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Thread: Dear developers. A collection of community suggestions

  1. #1

    Dear developers. A collection of community suggestions

    Community suggestions collected by the "The German Volunteers" community.

    Dear Campfire Games developers, honoured community.

    Since autumn 2016 many of us have been playing War of Rights actively. Throughout this long time, most of us have experienced every step in the development process from pre early access alpha phase to this current build of the game in August 2019. We are but one of many fantastic communities for War of Rights out there, yet we try to contribute as much as possible to the development of the game and its community development. We are saddened that many players are disheartened by the current state of the game, with many individuals ceasing to play altogether due to the perceived uncertain future of the game.

    One of the reasons for this lack of motivation and frustration with the direction of the game development is of course the overall slow progress. Furthermore, it has come to our attention that an overall fatigue regarding the skirmish gameplay mode can be noticed in large parts of the community. Of course, we understand that due to the small size of the development team, progress is justifiably slower than e.g. in the AAA gaming industry, and we very much appreciate the dedication of the development team which delivers fantastic and consistently high-quality updates to the live servers of the game for us to enjoy. Regarding the skirmish mode fatigue, we hope that the developers are aware that it is indeed the foundation stone which will make or break this game as it is of course the primary way to experience this game at this current stage of the development process. Of course, the current state of the skirmish mode servers as an inspiration to us, a small part of a large community, to attempt to aid the developers with some ideas, concepts and suggestions. With this list of community ideas and suggestions we do not intend to discredit or attack the developers in any way what so ever as we truly appreciate the effort that it has been to get the game this far. Our only intention is to support them as much as we can along the way. Improving this game to its amazing potential is one of our community key interests and we hope to enhance the already good developer community relationship even more. We are looking forward to hearing more about many exiting concept ideas and changes to the game in the future.

    Of course, this goal cannot be achieved by just one community. Hence, we hope for a widespread interest and support for our community suggestions initiative within the amazing War of Rights community. We are keen to learn more about your suggestions and ideas. So, consider this post an invitation to engage, debate, discuss with us more concepts and ideas which you think are worth sharing with the developer team to improve this fantastic game.

    The complete list in text form can be found here!

    I) Gameplay Suggestions

    1) Desync Issues: The desync has been horrible of late with entire sections of the unit being invisible to numerous players or large sections of a unit remaining “frozen in place” for players despite the players being able to move around freely. Synchronizing character speed properly would also be appreciated as to avoid weird issues with officers and enlisted men running (at the double quick) at different speeds.

    2) Melee Improvement: Improved melee combat and animations to finally make melee less repetitive and more skill based. Add a blocking or parry mechanic so combat becomes more engaging and fun and does not like to action figures being banged together.

    3) Map Tool: Include a simple map (could even be a sketch) for the Officer class to allow for more planning. Implement simple drawing and writing tools for the officer to enable them to draw out plans etc. for other Officers in their vicinity. Once departed from one another, map updates should only be possible through either a) officers meeting on the field again (if near each other (about 20 meters or so) map will automatically update) or b) a designated courier class that can run between units (similar mechanic to the officer, if in a 20 meters radius around the officer the map will automatically update).

    4) Shooting Mechanics: If balance concerns permit it, rework the ballistic mechanics and the core shooting experience. Implement the ability to “rest” rifles and muskets on walls and fences to somewhat increase accuracy (it is just unrealistic and weird that someone would crouch behind a low fence and NOT use this advantage).

    5) Resupply/Resource system: Implement a resource system other than the ticket system currently in place to enhance gameplay experience and make matches into more than just a simple shootout. For example, add a munitions system which would allow soldiers to collect ammunition from a Munitions Wagon in the rear and carry it to the frontline (e.g. resupply`s in games like Post Scriptum and Squad). This would aid especially the soldier equipped with Springfield 1842 Buck and Ball muskets to have a steady supply of ammunition as in a heated firefight one tends to burn through this ammunition rather quickly. If somehow feasible maybe implement a kind of stretcher bearer system which would allow stretcher bearers to carry wounded soldiers to a rearward drop off zone. A wounded soldier will still respawn, but the ticket loss will be reduced (if wounded in Formation the ticket is not lost, if wounded while skirmishing or out of line the ticket loss should be reduced after a successful recovery by the stretcher bearer). For clarity, we are NOT suggesting a medic class (as seen in the Battlefield Series) which would be running around magically reviving injured and maimed soldiers at will. This would be grossly against the realistic spirit of the game. What we are suggesting is a purely supportive role which would make the Moral/Ticket mechanic more interactive to an extent. By allowing wounded players to be “rescued” by a stretcher bearer we enable units to have a little bit more control over the moral loss of their faction, making the gameplay experience more interesting. A wounded soldier will still have to respawn (at either faction spawn or flag spawn) but the ticket loss will be reduced.

