You might remember the last time we did this. We thoroughly enjoyed it and the valuable and structured feedback you provided - a prioritized list - which we can process in many ways was great for us to align what is first and what is second. I was glad to see that our list contained the same issues and only a difference in view of some priorities being higher of lower. It's time again for a review of the state today, so open the floodgates of love for the Eternal Crusade, and participate. As they say, don't forget to vote. The rules In priority, there are no two things that are equally most important. It's 1, 2, 3, 4, 5 ... and that's how we work. And that's what we'd like help with here. It's actually three levels of prioritization, per person etc. but the global list determines each individual team members task priority. Give me your top 10 lists of issues. Solution with the issue is optional because chances are, we have it tracked already with a solution but prioritized differently, so other things are being addressed before we get to issue 4, 7 or 9. Edit: You are more than welcome to link to your original thread as a solution to an issue. So this is your chance to affect that priority. Top 10 items. 1 is most important. One sentence max per issue. One sentence for suggested fix. You guys have direct access to us and we read it. Here is your chance to help me out in my roadmapping and prioritization, in a format that is actionable for me and in a place I can easily monitor. Anything else posted than a top 10 list will be deleted, you're welcome to create another thread for what you want to say about other subjects. Seriously. We're doing an exercise in finding the common signal among us and those trying to interfere with other customers giving their succinct and actionable feedback to us simply won't be tolerated. They have a voice, I want to hear it. Go! - Here is the last Top 10 thread - Here are some of the results from last time - Our Feature Request and voting system
1) Large Open Maps. Please start linking maps together into larger zones with some way of deploying across ACTIVE matches with characters; loading screens disguised with animations are fine. 2) Give us an actual campaign map and not a graphical representation of server matches and match history; each match map should be conquerable and then gets locked by the side that takes it; maps are unique and do not repeat; consider using template base layouts with minor differences as we have a moving campaign unfold over one all faction inclusive continental map where terrain is representative of actual map terrain. 3) End suicide redeploy as a means of quick teleport travel. 4) Remove spawning on points and introduce drop pods and webways etc to drop troops into the battle deeper in the map; balance with cooldown or points system based on point capture or score; consider spawning players in groups of five instead of alone 5) Consider removing or making mobile spawn points (transports) very rare in a match; having shifting lines of infantry having to move and fight across the great maps you have designed is for the betterment of the game; right now it is mostly a ghost town with all action focused on points. 6) Remove ALL invisible walls/barriers which stop vehicles getting to places the Dev team thinks should be infantry only; replace with actual physical assets of suitable height which solidly stop ALL vehicles from crossing their threshold. 7) Make melee system more enjoyable; (shortening lunges is a good start) many threads on this. 8) Remove ALL Invulnerability frames; if any are to stay they should only exist on defensive dodges; I frames on offensive moves is frustrating for ranged players who empty whole clips into attackers and are then left helpless. 9)Return repair packs as a loadout option as before; when repair classes are added their kits/tools should be much superior but allow current drivers and vehicle crew to maintain their vehicle. 10) Spawn zones should exist in large buildings with numerous exits tunnels and cover to prevent spawn camping; remove the auto death zone or change its boundaries as some players have begun to abuse the system by spawning tanks and sniping at targets from well within their auto-death zone to avoid getting their vehicle killed by AV grenade troops.
1. Implementing pistols for fire support classes. 2. The garrison becoming an actual hub for the game (queuing for matches etc.) That's it from me...
1. Still melee as the first issue, particularly how Dbash can be dodged by evade, and how it can be hard to distinguish heavy and fast attacks, which makes rock-paper-scissors into a guessing game, instead of a game of counters. 2. Vehicles and vehicle balance, mainly Eldar roadkills, Warp Hunter being the most useless Ordnance in the game, and vehicle vs. vehicle being tedious. 3. Map balance, as the most egregious case I want to present Agnathio point B, which is the single hardest point in the game to attack, with battles devolving into a meatgrinder since there is only one entrance. Fix: Point B needs to be reworked, simple as that. It's horrible to attack because there is only one entrance, so defenders can concentrate their entire team on that one entrance. 4. More variety in mods and Wargear, since currently a lot of mods are useless and Wargear tends to be a variation of +Armor/+Health. 5. Work on the social features, like making guilds have better UI and more reasons to exist, maybe having a chat channel for a faction to communicate outside of games. 6. More work on the Campaigns - I'm not sure if something is already planned, but current Campaigns aren't very engaging. Fix: at least tying them to Global Map and the aspect of territory control can help.
