@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
@Bertominus_Rex said:
Really wanted to share my concerns over Battlefield 1.
Grinding / Progression:
Grinding is my number 1 issue with almost any multiplayer shooter, and a balance just isn’t being struck between pleasing the casual and the invested audiences. Battlefield is designed around its gameplay, and progression should merely be there to enhance the experience. The problem I’ve seen is that both Battlefield and Call of Duty seem to be pushing towards progression for the sake of progression, and as a result this can hinder the gameplay. Take Battlefield 3 and it’s squad perks as an example - what purpose did those unlock serve outside of progression? All it did was hurt the gameplay, and create an even bigger divide between new and experienced players.
Attachments and vehicle unlocks are even worse for me. The customization is there to allow the player to cater their loadout to their playstyle. Why do players have to earn the ability to do this? In Battlefield 3, it was such a buzzkill to use one gun, get bored of it… swap to another one that looks interesting before realizing - “Oh… oh wait, this doesn’t have any attachments”. Not a big issue by any means, but it adds up. Vehicle unlocks are equally annoying. Why do I have to earn the right to use TV missiles? Why do I need to get experience with a vehicle just to have the tools to counter enemy pilots? Maybe ECM jammers fit my strategies more, so why can’t I just equip it from the start?
Don’t get me wrong, progression serves it’s purpose. I just think it’s silly when it interferes with gameplay. With Battlefield 4, we saw the introduction of alternative attachments, emblems, camos, and other cosmetic features. Now more than ever the franchise has so many features that can be used to balance this aspect of the game. It has so many cosmetic features that could be used for the late game challenges, and keep players that enjoy grinding busy. Take a look at Call of Duty 4 - it did a fairly good job at pleasing both audiences. All gameplay affecting content could be unlocked within 20 hours. It gives that nice early progression that invested players crave, but it also offers a sweet escape from grinding that other players might seek. They offered two late-game challenges for the invested audience - prestiging and gold camos. The issue being that prestiging had to be done first if both were the goal of the player.
I’m not saying to add prestiging into the game, but rather to use a similar mentality to progression. Have an early game progression that appeals to invested and casual audiences alike (20 hours or less), and then have that transition into the late-game challenges which only offer cosmetic rewards. At the 20 hour mark, the average player having all the weapons and vehicle upgrades unlocked. Afterwards, players may shift their focus onto the cosmetic unlocks. Camo’s may offer several tiers of difficulty to obtain in order to give invested players a variety of challenges to go for. Alternate attachments (eg. green laser sight) as well as character customization could also be used to give players additional challenges to grind towards.
By limiting the progression curve to around 20 hours for gameplay affecting content, players can still be eased into the content and they can still feel the satisfaction of earning items. However, it better allows players to experiment and craft their loadouts to their playstyle, and it helps reduce the divide between new and experienced players. More importantly, it allows players that hate grinding have an escape, and they’re able to experience the game at its fullest within a short amount of time (in comparison to other challenges present). Ultimately, it’s about crafting an enjoyable experience for both the casual and the invested audiences.
Destruction:
With Battlefield 3, destruction proved to hurt the map balance on certain modes such as TDM and Conquest. I’m sure this aspect was carefully looked at with Battlefield 1, but I’d like to share my concerns over it as well (I’ll keep this one short).
Caspian Border was a perfect example of a map that gets it’s balance absolutely destroyed. As the match played on, there was a shift in balance between infantry players and vehicles. As more and more cover was destroyed, there were less areas and paths for infantry players to use. All in all, a very frustrating experience, especially when the enemy team had experienced pilots.
I’ve made a thread about this before, but in a nutt shell I’d like to see more emphasis on the evolution of a map rather than its destruction. Maybe have destruction that actually adds to the cover: buildings falling over, bombers crashing, land deforming, caves opening up, etc. Maybe have class roles that can repair certain structures. Or, maybe even go as far as to design maps twice: once in their initial state, and once in their final state. This way maps could have more strategic value to their destruction. If the final state of the map is balanced, then the question a team must ask is - “What do we have to destroy to regain the balance?”. Meta strategies may form, and there may be a tug of war that occurs to keep the balance centralized. A very hard task for sure, but I’d like to see something. To the very least, limited destruction in modes that don’t work well with it.
Survive-ability Rewards:
Battlefield 4 and Battlefield Hardline both had mechanics that rewarded a players ability to perform objectives while surviving. I really don’t see how these mechanics benefit the overall experience. By rewarding survive-ability, players are only encouraged to play it safe and limit their deaths. If a squad makes an effort to take over a key objective, why should they be punished for failing? Shouldn’t they be encouraged to regroup and try again?
The issue with these mechanics is that they seem to encourage an individuals performance rather than team performance. Rewards can still be offered for success that don’t punish individual players. Take 1943’s bombing run - it gave teams key objectives to take, and it offered advantages for capturing them. If a squad failed to take it, no worries - they did nothing wrong. They just have to think of a better strategy or try the same one again.
By avoiding punishing individual players, they can be encouraged to take risks and potentially turn the tide. Your squads effectiveness isn’t diminished for failure, but there are still rewards that benefit the team as a whole. Ultimately, players shouldn’t be encouraged to stay alive, but to work together and work towards victory.
Allow loadouts to be modified from the map:
One thing that annoyed me about Hardline and BF4 was that they added an extra click to customize the loadout. Sometimes I frequently find myself switching weapons to mix things up, and BF3 was fairly convenient in this regard. Sounds silly, but it’s a minor improvement that would be amazing in my eyes.
Here’s a concept to show what I mean: Loadout-Concept-Slideshow-Images - Album on Imgur
Further improvements could be made, for sure. It’s just an example of what I’d like to see. The camo slot doesn’t make much sense to have - its easier and more convenient to choose them within the full menu. Overall, the logic behind these two menus would be that the quick-selector is used for altering play styles, and the full customization screen is used for altering aesthetics as well as the finer details of loadouts.
It’s PC-centric, but I personally think user interfaces should be designed with platform strengths in mind.
Could stick to call of duty bro?