    6) Ammunition: Enable the common Private/Rifleman to estimate how many cartridges he has left (e.g. by experience of weight maybe (e.g. “this feels like half a cartridge box”). This would interact nicely with the previously suggested ammunition resupply mechanic (which again, we are not suggesting a Battlefield style mechanic, but a soldier being tasked with returning to the rear to bring along extra ammunition in an Arsenal crate as per historical sources. Maybe allow looting corpses of fellow soldiers for some extra ammunition.

    7) Company Tool: Please, finally implement the Company tool INTO the game, currently there is no reason to use this system as it has no purpose whatsoever in the game. Make it possible to add people in game to the company tool through a simple mouse menu to spare us the awkward nonsense of writing 20 minutes + with someone interested in joining a company until we finally have the applicant in our system. The company was supposed to be the core of the War of Rights community, but the current game design and lack of company tool implementation shows that little regard is payed to them overall in the current stage of the game. This would enable enhanced community functions such as having a distinct company tag automatically implemented when playing the game rather than carrying a cumbersome steam name around our profiles for life as well as having promotions etc. automatically be implemented in game.

    8) More Units per Skirmish Area: Allow us to have more than 2 active units (on each side) on each skirmish map. The two unit maximum arbitrarily limits and hinders gameplay and strategy as flanking manoeuvres and clever tactics rely on diversion and skirmishing movements, which can only be done through distinct units executing these tasks. Giving us the ability to have 3 or 4 units on the field, each with a flag and officer class would greatly enhance gameplay experience for everyone and would finally make large organized events more fun and enjoyable.

    9) Officer Spawn: Officers and NCO`s should be prioritized in the spawn que of the Company Flag. A Company without its officer is aimless and leaderless.

    10) Weapon Selection: Enable the weapon selection system and implement the resource system that will be attached to it (limited numbers of certain weapons etc.) This e.g. would allow us to form distinct skirmisher companies equipped reliably with rifles and lead charges and all out assaults with more appropriate weaponry (e.g. Buck and Ball muskets etc.)

    11) Crouched Movement: Enable players to move while crouched. This should be very slow though as to balance out this ability on the overall battlefield.

    12) Weapon discharge from the hip: It would be appreciated if a hip fire mechanic would be implemented when in melee mode. This would simulate a frantic and panicked discharge of a weapon shortly before engaging in close quarters combat. Of course, this shot should be inaccurate but at least it gives the player a little bit more control in the battle.

    13) Polishing Animations, smoothing out gameplay: Faster animation transitions. Increasing the speed at which the rifle is readied for either melee mode or firing from the shoulder to allow for quick transition and an occasional close quarter shot before engaging in melee. Overall, animation improvement would be appreciated to smoothen the quite rough gameplay at times and make it feel like a game and less like an interactive movie.

    14) Dropping a Flag: It has happened numerous times that a member from another unit (mostly a random player) would pick up the flag belonging to another unit, causing issues with company spawns. We suggest that the flag could be dropped or (maybe in fashion of a Verdun role swap request) could be traded with another Private should the need for this arise.

    15) Last Push and Final Stand mechanic: Needs a serious rework as the attackers with unlimited tickets usually carry the day with this mechanic if they don’t act like complete fools. Additionally, forcing every defending player into a tiny restricted area in their Last Stand with 0 reinforcements coming in further facilitates the attacker’s job. Instead of having a glorious last stand it usually becomes a mass execution of the defenders as they have no ability to manoeuvre or really fight back as they have no more resources to throw into the fight and often no where to seek cover or shelter from the onslaught.

