Off the top of my head, some feedback for the development team on the issues at hand. @1942786 @James_Grove please take notes. I hope my recommendations as a “whale”, die-hard player, and Chief of Growth by trade would help your genuine efforts to improve the game there.
Reimagine your Feedback System
Or feedback on your feedback system. I have been playing this game for a long time, and I can’t recall when I got an e-mail or any other survey form requesting feedback on the game. This is not good. Player input and feedback are super important, not just because they will help you to improve the game in accordance with what your player base want from it, especially those who pay to/as they play and at the end of the day the ones who can sustain the game. But it is a great way to make your company more friendly and appease angry customers before their frustrations get out of hand (i.e. Quadro’s boycott incident -could have been avoided if that gap between the community and the development team had not been so large). You do it, finally, now -but you could streamline it even more.
Recommendations:
a) Before pushing any major upgrades, now and forever, request feedback from your player base. Segment your players properly into different groups and subgroups (e.g. monetization: non-paying, paying, whales), (experienced vs inexperienced etc)
b) Create surveys and feedback forms that correlate with what you want feedback on. It is important to touch on as many topics as possible.
c) Release Feedback forms IN-GAME. I cannot stress enough how important is to do it inside the game, and not just by way of email or through your forum. You need the results to be statistically significant and touch even the iciest fringes of your player-base. Make it EASY for them to input by reducing the necessary steps to almost zero.
2. Matchmaking - Progression System
Stricto sensu, Enlisted is not a pay-to-win game. I would better classify it as a pay-to-progress faster game. Premium squads can either be worse than late-level squads or in some cases may offer a tiny, just tiny advantage (which can be neutralized by skill). This is super hard to nail because most f2p games are pay to win in essence. And it is one of the many things Enlisted got right. That said, late-level guns and vehicles make a huge difference. And thus the game is not merely “skill-based” either. In that light, makes sense to base a matchmaking system on weapons instead of “skill”. It also creates some kind of “variance” in that not every single effing game has to feel like a pyrrhic victory. I love competition (which is why I hate playing with bots). But it is also true sometimes, most players, want to relax. It is ok sometimes to find a not-so-competitive human opponent and, well, kick his posterior off.
Also, many people claim the grinding will be as much if not more. Not true. Even if it takes an age to level up a weapon. At least we’d be able to choose what we want to grind. Something we’d actually make use of. We’d have control. It is also great for gameplay variety. Because we would be able to access many more campaigns or maps as different factions just because we would have grinded the weapons already.
Recommendations:
a) Right now, we cannot play against friends (minus custom games). Sure, we can try our luck to “sync”, but with the current system it gets random and the whole process is not intuitive. Please ensure we would be able to play against our friends if needed (and they have the same high-tier weapons). This would create less unbalanced games, as players would spread out across more evenly than stuffing one side (btw, you can add this option even with the current matchmaking system).
3. Campaign consolidation - Historical Accuracy
This is tricky. Many pros and cons. Personally speaking, even if I fancy historicity in games, I don’t approach them as simulators. Having fun and subtly changing the direction of history or reality is more important than being able to witness a recreated event. I don’t say I like it that the proposed changes come with that cost, but the pros far outweigh the cons. People who bitch about leaving the game because of that, are significantly less than people who leave and will leave the game because they play against… bots. If you can find something game-design-wise to keep both groups happy -awesome. Otherwise, IMO you have to go with the gameplay group (unless your in-game surveys show you otherwise, which would be a pity -*make sure you phrase the question right “if you had to choose between a historically accurate match vs braindead bots, and a partially historical accurate game vs competitive human players, what would you rather do?” That’s the stake, and they should know). That said, I am going to miss the ability to choose which campaign to play in. But ok
Recommendations:
Minor nations matter. Gameplay-wise, Marketing-wise, Sales-wise. And when I say minor nations, I don’t mean “GB”. I mean all these nations like Finland, Greece, Poland, New Zealand, CZ Republic etc. There are tons of these that can diversify and enrich the game itself and bring new people in. You don’t necessarily need a campaign in these countries, where applicable. But at the very least please consider creating “factions” (premium or not) to play as some of these countries (which can use the same equipment as the major factions in order to not split the player base-as I said, historicity is not everything). You could use unique battle cries and commands in their native languages, unique insignia, and flags, names, etc. → . Oh, Now that I raised flags. Can we have PLEASE some flag system in place during capturing and defending? I will not mention the name of the competitor. But it is just SO cool when capturing the objective, to see your flag waving… (imagine if, for instance, a future Greek Faction in Tunisia captures the point first compared to, say, a British one. And you would be able to see the Hellenic flag waving in the objective. This would add some cool competition between players of the same team) .
Overall, I am very happy with the announced changes. There are some concerns, and hopefully, other players would propose cool ideas to balance things out or work some bottlenecks around. But, personally speaking, I see the game moving in the right direction. AI (which needs a MAJOR rework), few squad options (we need more tactical commands that make sense! Come on, it is a squad-based game and we hardly have any commands at all), and playing against bots are my gripes.