knucks

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About knucks

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  • Birthday 12/07/1998

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  1. "camping" holy crap you sound like a bunch of cod kiddies. Call in a mortar ffs. Rank per squad per AO. Squads are teams of 8 or 9 men made up of quite a few roles. Right now you just all dumped into one big "side" and not really given any tools to coordinate in fireteams Fix that and you can have your ranks like pvt, cpl sgt and whatever else. Of course impersonal mission design leads to impersonal ranking. I mean what else could it possibly be?
  2. Squads don't have the tools. There actually are no squads, just guilds. Squad is the game that does squads right. This game is too impersonal, squad lead leads 8 other guys with various kits. They stick together always. That's a squad and it always exists in squad but not here.
  3. Who cares, Squad doesn't show stats until the end of the game, and it shows it by points and kills. Campaign stats should show at the end of campaign and that's it, same with battles per AO.
  4. Bad idea. BGE needs f2p if it ever wants to grow. Sub can only do so much, f2p and cosmetic microtransactions is what carries the torch these days.
  5. You can look at it through simple business terms, I'll use drug dealing as an example. Ok so you buy your drugs, 300 dollars worth to be exact. The drugs are alright but money is where it's at. Now you have a choice, you can sell the drugs, keep the profit and buy the same amount of drugs to sell again. Easy right? Well 300 dollars worth of drugs is not much, you make little profit each time you sell your stock. What do drug dealers do to circumvent this? Invest of course! Take your profit made, buy MORE drugs the next time around and now you have 400 dollars of drugs, keep doing that until you get 1000 dollars worth of drugs and you're making more money each time, while also having more drugs. So say BGE has 300 players. That's a good start but not really enough to have a party with. What do you do? You take the profit from those 300 players, and you invest it into more players. Using some good f2p marketing (which this game wants, look at WBS) you gain up to 500 players. Well now you're having fun and if your prices are good, you're making more profit than you were with less players, and as a bonus everyone is having more fun collectively with bigger battles and more action. Now usually this can't go on forever, there's a peak where you've attracted all the customers in your area, and you're making enough profit as it is to sustain yourself and your players. From there you can start massive development easier than before because you're making a lot more money, and have a lot more players to put content to which makes each update immensely more valuable on a player satisfaction level. As the wise Wiz Khalifa once said, "slow money's just as bad as getting no money". It's really a choice, you can be selling little drugs to few people with little profit and no party, or you can sell lots of drugs to loads of people for big profit and parties every night. It's an evolution really, it's proven this way. There's too many examples to put it to fluke. I challenge everyone here to look at the top 10 selling games on steam. There's the proof. Thank you.
  6. Para missions show up under infantry mission tab, with a plane icon instead of the soldier icon. You can't miss it. Para missions are started under the airforce tab. You spawn in one of the transport planes and that missions is delivered to the infantry tab for people to join as para. There's no training ground for this as far as I know. Para missions are Air missions that also go to infantry tab.
  7. Are you sure? Foxhole has you being shuttled from spawn to the front line every time you log in.
  8. what's the benefit? are we getting more players from this subscription, or is it only to please the current consumer base. I don't see any other top tier games doing this? are we the overlooked geniuses? it's only a matter of time before the world realized how great wwiiol is. Give us your money, we're worth it! -new campaign slogan.
  9. MMOFPS details, people.
  10. Now if we could just extent this to the market we might have a game here!
  11. You can, just take the mission counter and add up the players. I mean it's no secret what the population numbers are, no point in hiding it.
  12. Me neither, at these prices you might as well go the full sub which is only a few bucks more. I think where you lose the most people is paying monthly for a game that isn't really going anywhere. What I mean by that is at minimum this game probably needs 500 average daily to be fully playable at all times of day, and take 1000 daily to thrive. We're still around >300 daily, often dropping below 100 every day. For me paying monthly isn't worth it because I cannot actually use most of that time paid for. If there isn't at least a few hundred players online I'm not really enjoying the fights all that much. You could call them night flips but there's many hours in the day where there's a handful of people doing nothing but working cap zones. Not my cup of tea.
  13. So veterans will play as a squad while new players run around chicken headless. Meanwhile the other game is built to work from the get go.
  14. There's just no reason for veterans and noobs to play together. There's no tie-in mechanic that promotes people stick together, there are no squads just everyone in the mission doing their own thing. You really can't blame the new player, when you have quite literally full creative power over each aspect of the game, and new players are directionless, not working together and not sticking around then that's cue to look at your design, because the game is 90% played how intended by design, or lack there of.
  15. Suite yourself, if the player wants to poke himself constantly over supply numbers be my guest. I for one enjoy the tactical coordination gained from the method proposed. I look forward to the armor zergs if the game ever reaches that height.