How as a community can we effectively make changes to the game that we want? Considering the inordinate amount of money that I know I and many other people have invested into this game, and for good reason. It isn't unreasonable to assume that we should be able to make structured requests for game play changes. So how can we make this happen?
For example, a change I'm sure many of us would like to see is an increase to the render distance of targets and more realistic zoom on scopes. Many of us absolutely love sniping but there's rarely any benefit over other weapons other than 1 shotting a vehicle. This is one of many contentions that myself as well as YOUR community have with the game. Ultimately if we're happy, there will be more players, and more money for your business which is win win for everyone.
We on the community team do our best to bring proposed changes from the community to the devs. Can you go into more detail on what you mean by structured requests?Originally Posted by Hipp0nax Go to original post
In terms of render distance, knowing the platform you're playing on would help me contextualize this a bit better. On PC there are both Level of Detail and View Distance options which allow you to get pretty far. Is there a specific distance that you have in mind?
I think they're referring to improved communication for refining community requests that the developers are having difficulties with interpreting/implementing.Originally Posted by UbiInsulin Go to original post
I'm thinking this comes from lack of detailed responses such as "not planned" or "not in the vision". OP's statement for win-win rings true for many logical requests.
Rendering isn't much my demand as much as FPS, but that's just console peasant life. I take as is.
I strongly agree with Hipponax, that this not just should, but have to change ! Sniper scopes are useless and variety of them is sadly low the same as their effectiveness. With draw distance I got the same problem on my pc. Even with all the settings maxed, as soon as I pass the 600m the enemies and buildings disappearing.
Klaymond kind of hit the nail on the head in that respect. I'm sure with the amount of people playing the game you receive a barrage of "wants" from the community so it wouldn't be realistic to take every single one into consideration. What I was thinking of was some sort of standardize request format, maybe even a form or survey, to be able to make a mess of scatter requests more tangible or at least making it quantifiable on your end. That way you can use hard data to know what direction to go in instead of scouring the forums and having to make an inference on community opinion. As it is right now every player could potentially want the same one "thing" and you would never know. I could construct some more insightful techniques if you would like but I think that may drive the picture home a bit for now let me know.
In regards to the render distance I'm playing on a PC and even at Max settings NPC's don't render past something like 600m unmarked and when marked they render up to 800m. Personally I'd like to be able to make 1000m shots. However, in order to do that the optics really need a significant adjustment. The current optics don't perform how they do in real life. The zoom, tick marks are not accurately represented, and the front sight post never obstructs the view of the bullet drop compensator (usually lower and blurry). For example with the TA31H you can see that the second tick on the bullet drop compensator is for 500 yards (457.2 meters)
In game however that tick mark only reaches out to 225m. So in reality the optics are completely pointless outside user preference because you can't accurately gauge distance with the optic as they do in real life. Also the clarity of the crosshair is terrible. In real life those lines are crystal clear when you have proper eye relief and they consume most of your field of view unless you have both eyes open.
Those are only a few of the changes I guarantee would make the large majority of your player base happy. I did 11 years in the military and I've been a dedicated gamer for decades. I'd be more than happy to consult and provide an extensive list of other changes if you would like. You guys could even go as far as setting up a PTR to test some of these changes. Long story short, there's lots of potential to this game with relatively simple changes that avoid diminishing returns and would provide significantly more longevity than the current "new content" is incapable of providing.
That's the problem with being between militaristic and being a full on sim.
There are plenty of "bad" ideas in the game which stem from it being an arcade game. Something as simple as the speedometer in a car. Why it it not present? Or the air speed indicator in an aircraft, you know the things which will fall out of the sky and explode if you go too slowly. But the helicopters have them. The poor ballistics and weapon attachments are like that.
Heck they still have the suppressors reduce damage! (Until you unlock a skill which prevents that). IRL an M855A1 fired through a suppressed or unsuppressed gun will hit with the same energy. Maybe switching between MK 262 and M855 will produce differences in terminal ballistics but adding a supressor will not.
Unfortunately GRWL is very much an arcade game. GTA Bolivia, without the storyline.
Lots of people have given 'extensive lists' and gotten nowhere. Lots of people have asked politely and gotten nowhere. Lots of people have demanded and yelled and gotten nowhere. They have made what they have made and we can take it or leave it. Just be thankful that they don't keep releasing patches because each one breaks something else when they try to fix something different.
They put Fallen Ghost guns in the game and they are glitchy as F, and everyone told them as soon as they saw it first day. Did they release a patch immediately to remedy this like good companies do when they screw up a patch? Nope, they wait for the next scheduled release because they give us superhuge 15GB patches at one time instead of making micropatches that could fix the problem at hand. So we have to make do with glitchy guns in the mean time.