First of all, hats off to the developers of this game and especially the sound design team, I really do recommend this game to everyone I come across and would really love for this game to blossom!
But... Lets Not Lose Sight
Although the 'Go Commands' are a great idea in theory... maybe not so much for this game. This game like it or not is being made for the niche market of tactical gamers and realistic shooters genre. Gamers who are all too familiar with jank and complex commands. The game does feel polished even in its current stage with far less jank than most tactical shooters. The 'Go Commands' work well for a game like Brothers in Arms that does keep an arcady feel to gameplay whilst tackling tactical elements. I assume this team is going for a fun yet realistic point of view whilst capturing the true horrors of Fallujah.
In doing so I believe they are leaning more into the ease of access and arcdy feel trying to make this game as appealing to everyone as possible thus appealing to no one as they are simplifying mechanics that its core audience (tactical gamers/realistic shooters) are not gelling with well making it harder for its core audience to get behind (also increasing the jank feeling).
The AI in the game needs work yes but simple things like keeping your team on a rooftop to provide over watch as you move up and clear buildings is not possible as they either return to your position if you get too far or do not engage targets at a range they clearly should. Simple mission options such as telling the convoy or tanks to stop whilst infantry clear the way or search for IEDs is not an option all though in theory this is exactly what should occur instead of crawling up the backside of the infantry. A command should be implemented where I can ask my team to watch another direction or suppress a direction without them having to move from their current location to mine. My right hand man is still constantly putting himself in danger as he pushes past me or crosses my line of sight. He should always be behind me or looking at corners around or behind me as I've pushed through to cover an area. Even having separate commands for my right hand man would be extremely helpful. Telling him to watch an area or suppress an area whilst I maneuver or clear an area. A game like Ready or Not has handled its friendly AI and complex commands very very well. I don't expect Six Days in Fallujah to be that game or have the complex commands of it but I do think it needs to take notes. Deploying tacticals for example would be very helpful and make me feel more in control of my squad. Trust the player more to make tactical decisions and if they are not the right ones the player pays for it.
My squad needs to be my squad under my command, not under 3 commands plus a stack up and breach order. I don't feel in control of my squad nor do I think the necessary tools are there to be in control of a convoy I am supposed to protect. I love this game, I really do. I just need more from its core mechanics to really shine and capture the market it has captivated. Having this would also increase the replayability even in its current stage as there are multiple different circumstances and decisions to be made with the randomly generated missions and layout.
Thank you again the to developers and all the love, time and creativity that has been poured into this game. I really do hope for the best for everyone on the team and the game.
Please feel free to add anything and or comment to start a discussion on your opinion even if you disagree with mine. I am more than open to different opinions, points of view and or other features/ideas that this game should take into consideration.
Thank you for your time,
Mr J.Joker
Lets Not Lose Sight
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Mr J.Joker
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- AmperCamper
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Re: Lets Not Lose Sight
Thanks for taking the time to draft this up, and welcome to the forums!
We don't believe that commanding a Fireteam has to be overly complex. In fact, you don't have time to fumble over controls to issue orders in a real-world combat scenario. You'll lose. GO! Commands, while simple, offer a solution players haven't seen in decades. With this comes feedback, iteration, updates, and improvement. We're open to all of it.
The Fireteam AI themselves are a work-in-progress. We've made some great advancements since their release, and work is absolutely ongoing. You've left some good comments for us here, and I'll be sure to share it with the AI team.
We don't believe that commanding a Fireteam has to be overly complex. In fact, you don't have time to fumble over controls to issue orders in a real-world combat scenario. You'll lose. GO! Commands, while simple, offer a solution players haven't seen in decades. With this comes feedback, iteration, updates, and improvement. We're open to all of it.
The Fireteam AI themselves are a work-in-progress. We've made some great advancements since their release, and work is absolutely ongoing. You've left some good comments for us here, and I'll be sure to share it with the AI team.
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Mr J.Joker
- Posts: 2
- Joined: Mon Dec 23, 2024 4:43 am
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Re: Lets Not Lose Sight
Thank you for replying. I do understand that the 'Go Commands' are a stream lined mechanic for issuing orders although I do believe there needs to be a little more depth, not so much complexity. The quickness of issuing commands is great but there does need to be a little more done in order for the AI to truly help the player. They don't need to be complex commands but I do think they need more depth For example the 'Kick and Flood' command is great, however if I jump through a window to have a dual breach and clear the first floor only to find my AI team have stopped in their first small room... its a little miss leading. 'Kick and Flood First Floor' could be an option alongside 'Kick and Flood Room'. Its one more button to select which 'Flood' order to give and would not slow down gameplay all that much. Similar to 'Flash Point Dragon Rising' not in terms of depth but in terms of how it could work with the current UI in the game, select 'Kick and Flood' then options come up such as 'First Floor' 'Room' 'Frag and Flood Room' 'Frag and Flood First Floor'. It may take a minute for players to familiarize themselves with the new options but won't take long for it to become second nature because your core audience is very familiar with much more complex controls and commands. Also having your right hand man on a separate order command would work well with this as, as you clear the first floor and find the stairs to upper or lower levels you could order him to watch the stair case as you and your other team members who are on the 'Kick and Flood First Floor' order continue to clear out the first floor. The AI has come along way and the improvements are always greatly appreciated and welcomed. I am not trying to take away from what the game is and or how far it has come. Just providing constructive thoughts and opinions. Also side note. I do find myself bugged sometimes in that I can't stop the bleeding and my AI team will not revive me even though I'm downed in cover right in front of them. Reloading the level does tend to fix this. Just a bug report.
Again. thank you so much for replying and being an active member in the community and taking on constructive thoughts and opinions with open arms. It is a taste of fresh air amongst the gaming market currently. Much love to you AmperCamper and please do not hesitate to reply or reach out in regards to anything at all.
Thank you for your time and reply,
Mr J.Joker
Again. thank you so much for replying and being an active member in the community and taking on constructive thoughts and opinions with open arms. It is a taste of fresh air amongst the gaming market currently. Much love to you AmperCamper and please do not hesitate to reply or reach out in regards to anything at all.
Thank you for your time and reply,
Mr J.Joker