jeffu

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About jeffu

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  1. If Battalion 1944 ended up going in a realism direction then I wouldn't be here because I have no interest in playing something like that. Same reason I haven't touched Day of Infamy, ARMA ,Squad, Red Orchestra, or any of the recent Battlefield / Call of Duty games. If I'm not interested in the core gameplay then I don't bother with it. But that doesn't mean a game like that or any of the aforementioned games can't have a competitive community behind them. Like I said, there isn't just one big "competitive community" roaming around searching for the next FPS game. Competitive communities form around games because people want to prove they are better than others and enjoy the competitive nature of playing against other people. This means playing the games how they were designed to be played, not enforcing arbitrary rules like defense zones or can't shoot hipfire because that's the rules Johnny came up with for his server and realism mode. If the base game had all of the realism mode features and a competitive community formed around it, I don't see any problem with that. Battalion 1944 is targeting the competitive CoD1/2/4 PC community that hasn't had a new game to play in a very long time. That is their target audience, not realism mod DoD players. Battalion 1944 has been thoroughly documented as heavily inspired by CoD - particularly CoD4 Promod's movement system and CoD2 design/weaponry. It's not a realistic game and was never intended to be. It's being created as a fast paced arcade shooter. Removing things like strafe jumping, hipfire, and making it a more tactical game just goes in the completely opposite direction of what Bulkhead is trying to make. If you want to mod it to be that, no one is stopping you. I just still don't understand why you wouldn't start with something like Red Orchestra or Day of Infamy which have features that you're looking for in the base game already. Plus they're already out so you can start modding them right away.
  2. Adding to what seekax posted: http://mouseaccel.blogspot.com/p/blog-table-of-contents.html Good guide if you're interested in using mouse accel properly.
  3. I think you're overplaying how big the realism community was in DoD and DoDS. Yes, there were public servers run by realism clans that had a lot of people playing on them - but they were rarely in "realism mode". Once the server was populated enough with people who understood what the mode was, it would switch over. At that point, many people would leave the server as they had no interest in playing that way. If the gamemode was really that popular and big, you really think no developers would have put it in at some point? Gungame and deathmatch are official gamemodes in CSGO now because of how popular they were in 1.6 and source. Zombies is huge in CoD. Battle Royale is huge with H1Z1 and PUBG now. If there's a market for realism, someone would have made it already (oh wait... is that Day of Infamy and Red Orchestra?). The competitive community for most games just want to play the actual game and prove who's best at that game. Sometimes mods are necessary due to lack of developer support but generally the core game does not change as drastically as a "realism mode" would change the game. The competitive community isn't 1 community going from game to game demanding the same things - if you look closely you'll see that the demands from the competitive DoD community to DoW and the demands from the competitive PC CoD community to Battalion 1944 are different besides a few standard things such as spectatability and demos/replays. And a reason those communities are demanding certain things from the developers is because both Driven Arts and Bulkhead are drawing inspiration from these respective games and targeting these audiences. The main reason why I feel the competitive community always bashes on the realism clans is because any semi-decent competitive player would consistently get banned off of realism clan pub servers for "hacking" (being too good) because the clan admins can't understand that there is a higher level of play outside of their server/clan bubble and they're just not good themselves. I have no problem with people playing what they enjoy but don't appreciate being labeled as a hacker or cheater because I play the game at a higher level.
