Hello developers,
I would like to share some suggestions for Enlisted based on my personal experience and preferences as a player.
To give you some context for this post.
I usually play Enlisted with two friends, and we are all in our thirties with busy lives, including work and family commitments.
We purchase the Battle Pass, premium accounts, and premium squads that align with our interests and playstyles.
We are thrilled about the upcoming addition of the “random queue with EXP bonus” feature in Enlisted. Let’s assume this feature is applied.
Toggle Key Features:
I suggest adding toggle key functionality in Enlisted. It would allow players to press a key once to activate actions like sprinting with SHIFT or peeking with Q/E, instead of having to hold the key down continuously. This would improve comfort and convenience during gameplay.
Balancing:
As an experienced gamer with over 20 years of gaming under my belt, I understand that achieving perfect balance in a PvP game is a challenging task. However, I would like to propose a simple and enjoyable way for players to balance the game themselves.
Currently, one common complaint revolves around the imbalance between sides in a 10vs10 match. Often, one side has a significant advantage with 10 human players, while the other side typically consists of only 2 players and 8 bots. To address this, I suggest implementing an “additional 20% EXP bonus per bot on your side” for every player, regardless of which side they are on.
Allow me to explain why this bonus should be granted to both sides rather than just the disadvantaged side. By offering an EXP bonus to players on both sides, it creates an incentive for players to join the disadvantaged side willingly. The dynamic calculation of the bonus, adjusting based on the number of players who leave (desert) the match, serves as fair compensation. For example, if a player quits, the bonus will increase proportionally to maintain balance.
Implementing this solution would significantly reduce player desertion in matches where they find themselves on the disadvantaged side. The additional EXP bonus for the disadvantaged side (20% * 8 = 160%) would attract players to join and fight for victory. This solution aligns perfectly with the upcoming “random queue with EXP bonus feature” and encourages players to persevere rather than giving up and allowing the opposing team to win easily. A great PvP game is one that ensures both sides enjoy their time spent, regardless of the inherent imbalances.
The key to balancing a game is not necessarily in achieving perfect balance between weapons, terrains, and characters, but rather in ensuring that players feel their time is well spent. Most of the complaints from players can be summarized as “I feel that my time invested in the game should be rewarded more than it currently is.”
Simplification of Daily Quests:
I understand that the recent simplification of daily quests was a step in the right direction, but I believe there is still room for improvement.
The only current problem is that some quests cannot be completed at all in certain missions. For example, if there are no enemy players using aircraft, it becomes impossible to complete the quest that requires destroying an aircraft. To resolve this, I propose the following changes to the daily quests:
Merge the tank and aircraft destroying quests into a single quest. Adjust the points system as follows: destroying an aircraft grants 10 points, destroying a tank grants 5 points, and destroying fortifications like anti-aircraft or anti-tank emplacements built by engineers grants 3 points. This quest counts as finished when you reach 10 points.
Combine the quests for semi-automatic weapon kills and machine gun kills. Kills made with machine guns on aircraft and tanks should also count towards this quest.
Remove the quests that require players to join specific campaigns or sides a certain number of times. Instead, introduce a quest that encourages players to use the "Random Queue Feature with EXP bonus”, and complete this quest twice. Three times is too many since some defending missions take you around 30 minutes.
Consolidate all explosive kills into a single quest. This would include kills made with grenades, artillery calls, rockets, bombs, mines, and any other explosive weaponry.
Temporarily remove the quest related to flamethrower kills. However, this quest can be reintroduced once there are at least two new weapons that can be paired with flamethrowers, allowing for a more diverse and engaging quest.
Adjust the quest for capturing a point. It should require a total of 30 progress points to complete. Capturing a point would grant 30 points, while staying on the capture point and eliminating one enemy player would grant one point. This adjustment is necessary to prevent frustration when queuing for defending point missions multiple times in a row with this quest. It’s worth noting that with the upcoming strict deserter penalty, players will not be able to simply desert and re-queue as freely as they can now.
