ohnein has already thrown out the quick thanks, but here's a bit more for you... We still had a good number of responses on the survey coming in Tuesday night. Total was pushing 650 by the middle of Wednesday, when we closed it off. A few more of you apparently went to the survey but decided there was too many questions - or came back later! Anyway - big thanks to everyone who played over the weekend, as well as for all the feedback. With Thanksgiving, we haven't had much time to process, but a few semi-random thoughts and stats for you (we'll do more detail next week):
And a note: me saying "we'll look at" some feature does NOT mean it will get changed - it means we'll take a look at the feedback, see if the system is working as designed - and delivering the desired end result(s). If we think it is, we'll tell you - and try and explain the whys and wherefores! If we think it needs chaning, we'll talk about that, too.
And yes, a lot of the sound is placeholder!
- Almost all of the survey submissions were from people who play/have played RO2/RS - which is a good thing and a bad thing. We did want responses from people newer to the franchise as well. But we'll bring more in when we've had time to react to some of the initial feedback!
- About 35% had played under 20 hours of Vietnam, while 40% claim more than 100 hours - so a good broad range.
- Understanding of Territories mode was high (4.4/5 which we'd hope) - Supremacy lower at 3.8, Skirmish at 3.6. We suspected we had some work to do there. The "fun factor" on those game modes went pretty much the same, which makes sense.
- There's also a lot to do on messaging on things like "What is actually the difference between the various AK options?", "What is the difference on folding stocks?" and so on. Again, suspected - nice to have it clear.
- Ability to hit targets, as well as survivability, weapon reload speeds were in the 70%-80% "good as is" bracket, which is nice. Some definite queries about actual damage getting done to enemies. There's a debate on "Are people missing and not realizing?" vs. "Not doing the damage we expect". We'll put in some debug tools and grind through this one - it really needs the debug tools so that we can see if the systems are actually doing what we think they are doing. Once we're sure of that, then we can work out what to tweak
- Fairly universal view that some of the shotties are death-machines, so we'll take a look at that. They should be murderous up close, but not for sniping people with buckshot at 100m
- There have been lots of suggestions/requests for other weapons/other variants - that will have to wait for updates in the future, otherwise we'll never gt this puppy finished. Just saying Keep the suggestions coming - but don't expect a surprise 40 extra weapons on launch!
- RPGs - various bits of feedback. One key point - the rounds ARE actually traveling at a realistic velocity to the real world - launch at around 100 m/s, accelerate to closer to 300 m/s. Their use on maps with no helos and their effect against infantry we'll look at.
And a note: me saying "we'll look at" some feature does NOT mean it will get changed - it means we'll take a look at the feedback, see if the system is working as designed - and delivering the desired end result(s). If we think it is, we'll tell you - and try and explain the whys and wherefores! If we think it needs chaning, we'll talk about that, too.
And yes, a lot of the sound is placeholder!