    16) Capture Point Mechanic Rework: Defending or attacking the same capture point repeatedly becomes rather stale after a while (considering that certain American event Hosts have tried to disable capture points in their community events kind of proves that point). Instead maybe a frontline mechanic like Verdun, Hell Let Loose etc. would make matches more interesting when they develop an attack, counter attack dynamic, something that is barely possible with the current game design. Alternatively, instead of having the defenders loose instantly once the capture point has been taken give the defending team a limited time window (e.g. 5 minutes or so) for one last counterattack which could turn the tide again. This would make for a tenser gameplay experience. On the other hand, this would solve the absurd situations many attackers and defenders find themselves when attacking the capture point at a late point in the game and loosing the match because the capture point was only captured 99% before the match timer ran out. This is not how War works and should be adjusted as it leads to incredible frustration on both sides. Of course, these additional 5 minutes should also be granted to the Attacking team should the Defenders re-take the point at the end of a match (though this should be the last time this additional time is added to ensure the game does not drag on for too long. On certain maps, maybe the inclusion of more than one capture point (or at least randomized capture points as to avoid the same old battle every time until the larger more historic battle mode releases) would make battles more interesting and engaging and would allow for more tactical variety.

    17) Nerfing Flag camping in buildings: On certain maps, company flags tend to be kept out of sight in buildings. Of course, this is a legit strategy but does impact on the ability to effectively combat an entrenched unit as they receive a steady stream of reinforcement without risking getting shot. Hence, we suggest a spawn timer increase for flags that are encamped in buildings to give attackers a chance to rout out troops from entrenched positions.

    18) Trust in the Community: We are aware and understand that this game is your baby dear developers, but we have only given you love and support since the Kickstarter campaign and believe that we deserve some respect and trust in return for getting you this far. We all want this game to succeed as much as you do as we have invested significant amounts of time and money in this game and the growth of our community. Give us the tools to ensure the longevity of the game. We pay large sums of money for the game servers and would like to have more control over the events that we host. Give us the ability to turn of certain features (e.g. capture points, moral mechanic etc.) so that we can build and create the events that we would like to play. We understand that you want the public to experience the game as you developed it but for a dedicated community that has supported you all this way since day one, the game begins to grow stale simply because of the lack of options and choices in how we can create and design our events. To ensure that the public will experience this game as you intended and developed it (without risks of being unbalanced etc.) we suggest that these custom game modes are only playable on password locked servers. This would give us the freedom to create the events we want and gives you, the developers the tools to ensure that the public does not have to suffer through our three-hour unlimited tickets, no capture points bullshit events. We have been playing this game from its barely working Alpha state up to now and still deal with all the games quirks and issues because we love it and support you. We are in for the long run, help us ensure that we get to stay and experience this amazing game for as long as possible.

    19) Bayonet unfix/fix cancel: Please make it possible to cancel the fix/unfix bayonet animations. It would be very much appreciated since often in the heat of the battle it does occur that one presses a wrong button in the wrong moment and stands helplessly when the enemy charges the position.

    II) Map/ Exclusion Zone Changes

    1) Exclusion Zones: Certain maps (e.g. Burnside Bridge) have terrible exclusions zones which completely disable any movements on side of the confederacy on the right flank of the map. This being just one example of course, overall please rework the exclusion zones on the maps as they needlessly restrict an already restrictive game mode which limits the enjoyment and their replay value for events significantly.

    III) Other/Immersion

    1) Regimental Colours improvement: Implement the ability to “fold” and “unfurl” the Regimental Colours. When advancing through a cornfield (at least currently in Skirmish mode) the unfurled colours are a clear giveaway of a unit’s position, hence stealth and careful planning can be for naught in some situations. This could be “balanced” by not allowing players to spawn at the Regimental flag if it is still in its casing (“folded”).

    2) Officer Stances: Implement the ability to salute without a weapon in hand. Implement more stances for the officer class (as per regulation manual of arms and school of the officer). Make it possible for Officers to salute while on the move.

    3) Graphical fidelity and quality improvements: The poor draw distance has been an issue for quite some time. For most players, it becomes almost impossible to see anything beyond 100 meters as the image is grainy and unclear. If technically possible, clearing up this issue would improve gameplay experience significantly especially for the lowly privates who do not have access to a binocular or field glasses like the officers. Additionally, “low graphic hacks” need to be eliminated. Captains turning down their graphics settings to gain an advantage over the enemy is not acceptable (corn fields and wheat fields do not render at all over long distances making surprise moves through such terrain impossible).