  4. https://forums.playdaysofwar.com/forum/content-creation/content-creation/18679-days-of-war-realism-mode Is this the list you were referring to? This is just a ridiculous amount of changes that would be needed to make the game into "realism mode". Even the reception on the DoW forums seem pretty lukewarm at best. We all played the older games competitively and they did not require this many changes to core gameplay. DoD and DoD:S competitive were played with the stock game that did not require any mods. The "nostalgic" oldschool gameplay you are referring to is something that was created with 100 changes (your words) to a game that Bulkhead is not inspired by at all. None of these changes are as simple as setting some values in a config. I'd honestly be extremely surprised if this mode makes it into Days of War unless they completely abandon their current vision of the game and switch completely to realism mode. As mentioned earlier and by numerous people, this all requires developer, artist, and animator time to get these things looking right. Battalion 1944 is advertised as CoD4 ProMod movement in a WW2 setting. Most of these changes would go directly against that idea and Bulkhead's vision of the game. I think they could add some maps or gamemodes that are close to what you are looking for (objective based) but they will never add gun jamming, less strafe speed, different recoil, suppression effects, medic classes etc. etc. just for 1 small niche gamemode. Can you please answer why no one is modding Day of Infamy or any of the other more realistic games (ARMA WW2 mod sounds like it could be popular?) to suit your community's needs? Why are you trying to start with a base game that requires so many changes for your community to enjoy it?
  5. You are asking to change the game, though. Setting up special zones? Weapon drops and jamming? Medic class? These are all things that aren't in the game and will take development time from Bulkhead for a very small group that isn't their target audience. I honestly don't expect the DoW devs to give you what you're looking for either. Their dev team is smaller than Bulkhead and they still have a long ways to go in making the base game playable and good. If you needed 100 mods to make DoDS "realism mode", then why not start with a game that's closer to what you're looking for like ARMA, Day of Infamy, Squad, or Red Orchestra? Why do you keep trying to modify arcade shooters into something they're not meant to be?
  6. It's much harder to get a competitive game made properly than to make a casual game. A casual gamer can play a competitive game casually. A competitive gamer cannot play a casual game competitively. I'm happy that Bulkhead seem to actually understand this and are prioritizing things like movement - something casuals probably won't even notice or care too much about if it's good or bad. If you want a realism mod to be created, why isn't your community modding something like Day of Infamy, Red Orchestra, or Squad? Those games seem to be closer in gameplay to the style you want to play. Why force a competitive focused game like Battalion 1944 into something it's not?
  7. From the latest news post.
  8. Team Rating / Personal Rating I would suggest looking at the World of Warcraft arena system for the team ranking system. It's changed many times over the years and I haven't played the game in a long time, but the changes were made every season due to system abuse of millions of players for season end rewards. This is assuming there will be some kind of season end reward for being a top 500 or top % team in Battalion. This is from memory and is most likely different than what is WoW now but what I felt was a fair system: The team rating should also have a personal rating of each member that contributed to that team. So if your team grinded up to 3500 rating with the same 5, each member should have a personal rating of 3500 and the team rating will be 3500. However, if the team decides to add 2 high level members to carry them further, those 2 would start at the starting ELO personal rating (let's say 1500), and the other 3 would have the 3500 team rating. If this new team grinds to 5000 ELO, the original 3 members should have a personal ELO of 5000, the 2 benched members will have a personal ELO of 3500, and the 2 carry players might have an ELO of 4900. If the season end rewards require a personal rating to be within 300 of the team rating, this would hinder boosting and selling of these rewards. The 2 benched players with 3500 personal ELO would not receive rewards from this team. These personal ELO ratings are only tied to each team and don't affect the solo ELO or personal ELO on other teams. Max Teams I love the idea of being able to join 3 teams. This allows you to play with your serious team, your team of WoW/irl friends, and maybe your late night drunk squad. This is an area that Bulkhead could also make some money for extra team slots - for example, $5 per extra team slot over 3 up to 8 teams max so $25 for players who want 8 teams if 3 isn't enough. Team Customization Team customization options would be fun. Maybe team skins, team colors (2 colors per team for spectator outlines - if teams have the same primary color then the away team will use their secondary color), in-game tag with colored text, about/bio pages, and areas for websites/social media links. A lot of areas for potential cosmetic microtransactions here as well. Leaderboard Definitely would love to see team and solo leaderboards for each region in game and also on the official battalion website. Any other ideas or things you would like to see for the team ranked system?
