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Found 5 results

  1. Most of the following suggestions are just ideas. Feel free to discuss them below. 1. Temporarily saving match results kinda like heroes and generals so you can check them during that session but it gets wiped once you exit the game. 2. Not a direct feature suggestion but fixing the statistics would be neat. ;some values are 0 & some make no sense like my Score Per Minute = 39035.69921875 3. Remove the side bags of the Spartan vest with jacket. its just clipping into the arms 4. When editing a loadout name, let us confirm it by hitting enter too. 5. Would be neat to be able to change the customization background so you can see how the camouflage would blend in OR -> let us change the camo ingame so you can adapt while playing 6. add a searchbar in the customization. for example; searching specific flags or emblems can be a nightmare at the moment and being able to quickfind guns would be awesome too. ->maybe add an autofill & more keywords like continents for the flags and guntypes like assault rifle for guns ? 7. The keybinding option menu isnt wide enough. 8. I think it might be better to change the role (attacker/defender) of a player to be in line with the current squad objective. It might also be good to make it more clear that a player can get the squad lead role when the current squad leader is not giving orders. 8.2 / 9. Objective log : It should show how many battle points a player would get for completing it, and, it should be more visible; often when I request ammo or heals, the player doesn't notice it and just keeps running. 9.2 Add / improve visual feedback for people´s need; symbols when they're running out of ammo, having broken armor or missing equipment. For example, when they're in a radius of about 5-10 meters show the symbol and when you're not looking at them display it at the corners of the screen, kinda like a compass. 10. Add audio feedback & improve visual feedback for squad invites 11. when in supply mode on the war map, make it go back out when clicking on the map
  2. What drives me nuts: -still no spawn system that prevents base-rape --> give like 5 second spawn protection to BASE spawns, no protection on squad spawn! -->this is very important especially for the "third" spawn locations that...well suck a lot bugs: -u can load like 10 (normally ful at 6) shells in the shotgun without using actual ammo...it just loads in frome...hell maybe.. -invisible players -ammunition in vehicles unclear and bugged (u can HE-shells forever on LEO but still cant use moe then 20, no smoke grenades refresh) Cheers
  3. Hello there, My name is The Gaming Sultan, I currently have a rapidly growing YouTube channel and I would like to give some insight into WW3 as a game and how it will progress throughout early access. You see I, like many, am super excited about the prospect that a game like WW3 could potentially be the sweet spot for Battlefield and FPS fans who have been disappointed with the titles that have launched in the past few years. Pair that with the fact that the developers are very open to community feedback, and it is no wonder why people are so excited. Yes, the game did have a very rocky launch, but so did BF4 (keep in mind that it was a developed by a multi-billion dollar company with many resources) so I think it is fair we give the devs some slack. The launch could have been more prepared for and early access certainly is not an excuse, but If I were you, I certainly would not dismiss WW3 because of all of the early issues, trust me, you will be missing out. I genuinely think that WW3 has so much potential and that is why I would like to do all I can both as a youtuber and a gamer to help. I would like to present some ideas that could shift the course of WW3 and putting to becoming one of the best titles to release this year: so devs, hopefully you are listening closely. Let us proceed List of changes, ideas, and improvements: Optimization, net code, overall game performance: Of course before the devs can do anything when it comes to gameplay and features, they must focus improving the the play-ability of the game. This is of-course obvious so there is not point in spending much time talking about it here. The gun play is phenomenal, but...: This is something that the devs got right on. Perhaps most enjoyable about this game so far is the exchange of fire with the opponent. It makes eliminations truly satisfying and not bland or empty as they feel in many other fps. Might I add that the "clanging" noise that you hear as projectiles hit a beam or wall behind you is a very nice touch that adds to the overall immersion of the game, however; I think that this feature, although a good start, can be enhanced even more with other ambient noises of combat (we will talk about audio soon as well). Additionally, I think the cover system and peaking can be improved VASTLY. There should be more peaking positions, for example, there should be the ability to peak on horizontal ledges, through peepholes, etc. Peaking should also be more efficient and there should be an option to press "q" or "e" once and peak without the need to hold them (like rainbows 6 siege). In the future, I would like to see system where if your soldier is hit in a certain place, that place becomes affected( for example, hit on the leg=sprint slower). Of course this would only be added to a more realistic/tactical game-mode(we will get into game modes later on). MAPS: I found the maps to be genuinely enjoyable to play. Some map ideas include: A sea port. A nuke-town map (like the black ops series) but on a MUCH larger scale, a desert map, and other map ideas that take inspiration from game like R6 and B02, but on a much larger scale. I also hope the maps become more interactive and that collateral damage (destruction, bullet holes, etc.) are more abundant. It would also be cool to incorporate some type of pre-programmed event that happens on certain map (for example: in bo2, when the match ended, the nuke dropped) during the match. One thing that I noticed was the fact that non of the maps had elevation. Almost all building I entered only limited me to one story and had little windows and peaking spots. Something that can hopefully be changed to add new dynamics to map flow. GAME-MODES: This is where I will spend a lot of time. The current-game modes are OK, but the premise of the game (the theme of WORLD WAR, etc.) can be expanded greatly. I propose adding a few more game-modes that reflect the theme of the game better. Game mode ideas include: A Tactical Mode: This is all out realism and immersion. You are with a squad. The squad leader is assigned to the player with the highest rank. You must follow squad orders and play in a tactical manner. The health is much more realistic. The squad leader can give direct and specific commands and his character can use hand signals (for example: press "t" to tell your squad to keep a low profile, etc.) if the squad mates follow the order, the whole squad gains