    4) Immersive Gore/ Injury system: Implement (as suggested above) wounded soldiers that when hit don`t just die but wiggle, scream and shout (yes, they shout already sometimes but not nearly enough to truly capture the horrors of a civil war battlefield). War is not fun, make sure people understand that when looking at the maimed body of an injured soldiers screaming in agony for his wife and children.

    5) Marching and Movement Sounds: Add proper marching sounds when a company marches in formation or column (or just when soldiers move in general). Banging, metallic rattling etc. (from tin ware, belt buckles and other equipment colliding with each other. Similarly, when marching in column, the famous army cough (caused by kicked up dust) could be an interesting addition to the sound landscape of the game.

    6) Implementation of Character Creation: It would be appreciated if we would finally be able to design our own character (in the framework of the equipment of our respective unit of course). Additionally, more character variability would be appreciated (it is not uncommon that every Sgt and Corporal look the same).

    7) Improved Admin Tool: Admin tool could be improved in numerous ways, primarily though instead of having numbers for weather settings and map choices give us their name in the selection option. The community is tired of swapping maps a hundred times because no one can remember the number for this one specific Harpers Ferry Map. Additionally, make weather changes on the Server instantly apply instead of it taking up to 30 minutes. If we want a battle in the rain…we want to battle in the god damn rain and not wait 30 minutes in the snow.

    8) Drill Camp Improvements: Maybe implementing ballistics display on the drill camp (when on the target range a line is drawn from the muzzle of the barrel to the hit target as to make practicing aiming and understanding the ballistic mechanics easier. Similarly, reduce the distance of the Union firing range to the spawn point as a substantial amount of time each drill is wasted marching to the firing range.

    9) Fix Screen Tearing: Please implement an option to enable Vsync as the screen tearing across the board is pretty rough on the eye and frustrating for content creators to actually make videos that look somewhat decent.

    Anyone who has any further ideas, suggestions for improvement or the like may feel invited to share them with us and the developers here in the comments. We would be glad and honoured to hear from you all.

    Sincerely Yours,

    “The German Volunteers” Community

  2. #2
    ATOMBaneblade's Avatar
    Join Date
    Dec 2015
    Glenmoore PA
    Oh I am looking forward to all the amazing suggestions you all will have once more of the community reads this, I ll be thinking of some concepts myself. Best of Luck! and I hope this reaches the developers!

  3. #3

    CSA Captain

    Schimmelfennig's Avatar
    Join Date
    Aug 2017
    For the sake of our beloved War of Rights. Let´s hope that those in charge will know about it and its urgency...

  4. #4
    1000% agree with this post! We need to metagame just keep this game alive for our group because it is so closed in terms of options for replay value and freedom of movement.

    To add to the above suggestions perhaps open up the boundaries to include multiple Skirmish areas (Dunker Church, Cooke's Counter Attack for example).

    More admin options such being able to change round time, and select from a number of preset capture zones so we can change up the matches for replay value.Thanks to the developers for the work done so far.
    Last edited by TRaider; 08-29-2019 at 10:48 PM.

  5. #5
    LeFuret's Avatar
    Join Date
    Mar 2019
    I thought I would never say that in my entire life but...THANKS GOD : THE GERMANS ARE HERE!

    This game is great but could be waaaaayyy better. I understand that it takes time to implement things, but here it takes too much time: people are leaving the game before its release.

    I really do like the suggestion of a skilled base reloading: we spent half of the game dead or reloading. Plus, it would give the player a real incentive to get better and the competition between the companies would be real.

    I DO HOPE that we will have a CLEAR, COMPLETE and FAST answer of the developers regarding these suggestions.

    Thanks again to the German volunteers.

    siiiiiip, yup.

  6. #6
    Quote Originally Posted by Schimmelfennig View Post
    For the sake of our beloved War of Rights. Let´s hope that those in charge will know about it and its urgency...
    While a lot if these idea in theory are good ideas many would be extremely difficult or impossible to implement in the current game engine. And if a suggestion to change or upgrade engines was to be made that would be financially irresponsible not to mention wipe out years of work. Some of your ideas could be implemented but a lot of the priority lately has been performance and stability and removing blockers towards historical mode release.

