Is it just me or it really feels that the rewards are not that very well paced/placed out ?. To me, aircrafts should’ve been placed way later through the progression line while trying to give the different infantry divisions earlier since its an infantry based game. I’m just comparing to the last open alpha test (Berlin) where you could’ve get the different divisions unlocked to try them (Gunner, Assaulter & Bomber/AT).
While in this configuration + the way slower progression compared to the last open alpha the player is more incentivized to stick to the earlier infantry divisions given by the considering the same slow progression rate when it comes the squad based systems, since the exp gain rate was changed due to having perks increasing such thing (which is problematic & hence why it incentivize player to stick to the earlier infantry divisions). It doesn’t help to try to remedy the situation by having the first default squad way advanced which says a lot about the system.
What adds more to it is that in the last open alpha test you were limited to bring I believe 6 different squads regardless of their nature, now you are limited to bring only 3 infantry divisions with total of 4 divisions as a whole, this really hurt the teams that have players that doesn’t know how to use vehicle or down like using them (there is no shame in that but they aren’t only inconvenience themselves only but their team as well). Coupling this with the previously mentioned points it just show how horrid & frustrating it can get, with these rate it would seems as the developers are intended it to be released this way & the tweaks to it would roughly range from 5~15%.
I wish the rates would be changed dramatically between sessions to allow better testing & before all testing everything. I wish also the squad limitation & progression rate (as per individual squads at least) be looked at seriously.
They declined the squad number that you could bring them to combat because they tend to sell VIP and one of its privilage is increase the max number of squad, both 1 in infantry and i in tank/plane.
I know about point 2 I was just stating that they are intended it to be released this way (meaning when its finally out it won’t be any difference).
For point 1, (I talked about the monetization in a bit in another post) this is what would limit the potential of the game. The fact that it’s free to play & as to make money out could come in different forms & no company is better than any (in any margin I would say) & Gaijin is surely not an exception, its normally done through 3 ways.
Pay for power, Pay for convenience &/or Lootboxes, from what it seems is that we are getting the latter two as we already have a lootbox system (Logistics) -Please use it in this format when talking about it, it might catch their eyes if it would “lootbox system (Logistics)”, instead using the label “Logistics” when you want to mention it- as the backbone to squad progression. The pay for convenience while would seem the less to hurt & the one that could be balanced it’s usually intended to be highly un-player friendly, this happens when the margin or the gap for that convenience pay is way huge compared to not paying, the increase percentages from the squad tree system itself is huge (40~50% for squad & soldier exp which while it help making the progression friendlier those number aren’t gained in the first few hours of play & has to be done as per individual squads) coupled with this shows the picture, for pay for convenience its either little to consider (which where good for the player would be not so much for the developer, & the problem that there isn’t a middle ground there is just a break point) or similar to this where it look sort of mandatory.
I have little faith in them changing the monetary methods of them making money, I guess all they want is just play samples for ever slight tweaks on gain rate of different things & to find bugs ofc.
It would be interesting if the unlocks were asymmetrical for each faction. For example, since the Germans were on the offensive in Moscow, they should get the flamethrower (a primarily offensive weapon) at an earlier level, and receive the engineer who builds defensive structures later. While the Russians get the engineer earlier since they are on the defensive.
While that would be interesting, it would probably lead to unbalanced matches as the engineer is so much better as the flametroopers, taking your examples.
If it would lead to unbalanced matches then the problem is with the squads being unbalanced, we cant have some unlocks be objectively more powerful than others, that will simply drive away players in this free to play game.
Not really, they dominate on the small maps but outside of close range the Bolt action rifles are superior, as we get larger maps the SMG’s will become less of a powerhouse
The problem is that the SMG squad can carry bolt actions, while the trooper squads can not carry around any SMGs. To the SMG squad has just as much strength at range as any other squad