  9. I like this idea more than straight up spawn advantage. How about taking something from the battle royale games, and giving the winning team some "adrenaline boost" that allows them to move slightly faster? This of course should wear off within the first ~3-8s of the round but would offer a similar advantage. If adrenaline boost cards (single and team wide) were in you could also counter-act this disadvantage by using adrenaline boost cards on your disadvantaged rounds. Single cards could be used to have certain players rush areas as well. If you want to go more of a hearthstone approach with deck building - should each card have a value and teams can have a max value stack of let's say 1000 per half? This would allow teams to customize their stacks to play their style. For example, if a team decides they want to go more sniper heavy, they can put 15 sniper cards in their stack that each cost 30 (total 450) - so almost half of their stack would be dedicated to extra snipers because that's how they like to play. Another team could be more rush focused and choose to add 8 team wide 5s adrenaline boosts in their deck which cost 80 each (640 value). Edit: For public matchmaking this would most likely need to be personal decks so 200 value per person. Allow people to queue up with 5 decks that they can choose during the warmup phase.
  10. I'm not going to argue with you on the Battalion 1944 forums about another game. Just know that DoW in its current state is nothing like what the competitive DoD community wanted. Bulkhead is most inspired by CoD2/4 and taking suggestions from the CoD playerbase. You're obviously more interested in the older CoD gameplay. Not sure why you can't be open to more than one type of fps gameplay as I've played many many fps games since DoD and enjoyed them all for what they were but it looks like you've found the right game here.
  11. I really don't understand your point and this thread has nothing to do with Battalion 1944. If DoW was made to be a CoD style S&D focused WW2 game they would have the new CoD, Battalion 1944, and to some extent CS:GO as competition. The DoW developers were DoD Source players and made a game that appealed to them - the same thing Bulkhead is doing but with CoD2/CoD4. Back in the day, at least for NA (I can't speak for EU), DoD was the 2nd largest competitive team fps game played in CAL (yes, over CoD 1 and CoD 2) so targeting that community wasn't a bad idea on their part. The DoW developers have actually gone away from what the competitive DoD community wanted and currently the game is dead. They've ignored input from the ProDoD mod creator and both the competitive DoD 1.3 and DoD Source communities. They have listened to the realism or casual playerbase and to no one's surprise, the game is dead because they've ignored the people that would dedicate the next few years or more to their game and listened to the crowd that will jump ship to the next shiny new game. No one from the competitive DoD scene has any faith in the development team anymore and most have given up on the game already. Personally I haven't played it in over 2 months now. I'm not here to turn Battalion into DoD as I understand what Battalion is trying to do and I'm looking forward to playing something that is competitive and not broken. Just offering my viewpoint as someone that played competitive DoD for a few years 10+ years ago and was involved in the DoW fiasco earlier this year.
  12. I hope it will be a reinforcements resource to spend on extra items rather than a "on round 4 both teams get 2 smoke grenade cards" type system. This will allow teams to pull off crazier strategies because it will not be as predictable but this may be too much like CS when it's all said and done. Some ideas: Extra bomb (if it will be a single bomb like CS) Defuse kit Different grenades - smoke, gas/fire, flash Piercing rounds for more wall penetration Special weapons as mentioned by others - extra sniper, shotguns etc. Please don't add things for the sake of adding them like flamethrowers, mines, mortars, and portable MGs. Those don't belong in a competitively minded game.
  13. CS:GO peaks at 600-700k concurrent players so it's more like 6 times. Dota2 peaks at around 900k to 1 million concurrent players a day. There's no public player information about LoL or WoW except for what the developers tell us - but they are likely larger than Dota2. http://steamcharts.com/
  14. Are you trolling? World of Warcraft, League of Legends, Dota2, CS:GO, ARMA series, Starcraft 2, Civilization series, and battle royale games are all PC exclusive off the top of my head. CoD and BF are dead on PC because they have been garbage console ports for the past decade.
  15. Match stats and results Top team profiles with match history and roster history Top player profiles with career stats, team and match history Match prediction system with rewards (website points?) to encourage viewership of high level matches