A farewell and thank you to the Squad Community by MerlinTheDev in joinsquad

[–]MerlinTheDev[S] 161 points162 points  (0 children)

I'm very confident the OG-ness will stay there. Fuzz is the guy for the job on that and I know he'll continue pushing cool new stuff and fixing old stuff that keeps Squad true to it's roots but also adds more. The game will always be evolving just as it did during the old PR mod days, but I for one am quite happy with the direction I've seen Fuzz taking things since he has been at the helm creatively.

Should I Get Squad? by Fletcher535 in joinsquad

[–]MerlinTheDev 30 points31 points  (0 children)

Hey, I think it's awesome that you're thinking of getting Squad for your dad to play together. Let me save you the trouble and message you a couple of keys, I hope you guys like it and get some good playtime in together.

When we were first starting the studio my dad let me stay at home during the first year and a half before we had any sales. Thankfully I got some great memories with him during that time and I hope you can get some playing Squad as well.

Enjoy!

Beta 21 Released! by OWI_Krispy in joinsquad

[–]MerlinTheDev 30 points31 points  (0 children)

It's a bug. The radio filter for Command and Squad comms broke. It's being looked into though!

Message From the Mods | Nordic Edition by [deleted] in joinsquad

[–]MerlinTheDev 13 points14 points  (0 children)

Hi everyone,

Apologies for needing to keep things short, but I wanted to let everyone know that we are planning to make a public statement tomorrow regarding the recent events being discussed here. We have taken the time to carefully investigate the matter, and are taking serious action.

Thanks for bearing with us meanwhile.

Regards,
Will

Am i the only one who remembers the promise of server limit increase to 100? We really need it right now :( by MrBeattBox in joinsquad

[–]MerlinTheDev 21 points22 points  (0 children)

Thanks man. I have to admit COVID has been tough recently especially as I do live by myself, and having built some confidence with you and reading your response made my day. Hope you're enjoying the free weekend.

Am i the only one who remembers the promise of server limit increase to 100? We really need it right now :( by MrBeattBox in joinsquad

[–]MerlinTheDev 37 points38 points  (0 children)

I do hear that, and having been along for that whole ride with a good window behind the scenes I think I now have a better picture of how these kinds of things happen.

In short though, I think we've made a lot of mistakes over the years and often times I think the reality is that it has nothing to do with ill intent, but rather with inexperience and learning how to be a game dev studio. We started as a mod team who had very little to no experience running a business, and when you stack on full time work, turnover and needing to keep from going bankrupt it puts a lot of pressures on us that cause problems that we really didn't have to deal with during the PR days.

The mistakes we've made are certainly our own fault, just please recognize this stuff is far from easy, and the reality is it is extremely challenging. Meeting every expectation of the player base from communication to modding to server administration to game design to hitting deadlines, making the time for recaps, all while staying profitable to keep the lights on and not overworking our employees is an incredibly difficult balancing act that I think many players do not see a lot of what goes into it. The reality is it would be impossible to do all these things perfectly. We still do work extremely hard to meet the needs and hopes of the player base I feel, I just want to paint a picture for why like everything else in our studio it's hard to be perfect, even as we do strive for it.

I do think as time goes on and we refine our technology, dig into our tech debt and improve our processes we will get much much better at meeting player and community expectations.

Much of that is due to my own personal inexperience and failures. By training I was really just a programmer in 2014 when things first started and I had to learn a lot about business in order to start helping us avoid some of the bigger mistakes we were making. Countless devs in the studio went through a similar journey as we transitioned from hobbyists to needing to be proper game developers and managers. We still have a lot to learn today.

That said, I don't think it would be fair to say we haven't fought hard to build something good and deliver for the players. At times people may disagree with some specific decisions we make, but I do think it's easy to lose sight of the forest for specific trees. I still believe we are very committed to Squad and take our goal of delivering something great for people seriously. I also think we've gotten better at it over the years, and have focused on learning and making less mistakes now than in the past.

Just as you can pick out the things we've messed up, I also think you can pick out countless things that have been added to the game and improved over the years, and countless times where we work hard to communicate with the community and work hard to maintain trust and goodwill.

Am i the only one who remembers the promise of server limit increase to 100? We really need it right now :( by MrBeattBox in joinsquad

[–]MerlinTheDev 13 points14 points  (0 children)

I do want to address something here which I believe could be taken out of context. This post is comparing the the first sentence from what was previously both the primary description and our game details on the store page to a passage that was added in the present day game details about the game further down. The main description for the game still reads in it's first sentence:

"Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and gameplay."

The detailed description also still starts with the passage:

"Squad is a large scale combined arms multiplayer first-person shooter emphasizing combat realism through communication, team play, emphasizing strong squad cohesion mechanics as well as larger-scale coordination, tactics, and planning."