  7. #7

    CSA Captain

    von-Winkler's Avatar
    Join Date
    Jan 2016
    Quote Originally Posted by Lord Drax View Post
    While a lot if these idea in theory are good ideas many would be extremely difficult or impossible to implement in the current game engine. And if a suggestion to change or upgrade engines was to be made that would be financially irresponsible not to mention wipe out years of work. Some of your ideas could be implemented but a lot of the priority lately has been performance and stability and removing blockers towards historical mode release.
    This list is just a collection of ideas and suggestions that the members of the TGV community have gathered in more than three months.

    Some ideas are certainly negligible at the moment, others may be beyond the point. However, it should be certain that in the mass of suggestions there are points on which many players can agree.
    Captain Walter, Leopold, Lothar von-Winkler

  8. #8
    Yikes. I better mostly ignore this one or my fingers will fall off.

    I will say though that Officers and NCOs should most definitely not have priority in spawn queues and that's a horrible idea. In close combat a good officer would just expose himself and keep blasting away with his pistol, get himself killed, repeat. That's what I'd do. Especially in formation. A fair percentage of the time it's a blessing to be gone with the officer so yeah. Let's not do that. Hell no. Dropping an enemy leader aught to mean something more than dropping a private. It would be great for them though, getting us all killed while they get priority each time they die. On the other hand it's very easy to kill officers since the curious culture says the officer should always move his unit in a column and he's always at the head of the column an obvious priority target for any awaiting party.

    The problem in-game with officers is not so much due to there only being 'two regiments' but a lack of any meaning whatsoever to the game ranks which there are. The concept is outstandingly poor to implement leadership roles in a game like this when there's no legitimate basis for one taking a role or any role other than private. It reminds me of in boot camp when the Drill Sergeants fired all the "squad leaders" and told whoever wanted the roles to come up and pick them up off the drill pad. Unlike in that situation, there's zero accountability. On the drill pad you were basically screwing yourself over to aggressive oversight of the Drill Sergeants. In the game, you have no oversight of any kind unless you're so bad you get banned if there happens to be an admin present. Anyone can take a role and do whatever the hell they want. Make the officers mean something in the first place without requiring the iron fist of admin control to do so and you'll start seeing more cohesive gameplay and adherence to orders.

    Only then would I like to see a larger number of officers and NCOs available at a fair ratio to the number of privates you have. A 75 player force should realistically have more than two officers. Realistically companies and regiments never existed at full strength.

    I don't see why I should have to compile footage of your average leadership to get any traction on this. If I do that I'm not sure I'll have any friends left because some of it is really awful and more-than disrupts gameplay even when it's not just a matter of trolls. Server greenlists or election would be vastly superior. The loudest voices shouting down the concept of election are those who have zero dependence on public gameplay as prime material. Public gameplay is, quite frankly, a mess because of this most of all. Anyone who doesn't see that isn't playing in open servers outside the insulating cocoon of clan hierarchy.
    Last edited by Poorlaggedman; 08-30-2019 at 12:56 AM.
    Suggestion: Formations, Suppression, Spawning, Leadership

    Old Pennsylvania Discord:

  9. #9
    WoR-Dev TrustyJam's Avatar
    Join Date
    Jan 2013
    Hi there!

    A big thanks for the provided list! It has a lot of cool ideas and general feedback bits in it so it’s appreciated.

    It has already tickled my game design brain which has caused me to get started on some pretty cool ideas based off of some of the feedback and suggestions provided.

    We’re very fortunate to have a community that cares enough to spend time providing such lists. It speaks of your passion of the project and we are humbled by it.

    - Trusty

  10. #10

    USA Captain

    Tyler28256's Avatar
    Join Date
    Apr 2018
    Fairfax, Virginia
    With crouch I think if enough people are directly next to each other it should count as being information. It makes it a lot harder to defend a position with a low wall (for example Anderson's Counterattack) when your only good cover is so low. Maybe if you make it so 10-15 have to directly next to each other crouching for it to be classified as information.

    One other thing i'd like to see added is the ability to go prone. It was not uncommon for the regiment to go prone. This can lead to better defense stealth or obtaining better cover when pinned down. You can balance this by not allowing those who go prone to fire or if you do allow them to fire (which in some cases they most certainly did) make the reload process double or triple the normal length for example. You can also give a higher ticket reduction for those who die prone.

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