A few quick polls to see what the community thinks about progression in its current state.
Note:
- Votes are anonymous!
- You can click the “view vote” button to change your votes if you change your mind!
What grade (1 worst, 10 best) would you give to these aspects of progression?
- Campaign (level based unlocks)
[poll name=campaignratings type=number min=1 max=10 step=1]
[/poll] - Academy (upgrading soldiers)
[poll name=academyratings type=number min=1 max=10 step=1]
[/poll] - Weapon upgrades (OLD VERSION / PRE 1.13)
[poll name=wepupratings type=number min=1 max=10 step=1]
[/poll] - Weapon upgrades (NEW VERSION / POST 1.13)
[poll name=wepupratings2 type=number min=1 max=10 step=1]
[/poll] - Perks (as in how they are obtained, not as in what they do)
[poll name=perkratings type=number min=1 max=10 step=1]
[/poll] - Tanks (how unlocking them feels)
[poll name=tankratings type=number min=1 max=10 step=1]
[/poll] - Squads (squad/blue upgrade tree)
[poll name=squadratings type=number min=1 max=10 step=1]
[/poll] - Personell (squad/red upgrade tree)
[poll name=personellratings type=number min=1 max=10 step=1]
[/poll] - Weaponry (squad/green upgrade tree)
[poll name=weaponryratings type=number min=1 max=10 step=1]
[/poll] - Overall grind time (from new player to having most of what you need)
[poll name=grindratings type=number min=1 max=10 step=1]
[/poll] - Ability to skip the grind through premium squad
[poll name=premiumratings type=number min=1 max=10 step=1]
[/poll]
These polls are to gauge which parts of the current progression system are liked or disliked the most, aka which ones need to be changed the most.
Which “progression” did you prefer?
[poll name=preference type=regular results=always chartType=bar]
- Moscow (current progression system)
- Normandy (no progression)
- I like both
- I like neither
- Other
[/poll]
Next up, are a few drastically simplified methods of progression that all have been suggested by the community before, for you to vote on. These systems can be mixed and matched, so the poll will allow multiple choices.
Sidegrades
Sidegrades would take all perks and add downsides to them. For example, the vitality perk would also have -35% sprint speed, and +200% medkits effectiveness would have -1 inventory slot. These could also be changed into pieces of equipment, such as body armor or backpacks, so other players can see and react to these perks.
It would do the same with gun upgrades, +20% rate of fire would give +20% recoil, etc.
These could also be visualized through minor visual differences on the guns, such as a thicker barrel, or different metallic finish.
Pre-organized perks
This system would limit perk choices to only a certain combination. For example, the Vitality perk would only be usable with the crouch perk, but not with any other perk.
Vehicle tech trees
This system puts all tanks in the tanker’s squad weapon upgrade tree, for 5-10 points per tank unlock. Same for planes, with the fighter and bomber/attacker squads getting merged
Captured weapons
Allow captured weapons as progression unlocks to balance out OP weapons by letting both sides use them.
Prebuilt Squads
Based on Better squads! (with poll)
This system adds many duplicates of each squad in the game. However, each squad has weapon and soldier class limitations.
For example, engineer squad 1 will have 4 engineers, while engineer squad 2 has 2 engineers, 1 sniper and a rifleman. You can still only bring 1 engineer squad, so you must choose what you think is more useful.
Generic squads
With this system, all squads would be made larger, between 8-10 soldiers per squad. But in return, the majority would be rifleman. For example, an assaulters squad would have 5 specialized soldiers and 5 riflemen.
Multi-role slots in squads
Instead of the regular “one sniper” etc limits to a squad, this system would allow “one sniper OR engineer” as a slot. This means that you can have EITHER one or the other, not both. Most squads would have their 3 specialist slots replaced by one of these and 2 rifleman slots. For example, the assaulters squad would have 4 assaulters and 1 engineer, gunner or sniper, and 2 riflemen.
Generic tech trees
This system would replace the squad upgrades with seperate tech trees that are leveled based on usage. For example, using a Gunner levels up the gunner personell tree, no matter what squad you use said gunner in. Same goes for weapons. Using a Kar98k will level up the Kar98k upgrade tree.
Item store
Instead of having the randomized weapon and troop orders, this system would let you earn orders in the exact same way, but instead of spending them on lootboxes, you would be able to directly buy items with these orders. For example, a MP-28 would cost 1 order while the better MP-40 costs 3 orders. This would require the player to earn more orders per battle.
[poll name=progressionSystems type=multiple results=always min=1 max=10 chartType=bar]
- Sidegrades
- Pre-organized perks
- Vehicle tech trees
- Captured weapons
- Prebuilt Squads
- Generic squads
- Multi-role slots in squads
- Generic tech trees
- Item store
- I prefer the current systems
- I want one or more of these to replace the current systems
- I want to mix some of these with the current systems
[/poll]
Now onto matchmaker systems:
Tier based matchmaking
Here each item, ranging from weapons to vehicles, would be given a tier. The matchmaker will group users only with people in the same tier, or same tier ±1.
Year based matchmaking
Expanding on the tier based system, this system would combine all campaigns into a single progression tree for each nation, but a user can only enter certain battles/missions depending on their gear. For example, a StG44 would only be usable in Berlin, while an MP40 would be usable in all campaigns.
Newbie matchmaker
Keep players that do not own a premium squad and/or are under a certain campaign level seperate from other players to prevent noob stomping
Horizontal matchmaker
All items would be reworked so nothing is objectively better than anything else. Creates balance and increases the importance of skj, but lessens the importance of progression and investment.
Vertical matchmaker + ELO.
The current system. Playing longer = better soldiers. Very unfriendly towards new players, but progression becomes very rewarding. However, adding an ELO (skill rating) system lets the matchmaker group the stronger players toghetter and apart from the new players.
[poll name=matchmakerSystems type=multiple results=always min=1 max=6 chartType=bar]
- Tier based
- Year based
- Newbie matchmaker
- Horizontal matchmaker
- Vertical matchmaker + ELO
- I prefer the current matchmamer
- Other
[/poll]
Lastly, a few generic polls:
What do you dislike the most about weapon upgrades?
[poll name=weaponUpgrades type=regular results=always chartType=bar]
- Nothing, they are perfect
- Randomly failing upgrades
- Randomly getting less parts upon disassembly
- Both random fails and part ammount
- The fact that upgraded guns are stronger without downsides
[/poll]
What do you dislike the most about perks?
[poll name=perks type=regular results=always chartType=bar]
- Nothing, they are perfect
- Certain perks are too poweful
- Certain perks are too weak
- Perks are too easy to obtain
- Perks are too hard to obtain
- Premium squads get the best perks immediately
- The fact that they dont have downsides
[/poll]
What do you dislike the most about orders?
[poll name=orders type=regular results=always chartType=bar]
- Nothing, they are perfect
- Lootbox mentality
- Some weapon boxes do not give equipment like grenades
- At low campaign level they give bad stuf
- Bad luck can ruin an account with trash weapons
[/poll]
If I missed anything, let me know.