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Closed Beta 5 Survey Results

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    Once again we would like to thank everybody who took the time to fill out the feedback survey included with the latest wave of the beta. Based on that survey there are a few things we would like to share (as we have been doing), so let us take a look!

    First a bit about you, those who have responded: Beyond more players taking the time to provide feedback to us (once again thank you), we are seeing a continued trend moving overall enjoyment upwards from previous builds. This tells us we are doing something right (or at least you think so!). Just under 90% of you are franchise veterans (another stat that has been edging upwards as the waves have continued) and we thank you for your continued interest and enjoyment of our games!

    On to the big change in Closed Beta Wave 5 (CB 5), audio. We've noted the issues many of you have reported and are already working away at them. We are also continuing to work on some of the remaining sounds and audio balance levels between them. With that out of the way, it looks like overall the new system and sounds were a smashing hit among the testers - averaging a 4 out of 5 across the board (as a measure of enjoyment)! An interesting note, with the new music that was added, just over 50% have decided to leave it on always, with 25% choosing to do so situationally or as the mood hits them.

    Now to gameplay mechanics, starting with the changes to the bleedout system (which has been switched to a hold that can be broken out of as well as other underlying changes). The majority reported in that they were happy, but it looks like there is some additional work we can do here that we'll be looking at as we move ahead.

    We will also be looking into the ease of picking up items as well as using emplaced weapons based on this round of feedback. While not in a bad place we feel we can get it better through additional system refinements.

    And to round off our gameplay systems, the testers have voted not to vote kick the updated vote kick system!

    The last few items to cover are movement, HUD changes and performance. With further HUD and messaging changes being a big part of the next beta wave, it is good to see that our updates to the Supremacy gametype overhead map have gone a long way towards helping players understand the mode and what is happening.

    When it comes to movement we think we have a good idea on what to tackle to help players feel like the game is doing what they want it to do when it comes towards mantling (a quicker start) as well as major collision improvements across the maps for the upcoming beta so overall players should have a much better time navigating around and spending more time shooting!

    Many of you reported client performance issues this round of testing and work is already underway to address many of the issues seen (especially on Hue), but overall this will be an item that we will be continuing to address through all final beta stages up til launch.

    As a reminder we'll be at PAX East this friday with a panel (details here: http://steamcommunity.com/games/418460/events/ - We'll be talking about development and answering your questions! Don't forget to ask your questions in the Steam event linked if you can't join us in person, we'll try to get to many of them!)
     
    First thing first, I really like that you guys share some vague results of the surveys and some vague statements how you guys will progress. It really feels like there is some communication going on. Because otherwise there might be communication but it doesn't feel like it.

    starting with the changes to the bleedout system (which has been switched to a hold that can be broken out of as well as other underlying changes). The majority reported in that they were happy, but it looks like there is some additional work we can do here that we'll be looking at as we move ahead.
    Yep, maybe it could be a small tad faster. Does a first person hand animation for feedback purposes in such a dominant mechanic come into question?

    We will also be looking into the ease of picking up items as well as using emplaced weapons based on this round of feedback. While not in a bad place we feel we can get it better through additional system refinements.
    Yeah, the current triggerboxes are awful and were awful in RO2/RS. Sometimes they won't even trigger and sometimes they are hard to find. Other times they act weird when they overlap with other triggers such as other weapons to pick up.

    The last few items to cover are movement, HUD changes and performance.
    Yeah, a more minimalistic approach to the HUD would be nice. And fixing all the inconsistencies around the UI.

    When it comes to movement we think we have a good idea on what to tackle to help players feel like the game is doing what they want it to do when it comes towards mantling (a quicker start) as well as major collision improvements across the maps for the upcoming beta so overall players should have a much better time navigating around and spending more time shooting!
    I love that you guys are tackling movement once again. Nothing is more important than this. Because apart from the weapon handling, the movement is how you move in the environment. It makes the game!

    What I'd like to see is that you guys tackle the angle-change when changing the stance. Right now it doesn't feel very natural, especially because of it's twitchy nature and it doesn't normalize afterward. With normalize, I mean that the direction you're aiming changes when you changes your stance and stays that way afterward. I think it would be better if the camera would go down again after a brief moment.

    Are you guys working on the player-to-player collision as well? It still feels weird right now, as you collide, get shifted away from each other or walk into each other. The collisionboxes seem to be a little bit too small sometimes.

    Oh, and twitchy animations/movement in 3rd person is still a thing. It doesn't look fluent, especially if you take your time to observe. It actually surprises me that this doesn't have a larger impact on the overall gameplay.
     
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    nilsmoody;n2288453 said:
    Yeah, a more minimalistic approach to the HUD would be nice. And fixing all the inconsistencies around the UI.
    +1

    also more HUD customization options would be great to,so that you can disable stuff you don't need or don't want to see.
    like the compass, those text pop ups messages:

    "RandomPlayer joined US ARMY"
    "RandomPlayer left the game"
    "ATTACKERS DEPLOYED REINFORCMENTS"
    ...
     
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