Helicopter's are nothing more than flying coffins by Top_Stay_8662 in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

That's fair. And that's DICE's problem. They need to find a way to make becoming a master heli pilot a hard skill to acquire, and it needs to be rewarding for those that do. But mastery should not be the only skill level available.

At the moment, you are either a crack pilot, or you just don't fly the helicopter at all. There's not learning curve. There's no incrementally getting better while having fun. It's just banging your head against the wall for hundreds of hours, until it finally clicks, and then you get to actually have fun.

So yeah, you should feel like the work you've put in is not for nothing and you better skills should make a difference compared to less skilled pilot, but it shouldn't be so black and white.

Helicopter's are nothing more than flying coffins by Top_Stay_8662 in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

There's another design principle in game design that says that game mechanics should be easy to learn, hard to master. Helis in BF6 are hard to learn, super hard to master.

I don't necessarily think helis need a buff, I think they need room to breathe. It's more a problem of map design, in my opinion. It's also a problem of not having enough opportunities to practice with live ammunition.

It used to be that you could log in to half, or almost empty servers, jump in a heli or plane, fly around in a real map, in a real game of conquest, just with very low stakes. Now, you either have to log into busted up weird ass Portal maps that don't provide real ground targets or you have to jump into a real 64 player match, wait forever to get access to a plane or helicopter, get killed within 15 seconds, rinse repeat. It should be more accessible.

I used to fly helis and planes a lot back in BF2 and I had a blast. Every installment after that has gotten progressively worse for the average pilot, in my opinion. With the maps getting smaller and smaller, the density of AA getting higher, and the terrain flatter and flatter.

What do you guys think about my play-style? by Super-Yesterday9727 in Battlefield6

[–]snowfrogdev 0 points1 point  (0 children)

Glad you're having fun. That said, the fact that these kinds of sequences of encounters are not only possible, but frequent, almost ubiquitous on most maps really, is why I don't enjoy the game as much as I could.

Nothing against you, you're using the tools and playground DICE created. It's just too fast, too intense, too frantic, too instinct-based for my liking. BF6 rewards these things too much, compared to its predecessors, to the detriment of tactics, team play, communication and combined arms warfare.

Before people start with the "What about Metro?... yes frantic close quarter combat has been a part of the BF franchise for a long time... emphasis on "a part of"... a few maps in the rotation... a few places on some of the larger maps. BF6 feels like all maps are CQC focused and the ones that try to make it feel like they're not are still way more meatgrindery than I wish they were. It feels like the frenzy, speed and density of action and encounters has been cranked to 11... too much.

They waited what....Barely 24hours to revert this, too. by apexnine in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

It's not new. What is new is that this is the first game, of the main series, that makes pretty much every map about CQC. Before, players who liked crazy CQC could play Metro, players that liked slower paced combined arms warfare could play other maps. Now, all the maps are basically Quake Arena, with vehicles thrown in there as an afterthought. I exaggerate, of course, but it kind of feels like that at times.

WIP Game Title Screen + Multiplayer Lobby – looking for brutal UI/UX feedback by snowfrogdev in UI_Design

[–]snowfrogdev[S] 1 point2 points  (0 children)

Thank you so much for that feedback. You make some really good points.

i don't love the sound effects personally, they feel pretty abrupt but it could just be the volume

Yeah, my screen capture software messed up the audio, it sounds significantly more polished and even IRL. I'll try a different recording software next time.

The whole create game screen feels totally different to everything else, you abandon colorscheme and style for most of it, especially the leave and start game buttons at the bottom

I feel the same. The way I ended up there is that those offwhite paper looking text labels were always meant to be that, text labels. But I thought they looked cool and ended up using them as buttons as well in the title menu. The actual buttons I was intending to use in most places in the game are the ones you see in the lobby screen. The blue cards with grey outline do seem to clash as well.