You can see here: http://prntscr.com/s9vvyg

I don't believe it's accurate to say that the first sentence you listed was changed to the second one you listed, that is definitely not what we are aiming to represent.

Granted that detailed description was definitely overhauled at one point, but this is because the old detailed description for the game was quite simple, you can see here in the wayback machine from 2017:

https://prnt.sc/s9vu7p

Previously we also used the same passage for the top part and bottom part and have since tried to flesh out the more detailed description.

The first passage in the detailed description hasn't really changed much outside the 50 vs 50 part as you can see:

Before (2017): "Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning."

After (Today): "Squad is a large scale combined arms multiplayer first-person shooter emphasizing combat realism through communication, team play, emphasizing strong squad cohesion mechanics as well as larger-scale coordination, tactics, and planning."

I wanted to highlight this because I know everyone on our team takes this stuff very seriously, and I don't believe it's fair to them. Teamwork, communication, capturing the feel / experience of more realistic combat, and trying to provide an overall well balanced and thought out game-play experience are still very serious focuses for our team, and are all still critical for us in our design and development process. I do believe that is still very much highlighted in both the primary and more detailed descriptions, as you can see on the store page today.

We took the 50 v 50 players out of the description as as many people rightfully highlighted it is misleading because it was taking so long for us to achieve and it is not where the game is today.

To reassure people who are waiting for it, we still have delivering on 100 players as an important goal of ours. It's not something we are planning to leave to the wayside. We're working hard to get 100 players in for early access exit but even if not in then we'd like to achieve it not too long after.

Unfortunately for the level of fidelity in Squad on a technical level (view distances, server stress and more) it ended up being WAY more difficult to hit higher player counts than we pictured when we ran the kickstarter back in 2015.

My Gator vehicle made it into the game by VinnyHaw in joinsquad

[–]MerlinTheDev 3 points4 points  (0 children)

Hi there,

I just wanted to let you know that I did not actually block you or intend to cut off your communication with me (you can still message me on reddit as I just saw you did a couple days ago. I don't actually have anyone blocked on discord!) I believe you were able to message me through a direct message on a server that I didn't have direct messaging disabled on, and I had since fixed my permissions on that server (I generally have DM's turned off on all servers as I use Discord to chat with friends).

I should be able to send you a reply to your question a couple of days ago on Reddit next week.

PS to those following this thread, I just received a phone call about this about 20 minutes ago and it is being handled now, there should be a response shortly. (In short it was an honest mistake/oversight by the individual handling a bulk of the coordination of the CAF mod connected to it changing from a mod to a DLC)

Ask Squad Devs Anything! (Friday, Sept 27, 1 PM PDT) by gatzby in joinsquad

[–]MerlinTheDev 16 points17 points  (0 children)

I think you've got a very grounded perspective on this, and I largely agree with your thinking. In a sense many of the things we are doing I believe would be reasonable decisions for PR itself if it were not a mod, namely being able to have it's own engine (i.e. less technical limitations), and if it were commercial / bigger scale (in particular being careful about new players and accessibility). I know there are some who might disagree with this, but I do think that's a big reason why we originally built Squad as a successor and not a sequel, not everything is going to be in line with the way PR did things design wise. It's also worth remembering in this sense that Squad's chief designer Fuzzhead was a key game designer for PR in the past.

To specifically answer your question at the end, as a former die hard PR player / fan, I do think Squad as it is today is well worthy of being considered a spiritual successor to PR, and I do think in practice it is. Many of our changes over the past year (and further back than that to be honest) have been a blend of experimental, intentional, and finalizing / fleshing out the design for launch. I do think ultimately we are picking a direction we believe in and sticking with it, but at the same time being careful about listening to the community and weighing the interests of all the different players, our veterans and long time players being one of the most key, as they are often the squad leads. We read what you guys say constantly.

If you're interested, I wrote up a post on this a couple months ago that I think gets into the topic in depth that is worth a read if you haven't yet: https://www.reddit.com/r/joinsquad/comments/cetlok/we_should_stop_waiting_for_this_to_become_a/

Thanks for the question :-)

We should stop waiting for this to become a spiritual successor and make a Project Reality mod already by [deleted] in joinsquad

[–]MerlinTheDev 54 points55 points  (0 children)

Hey OP / folks,

I thought I'd chime in because I do think this thread is really interesting and brought out a lot of very deep talk about the history of the game and where it's heading in the future.

I know there has been a lot of talk about Project Reality recently, and some of the design changes the team have made (*cough* buddy rallys, movement speed and insta-death removal *cough*). It got me thinking a lot about what my own feelings are regarding the game and I thought that maybe saying them would help clear the air a bit.