1. Eldar Roadkill. - Reduce it or get rid of it, buff Eldar vehicles in other areas. 2. Immunity Frames on JPA classes. - Reduce the Iframes significantly. 3. Meltabombs refuse to stick to vehicles. - Increase throw range a little bit or improve the mechanics. 4. Starswarm Sucks. - Buff projectile speed/turn into hitscan weapon. 5. PvPvE. 6. New weapons for Eldar. - Firepike/Diresword etc 7. Vehicle physics are wonky, vehicles are constantly being slingshot around the map. 8. Hawk Grenades are really bad. - Buff damage or improve bombing run feature. 9. Option to queue for either Fortress or Skirmish. 10. Elites.
1. An option to play on EU or NA servers only. Latency has been ruining the entire game and driving people away for many many months. It's crazy that you still don't get that pitting everybody all around on the world on NA servers is simply not viable on a freaking shooter. 2. Redesign most maps to make every class viable, there are too many flanking routes and too many covers. This makes heavy classes obsolete (outside of fortresses), hugely diminish the effective range of the ranged classes and makes fights in general too chaotic. 3. Make the roll useful and make stamina a viable stat for non melee classes. Right now there's a delay after the roll before you can pull out your ranged weapon AND another delay before you can shoot accurately. That basically turns the rolls into a death sentence, this effectively is the worst possible option in a close range combat situation (I'm including standing still as an option) 4. Many weapons are still missing mods
1. [Melee] Durability Rework: durability is currently the bane of the melee system as it makes higher tier weapons a bit too strong. At the very least, parrying/bashing should pull from stamina rather than durability. 2. [Melee] Perhaps look at reducing the power of the power fist or power klaw. It is currently a one-shot machine, but it feels very cheap to use. It could use a mechanical overhaul; I suggest using "firing modes" ala ranged weapons for anti-infantry (faster/less powerful attacks) and anti-vehicle (slower/more damaging attacks). 3. [Support] We could always use more incentives for supportive play (defending transports/using debuffs/etc.). 4. [Support] I, personally, would love to go back to the old system of firing modes to switch between offensive and defensive psychic powers for warlocks/sorcerers. It simply feels more intuitive--to me at least. 5. [Vehicles] Work on vehicle physics for that sweet, sweet tank battle mode. Can't wait until you guys let us test it. 6. [Map Design] Quadguns still feel a bit cheap as they're primarily used to kill infantry. I don't see any maps outside the fortresses that truly need them. 7. [Map Design] Reduce the defender vehicle count on Pegasus. The "Roadblock" strategy of clogging the main pathway with tanks is becoming a bit old. 8. [Weapons] Secondary weapons for heavy weapons classes would be welcomed. 9. [Weapons] Finish my Humie Bolter and the rest of the relic weapons. Looking at you @NoahWard
1. european servers!! most issues people complain about is due to latency and poor optimisation. if we have better ping then what should be balanced should be easier to spot. now everybody is calling everybody op...so yeah that is it for me. the other nine can wait.
1. Gamemodes with more purpose and side-objectives. We need more side objectives and story, give me a reason why im capping A besides the fact that its glowing and im playing moth simulator. 2. Lag, fix the damn lag... 3. Making melee better. Normalize attack speeds and fix the dbash so it actually works. 4. Fix the redeployment abuse. Do something like the feature request @Oveur answered in the Feature Request page, where you put some restrictions on it. 5. Buff UI. Currently theres no UI that represents which buff is on you, there needs to be a specific icon for each buff to represent what is actually happening to your character, currently allot of people probably dont even know what the buffs they are buffed by do. Similarly squad banners all share the same "UI icon" for all the buffs, you can see how wrong that is considering each and every banner bestows a different buff. Banners should similarly get UI icons for each respective one, so you know under which banner you are fighting under. 6. Sound bugs. THEY HAVE TASTED MY BLOOD! But seriously, so many bugs with audio. 7. Psychic healing needing different colors. Chaos heals still are all purple, even if Brent said that was changing even before Christmas break. Nurgle heal should be green, Tzeentch one blue, especially since they bestow their respective buffs, and its in no way visually represented. Or well it is represented with the same purple effect the healing is represented, giving nothing in terms of identification as to what is going on. Only thing the guy under Flesh Circle knows is happening is that he is being healed, nothing is showing him that he is also getting damage reduction. 8. Buffing up the offensive powers of Sorcerers and Warlocks so they actually feel potent to use over healing. You can check your metrics and see how greatly underused offensive powers of the Sorc/Warlock are, dont need much more proof then that. 9. Healing rewards. Currently the healing (Sorcerer and Warlock ones mostly) and the rewards that come with it are completely broken. Sometimes you get a few measly XP for healing an ally up to full, something you literally get nothing in terms of XP while healing someone to full. Its frustrating to do your support role perfectly and not getting adequately rewarded for it. 10. Currently squad banners are limited to certain classes, that is an issue really, hurts player freedom. Plus makes for some ridiculous restrictions, why cant a Tzeentch Sorcerer equip a Tzeentch squad banner? I cant think of a better fitting class to sit in the back and bestow an aura of increased ranged damage.