Post by exaltedvanguard on May 31, 2021 18:27:39 GMT -5
Activision seems to be going all-in on warzone, throwing almost every dev studio they have at the game. Seems like a risky move given it's already rocky history with the playerbase in the absence of any FPS competition. But it seems like Warzone's the current plan for CoD's future. So let's talk about some ways we could improve the gameplay experience.
There's plenty of different balance changes to suggest and cheaters are WILDLY out of control. I counted 45 BLATANT hackers in a month of casual rebirth island matches. Lord knows how many more were using soft-locks or discretely using wall-hacks... or how many I just never encountered because I was killed by a legit team before they reached me.
But aside from the complete and utter infestation of cheaters, here's some mostly non-balance related changes that I think would improve the game:
What do you think of these changes? Do you agree? Disagree? What non-balance/QoL changes would you like to see?
There's plenty of different balance changes to suggest and cheaters are WILDLY out of control. I counted 45 BLATANT hackers in a month of casual rebirth island matches. Lord knows how many more were using soft-locks or discretely using wall-hacks... or how many I just never encountered because I was killed by a legit team before they reached me.
But aside from the complete and utter infestation of cheaters, here's some mostly non-balance related changes that I think would improve the game:
- If you attempt to sprint into a window, even from a stop, the window should break. This would solve a lot of awkward "stuck on the window" moments.
- Windows shouldn't count toward bullet penetration. Hitting a headshot with a sniper through a window should down someone. And my TTK shouldn't get tanked because I was firing my SMG through glass. Etc. The visual obfuscation of the glass is enough, it doesn't need to give defensive properties too.
- If I can shoot through a teammate and deal full damage to an enemy, their bullets should penetrate my teammate and do full damage to me as well. There's some weird meat-shield situations that can occur and feel really unfair when it happens.
- The gas mask should either be controlled by the player or not have an animation. An uncontrollable animation is incredibly frustrating.
- While falling, there should be client-side prediction of acceleration. This is why the visuals can seem quite jittery when free-falling. You are essentially warping forward a small amount every 50ms (20hz server) because the server is telling you you're slightly ahead of where the client put you. The client didn't know you sped up. In addition, the lack of client side prediction makes precise timing a parachuting very difficult and even a little bit of lag results in the player warping around/into the ground. Gravity is a constant so this is a fairly simple change.
- Faster tickrate would be super nice obviously
- More on the parachute, you pulling the chute should be prioritized over ALL other animations. Sliding off a roof to your death sucks.
- You should either be able to ALWAYS cut the parachute or NEVER cut the parachute (under an altitude of let's say 100m). The inconsistency of sometimes being able to cut the chute to make a play and other times floating helplessly while getting shot is infuriating. Inconsistency feels bad.
- When plating after taking some damage, there's a small bit of forgiveness where if you took, for example, 51 damage, that 1 damage won't consume the plate to fix. It would be nice if plate forgiveness allowed for very slightly more damage.
- If I press a button to cancel plating, it will complete the current plating animation anyway but not give me an extra plate. If the animation's not cancelled, it would make sense that I should be given that plate. Alternatively, me pressing a button to interrupt plating should interrupt the animation.
- After the visuals rework, it's much harder to see into a dark window, and much harder to see out of a room into the daytime. Lots of "eye adjustment" shenangians. That's how movie cameras work. That's not how eyeballs work. Simulate eyeballs, not cameras. Also gameplay is the priority, not visuals. Get rid of this.
- Let me turn off depth of field (console). I hate this almost as much as motion blur.
- Crossplay should not be forced on. Currently only Playstation players can turn it off. It would be extra nice if you could select which systems are allowed. I'm an xbox player and would prefer not to run into PC players due to them having so many advantages (FoV slider, visual filters, framerate/draw distance, mouse/keyboard macros). I have no issue with PS players because they do not have all these system advantages. I'm also totally burned out on cheaters. From a purely business perspective, I can't help but think that protecting the largest playerbase (console players) from rampant cheating on the smallest playerbase (PC) would be a financially sensible thing to do. When social media is blowing up about cheaters and you could flip a switch to make 80% of players never have to deal with cheaters, I'd flip that switch.
- Some objects should be made transparent to aim assist. Prison bars and chainlink fences.
- Connection should have a significantly greater priority on matchmaking (I documented my experiences with this in another thread). Packet loss should also be accounted for during the connection testing. Simulating 75% packet loss to some servers did not prevent matchmaking from throwing me on that server.
- When downed, you should move forward and backward slightly faster, but strafe and turn slower.
What do you think of these changes? Do you agree? Disagree? What non-balance/QoL changes would you like to see?