battle-points. Once a squad has a certain amount of battle-points, they can call in artillery, air support etc. In this game mode, if you are hit in a certain area, that area is effected (example: hit in the leg, you sprint slower). Your health will decrease overtime until you get medical attention by the squad medic. Many other details like this can be incorporated to make a fun tactical mode for those who like that type of play. War Mode: This is a mode similar to the normal mode, but the difference is that you are fighting for one zone rather than small objectives. For example, let us say that you are playing on the Warsaw map. Your team must capture a whole zone (similar to BF1 conquest) and than you can proceed to push the enemy back into the second zone, and the 3rd zone and so forth. This is a more warlike game-mode, which makes things linear, chaotic, and a bunch of fun. Capture and Defend: This will probably be one of my favorites. In this game-mode, you and your team, must set-up defenses around your strong-hold using mines, defensive artillery, etc. While you do that, the enemy team will prepare to attack the defended strong-hold. They may set up artillery, maybe take a tank or 2, send a scout, soften up defenses with an airstrike, hack defense systems, etc. After the prep-time has finished the battle will begin and the team who has prepared the best will win! Squad Play: To put it this way, squad play is quite bad. There is very little initiative for squads to collaborate and the whole dynamic is shallow. I think the best way to address this is, 1) make a more efficient way to communicate with squad. 2) give squad mates and incentive to work together. For example, if you stay close to squad leader, you gain battle-points, if you follow orders, you gain battle-points. There should also be a rendezvous system, to where the squad leader can call upon squad to meet at a certain location on the map (of course following this order will also give more battle-points). The squad leader should also be assigned based on rank. HUD: The interface for the soldier can be vastly improved. Also, there should be the ability to set way points, and if a tank or vehicle is spotted, there should be the ability for players to point it out and for it to appear on the map if seen. Firing Range and Score Streak testing: This is a MUST. If I am going to create a class, I would like to at-least try it before playing a match. Is that too much to ask? Score streaks: Score Streak are o.k. Hopefully we can see more creative ones with much more functionality and creativity. Animations and Audio: This is a major weak point. i understand that the devs are a small group, and resources are limited. Hopefully the audio and animations can be improved to be more immersive and smooth. Also, there should be a symbol that lets me know if I am crouched, standing, or in prone. Countless times I have run across the map thinking I am standing when it turns out I was running crouched. Spawning: Spawning is not that bad. I have been caught a few times, but I think there is still much more room for improvement with the spawns. Communication: Voice Chat Please. Class System, player look, and Weight Dynamic: I think that the create a class system is a good start, but of course, it can be improved. Some attachments seem useless, and many are unclear about their actual function. The stats page is hard to read. I also think the background should be changed when editing a class (Not sure if you are standing on a moon or what). When it comes to player look and customization, I am impressed with the options, although I hope to get a little more freedom in terms of what I can change. In terms of the weight dynamic, I think the idea is phenomenal, but it can be improved greatly. More specifically, I think that the weight-armor relationship can be clarified in more a user friendly manner. Additionally, there should be a way to test the different armor plates and their effectiveness. Objectives: The objectives in the game can improved drastically in two ways, placement, and type of objective. Currently, some objectives are placed in good locations that provide opportunity for exciting gun-play, while others are placed in boring locations where nothing happens and one teammate ends up capturing it with no contention. In the WW3 trailer, we saw an exciting showdown that happened in the underground garage in the WARSAW map. I have only been to that spot once and I am certain half the players don't even know it is there. imagine if an objective was placed there. That would be an exciting point of contention. Additionally, the objectives themselves lacks creativity. All you have to do is stand there and hope nobody comes and watch the objective shift in your favor. Why not add a variety? For example. One objective would be a communication tower that you must capture in order to bolster your team's communications and make them resistant to a enemy jammer. One person on your team will hack the tower, while teammates defend him against enemy fire. He will have to hack the tower-using some in-game puzzle. The faster can hack the tower, the easier it is for his team to defend him. Once the tower is captured, the enemy team will save their BP for another score streak because they know that it will be noneffective. All it takes is a few simple changes (like this) to make the BIGGEST difference. Story Mode Maybe?: The theme of the game (if you still don't know what it is let me give you a hint: WW3) is actually interesting. I was surprised to find out that no other game has explored it. This may sound far fetched, but maybe a story-mode would not be such a bad idea. Of-course, that would come way later on, but it would definitely be cool to see. (Maybe you guys can get some help from cd-projekt red, I heard they are great at story-lines). Final Thoughts: What excites me most about WW3 is not what it is now, but what it has the potential to be. Yes, it had a rough start, but we must put that behind us and focus on helping the devs improve the game. I had the opportunity to play on the BETA test for the new patch. I must say, I was impressed with how much the devs actually fixed. My frames where finally somewhat stable and the UI was improved greatly. This is proof that the team is working diligently to make improvements. Keep in mind, this is a small development team, if we the community discourage them from the get go, than they will not be as inclined to improve the game and that is why we need to be patient. Yes, we still have a lot ahead of us, but I am confident that this game will be what dethrones the down-hill battlefield series. That is why you should support it, I certainly will. TO THE DEVS: Remember, the smallest of changes can yield the biggest of differences. Please continue your original sentiment of listening to the community. I urge you not to take the approach the big companies have. Please feel free to leave your suggestions below! If you have ideas, let me know and I will add them here. Thank you for reading!
