Welcome to the Vanguard Community
These forums date back to the game's origins as the Crysis mod Traction Wars. Over the years the game and internet habits have evolved and discord.gg/vanguardww2 is now the principle home of the community.
The team continue to read and reply to posts here, but we can be contacted more quickly on Discord.
I feel the lack of a compass on the bottom of the screen this is better for immersion but not that easy while fighting! I really liked the survey and the update,
the game looks like it's shaping up! (if that means something)
I guess that could work, as an extra incentive if the SL orders to fall back and re-group. What about the MG gunner ammo though? IIRC there was some talk about the section mates providing ammo to the MG gunner, so he can keep up suppressing the enemy (sort of what Resistance and Liberation did with everyone carrying some MG ammo, or what RO2 does with the resupply feature) ? I can see interesting emerging (meta)gameplay of SL tasking a player to run to the RP and keep bringing ammo for a nicely positioned MG, and the enemy team recognizing this and organizing it's own ad-hoc cut-the-supply-line mission so they can advance forward.
I love how you guys actually listen to the community feedback. In my opinion the worst mistake a dev can make is not taking into consideration the wishes of the people who actually enable his brilliant creation to live and be enjoyed by other humans. A masterpiece appreciated only by its creator(s) is no masterpiece at all!
But on the topic of friend/foe identification- i would consider looking in the RO2 direction. What distinguished factions most from each other besides uniform color were the sprinting animations. I know you guys are probably glad that could get at least one animation in, since it is really hard to craft these thing realisticly. The way RO2 does it, is that the german team sprints with their gun in one hand (as they were taught in training? History buffs come to rescue!). Allied soldiers sprint the way you display it right now. Since players in realistic FPS spend a lot of time sprinting from one cover to another, this is player state or animation that you see quite often and can tremendously help identifying friend/foe.
I agree with the indicator not being shown when behind walls just for immersion reasons, but as for the indicator itself I think it is small enough to be out of the way and since back then I am sure the soldiers were familiar with who was around them seeing as how it is much more complicating to have communication in an online game with random people you never met so the indicator I feel makes up for that.
As for picking up weapons and taking it out of the game, I wouldn't do that for the sole purpose that in quite a few WWII books I read, specifically "To Hell And Back", soldiers would pick up enemy mgs somewhat regularly just as a means to suppress.
Also, if you'd run out of ammo it does make sense that a soldier would pick up a gun that does indeed have rounds he could use, but this would have to be out of desperation so i'd make sure there is an extra long animation of the guy having to root through all of the dead soldier's belongings to find extra magazines or rather have the option to just pick up the gun, if you don't have time to reload your own weapon in a pinch or if you need a more safer situation to loot the body for more rounds.
As a whole just make it more inconvenient to pick up enemy weapons and extra magazines since it would've been like that in real life.
I agree with this ^
And although I don't like having an icon on someone's head because it destroys the immersion completely (in my opinion), I guess it could make sense and wouldn't have a problem with it. The thing is, that in situations like these, it would be expected to use VOIP and ask if there's a friendly instead of rushing straight past a bush, a wall, or a door. Which it is much safer to do!
This is where the squad leaders and the teammates have to use communication before the match and state what the objective is between each other or even the SL should talk to the guys and tell them to be quiet and stick together to avoid such occurrences. I repeat, it makes sense to have it and I wouldn't mind, but I think there are better ways to solve this (like efficient communication and team members) or if there's going to be a map that shows the whole team, then check the map before engaging.
Or have a cricket clicker (just like the 101st had) which is not historically accurate, but it wouldn't completely derail and would prefer it over the icon on top of the character.
Also I'm not too fond of the flags' display on top of the map, I think that these kind of features in the HUD are a bit counterproductive. This should pop up when you open the map and also should not show the quantity of flags that your team and the opponent team has. This would encourage the players to look at the map and see the situation of the squad and team in the whole game and map, especially SLs.
A part from that, the character models and lighting are fantastic, it's outstanding and looks very realistic! The game is taking great shape, for real, I really really like it a lot.
I disagree on what you're saying about the VOIP and HUD. Essentially what you're proposing isn't game design but rather relying on the fact that players play the game in a wishful way. This only works in strict organized groups, you won't have public servers with people calling out properly or relying on in-game VOIP, you can also easily bypass the in-game VOIP and use teamspeak or any other 3rd party tool, which most players do when they squad up. So the whole people talking in-game 3d position is kind of useless for stock gameplay.
What the developers have introduced with icons to identify firendlys is a good compromise for the sake of gameplay, especially for green players to these kind of games. That said, I really think it should be a server-side option were you can turn it off. Plenty of original RO matches worked fine without icons with
minimal friendly casualities, but it requires a lot more from the people participating, especially in the beginning when the game won't just have us hardcore folks.
I disagree on what you're saying about the VOIP and HUD. Essentially what you're proposing isn't game design but rather relying on the fact that players play the game in a wishful way. This only works in strict organized groups, you won't have public servers with people calling out properly or relying on in-game VOIP, you can also easily bypass the in-game VOIP and use teamspeak or any other 3rd party tool, which most players do when they squad up. So the whole people talking in-game 3d position is kind of useless for stock gameplay.
What the developers have introduced with icons to identify firendlys is a good compromise for the sake of gameplay, especially for green players to these kind of games. That said, I really think it should be a server-side option were you can turn it off. Plenty of original RO matches worked fine without icons with
minimal friendly casualities, but it requires a lot more from the people participating, especially in the beginning when the game won't just have us hardcore folks.
I disagree on what you're saying about the VOIP and HUD. Essentially what you're proposing isn't game design but rather relying on the fact that players play the game in a wishful way. This only works in strict organized groups, you won't have public servers with people calling out properly or relying on in-game VOIP, you can also easily bypass the in-game VOIP and use teamspeak or any other 3rd party tool, which most players do when they squad up. So the whole people talking in-game 3d position is kind of useless for stock gameplay.
I disagree on what you're saying about the VOIP and HUD. Essentially what you're proposing isn't game design but rather relying on the fact that players play the game in a wishful way. This only works in strict organized groups, you won't have public servers with people calling out properly or relying on in-game VOIP, you can also easily bypass the in-game VOIP and use teamspeak or any other 3rd party tool, which most players do when they squad up. So the whole people talking in-game 3d position is kind of useless for stock gameplay.
you can also easily bypass the in-game VOIP and use teamspeak or any other 3rd party tool, which most players do when they squad up.