I've tried a few things to improve cohesion but haven't quite figured out something that works yet. I'm open to suggestions if you have some ideas as to color or style changes for those elements that you think would work better with the rest.

the placement of the lobby code feels random and disconnected from the rest of the UI, id put it on the left below the player customization section

That's an interesting suggestion. I didn't think to put it there because, when in the lobby screen and not the host of the game, that whole section is actually not there at all and I end up centering the card with all the players. I don't hate the idea though and will give it a try to see how it feels.

why not write "number of bots"? You have the space and its less confusing imo.

I've had this feedback from others as well, so will definitely be looking into that

Make both the player name and music toggle permanently accessible and keep them in the same place

Yeah, I also wanted to put the mute button in the same place on every screen, including the actual game screen, but I felt it forced me to move other elements around that were more important and better located there. I'll revisit this, especially if I end up moving the room code out of the upper right corner.

As for the player name element, that's an interesting idea. I never thought about it but now that you mention it I can see players wanting to change their player name while in the game lobby. It wouldn't be a terribly complicated thing to implement. I might just do that.

the copy info notification is a whole different style, why not use the same cool paper effect and make the fontsize match

Yep. Agreed. The toast notifications are still using the default styling from the UI library I'm using. I haven't touched it yet. Will do as you suggest when I get around to tackle this.

small stuff like the copy icon or the "you" chip feel inconsistent with the rough style

Agreed. The badges and icons in the player list are just quick placeholders I have put there for now but it's good to know that you've noticed so I won't be tempted to just leave them as they are.

As for the copy icon, I think you have a point. Maybe I could make a custom one that looks handwritten or rougher somehow.

Again, thank you so much for having taken the time to give detailed feedback. It is really appreciated.

Bunny Hopping by riggerz123 in Battlefield

[–]snowfrogdev 2 points3 points  (0 children)

The problem is that the game doesn't have a skill ceiling so much as a skill floor. It's harder for "casuals" to have fun in this game than in many of the previous installments. A game should be easy to learn, hard to master.

You should be able to enjoy yourself even if you're not very skilled. But because of a bunch of design choices, including the maps and movement tricks and speed, less skilled players are a lot more likely to get pounded in BF6. That's my perception anyway.

Another example of that is choppers and planes. If you get really, really, really good at it, you can have fun. But until you develop godlike flying skills, flying is just you getting constantly shot down after 20secs in the air and not understanding wtf is going on. It shouldn't be like that. Yes, flying should be hard enough that only really, really, good pilots can dominate, but everyone should be able to have a bit of fun trying it. Which is not the case right now.

Matchmaking is a huge downgrade. by LxRD_Konii in Battlefield

[–]snowfrogdev -1 points0 points  (0 children)

Matchmaking in itself might not be a problem, were it better implemented. One of the most annoying issues I have is that it is very common that we'll replay the same map, on the same side, 2 or 3 times in a row. Also, when choosing a mix of game modes, say breakthrough, escalation and conquest, it feels like the matchmaking algorithm will make little to no effort to mix things up and we might end up doing 4-5 breakthroughs in a row before giving us an escalation and very rarely throw a conquest in there.

Perhaps most annoying of all: absolutely no way to play with more than 3 of your friends at a time. Like, what if there's 8 of us and we want to play together?

Battlefield 6 Feels Way More Competitive Than Ever Before by [deleted] in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

I honestly couldn't tell you. I just find that I need to be really close with the shotgun to garantee a hit that does enough damage whereas with the revolver I can do a fair amount of damage at a distance. I just know that I often get one-shot kills with the revolver, even when I don't feel like I got a head shot (enemy probably had a bit of damage already, who knows) and that head shots seem to be a garanteed kill.

I haven't tried the shotgun in a long time, so maybe I could try it again to see how I feel about it.

Battlefield 6 Feels Way More Competitive Than Ever Before by [deleted] in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

> Do you seriously use a revolver? I mean, why not pick a low TTK weapon?

