I am writing to share some feedback regarding the current menu layout, specifically focusing on the proximity of the “Suicide/Respawn” and “Exit Game/Desert” buttons. As both a player and a developer, I’ve noticed a recurring point of friction that occasionally leads to unintentional match exits during high-intensity gameplay.
In fast-paced scenarios, such as when a player needs to quickly cycle a stuck or downed soldier to stay in the flow of combat: the speed of interaction can easily lead to a “misclick.” Currently, the visual similarity and close spatial grouping of these two options create a high cognitive load. While the error is triggered by the player’s haste, the current UI architecture doesn’t provide enough “guardrails” to prevent a tactical decision from turning into a session-ending mistake.
To improve the UX and safeguard the player experience, I would suggest the following:
Implement a brief “hold-to-confirm” interaction or an additional confirmation prompt specifically for leaving the match to ensure the action is deliberate.
The goal is to ensure that a hasty tactical adjustment doesn’t inadvertently cost a player their entire match. I hope this insight is helpful for your future UI iterations.
Best regards,
Vesu
Question to other valiant players rushing to be the useful:
Have you ever accidentally deserted a game, instead of suiciding your soldier?
Some players intentionally run away, not by mistake, so the developers need to increase the penalties; otherwise, the game will be a losing streak all day.
70% of my AI Bots commit suicide all on their own due to their own unimaginable programmed stupidity. As far as desertions, and penalties, no penalties short of suspension or banning players are going to work as long as the vast majority of games are seal clubbings.
I am not opposed to penalties, in fact, I support the idea of deserter punishment. However, I think that proper map/campaign picking is needed in order to have penalties. I am a casual player, I don’t care about winning or getting the most kills, I just like to mess around and have fun. I leave games all the time, not because I am losing, but because I get a map that I don’t want to play. I would rather bite the bullet and leave as opposed to forcing myself to sit through a game that I know I will not enjoy.
If you quit before the battle even begins, I have nothing to say. But to quit just before the battle is over is a shameful act of cowardice and betrayal.
That would be better than going back to the WWII historical campaign mode. The downside is that if players prefer a particular map, fewer people will play on other maps, leading to uneven player numbers and long queue times. So, while your idea is good, the WWII historical campaign mode has already demonstrated that excessive map selection results in other maps being deserted, leading to excessively long wait times.
No, you can’t use your suggestions to dictate the deletion or modification of the game map. This game’s historical map includes the Eastern and Western Front battles of World War II. It’s not reasonable to delete one just because you like the other. Do you understand?
There needs to just be a lobby vote for map choice as we’ve seen in other games. If you don’t know what im referring to, it’s when you’re given 3+ map choices in a pre-game lobby where the players get to vote on which map of the options is going to be played. Most votes win, game starts after