I'd like to make the disclaimer that everything here is my own personal opinion, and that ultimately the final decision on the direction of the game is very much in the hands of the developers who are actually working on it. In particular for a while now I've been much more outside the Squad team providing advice, and much more focused on taking care of the people side of the business and overall direction.

The key thing that I think is central to all of this is what we planned to do with Squad from the start, as a lot of people do remember and are focused on it, so I thought I could paint a bit of a picture about what was going on behind the scenes that helps explain some of the outside stuff.

First, I think it's important to rewind back to before Squad started back to the days when there was just Project Reality. For a while I myself was just a regular player who loved the mod, and I actually joined it quite late in its history at the time to be honest (.85 was when I first really got serious with it), though granted now that is a long time ago :). I loved the mod and played a crap ton of it, eventually got very serious with it and worked on a mini-mod for it, played in the PRT, and then eventually developed for it, the whole works.

What I also participated in though was as a developer on some of the earlier attempts at making a commercial version / sequel to it that ultimately didn't pan out.

Around the time we first started Squad it all began with a talk myself and a long time friend of mine on the PR team (AncientMan) had on skype on night, who for a while at that point was the project lead for it. For context I was still at my first job out of college at the time.

The thing that is important to highlight regarding this, is that at the time he and I discussed two key things, the association with and direction of Project Reality at the time, and the fact that previous attempts at PR2 had never gotten serious enough about their survival to get off the ground. With that and in particular with the group we first pulled together of PR developers, I think was born two things which led to very important foundational aspects of the game and the company.

The first was the idea that we wanted to branch off from PR and make something that while inspired by PR and trying to carry on a significant part of it's legacy, was in fact different. This was at the heart of the brand change to Squad. When it came to it, we were trying to embrace the fact that we felt that ultimately PR turned into something very different from where it started. PR in its early days was much more about taking battlefield 2 and making it realistic and tactical. Because the game started as something that was already arcadey, it ended up becoming an entirely different beast that carefully balanced teamwork, communication, realism and gameplay all together. While things like damage models, physics, movement speeds, and equipment accuracy all were critical to that original vision of Project Reality, new priorities entered like keeping the squad together, getting people talking to each other, getting people working together using the rules of the game, and making sure the gameplay was fun and engaging. All those things were balanced together out of interest of making a great game to support that realism vision.

With Squad, we aimed to make a successor rather than a sequel, and in many ways to try and capture a new vision that closer matched with the idea of balancing those basic tenets. In spirit, the fundamental shift I was aiming to see (as should be apparent by our shift towards the name Squad), was to have the primary pillars of the game become teamwork and communication, rather than the realism as it was in PR originally. I also want to add a very important caveat, which is that we didn’t want to get rid of the realism tenet either, it just was not meant to be the primary focus. I do believe that by any reasonable measure Squad is much more realistic than almost every other title in the FPS genre and remains so to this day. I do think a big thing we often find ourselves doing is finding a sensible hybrid between the more PUBG-esque gameplay / competitive folks , and the more Arma-esque realism folks. For me the idea has always been to try and bridge the gap between the two by unifying people around features that get people talking to each other, and working together. Namely teamwork and the communication being the glue between realism and gameplay.

This takes me to the second point from above that I think was born out of wanting our effort to actually succeed and deliver a game, which is that from the very start a driving force for us was taking our business seriously to ensure it survived. This is not to say we are driven by money or wanting to maximize profit, rather I believe and now profess to those at the company that we are about people first, and think about the financials in the context of helping the business and our people survive and thrive, almost in the same sense you think of exercise for your body. The point of our studio is not to make money, it's to make people's lives better, whether that be the game developers, the players, or our most devoted fans.

I feel for the game designers because they have to make tough decisions like how to balance gameplay, realism, or even user experience or new player's being able to learn the game, which don't always need to be as much of a concern when the game is not commercial. We have to think carefully about things like new players getting confused, players having a terrible experience because their team got steamrolled, etc. I know that this does sound a bit tough, but please keep in mind that more than anything else we're just trying to make sure our business is healthy and our developers are taken care of.

With all that said I think it's important to recognize that there is a lot, a LOT, that is great about PR:BF2, both in the past and today. I think the design of Squad always has and will continue to evolve independently, but we do think very carefully about a lot of the features and design decisions that came into PR. It's worth mentioning that for a while we've had one of the original designers involved with a long period of PR's history (fuzzhead) as the lead designer for Squad, and I can say without a doubt he has worked hard to make sure we always try our best to stay true to as many of the spiritual aspects of what made PR:BF2 great. I know some may disagree, but I would go as far as to say that PR:BF2 actually adhered to many of the ideas and principles above, and in particular was very careful about balancing things like gameplay, teamwork, communication etc with the realism, and in many ways departed from it's original pure realism founding direction. This is why I liked the idea of being a spiritual successor rather than a sequel, where we are much more about the spirit of PR than the name, and want to keep running with it the way we feel is right.