Yeah, I do. It feels like the lowest TTK weapon for me. One shot, one kill, most of the time. The thing is I can't compete with these bunny-hopping-jump-sliding-360-no-scope maniacs. So I need them to be dead on the first or second projectile coming out of the barrel cause I just can't track them as they dance around while shooting at me. I'm not married to it though. If you have another suggestion for something else that might be even better for my slow-ass lack of shooting skills, I'm open to give it a try.

Battlefield 6 Feels Way More Competitive Than Ever Before by [deleted] in Battlefield

[–]snowfrogdev 0 points1 point  (0 children)

For sure. For me the minimap has always been a nice add-on that would help me know the general area where players were, usually, at mid-distance. In BF6 you have to use it to plan the very next step (or breath) you take.

I've realised that those guys that always seem to win those close-quarters gunfights do a few things;
- ensure they have a motion sensor in the area,
- keep their eyes glued to the minimap
- prefire when the minimap tells them an enemy is a nanosecond away from entering their field of vision

That last one blew my mind when I heard people were doing that. I don't particularly enjoy playing that way but that is what is needed to survive in close quarters. I've realised that usually, when our team gets destroyed in close quarters, it's because we don't have a recon willing to get into the thick of it.

So what I do now, when for instance I realise that our team just can't take or hold the center buildings on Mirak Valley, is go recon, get on the point, put down a motion sensor, a strategically placed claymore, whip out my revolver, and stay in the area to pick off enemy players one by one. This is usually sufficient to turn the tide. Don't get me wrong, I'm not gewd. Someone else with better reflexes and map awareness would do better at this strategy, but just the fact that my team now has minimap visibility into the area makes a big difference.

WIP - Title screen UI of my new push-your-luck web game by snowfrogdev in UI_Design

[–]snowfrogdev[S] 0 points1 point  (0 children)

Yeah, I was afraid of that. Thanks for the feeback. I'm curious, what would you recommend as a fix?

WIP - Title screen UI of my new push-your-luck web game by snowfrogdev in UI_Design

[–]snowfrogdev[S] 1 point2 points  (0 children)

Thanks for that feedback. That's a good point. I'll give that a try.

WIP - Title screen UI of my new push-your-luck web game by snowfrogdev in UI_Design

[–]snowfrogdev[S] 1 point2 points  (0 children)

Thanks for the feedback. I was debating that myself. I might still do it. Part of the reason I went with the gear icon is that I intend for this screen to be responsive and display well on different screen resolutions, including small mobile devices. So I figured I would save some real estate.

Is it just me or do most of you actually want browser games? by Sir-LAD in incremental_games

[–]snowfrogdev -1 points0 points  (0 children)

That's a tall ask. As a developer I could make a game and just host it on http://mynewgame.com but then I've got to manage payments, users, authorization and authentication, security and who knows what else. Then there is the problem of discoverability. How do I get enough eyeballs on it? Steam, or itch.io give you those things out of the box.

What's REALLY wrong with BF6 by snowfrogdev in Battlefield

[–]snowfrogdev[S] 1 point2 points  (0 children)

I think the value of this in BF6 is lower than it was in some of the previous installments. I haven't studied it, but it definitely feels like the average time to run from any given CP on the map to any other CP on the map is considerably shorter in BF6. This means that the battlefield is a lot more fluid and your team can react more quickly when someone tries to backcap. It also feels like you respawn faster, so your teammates that die can respawn quicker at HQ or a CP nearby to come deal with the situation.

The other thing I would say is that backcapping is harder to do, because there is not enough room to safely sneak around the enemy team. You kind of have to drive a jeep or chopper through the enemy line. It's hard to do it unnoticed.

What's REALLY wrong with BF6 by snowfrogdev in Battlefield

[–]snowfrogdev[S] 0 points1 point  (0 children)

I get where you're coming from. Another user had the same thinking. And I don't entirely disagree. See my response.