drools
Man you have WAY too much time on your hands !
But cool stuff - although I think youâre a bit optimistic if you believe the devs will make use of any of this since theyâve ignored repeated calls for bug-fixes from the community for literally years now.
Mind you, I guess if theyâre more interested in profits than fixing broken sheet thenâŚ
he put in effort, so devs have plenty to work with from this suggestion.
coming up with ideas for new content is the easy part - actually programming/creating new content is the really hard part. The devs donât need more âideaâ people, they need more programmers who can both fix the multitude of broken things and put their talents into creating new content.
If you spend any time in the editor and realise just how much work (and incredible fine detail) they put into their maps, then youâd get some perspective on the difference between one individual spending a few hours coming up with âideasâ compared to an entire TEAM of developers creating everything from textures, objects, physics, and then a team putting it all together to create massive and highly detailed maps (which are the best Iâve seen in any milsim so far imho).
thats where the devs need to stop slacking.
wait till you find about his other dev blogsâŚ
sometimes i feel like they only have 1 or 2 competent programmers who can actually make bug fixes. splitting them in thirds isnt really desirable.
Youll notice all the design concepts try to actually minimize development cost. Beyond new maps almost every single vehicle exists in WT as a portable model; small additions such as above leadership board for player rank have already been used in previous events for example.
Absolutely where possible I try to keep the dev workload in mind, its part of the design challenge
wait till you find about his other dev blogsâŚ
Good point regarding the vehicles etc. - but the maps take a HUGE amount of time & effort.
I get that, thats why im conceptualizing ways for DF to monetize their development.
In the above concepts all the research tree stuff is behind purchasing a premium access pack for the campaign; otherwise the content is locked for 4-6 months for example, and f2p players have to watch their friends use iconic gear they can only wait for, raising their FOMO.
Above concept for example has T29, powerful Jap mortars and body armor and tons of cool aircraft locked behind a premium pack purchase. The maps are free to play in. This is to further encourage FOMO, so that players can see the equipment in combat but have to pay up or wait.
I personally think now that generally the main nations are more or less power level equal (except Hei auto), only 1 or so research item should be released per update per nation for free; other content should come as larger monetaizable campaign packs or should be focused on BUG FIXES and misc improvements like Making Enlisted a Better Place - At low developer cost
Ofc f2p events should continue as they have last 9 months; that has been very successful development.
Point of all these is actually to raise game revenue, so that more content and hence improvements can arrive.
I think it is an excellent idea!
However, I would like to make a few suggestions. I think N1K2-Ja with rockets is better than N1K1-Ja. Shouldnât Japan also have a rocket to counter the current US rocket attack?
I also think T29 is too powerful. The Ho-ri doesnât even have a machine gun, and is very vulnerable to attacks from above, because it would be destroyed quickly by concentrated rocket attacks.
I want this plane on my team.
Can I just say that, even if this fan-made dev blog isnât âperfectâ or â100% historically accurateâ, I still think itâs a great example of the general direction I want to see Enlisted moving towards
Icey,my friend, what do you think about So-Da, Ho-Ki or Ka-Tsu for APC?
Honestly its pretty close to accurate. The only what if prototypes follow a reasonably strict operation Downfall principle, ie weâre they getting ready for the JP home island invasion. In that case for example the T29/T30 heavies and XP82 which was specifically designed for escort missions over Japan fit perfectly. On the JP side their numerous air superiority fighter protos make sense as well, increasingly defensive static focus for home island protection (as well as the heavier mortars etc)
Oh of course these almost made it! It was mostly an idea about how to keep the JAP premium APC relevant in light of these very good vehicles. I thought having an asymmetrical balance between US getting a very offensive M3 GMC apc while the already very powerful Jap Type Hei infantry would recieve body and even leg armor would make for interesting tension - APCs with cannons vs absolutely deadly armored samurai
The amphibious trucks made it more as workhorces (fast and amhibious). I think these sweet babies would be perfect for an event vehicle, or a followup campaign
agree my friend!
DF donât need to be given more ways to rip people off. They already employ the most greedy exploitative tactics to persuade people to start spending money on micro-transactions, and their Premium squads are obscenely over-priced.
Why are there so many people nowadays who enthusiastically support their own exploitation and slavery to Capitalism ???
Lol, dev already done similar stuff before, for example campaign early access bundle and Stalingrad full access pack.
Those stuff doesnât went well.
Masterpiece, I have to say