  4. The game is good. Plenty of time to make great. But from topics discussed. I don't know why we are discussing them. Am I the only one? The store page says nothing about this being a realistic shooter from what I've seen so far. On the other hand if this is a better spin off of battlefield (which I feel it is) Then just need to talk fixes and ideas based in imaginary land or what developers are essentially trying to achieve. <- This is because no where when browsing the game does it say realistic shooter. Just built in tandem w Military R&D. Also I would like this game a LOT more if it was a realistic fast paced shooter. Like squad, tarkov, Arma and battlefield had babies and those babies had babies. And this is the hybrid progeny that has been dawned at the new age of FPS. That being said VEPR12 BROKEN. Please fix.
  5. I would like to list a variety of ideas and suggestions that I think would be great to see in the game: Maps It would be great to increase the complexity of the maps and the number of levels across which the combat takes place: - More interior spaces and more sniper vantage points: e.g. a) in Warsaw some extra shop windows on the various streets could be entered to give infantry some cover in the large open streets or some fighting through office buildings b) in Moscow it would be great to be able to go on top of the Kremlin walls and towers. Night maps with night and thermal vision, infrared lasers or flashlights (these could even have batteries that need to be recharged somewhere). Apocalypse maps - A map situated in the wake of a nuclear bomb dropped on a city and another after a biological weapons attack (maybe this would require troops to wear different clothing and avoid certain areas also if they get shot and there are holes in their outfit they have to take anti-rads/medicine): in any case however its done it would be great to have an interesting take on possible WW3 biologically/chemically/radiologically contaminated environments (maps). - A Chernobyl Map Superweapons and call ins Air-fuel (Thermobaric) bomb (high-cost call in). AC-130 Specter Gunship call in. Chemical or radiological weapons call in which require troops to put on gas masks. Biological weapons e.g. smallpox call in (infectious from one player to another without gas mask?) nano weapons (nanobots) that can sabotage vehicles sensors or manoeuvrability call in Tactical nuclear missile and mini-nuclear artillery call ins (leaves radiological effect after the initial explosion. - CBRN (chemical, biological, radiological and nuclear) weapons thus act as a form of area access denial (or restriction) for a certain time) (Napalm is another option). Portable infantry mortars that exploit current intelligence from UAVs etc. Factions it would increase immersion if east and west had different/exclusive uniforms, camo and guns. Each player could be able to customize their east or west uniforms and equipment separately. Likewise, it would be good if East and West vehicles were distinct e.g. T-72 on East and Leo or M1A2 Abrams on West. Vehicles New drones: it would be amazing to have the following remote-controlled drones in the game which all have varied loadouts: - Modular Advanced Armed Robotic System (MAARS) (Image: 1). - Multipurpose Unmanned Tactical Transport (MUTT) (image: 2). - Talon Weapon System (image: 3). - Russian Uran-9 weapon platform (image: 4). - PD-100 Black Hornet Mini-UAV for recon (provide awareness of area on the map that the player drives it to) (image:8) Remote control over a deployed predator drones to fire a limited number of missiles at ground targets. Laser attachment that shoots down incoming projectiles and drones. Weapons and attachments 3rd sight option attached on top of the main scope: e.g. on top of a long/medium scope a non-magnified sight. These are used in modern militaries (image: 5 & 6). Grenade launcher attachment for assault rifles. mini pump-action Shotgun attachment for assault rifles. OICW weapons with both standard calibre and a grenade/high calibre weapon built in (image: 7). incendiary/Phosphorous grenades Motion detector explosives e.g. Claymores A12 Shotgun Magnum revolvers Ammunition Primary ammo should be selectable e.g. whether FMJ, Hollow-point, armour piercing, etc. Shotguns need a variety of ammo (rifled slugs, buckshot 00/000, airburst shells etc) to make them competitive at the many ranges in maps. Some assault rifles/OICW weapons have some airburst rounds as add-on ammo. Thermal-sensor homing bullets add-on ammo Depleted uranium rounds in tanks. Look forward to hearing any feedback and discussing these ideas. I will add more if I think of them.
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