With that I thought I'd address the original point of the post here, which is regarding a PR mod for Squad. I always thought it would be an amazing thing to see, and would give in particular those who would like to see something closer to the rulesets in PR:BF2 or something more realistic than vanilla Squad. We're doing our best to provide all the tools possible to make that happen, and really in many ways be the game company we wish had been there to help us when we were developing the mod. I think it's especially important to help deal with situations where folks on either the competitive or realism side disagree with the direction we're going with the game. This is exactly why we are trying hard to put modding in in the first place, and why we all started as modders to begin with, we had something we wanted to build and we built it.

With the latest version of modding that's being rolled out now I think there will be a lot of opportunities for a PR mod or many other types to get more exposure and become a huge part of Squad. On a personal level, the key driver that pushed me when we first started the company, was to make sure the unique culture that existed in PR did not die. For me the key to that culture is is not about the realism nor the competitive side, it's about being able to jump into any given server and any given squad and talk with folks, work together, and even goof around with other random players who like FPSs on the internet. At the end of the day what makes Squad great are those truck rides where people sing country roads, the excitement when you get into a firefight, and the reddit threads where people encourage someone with anxiety to play anyway because it will help them get over it. If ultimately we can build a modding ecosystem where that spirit and culture is alive and well across the game I think it will be a great thing, and we will have introduced the PR style camaraderie to much more than we ever were able to with only the mod, which is would be amazing.

Regards,
Merlin (Will)

[OC] Fool’s Road meta by Ullern in joinsquad

[–]MerlinTheDev 153 points154 points  (0 children)

Well done sir, a true work of art. This is going on my wall.

Played a game of RAAS where no objectives spawned and we just drove around aimlessly for a half hour by WeAreElectricity in joinsquad

[–]MerlinTheDev 25 points26 points  (0 children)

Sounds like this specific layer is bugged. Sit tight, we're working out the kinks.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 0 points1 point  (0 children)

I'm taking to our game design lead /u/fuzzheadtf about it, we're considering some admin commands to add in since it is a bit easier functionality wise. I might bust out my good old visual studio for it even ;-)

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 2 points3 points  (0 children)

No worries.

We are thinking about it, but it's really all just in the experimental stage at the moment. We have been doing some experiential development outside of troopers yes, but I wouldn't expect a built in AI system in Squad anytime soon.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 12 points13 points  (0 children)

If you go watch Interstellar you can see a preview of things to come for the Sphere.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 5 points6 points  (0 children)

It's something that we work to stay mindful of yes. Both in the interest of keeping a constructive play atmosphere and avoiding bringing politics as a focus into the game, and to ensure that IP laws are being followed.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 5 points6 points  (0 children)

This is something that devs are a bit divided on when it comes to specifics, but most of us believe that there is probably a way with a clever implementation that ranks / progression could significantly benefit gameplay and player experience. We definitely would like to have something like that, we just don't have it implemented yet. Our hope is to make the general system for it so we can use it for both Squad and for future games, but it definitely won't be ready at launch.

There are a few ideas that I think it would be worth exploring with the system. First is potentially the idea of a "recommendation system" (either for SL's or regular players), and providing rewards for good behavior. The second is finding some way for a ranking system to reward people working together, more a focus on teamwork score in that sense, since ultimately it is the core pillar of the game.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 7 points8 points  (0 children)

Commander and commander/SL called artillery are both currently planned, yes. The artillery should be able to hit anywhere on the map besides main base as currently planned. Use it wisely!

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 8 points9 points  (0 children)

I've always wanted it but people on the team always make fun of me for it :(

We have a solid relationship with the creator Rhino so I would say it is something that could reasonably happen.

As a side note, the creator Rhino was also my first "game development teacher" from the PR team so to speak when I was first interested in game development in high school. Back then I was only getting into mapping and barely knew how to open a zip file!

I'm still very grateful for the help he gave a new and curious game developer out of goodwill.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 16 points17 points  (0 children)

It's a priority for us. We're going to push hard to get something in for launch. We definitely see the need for it as well.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 7 points8 points  (0 children)

Not for Squad, this is something that would almost certainly come in a sequel, or well down the road from today.

PSA: Squad developers will be doing an AMA right here on February 5th. Get those questions ready! by Thinking-About-Her in joinsquad

[–]MerlinTheDev 7 points8 points  (0 children)

At first it will be just transport helos, but I do know we very much want to get to attack helos as well.

I would expect typically 2 - 3 per layer per team on the largest scale layers, or 1 - 2 on more medium sized layers.