict blah blah blah isn't that interesting. I think blandness serves to limit some of this game potential audience, and the lack of advertizing doesn't seem to help.


    Developer Opacity/Lack of Substantive Updates


    Netcode is an issue, but not everyone can work on netcode. There are things like weapon balance, map balance, bugfixes, and features which the people that don't do networking can work on, some of which are just numeric changes. There hasn't been a substantive patch addressing weapon balance or features like autorepair and killcam. Perhaps I am spoiled coming from games like League of Legends which have regular patch notes which actually adjust the game; however, a lack of substantive updates and developer/publisher silence on when patches with substance are coming (and that they are not on a regular schedule in the first place) does not instill confidence. Especially in a beta where half the point is adjusting things for a full release. I'm especially concerned that "fixing the netcode" is a red herring to distract from a lack of updates or from behind the scenes issues. While I don't expect developers to have big changes every week, I would really like regular patches (which at the very least give confidence that the developers are working to add to the game) and some sort of communication from the developers about their thoughts for the direction of this game with respect to map, weapon, and loudout balance. Furthermore, some sort of roadmap or at least developer/designer commentary about the direction of the game would be much appreciated.


    What do you guys think?