Streamlining Event Rewards:
In events like Victory Day, it would greatly enhance the player experience if the rewards were automatically collected as the progress bar fills up. This would eliminate the need for players to manually claim their rewards, making the process more convenient and seamless.
Additionally, allowing players to choose their own completion style would be beneficial. Some players may prefer to make gradual progress by completing a little bit each day, while others may prefer to dedicate longer periods of time, such as weekends, to focus on achieving larger milestones. By providing this flexibility, players can tailor their gameplay to their own schedules and preferences.
It’s important to remember that games should be a source of enjoyment and entertainment, rather than feeling like a work-like routine. Forcing players to play every day can often have a negative effect and lead to player burnout or a sense of obligation. By allowing players to choose their own completion style, it encourages a healthier and more enjoyable approach to participating in events.
By streamlining event rewards and providing flexibility in completion styles, Enlisted can create a more player-friendly environment, allowing players to engage with events in a way that suits their individual preferences and schedules.
Introduction of Free Experience System:
Implementing a free experience system similar to War Thunder or World of Tanks would be beneficial. Squads with fully unlocked passive trees could earn reserved experience and free experience, with free experience being valued at 10% of the reserved experience. Additionally, players should have the option to use gold to convert reserved experience to free experience, allowing them to train other squads. This system would not only provide convenience for players but also increase the game’s revenue, as players would have a higher demand for gold.
Asia Server:
Having an Asia server would greatly benefit some Asian players who currently experience high latency (200ms) when connecting to servers in the USA. This high ping can create an unfair disadvantage, especially when encountering enemies inside buildings. Given that War Thunder already has a Singapore server, it would be advantageous to have an Enlisted server in Asia as well.
Improved Window Navigation:
Some adjustments may be needed for small windows that are difficult to cross. Players often face issues when maneuvering through these windows, resulting in awkward movement or becoming stuck. Making the necessary adjustments to improve window navigation would greatly enhance usability. Additionally, when there are obstacles like chairs or tables near a window, soldiers tend to get stuck in the middle, unable to cross it.
Balanced Flamethrower Mechanics:
The flamethrower should not be able to penetrate walls, as this goes against logical expectations and makes the weapon overly powerful. Ensuring that the flamethrower’s effects are limited to the area in front of it without passing through solid walls would result in a more balanced and realistic gameplay experience.
Improved Ladder Mechanics:
Many ladders are currently difficult to use, often causing players to get stuck at the top. Addressing this issue by improving the ladder mechanics would allow players to navigate them more smoothly, preventing frustrating situations and improving overall gameplay flow.
Remote Removal of Engineer Structures:
Consider introducing a key or mechanism to remotely remove buildings constructed by engineers. This feature would provide more flexibility and convenience for players, allowing them to adjust their strategies by removing unwanted structures without having to physically interact with them. Currently, anti-tank cannons and anti-aircraft cannons built by engineers cannot be easily removed, limiting the player’s options when they need these cannons in front while they reach the limit.
Tank Obstacle Overrun:
Tanks should have the ability to overrun most obstacles instead of being obstructed by tiny stones. This change would make tanks feel more powerful and realistic, allowing players to navigate the terrain more effectively. It feels contradictory for tanks, known as one of the strongest foes in World War II, to be blocked by a tiny steel bar or light vehicles.
Aircraft Weapon Customization:
Introducing customization options for aircraft weapons would greatly enhance the diversity in playstyles and cater to aircraft enthusiasts. For example, allowing players to remove bullets and smaller bombs and only equip larger bombs could increase the flying speed of the aircraft. Additionally, implementing a lobby feature similar to War Thunder, where players can adjust their total bomb combination, would offer more strategic choices and further enrich the gameplay experience.
Conclusion
I believe that these suggestions, if implemented, would greatly enhance the overall gameplay experience in Enlisted. Thank you for considering these ideas, and I appreciate the effort your team puts into continuously improving the game. I look forward to seeing Enlisted evolve and flourish in the future.
Sincerely,
Nieo